Files
UnrealEngineUWP/Engine/Plugins/Runtime/ModelViewViewModel/Source/ModelViewViewModelBlueprint/Public/MVVMBlueprintViewBinding.h
Patrick Boutot 5cc291be88 MVVM: Move the ModelViewViewModel plugin to //UE5/Main/
#preflight 62471b2edc6183e3f51a8a07
#preflight 62473c85f73c316f680acef9

[CL 19592606 by Patrick Boutot in ue5-main branch]
2022-04-01 14:21:11 -04:00

64 lines
1.6 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MVVMPropertyPath.h"
#include "Types/MVVMBindingMode.h"
#include "MVVMBlueprintViewBinding.generated.h"
/**
*
*/
USTRUCT(BlueprintType)
struct FMVVMBlueprintViewConversionPath
{
GENERATED_BODY()
/** The Conversion function when setting the binding. */
UPROPERTY(EditAnywhere, Category = "MVVM", AdvancedDisplay)
FString SetConversionFunctionPath;
/** The Conversion function when getting the binding (in 2 way). */
UPROPERTY(EditAnywhere, Category = "MVVM", AdvancedDisplay)
FString GetConversionFunctionPath;
};
/**
*
*/
USTRUCT(BlueprintType)
struct FMVVMBlueprintViewBinding
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, Category = "MVVM")
FMVVMViewModelPropertyPath ViewModelPath;
UPROPERTY(EditAnywhere, Category = "MVVM")
FMVVMWidgetPropertyPath WidgetPath;
/** */
UPROPERTY(EditAnywhere, Category = "MVVM")
EMVVMBindingMode BindingType = EMVVMBindingMode::OneWayToDestination;
UPROPERTY(EditAnywhere, Category = "MVVM")
EMVVMViewBindingUpdateMode UpdateMode = EMVVMViewBindingUpdateMode::Immediate;
/** */
UPROPERTY(EditAnywhere, Category = "MVVM")
FMVVMBlueprintViewConversionPath Conversion;
/** */
UPROPERTY(VisibleAnywhere, Category = "MVVM", Transient)
TArray<FText> Errors;
/** Whether the binding is enabled or disabled by default. The instance may enable the binding at runtime. */
UPROPERTY(EditAnywhere, Category = "MVVM")
bool bEnabled = true;
/** The binding is visible in the editor, but is not compiled and cannot be used at runtime. */
UPROPERTY(EditAnywhere, Category = "MVVM")
bool bCompile = true;
};