Files
UnrealEngineUWP/Engine/Source/Editor/PropertyEditor/Public/IPropertyUtilities.h
T
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

34 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AssetThumbnail.h"
struct FPropertyChangedEvent;
class FEditConditionParser;
/**
* Settings for property editor widgets that call up to the base container for the widgets
* without knowing information about that container
*/
class IPropertyUtilities
{
public:
virtual ~IPropertyUtilities(){}
virtual class FNotifyHook* GetNotifyHook() const = 0;
virtual bool AreFavoritesEnabled() const = 0;
virtual void ToggleFavorite( const TSharedRef< class FPropertyEditor >& PropertyEditor ) const = 0;
virtual void CreateColorPickerWindow( const TSharedRef< class FPropertyEditor >& PropertyEditor, bool bUseAlpha ) const = 0;
virtual void EnqueueDeferredAction( FSimpleDelegate DeferredAction ) = 0;
virtual bool IsPropertyEditingEnabled() const = 0;
virtual void ForceRefresh() = 0;
virtual void RequestRefresh() = 0;
virtual TSharedPtr<class FAssetThumbnailPool> GetThumbnailPool() const = 0;
virtual void NotifyFinishedChangingProperties(const FPropertyChangedEvent& PropertyChangedEvent) = 0;
virtual bool HasClassDefaultObject() const = 0;
virtual const TArray<TWeakObjectPtr<UObject>>& GetSelectedObjects() const = 0;
/** If a customization standalone widget is used, the value should be update only once, when its window is closed */
virtual bool DontUpdateValueWhileEditing() const = 0;
virtual TSharedPtr<FEditConditionParser> GetEditConditionParser() const = 0;
};