Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/ParticleSysParamStructCustomization.h
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

54 lines
1.9 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Particles/ParticleSystemComponent.h"
/**
* Class for FParticleSysParam struct customization
*/
class FParticleSysParamStructCustomization : public IPropertyTypeCustomization
{
public:
static TSharedRef<IPropertyTypeCustomization> MakeInstance();
FParticleSysParamStructCustomization();
/** IPropertyTypeCustomization instance */
virtual void CustomizeHeader(TSharedRef<IPropertyHandle> StructPropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
virtual void CustomizeChildren(TSharedRef<IPropertyHandle> StructPropertyHandle, IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
protected:
/** Called by the combo box to generate each row of the widget */
TSharedRef<SWidget> OnGenerateComboWidget(TSharedPtr<FString> InComboString);
/** Called when the combo box selection changes, when a new parameter type is selected */
void OnComboSelectionChanged(TSharedPtr<FString> InSelectedItem, ESelectInfo::Type SelectInfo);
/** Called to obtain an FText representing the current combo box selection */
FText GetParameterTypeName() const;
private:
/** Cached handle to the struct property */
TSharedPtr<IPropertyHandle> PropertyHandle;
/** Current parameter type */
int32 ParameterType;
/** A list of parameter type names */
TArray<TSharedPtr<FString>> ParameterTypeNames;
/** A list of parameter type tooltips */
TArray<FText> ParameterTypeToolTips;
/** Delegates called by each property widget to determine their visibility */
EVisibility GetScalarVisibility() const;
EVisibility GetScalarLowVisibility() const;
EVisibility GetVectorVisibility() const;
EVisibility GetVectorLowVisibility() const;
EVisibility GetColorVisibility() const;
EVisibility GetActorVisibility() const;
EVisibility GetMaterialVisibility() const;
};