Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/FilePathStructCustomization.h
simon therriault 526cff7cfd FFilePath: Adding metadata to support relative path to project directory
#rb chris.gagnon
#jira UE-69621

#ROBOMERGE-SOURCE: CL 4948231 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 4948232 by simon therriault in Main branch]
2019-02-08 11:35:12 -05:00

51 lines
1.5 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "IPropertyTypeCustomization.h"
class IPropertyHandle;
/**
* Implements a details view customization for the FFilePath structure.
*/
class FFilePathStructCustomization
: public IPropertyTypeCustomization
{
public:
/**
* Creates an instance of this class.
*
* @return The new instance.
*/
static TSharedRef<IPropertyTypeCustomization> MakeInstance( )
{
return MakeShareable(new FFilePathStructCustomization());
}
public:
// IPropertyTypeCustomization interface
virtual void CustomizeChildren( TSharedRef<class IPropertyHandle> StructPropertyHandle, class IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils ) override;
virtual void CustomizeHeader( TSharedRef<class IPropertyHandle> StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils ) override;
private:
/** Callback for getting the selected path in the picker widget. */
FString HandleFilePathPickerFilePath( ) const;
/** Callback for picking a file in the file path picker. */
void HandleFilePathPickerPathPicked( const FString& PickedPath );
private:
/** Pointer to the string that will be seet when changing the path */
TSharedPtr<IPropertyHandle> PathStringProperty;
bool bLongPackageName;
/** Whether the output file path tries to be relative to the project directory */
bool bRelativeToGameDir;
};