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UnrealEngineUWP/Engine/Plugins/EnhancedInput/Source/InputEditor/Private/InputCustomizations.h

91 lines
3.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "IDetailCustomization.h"
#include "IDetailCustomNodeBuilder.h"
#include "IPropertyTypeCustomization.h"
class IDetailLayoutBuilder;
class FInputContextDetails : public IDetailCustomization
{
public:
/** Makes a new instance of this detail layout class for a specific detail view requesting it */
static TSharedRef<IDetailCustomization> MakeInstance();
/** ILayoutDetails interface */
virtual void CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) override;
};
class FEnhancedActionMappingCustomization : public IPropertyTypeCustomization
{
public:
static TSharedRef<IPropertyTypeCustomization> MakeInstance()
{
return MakeShareable(new FEnhancedActionMappingCustomization());
}
/** IPropertyTypeCustomization interface */
virtual void CustomizeHeader(TSharedRef<IPropertyHandle> PropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& CustomizationUtils) override;
virtual void CustomizeChildren(TSharedRef<IPropertyHandle> PropertyHandle, IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils) override;
private:
void RemoveMappingButton_OnClick() const;
TSharedPtr<IPropertyTypeCustomization> KeyStructInstance;
TSharedPtr<IPropertyHandle> MappingPropertyHandle;
};
/**
* Customization for UEnhancedInputDeveloperSettings.
*
* This will just make the normal details panel for UEnhancedInputDeveloperSettings, and then add all the default settings
* of Input Triggers and Input Modifiers by gather all the CDO's for them.
*/
class FEnhancedInputDeveloperSettingsCustomization : public IDetailCustomization
{
public:
//~ IDetailCustomization interface
static TSharedRef<IDetailCustomization> MakeInstance()
{
return MakeShareable(new FEnhancedInputDeveloperSettingsCustomization());
}
virtual ~FEnhancedInputDeveloperSettingsCustomization();
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
virtual void CustomizeDetails(const TSharedPtr<IDetailLayoutBuilder>& DetailBuilder) override;
//~ End IDetailCustomization interface
private:
/** Gather all of the CDO's for the given class, Native and Blueprint. */
static TArray<UObject*> GatherClassDetailsCDOs(UClass* Class);
/**
* Called when any Asset is added, removed, or renamed.
*
* This will rebuild the Modifier and Trigger CDO views to make sure that
* any newly added Blueprint
*/
void RebuildDetailsViewForAsset(const FAssetData& AssetData);
/** Callbacks that are triggered from the Asset Registry. */
void OnAssetAdded(const FAssetData& AssetData) { RebuildDetailsViewForAsset(AssetData); }
void OnAssetRemoved(const FAssetData& AssetData) { RebuildDetailsViewForAsset(AssetData); }
void OnAssetRenamed(const FAssetData& AssetData, const FString&) { RebuildDetailsViewForAsset(AssetData); }
/**
* Create a new category on the DetailBuilder and add each object in the given array as an external reference.
*
* @param DetailBuilder The details builder that can be used to add categories
* @param CategoryName The name of the new category to add
* @param ObjectsToCustomize Array of CDO objects to customize and add as external references
*/
void CustomizeCDOValues(IDetailLayoutBuilder& DetailBuilder, const FName CategoryName, const TArray<UObject*>& ObjectsToCustomize);
// Cached details builder so that we can rebuild the details when a new BP asset is added
TWeakPtr<IDetailLayoutBuilder> CachedDetailBuilder;
};