Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/GuidStructCustomization.h
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

84 lines
2.1 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
namespace EPropertyEditorGuidActions
{
/**
* Enumerates quick-set action types.
*/
enum Type
{
/** Generate a new GUID. */
Generate,
/** Set a null GUID. */
Invalidate
};
}
/**
* Implements a details panel customization for FGuid structures.
*/
class FGuidStructCustomization
: public IPropertyTypeCustomization
{
public:
/**
* Creates a new instance.
*
* @return A new struct customization for Guids.
*/
static TSharedRef<IPropertyTypeCustomization> MakeInstance( )
{
return MakeShareable(new FGuidStructCustomization);
}
public:
// IPropertyTypeCustomization interface
virtual void CustomizeHeader( TSharedRef<class IPropertyHandle> StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils ) override;
virtual void CustomizeChildren( TSharedRef<class IPropertyHandle> StructPropertyHandle, class IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils ) override;
protected:
/**
* Sets the property's value.
*
* @param Guid The value to set.
*/
void SetGuidValue( const FGuid& Guid );
private:
/** Callback for clicking an item in the quick-set menu. */
void HandleGuidActionClicked( EPropertyEditorGuidActions::Type Action );
/** Handles getting the text color of the editable text box. */
FSlateColor HandleTextBoxForegroundColor( ) const;
/** Handles getting the text to be displayed in the editable text box. */
FText HandleTextBoxText( ) const;
/** Handles changing the value in the editable text box. */
void HandleTextBoxTextChanged( const FText& NewText );
/** Handles committing the text in the editable text box. */
void HandleTextBoxTextCommited( const FText& NewText, ETextCommit::Type CommitInfo );
private:
/** Holds a flag indicating whether the current input is a valid GUID. */
bool InputValid;
/** Holds a handle to the property being edited. */
TSharedPtr<IPropertyHandle> PropertyHandle;
/** Holds the text box for editing the Guid. */
TSharedPtr<SEditableTextBox> TextBox;
};