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88 lines
2.3 KiB
C++
88 lines
2.3 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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GuidStructCustomization.h: Declares the FGuidCustomization class.
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=============================================================================*/
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#pragma once
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namespace EPropertyEditorGuidActions
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{
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/**
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* Enumerates quick-set action types.
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*/
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enum Type
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{
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// Generate a new GUID.
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Generate,
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// Set a null GUID.
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Invalidate
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};
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}
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/**
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* Implements a details panel customization for FGuid structures.
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*/
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class FGuidStructCustomization
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: public IPropertyTypeCustomization
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{
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public:
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// Begin IPropertyTypeCustomization interface
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virtual void CustomizeHeader( TSharedRef<class IPropertyHandle> StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils ) OVERRIDE;
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virtual void CustomizeChildren( TSharedRef<class IPropertyHandle> StructPropertyHandle, class IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils ) OVERRIDE;
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// End IPropertyTypeCustomization interface
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public:
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/**
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* Creates a new instance.
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*
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* @return A new struct customization for Guids.
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*/
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static TSharedRef<IPropertyTypeCustomization> MakeInstance( );
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protected:
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/**
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* Sets the property's value.
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*
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* @param Guid - The value to set.
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*/
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void SetGuidValue( const FGuid& Guid );
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private:
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// Callback for clicking an item in the quick-set menu.
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void HandleGuidActionClicked( EPropertyEditorGuidActions::Type Action );
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// Handles getting the text color of the editable text box.
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FSlateColor HandleTextBoxForegroundColor( ) const;
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// Handles getting the text to be displayed in the editable text box.
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FText HandleTextBoxText( ) const;
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// Handles changing the value in the editable text box.
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void HandleTextBoxTextChanged( const FText& NewText );
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// Handles committing the text in the editable text box.
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void HandleTextBoxTextCommited( const FText& NewText, ETextCommit::Type CommitInfo );
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private:
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// Holds a flag indicating whether the current input is a valid GUID.
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bool InputValid;
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// Holds a handle to the property being edited.
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TSharedPtr<IPropertyHandle> PropertyHandle;
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// Holds the text box for editing the Guid.
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TSharedPtr<SEditableTextBox> TextBox;
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};
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