Files
UnrealEngineUWP/Engine/Source/Editor/StatsViewer/Private/ObjectHyperlinkColumn.h
Jaroslaw Palczynski ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00

36 lines
1.5 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IPropertyTableCustomColumn.h"
#include "StatsViewerModule.h"
#include "ObjectHyperlinkColumnInitializationOptions.h"
/**
* A property table custom column used to display names of objects
* that can be clicked on to jump to the objects in the scene or
* content browser.
*/
class FObjectHyperlinkColumn : public IPropertyTableCustomColumn
{
public:
FObjectHyperlinkColumn(const FObjectHyperlinkColumnInitializationOptions& InOptions = FObjectHyperlinkColumnInitializationOptions());
/** Begin IPropertyTableCustomColumn interface */
virtual bool Supports( const TSharedRef< IPropertyTableColumn >& Column, const TSharedRef< IPropertyTableUtilities >& Utilities ) const override;
virtual TSharedPtr< SWidget > CreateColumnLabel( const TSharedRef< IPropertyTableColumn >& Column, const TSharedRef< IPropertyTableUtilities >& Utilities, const FName& Style ) const override;
virtual TSharedPtr< IPropertyTableCellPresenter > CreateCellPresenter( const TSharedRef< IPropertyTableCell >& Cell, const TSharedRef< IPropertyTableUtilities >& Utilities, const FName& Style ) const override;
/** End IPropertyTableCustomColumn interface */
private:
/** Delegate called to generate a custom widget */
FOnGenerateWidget OnGenerateWidget;
/** Delegate called when a hyperlink is clicked */
FOnObjectHyperlinkClicked OnObjectHyperlinkClicked;
/** Delegate used to query whether a UClass is supported */
FOnIsClassSupported OnIsClassSupported;
};