Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/ParticleSysParamStructCustomization.h
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

63 lines
2.1 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Layout/Visibility.h"
#include "Widgets/SWidget.h"
#include "UnrealClient.h"
#include "IPropertyTypeCustomization.h"
class FDetailWidgetRow;
class IDetailChildrenBuilder;
class IPropertyHandle;
/**
* Class for FParticleSysParam struct customization
*/
class FParticleSysParamStructCustomization : public IPropertyTypeCustomization
{
public:
static TSharedRef<IPropertyTypeCustomization> MakeInstance();
FParticleSysParamStructCustomization();
/** IPropertyTypeCustomization instance */
virtual void CustomizeHeader(TSharedRef<IPropertyHandle> StructPropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
virtual void CustomizeChildren(TSharedRef<IPropertyHandle> StructPropertyHandle, IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
protected:
/** Called by the combo box to generate each row of the widget */
TSharedRef<SWidget> OnGenerateComboWidget(TSharedPtr<FString> InComboString);
/** Called when the combo box selection changes, when a new parameter type is selected */
void OnComboSelectionChanged(TSharedPtr<FString> InSelectedItem, ESelectInfo::Type SelectInfo);
/** Called to obtain an FText representing the current combo box selection */
FText GetParameterTypeName() const;
private:
/** Cached handle to the struct property */
TSharedPtr<IPropertyHandle> PropertyHandle;
/** Current parameter type */
int32 ParameterType;
/** A list of parameter type names */
TArray<TSharedPtr<FString>> ParameterTypeNames;
/** A list of parameter type tooltips */
TArray<FText> ParameterTypeToolTips;
/** Delegates called by each property widget to determine their visibility */
EVisibility GetScalarVisibility() const;
EVisibility GetScalarLowVisibility() const;
EVisibility GetVectorVisibility() const;
EVisibility GetVectorLowVisibility() const;
EVisibility GetColorVisibility() const;
EVisibility GetActorVisibility() const;
EVisibility GetMaterialVisibility() const;
};