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#preflight 62471b2edc6183e3f51a8a07 #preflight 62473c85f73c316f680acef9 [CL 19592606 by Patrick Boutot in ue5-main branch]
64 lines
1.6 KiB
C
64 lines
1.6 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MVVMPropertyPath.h"
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#include "Types/MVVMBindingMode.h"
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#include "MVVMBlueprintViewBinding.generated.h"
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/**
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*
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*/
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USTRUCT(BlueprintType)
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struct FMVVMBlueprintViewConversionPath
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{
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GENERATED_BODY()
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/** The Conversion function when setting the binding. */
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UPROPERTY(EditAnywhere, Category = "MVVM", AdvancedDisplay)
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FString SetConversionFunctionPath;
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/** The Conversion function when getting the binding (in 2 way). */
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UPROPERTY(EditAnywhere, Category = "MVVM", AdvancedDisplay)
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FString GetConversionFunctionPath;
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};
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/**
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*
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*/
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USTRUCT(BlueprintType)
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struct FMVVMBlueprintViewBinding
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, Category = "MVVM")
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FMVVMViewModelPropertyPath ViewModelPath;
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UPROPERTY(EditAnywhere, Category = "MVVM")
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FMVVMWidgetPropertyPath WidgetPath;
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/** */
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UPROPERTY(EditAnywhere, Category = "MVVM")
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EMVVMBindingMode BindingType = EMVVMBindingMode::OneWayToDestination;
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UPROPERTY(EditAnywhere, Category = "MVVM")
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EMVVMViewBindingUpdateMode UpdateMode = EMVVMViewBindingUpdateMode::Immediate;
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/** */
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UPROPERTY(EditAnywhere, Category = "MVVM")
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FMVVMBlueprintViewConversionPath Conversion;
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/** */
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UPROPERTY(VisibleAnywhere, Category = "MVVM", Transient)
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TArray<FText> Errors;
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/** Whether the binding is enabled or disabled by default. The instance may enable the binding at runtime. */
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UPROPERTY(EditAnywhere, Category = "MVVM")
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bool bEnabled = true;
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/** The binding is visible in the editor, but is not compiled and cannot be used at runtime. */
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UPROPERTY(EditAnywhere, Category = "MVVM")
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bool bCompile = true;
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};
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