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50 lines
1.3 KiB
C++
50 lines
1.3 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 "Widgets/SWidget.h"
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#include "IDetailCustomization.h"
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#include "PropertyHandle.h"
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class IDetailLayoutBuilder;
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struct FAccessorItem
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{
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FAccessorItem(const FText& InText, const FName& InName)
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: Text(InText)
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, Name(InName)
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{
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}
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/** Text to display */
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FText Text;
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/** Name of the accessor */
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FName Name;
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};
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class FSourceCodeAccessSettingsDetails : public IDetailCustomization
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{
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public:
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/** Makes a new instance of this detail layout class for a specific detail view requesting it */
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static TSharedRef<IDetailCustomization> MakeInstance();
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/** IDetailCustomization interface */
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virtual void CustomizeDetails( IDetailLayoutBuilder& DetailLayout ) override;
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private:
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/** Generate a row widget for display in the list view */
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TSharedRef<SWidget> OnGenerateWidget( TSharedPtr<FAccessorItem> InItem );
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/** Set the accessor when we change selection */
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void OnSelectionChanged(TSharedPtr<FAccessorItem> InItem, ESelectInfo::Type InSeletionInfo, TSharedRef<IPropertyHandle> PreferredProviderPropertyHandle);
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/** Get the text to display on the accessor drop-down */
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FText GetAccessorText() const;
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private:
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/** Accessor names to display in a drop-down list */
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TArray<TSharedPtr<FAccessorItem>> Accessors;
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};
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