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36 lines
1.4 KiB
C++
36 lines
1.4 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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/**
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* Customizes a string class reference to look like a UClass property
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*/
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class FStringClassReferenceCustomization : public IPropertyTypeCustomization
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{
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public:
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static TSharedRef<IPropertyTypeCustomization> MakeInstance()
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{
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return MakeShareable(new FStringClassReferenceCustomization);
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}
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/** IPropertyTypeCustomization interface */
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virtual void CustomizeHeader(TSharedRef<class IPropertyHandle> InStructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils) OVERRIDE;
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virtual void CustomizeChildren(TSharedRef<class IPropertyHandle> InStructPropertyHandle, class IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils) OVERRIDE;
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private:
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/** @return The class currently set on this reference */
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const UClass* OnGetClass() const;
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/** Set the class used by this reference */
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void OnSetClass(const UClass* NewClass);
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/** Find or load the class associated with the given string */
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static const UClass* StringToClass(const FString& ClassName);
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/** Handle to the struct property being customized */
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TSharedPtr<IPropertyHandle> StructPropertyHandle;
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/** Handle to the class name property we're editing */
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TSharedPtr<IPropertyHandle> ClassNamePropertyHandle;
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/** A cache of the currently resolved value for the class name */
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mutable TWeakObjectPtr<UClass> CachedClassPtr;
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};
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