Files
UnrealEngineUWP/Engine/Source/Editor/ConfigEditor/Public/ConfigPropertyHelper.h
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

51 lines
1.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Object.h"
#include "UObject/WeakObjectPtr.h"
#include "ConfigPropertyHelper.generated.h"
UENUM()
enum EConfigFileSourceControlStatus
{
CFSCS_Unknown UMETA(DisplayName=Unknown),
CFSCS_Writable UMETA(DisplayName = "Available to edit"),
CFSCS_Locked UMETA(DisplayName = "File is locked"),
};
UCLASS(MinimalAPI)
class UPropertyConfigFileDisplayRow : public UObject
{
GENERATED_BODY()
public:
void InitWithConfigAndProperty(const FString& InConfigFileName, UProperty* InEditProperty);
public:
UPROPERTY(Transient, Category = Helper, VisibleAnywhere)
FString ConfigFileName;
UPROPERTY(Transient, Category = Helper, EditAnywhere, meta=(EditCondition="bIsFileWritable"))
UProperty* ExternalProperty;
UPROPERTY(Transient, Category = Helper, VisibleAnywhere)
bool bIsFileWritable;
};
UCLASS(MinimalAPI)
class UConfigHierarchyPropertyView : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(Transient, Category=Helper, EditAnywhere)
TWeakObjectPtr<UProperty> EditProperty;
UPROPERTY(Transient, Category = Helper, EditAnywhere)
TArray<UPropertyConfigFileDisplayRow*> ConfigFilePropertyObjects;
};