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58 lines
1.5 KiB
C++
58 lines
1.5 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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class IDetailChildrenBuilder;
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class FDetailWidgetRow;
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/**
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* A custom node that can be given to a details panel category to customize widgets
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*/
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class IDetailCustomNodeBuilder
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{
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public:
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virtual ~IDetailCustomNodeBuilder(){};
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/**
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* Sets a delegate that should be used when the custom node needs to rebuild children
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*
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* @param A delegate to invoke when the tree should rebuild this nodes children
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*/
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virtual void SetOnRebuildChildren( FSimpleDelegate InOnRegenerateChildren ) = 0;
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/**
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* Called to generate content in the header of this node ( the actual node content ).
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* Only called if HasHeaderRow is true
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*
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* @param NodeRow The row to put content in
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*/
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virtual void GenerateHeaderRowContent( FDetailWidgetRow& NodeRow ) = 0;
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/**
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* Called to generate child content of this node
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*
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* @param OutChildRows An array of rows to add children to
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*/
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virtual void GenerateChildContent( IDetailChildrenBuilder& ChildrenBuilder ) = 0;
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/**
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* Called each tick if ReqiresTick is true
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*/
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virtual void Tick( float DeltaTime ) = 0;
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/**
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* @return true if this node requires tick, false otherwise
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*/
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virtual bool RequiresTick() const = 0;
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/**
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* @return true if this node should be collapsed in the tree
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*/
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virtual bool InitiallyCollapsed() const = 0;
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/**
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* @return The name of this custom builder. This is used as an identifier to save expansion state if needed
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*/
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virtual FName GetName() const = 0;
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};
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