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#test MVVM asset in QAGame #rb Yohann.DosSantos #preflight 64089d788c0039bbf73e80d8 [CL 24574634 by patrick boutot in ue5-main branch]
92 lines
2.5 KiB
C++
92 lines
2.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MVVMPropertyPath.h"
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#include "Types/MVVMBindingMode.h"
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#include "Types/MVVMExecutionMode.h"
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#include "MVVMBlueprintViewBinding.generated.h"
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class UWidgetBlueprint;
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class UMVVMBlueprintView;
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/**
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*
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*/
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USTRUCT(BlueprintType)
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struct MODELVIEWVIEWMODELBLUEPRINT_API FMVVMBlueprintViewConversionPath
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{
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GENERATED_BODY()
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/** The Conversion function when converting the value from the destination to the source. */
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UPROPERTY(EditAnywhere, Category = "Viewmodel", AdvancedDisplay)
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FMemberReference DestinationToSourceFunction;
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UPROPERTY()
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FName DestinationToSourceWrapper;
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/** The Conversion function when converting the value from the source to the destination. */
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UPROPERTY(EditAnywhere, Category = "Viewmodel", AdvancedDisplay)
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FMemberReference SourceToDestinationFunction;
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UPROPERTY()
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FName SourceToDestinationWrapper;
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};
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/**
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*
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*/
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USTRUCT(BlueprintType)
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struct MODELVIEWVIEWMODELBLUEPRINT_API FMVVMBlueprintViewBinding
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, Category = "Viewmodel")
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FMVVMBlueprintPropertyPath SourcePath;
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UPROPERTY(EditAnywhere, Category = "Viewmodel")
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FMVVMBlueprintPropertyPath DestinationPath;
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/** */
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UPROPERTY(EditAnywhere, Category = "Viewmodel")
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EMVVMBindingMode BindingType = EMVVMBindingMode::OneWayToDestination;
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UPROPERTY()
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bool bOverrideExecutionMode = false;
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UPROPERTY(EditAnywhere, Category = "Viewmodel", meta=(EditCondition="bOverrideExecutionMode"))
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EMVVMExecutionMode OverrideExecutionMode = EMVVMExecutionMode::Immediate;
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/** */
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UPROPERTY(EditAnywhere, Category = "Viewmodel")
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FMVVMBlueprintViewConversionPath Conversion;
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/** */
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UPROPERTY(VisibleAnywhere, Category = "Viewmodel", Transient)
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TArray<FText> Errors;
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/** The unique ID of this binding. */
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UPROPERTY(VisibleAnywhere, Category = "Viewmodel")
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FGuid BindingId;
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/** Whether the binding is enabled or disabled by default. The instance may enable the binding at runtime. */
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UPROPERTY(EditAnywhere, Category = "Viewmodel")
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bool bEnabled = true;
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/** The binding is visible in the editor, but is not compiled and cannot be used at runtime. */
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UPROPERTY(EditAnywhere, Category = "Viewmodel")
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bool bCompile = true;
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/**
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* Get an internal name. For use in the UI, use GetDisplayNameString()
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*/
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FName GetFName() const;
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/**
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* Get a string that identifies this binding.
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* This is of the form: Widget.Property <- ViewModel.Property
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*/
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FString GetDisplayNameString(const UWidgetBlueprint* WidgetBlueprint) const;
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};
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