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#rb Chris.Gagnon #rnx #ROBOMERGE-OWNER: ryan.vance #ROBOMERGE-AUTHOR: lauren.ridge #ROBOMERGE-SOURCE: CL 5808467 via CL 5811585 via CL 5811826 #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 5841149 by lauren ridge in Dev-VR branch]
116 lines
3.6 KiB
C++
116 lines
3.6 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "ClassViewerModule.h"
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#include "UObject/WeakObjectPtr.h"
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class IPropertyHandle;
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class IUnloadedBlueprintData;
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class UBlueprint;
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class FClassViewerNode
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{
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public:
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/**
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* Creates a node for the widget's tree.
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*
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* @param InClassName The name of the class this node represents.
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* @param InClassDisplayName The display name of the class this node represents
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* @param bInIsPlaceable true if the class is a placeable class.
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*/
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FClassViewerNode( const FString& InClassName, const FString& InClassDisplayName );
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FClassViewerNode( const FClassViewerNode& InCopyObject);
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/**
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* Adds the specified child to the node.
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*
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* @param Child The child to be added to this node for the tree.
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*/
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void AddChild( TSharedPtr<FClassViewerNode> Child );
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/**
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* Adds the specified child to the node. If a child with the same class already exists the function add the child storing more info.
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* The function does not persist child order.
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*
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* @param NewChild The child to be added to this node for the tree.
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*/
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void AddUniqueChild(TSharedPtr<FClassViewerNode> NewChild);
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/**
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* Retrieves the class name this node is associated with. This is not the literal UClass name as it is missing the _C for blueprints
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* @param bUseDisplayName Whether to use the display name or class name
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*/
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TSharedPtr<FString> GetClassName(bool bUseDisplayName = false) const
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{
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return bUseDisplayName ? ClassDisplayName : ClassName;
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}
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/**
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* Retrieves the class name this node is associated with. This is not the literal UClass name as it is missing the _C for blueprints
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* @param NameType Whether to use the display name or class name
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*/
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TSharedPtr<FString> GetClassName(EClassViewerNameTypeToDisplay NameType) const;
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/** Retrieves the children list. */
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TArray<TSharedPtr<FClassViewerNode>>& GetChildrenList()
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{
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return ChildrenList;
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}
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/** Checks if the class is placeable. */
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bool IsClassPlaceable() const;
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/** Checks if this is a blueprint */
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bool IsBlueprintClass() const;
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/** Checks if this is an editor module class */
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bool IsEditorOnlyClass() const;
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/** Rather this class is not allowed for the specific context */
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bool IsRestricted() const;
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private:
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/** The nontranslated internal name for this class. This is not necessarily the UClass's name, as that may have _C for blueprints */
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TSharedPtr<FString> ClassName;
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/** The translated display name for this class */
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TSharedPtr<FString> ClassDisplayName;
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/** List of children. */
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TArray<TSharedPtr<FClassViewerNode>> ChildrenList;
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public:
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/** The class this node is associated with. */
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TWeakObjectPtr<UClass> Class;
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/** The blueprint this node is associated with. */
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TWeakObjectPtr<UBlueprint> Blueprint;
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/** Full object path to the class including _C, set for both blueprint and native */
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FName ClassPath;
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/** Full object path to the parent class, may be blueprint or native */
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FName ParentClassPath;
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/** Full path to the Blueprint that this class is loaded from, none for native classes*/
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FName BlueprintAssetPath;
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/** true if the class passed the filter. */
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bool bPassesFilter;
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/** true if the class is a "normal type", this is used to identify unloaded blueprints as blueprint bases. */
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bool bIsBPNormalType;
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/** Pointer to the parent to this object. */
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TWeakPtr< FClassViewerNode > ParentNode;
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/** Data for unloaded blueprints, only valid if the class is unloaded. */
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TSharedPtr< class IUnloadedBlueprintData > UnloadedBlueprintData;
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/** The property this node will be working on. */
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TSharedPtr<class IPropertyHandle> PropertyHandle;
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};
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