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Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false). EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however. Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini) GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically. This addresses UETOOL-270 (Most editor preferences should be project-agnostic) [CL 2517558 by Andrew Rodham in Main branch]
565 lines
17 KiB
C++
565 lines
17 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "PropertyEditorPrivatePCH.h"
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#include "PropertyNode.h"
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#include "ObjectPropertyNode.h"
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#include "CategoryPropertyNode.h"
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#include "ItemPropertyNode.h"
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#include "ObjectEditorUtils.h"
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#include "EditorCategoryUtils.h"
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FObjectPropertyNode::FObjectPropertyNode(void)
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: FComplexPropertyNode()
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, BaseClass(NULL)
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{
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}
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FObjectPropertyNode::~FObjectPropertyNode(void)
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{
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}
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UObject* FObjectPropertyNode::GetUObject(int32 InIndex)
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{
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check(Objects.IsValidIndex(InIndex));
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return Objects[InIndex].Get();
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}
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const UObject* FObjectPropertyNode::GetUObject(int32 InIndex) const
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{
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check(Objects.IsValidIndex(InIndex));
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return Objects[InIndex].Get();
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}
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// Adds a new object to the list.
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void FObjectPropertyNode::AddObject( UObject* InObject )
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{
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Objects.AddUnique( InObject );
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}
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// Removes an object from the list.
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void FObjectPropertyNode::RemoveObject( UObject* InObject )
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{
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const int32 idx = Objects.Find( InObject );
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if( idx != INDEX_NONE )
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{
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Objects.RemoveAt( idx, 1 );
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}
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}
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// Removes all objects from the list.
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void FObjectPropertyNode::RemoveAllObjects()
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{
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Objects.Empty();
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}
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// Purges any objects marked pending kill from the object list
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void FObjectPropertyNode::PurgeKilledObjects()
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{
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// Purge any objects that are marked pending kill from the object list
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for (int32 Index = 0; Index < Objects.Num(); )
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{
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TWeakObjectPtr<UObject> Object = Objects[Index];
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if ( !Object.IsValid() || Object->HasAnyFlags(RF_PendingKill) )
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{
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Objects.RemoveAt(Index, 1);
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}
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else
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{
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++Index;
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}
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}
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}
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// Called when the object list is finalized, Finalize() finishes the property window setup.
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void FObjectPropertyNode::Finalize()
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{
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// May be NULL...
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UClass* OldBase = GetObjectBaseClass();
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// Find an appropriate base class.
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SetBestBaseClass();
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if (BaseClass.IsValid() && BaseClass->HasAnyClassFlags(CLASS_CollapseCategories) )
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{
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SetNodeFlags(EPropertyNodeFlags::ShowCategories, false );
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}
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}
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bool FObjectPropertyNode::GetReadAddressUncached(FPropertyNode& InNode,
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bool InRequiresSingleSelection,
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FReadAddressListData& OutAddresses,
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bool bComparePropertyContents,
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bool bObjectForceCompare,
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bool bArrayPropertiesCanDifferInSize) const
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{
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// Are any objects selected for property editing?
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if( !GetNumObjects())
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{
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return false;
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}
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UProperty* InItemProperty = InNode.GetProperty();
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// Is there a InItemProperty bound to the InItemProperty window?
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if( !InItemProperty )
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{
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return false;
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}
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// Requesting a single selection?
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if( InRequiresSingleSelection && GetNumObjects() > 1)
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{
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// Fail: we're editing properties for multiple objects.
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return false;
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}
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//assume all properties are the same unless proven otherwise
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bool bAllTheSame = true;
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//////////////////////////////////////////
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// If this item is the child of an array, return NULL if there is a different number
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// of items in the array in different objects, when multi-selecting.
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if( Cast<UArrayProperty>(InItemProperty->GetOuter()) )
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{
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FPropertyNode* ParentNode = InNode.GetParentNode();
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check(ParentNode);
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const UObject* TempObject = GetUObject(0);
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if( TempObject )
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{
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uint8* BaseAddr = ParentNode->GetValueBaseAddress( (uint8*)TempObject );
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if( BaseAddr )
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{
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const int32 Num = FScriptArrayHelper::Num(BaseAddr);
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for( int32 ObjIndex = 1 ; ObjIndex < GetNumObjects(); ObjIndex++ )
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{
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TempObject = GetUObject(ObjIndex);
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BaseAddr = ParentNode->GetValueBaseAddress( (uint8*)TempObject );
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if( BaseAddr && Num != FScriptArrayHelper::Num( BaseAddr ) )
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{
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bAllTheSame = false;
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}
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}
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}
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}
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}
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uint8* Base = GetUObject(0) ? InNode.GetValueBaseAddress( (uint8*)(GetUObject(0)) ) : NULL;
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if (Base)
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{
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// If the item is an array itself, return NULL if there are a different number of
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// items in the array in different objects, when multi-selecting.
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if( Cast<UArrayProperty>(InItemProperty) )
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{
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// This flag is an override for array properties which want to display e.g. the "Clear" and "Empty"
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// buttons, even though the array properties may differ in the number of elements.
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if ( !bArrayPropertiesCanDifferInSize )
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{
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const UObject* TempObject = GetUObject(0);
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int32 const Num = FScriptArrayHelper::Num(InNode.GetValueBaseAddress( (uint8*)TempObject));
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for( int32 ObjIndex = 1 ; ObjIndex < GetNumObjects() ; ObjIndex++ )
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{
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TempObject = GetUObject(ObjIndex);
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if( TempObject && Num != FScriptArrayHelper::Num(InNode.GetValueBaseAddress((uint8*)TempObject)) )
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{
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bAllTheSame = false;
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}
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}
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}
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}
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else
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{
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if ( bComparePropertyContents || !Cast<UObjectPropertyBase>(InItemProperty) || bObjectForceCompare )
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{
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// Make sure the value of this InItemProperty is the same in all selected objects.
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for( int32 ObjIndex = 1 ; ObjIndex < GetNumObjects() ; ObjIndex++ )
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{
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const UObject* TempObject = GetUObject(ObjIndex);
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if( !InItemProperty->Identical( Base, InNode.GetValueBaseAddress( (uint8*)TempObject ) ) )
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{
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bAllTheSame = false;
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}
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}
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}
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else
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{
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if ( Cast<UObjectPropertyBase>(InItemProperty) )
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{
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// We don't want to exactly compare component properties. However, we
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// need to be sure that all references are either valid or invalid.
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// If BaseObj is NON-NULL, all other objects' properties should also be non-NULL.
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// If BaseObj is NULL, all other objects' properties should also be NULL.
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UObject* BaseObj = Cast<UObjectPropertyBase>(InItemProperty)->GetObjectPropertyValue(Base);
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for( int32 ObjIndex = 1 ; ObjIndex < GetNumObjects() ; ObjIndex++ )
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{
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const UObject* TempObject = GetUObject(ObjIndex);
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UObject* CurObj = Cast<UObjectPropertyBase>(InItemProperty)->GetObjectPropertyValue(InNode.GetValueBaseAddress( (uint8*)TempObject ));
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if ( ( !BaseObj && CurObj ) // BaseObj is NULL, but this InItemProperty is non-NULL!
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|| ( BaseObj && !CurObj ) ) // BaseObj is non-NULL, but this InItemProperty is NULL!
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{
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bAllTheSame = false;
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}
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}
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}
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}
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}
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}
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// Write addresses to the output.
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for ( int32 ObjIndex = 0 ; ObjIndex < GetNumObjects(); ++ObjIndex )
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{
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const UObject* TempObject = GetUObject(ObjIndex);
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if( TempObject )
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{
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OutAddresses.Add( TempObject, InNode.GetValueBaseAddress( (uint8*)(TempObject) ) );
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}
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}
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// Everything checked out and we have usable addresses.
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return bAllTheSame;
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}
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/**
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* fills in the OutAddresses array with the addresses of all of the available objects.
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* @param InItem The property to get objects from.
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* @param OutAddresses Storage array for all of the objects' addresses.
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*/
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bool FObjectPropertyNode::GetReadAddressUncached( FPropertyNode& InNode, FReadAddressListData& OutAddresses ) const
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{
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// Are any objects selected for property editing?
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if( !GetNumObjects())
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{
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return false;
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}
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UProperty* InItemProperty = InNode.GetProperty();
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// Is there a InItemProperty bound to the InItemProperty window?
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if( !InItemProperty )
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{
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return false;
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}
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// Write addresses to the output.
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for ( int32 ObjectIdx = 0 ; ObjectIdx < GetNumObjects() ; ++ObjectIdx )
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{
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const UObject* TempObject = GetUObject(ObjectIdx);
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if( TempObject != NULL )
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{
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OutAddresses.Add( TempObject, InNode.GetValueBaseAddress( (uint8*)(TempObject) ) );
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}
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}
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// Everything checked out and we have usable addresses.
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return true;
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}
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/**
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* Calculates the memory address for the data associated with this item's property. This is typically the value of a UProperty or a UObject address.
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*
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* @param StartAddress the location to use as the starting point for the calculation; typically the address of the object that contains this property.
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*
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* @return a pointer to a UProperty value or UObject. (For dynamic arrays, you'd cast this value to an FArray*)
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*/
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uint8* FObjectPropertyNode::GetValueBaseAddress( uint8* StartAddress )
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{
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uint8* Result = StartAddress;
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UClass* ClassObject;
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if ( (ClassObject=Cast<UClass>((UObject*)Result)) != NULL )
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{
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Result = (uint8*)ClassObject->GetDefaultObject();
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}
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return Result;
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}
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void FObjectPropertyNode::InitBeforeNodeFlags()
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{
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StoredProperty = Property;
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Property = NULL;
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Finalize();
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}
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void FObjectPropertyNode::InitChildNodes()
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{
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InternalInitChildNodes();
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}
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void FObjectPropertyNode::InternalInitChildNodes( FName SinglePropertyName )
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{
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HiddenCategories.Empty();
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// Assemble a list of category names by iterating over all fields of BaseClass.
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// build a list of classes that we need to look at
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TSet<UClass*> ClassesToConsider;
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for( int32 i = 0; i < GetNumObjects(); ++i )
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{
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UObject* TempObject = GetUObject( i );
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if( TempObject )
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{
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ClassesToConsider.Add( TempObject->GetClass() );
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}
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}
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const bool bShouldShowHiddenProperties = !!HasNodeFlags(EPropertyNodeFlags::ShouldShowHiddenProperties);
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const bool bShouldShowDisableEditOnInstance = !!HasNodeFlags(EPropertyNodeFlags::ShouldShowDisableEditOnInstance);
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TSet<FName> Categories;
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for( TFieldIterator<UProperty> It(BaseClass.Get()); It; ++It )
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{
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bool bHidden = false;
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FName CategoryName = FObjectEditorUtils::GetCategoryFName(*It);
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for( UClass* Class : ClassesToConsider )
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{
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if( FEditorCategoryUtils::IsCategoryHiddenFromClass(Class, CategoryName.ToString()) )
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{
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HiddenCategories.Add( CategoryName );
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bHidden = true;
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break;
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}
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}
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bool bMetaDataAllowVisible = true;
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FString MetaDataVisibilityCheckString = It->GetMetaData(TEXT("bShowOnlyWhenTrue"));
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if (MetaDataVisibilityCheckString.Len())
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{
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//ensure that the metadata visibility string is actually set to true in order to show this property
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GConfig->GetBool(TEXT("UnrealEd.PropertyFilters"), *MetaDataVisibilityCheckString, bMetaDataAllowVisible, GEditorPerProjectIni);
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}
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if (bMetaDataAllowVisible)
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{
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const bool bShowIfNonHiddenEditableProperty = (*It)->HasAnyPropertyFlags(CPF_Edit) && !bHidden;
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const bool bShowIfDisableEditOnInstance = !(*It)->HasAnyPropertyFlags(CPF_DisableEditOnInstance) || bShouldShowDisableEditOnInstance;
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if( bShouldShowHiddenProperties || (bShowIfNonHiddenEditableProperty && bShowIfDisableEditOnInstance) )
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{
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Categories.Add( CategoryName );
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}
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}
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}
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//////////////////////////////////////////
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// Add the category headers and the child items that belong inside of them.
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// Only show category headers if this is the top level object window and the parent window allows headers.
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if( HasNodeFlags(EPropertyNodeFlags::ShowCategories) )
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{
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FString CategoryDelimiterString;
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CategoryDelimiterString.AppendChar( FPropertyNodeConstants::CategoryDelimiterChar );
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TArray< FPropertyNode* > ParentNodesToSort;
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for( const FName& FullCategoryPath : Categories )
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{
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// Figure out the nesting level for this category
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TArray< FString > FullCategoryPathStrings;
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FullCategoryPath.ToString().ParseIntoArray( FullCategoryPathStrings, *CategoryDelimiterString, true );
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TSharedPtr<FPropertyNode> ParentLevelNode = SharedThis(this);
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FString CurCategoryPathString;
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for( int32 PathLevelIndex = 0; PathLevelIndex < FullCategoryPathStrings.Num(); ++PathLevelIndex )
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{
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// Build up the category path name for the current path level index
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if( CurCategoryPathString.Len() != 0 )
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{
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CurCategoryPathString += FPropertyNodeConstants::CategoryDelimiterChar;
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}
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CurCategoryPathString += FullCategoryPathStrings[ PathLevelIndex ];
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const FName CategoryName( *CurCategoryPathString );
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// Check to see if we've already created a category at the specified path level
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bool bFoundMatchingCategory = false;
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{
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for( int32 CurNodeIndex = 0; CurNodeIndex < ParentLevelNode->GetNumChildNodes(); ++CurNodeIndex )
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{
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TSharedPtr<FPropertyNode>& ChildNode = ParentLevelNode->GetChildNode( CurNodeIndex );
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check( ChildNode.IsValid() );
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// Is this a category node?
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FCategoryPropertyNode* ChildCategoryNode = ChildNode->AsCategoryNode();
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if( ChildCategoryNode != NULL )
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{
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// Does the name match?
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if( ChildCategoryNode->GetCategoryName() == CategoryName )
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{
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// Descend by using the child node as the new parent
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bFoundMatchingCategory = true;
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ParentLevelNode = ChildNode;
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break;
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}
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}
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}
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}
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// If we didn't find the category, then we'll need to create it now!
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if( !bFoundMatchingCategory )
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{
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// Create the category node and assign it to its parent node
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TSharedPtr<FCategoryPropertyNode> NewCategoryNode( new FCategoryPropertyNode );
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{
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NewCategoryNode->SetCategoryName( CategoryName );
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FPropertyNodeInitParams InitParams;
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InitParams.ParentNode = ParentLevelNode;
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InitParams.Property = NULL;
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InitParams.ArrayOffset = 0;
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InitParams.ArrayIndex = INDEX_NONE;
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InitParams.bAllowChildren = true;
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InitParams.bForceHiddenPropertyVisibility = bShouldShowHiddenProperties;
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InitParams.bCreateDisableEditOnInstanceNodes = bShouldShowDisableEditOnInstance;
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NewCategoryNode->InitNode( InitParams );
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// Recursively expand category properties if the category has been flagged for auto-expansion.
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if (BaseClass->IsAutoExpandCategory(*CategoryName.ToString())
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&& !BaseClass->IsAutoCollapseCategory(*CategoryName.ToString()))
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{
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NewCategoryNode->SetNodeFlags(EPropertyNodeFlags::Expanded, true);
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}
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// Add this node to it's parent. Note that no sorting happens here, so the parent's
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// list of child nodes will not be in the correct order. We'll keep track of which
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// nodes we added children to so we can sort them after we're finished adding new nodes.
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ParentLevelNode->AddChildNode(NewCategoryNode);
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ParentNodesToSort.AddUnique( ParentLevelNode.Get() );
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}
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// Descend into the newly created category by using this node as the new parent
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ParentLevelNode = NewCategoryNode;
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}
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}
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}
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}
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else
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{
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// Iterate over all fields, creating items.
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for( TFieldIterator<UProperty> It(BaseClass.Get()); It; ++It )
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{
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const bool bShowIfNonHiddenEditableProperty = (*It)->HasAnyPropertyFlags(CPF_Edit) && !FEditorCategoryUtils::IsCategoryHiddenFromClass(BaseClass.Get(), FObjectEditorUtils::GetCategory(*It));
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const bool bShowIfDisableEditOnInstance = !(*It)->HasAnyPropertyFlags(CPF_DisableEditOnInstance) || bShouldShowDisableEditOnInstance;
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if (bShouldShowHiddenProperties || (bShowIfNonHiddenEditableProperty && bShowIfDisableEditOnInstance))
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{
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UProperty* CurProp = *It;
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if( SinglePropertyName == NAME_None || CurProp->GetFName() == SinglePropertyName )
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{
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TSharedPtr<FItemPropertyNode> NewItemNode( new FItemPropertyNode );
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FPropertyNodeInitParams InitParams;
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InitParams.ParentNode = SharedThis(this);
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InitParams.Property = CurProp;
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InitParams.ArrayOffset = 0;
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InitParams.ArrayIndex = INDEX_NONE;
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InitParams.bAllowChildren = SinglePropertyName == NAME_None;
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InitParams.bForceHiddenPropertyVisibility = bShouldShowHiddenProperties;
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InitParams.bCreateDisableEditOnInstanceNodes = bShouldShowDisableEditOnInstance;
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NewItemNode->InitNode( InitParams );
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AddChildNode(NewItemNode);
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if( SinglePropertyName != NAME_None )
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{
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// Generate no other children
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break;
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}
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}
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}
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}
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}
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}
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TSharedPtr<FPropertyNode> FObjectPropertyNode::GenerateSingleChild( FName ChildPropertyName )
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{
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bool bDestroySelf = false;
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DestroyTree(bDestroySelf);
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// No category nodes should be created in single property mode
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SetNodeFlags( EPropertyNodeFlags::ShowCategories, false );
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InternalInitChildNodes( ChildPropertyName );
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if( ChildNodes.Num() > 0 )
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{
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// only one node should be been created
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check( ChildNodes.Num() == 1);
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return ChildNodes[0];
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}
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return NULL;
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}
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/**
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* Appends my path, including an array index (where appropriate)
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*/
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bool FObjectPropertyNode::GetQualifiedName(FString& PathPlusIndex, bool bWithArrayIndex, const FPropertyNode* StopParent, bool bIgnoreCategories ) const
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|
{
|
|
bool bAddedAnything = false;
|
|
if( ParentNode && ParentNode != StopParent )
|
|
{
|
|
bAddedAnything = ParentNode->GetQualifiedName(PathPlusIndex, bWithArrayIndex, StopParent, bIgnoreCategories);
|
|
if( bAddedAnything )
|
|
{
|
|
PathPlusIndex += TEXT(".");
|
|
}
|
|
}
|
|
|
|
bAddedAnything = true;
|
|
PathPlusIndex += TEXT("Object");
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|
|
|
return bAddedAnything;
|
|
}
|
|
|
|
// Looks at the Objects array and returns the best base class. Called by
|
|
// Finalize(); that is, when the list of selected objects is being finalized.
|
|
void FObjectPropertyNode::SetBestBaseClass()
|
|
{
|
|
BaseClass = NULL;
|
|
|
|
for( int32 x = 0 ; x < Objects.Num() ; ++x )
|
|
{
|
|
UObject* Obj = Objects[x].Get();
|
|
|
|
if( Obj )
|
|
{
|
|
UClass* ObjClass = Cast<UClass>(Obj);
|
|
if (ObjClass == NULL)
|
|
{
|
|
ObjClass = Obj->GetClass();
|
|
}
|
|
check( ObjClass );
|
|
|
|
// Initialize with the class of the first object we encounter.
|
|
if( BaseClass == NULL )
|
|
{
|
|
BaseClass = ObjClass;
|
|
}
|
|
|
|
// If we've encountered an object that's not a subclass of the current best baseclass,
|
|
// climb up a step in the class hierarchy.
|
|
while( !ObjClass->IsChildOf( BaseClass.Get() ) )
|
|
{
|
|
BaseClass = BaseClass->GetSuperClass();
|
|
}
|
|
}
|
|
}
|
|
}
|