Files
UnrealEngineUWP/Engine/Source/Editor/ClassViewer/Public/ClassViewerModule.h
Jamie Dale a569f6b356 Fixed code relying on SLATE_TEXT_ATTRIBUTE for STextBlock.
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)

This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.

[CL 2399803 by Jamie Dale in Main branch]
2015-01-07 09:52:40 -05:00

132 lines
3.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
/** Delegate used with the Class Viewer in 'class picking' mode. You'll bind a delegate when the
class viewer widget is created, which will be fired off when a class is selected in the list */
DECLARE_DELEGATE_OneParam( FOnClassPicked, UClass* );
namespace EClassViewerMode
{
enum Type
{
/** Allows all classes to be browsed and selected; syncs selection with the editor; drag and drop attachment, etc. */
ClassBrowsing,
/** Sets the class viewer to operate as a class 'picker'. */
ClassPicker,
};
}
namespace EClassViewerDisplayMode
{
enum Type
{
/** Default will choose what view mode based on if in Viewer or Picker mode. */
DefaultView,
/** Displays all classes as a tree. */
TreeView,
/** Displays all classes as a list. */
ListView,
};
}
/**
* Settings for the Class Viewer set by the programmer before spawning an instance of the widget. This
* is used to modify the class viewer's behavior in various ways, such as filtering in or out specific classes.
*/
class FClassViewerInitializationOptions
{
public:
/** The filter to use on classes in this instance. */
TSharedPtr<class IClassViewerFilter> ClassFilter;
/** Mode to operate in */
EClassViewerMode::Type Mode;
/** Mode to display the classes using. */
EClassViewerDisplayMode::Type DisplayMode;
/** Filters so only actors will be displayed. */
bool bIsActorsOnly;
/** Filters so only placeable actors will be displayed. Forces bIsActorsOnly to true. */
bool bIsPlaceableOnly;
/** Filters so only base blueprints will be displayed. */
bool bIsBlueprintBaseOnly;
/** Shows unloaded blueprints. Will not be filtered out based on non-bool filter options. */
bool bShowUnloadedBlueprints;
/** Shows a "None" option, only available in Picker mode. */
bool bShowNoneOption;
/** true will show the UObject root class. */
bool bShowObjectRootClass;
/** If true, root nodes will be expanded by default. */
bool bExpandRootNodes;
/** true allows class dynamic loading on selection */
bool bEnableClassDynamicLoading;
/** true shows display names of classes rather than full class names */
bool bShowDisplayNames;
/** the title string of the class viewer if required. */
FText ViewerTitleString;
/** The property this class viewer be working on. */
TSharedPtr<class IPropertyHandle> PropertyHandle;
public:
/** Constructor */
FClassViewerInitializationOptions()
: Mode( EClassViewerMode::ClassPicker )
, DisplayMode(EClassViewerDisplayMode::DefaultView)
, bIsActorsOnly(false)
, bIsPlaceableOnly(false)
, bIsBlueprintBaseOnly(false)
, bShowUnloadedBlueprints(true)
, bShowNoneOption(false)
, bShowObjectRootClass(false)
, bExpandRootNodes(true)
, bEnableClassDynamicLoading(true)
, bShowDisplayNames(false)
{
}
};
/**
* Class Viewer module
*/
class FClassViewerModule : public IModuleInterface
{
public:
/**
* Called right after the module DLL has been loaded and the module object has been created
*/
virtual void StartupModule();
/**
* Called before the module is unloaded, right before the module object is destroyed.
*/
virtual void ShutdownModule();
/**
* Creates a class viewer widget
*
* @param InitOptions Programmer-driven configuration for this widget instance
* @param OnClassPickedDelegate Optional callback when a class is selected in 'class picking' mode
*
* @return New class viewer widget
*/
virtual TSharedRef<class SWidget> CreateClassViewer(const FClassViewerInitializationOptions& InitOptions,
const FOnClassPicked& OnClassPickedDelegate );
};