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Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time. Also cleaned up some random stuff along the way: - relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now) - header guards are deprecated, use #pragma once instead (all compilers support it now) - space between multiple template brackets is no longer required (all compilers support >> now) - NULL to nullptr, OVERRIDE to override - spelling errors, whitespace, line breaks [CL 2104067 by Max Preussner in Main branch]
88 lines
1.8 KiB
C++
88 lines
1.8 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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* Implements a view model for the settings editor widget.
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*/
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class FSettingsEditorModel
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: public ISettingsEditorModel
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{
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public:
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/**
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* Creates and initializes a new instance.
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*
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* @param InSettingsContainer The settings container to use.
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*/
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FSettingsEditorModel( const ISettingsContainerRef& InSettingsContainer )
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: SettingsContainer(InSettingsContainer)
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{
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SettingsContainer->OnSectionRemoved().AddRaw(this, &FSettingsEditorModel::HandleSettingsContainerSectionRemoved);
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}
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/**
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* Destructor.
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*/
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~FSettingsEditorModel( )
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{
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SettingsContainer->OnSectionRemoved().RemoveAll(this);
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}
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public:
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// ISettingsEditorModel interface
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virtual const ISettingsSectionPtr& GetSelectedSection( ) const override
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{
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return SelectedSection;
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}
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virtual const ISettingsContainerRef& GetSettingsContainer( ) const override
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{
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return SettingsContainer;
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}
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virtual FSimpleMulticastDelegate& OnSelectionChanged( ) override
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{
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return OnSelectionChangedDelegate;
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}
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virtual void SelectSection( const ISettingsSectionPtr& Section ) override
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{
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if (Section == SelectedSection)
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{
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return;
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}
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SelectedSection = Section;
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OnSelectionChangedDelegate.Broadcast();
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}
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private:
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// Handles the removal of sections from the settings container.
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void HandleSettingsContainerSectionRemoved( const ISettingsSectionRef& Section )
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{
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if (SelectedSection == Section)
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{
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SelectSection(nullptr);
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}
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}
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private:
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// Holds the currently selected settings section.
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ISettingsSectionPtr SelectedSection;
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// Holds a reference to the settings container.
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ISettingsContainerRef SettingsContainer;
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private:
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// Holds a delegate that is executed when the selected settings section has changed.
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FSimpleMulticastDelegate OnSelectionChangedDelegate;
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};
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