// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Widgets/SNullWidget.h" #include "IPropertyTableCellPresenter.h" /** * Boilerplate implementations of IPropertyTableCellPresenter functions. * Here so we dont have to override all these functions each time. */ class FStatsCellPresenter : public IPropertyTableCellPresenter { public: /** Begin IPropertyTableCellPresenter interface */ virtual bool RequiresDropDown() override { return false; } virtual TSharedRef< class SWidget > ConstructEditModeCellWidget() override { return ConstructDisplayWidget(); } virtual TSharedRef< class SWidget > ConstructEditModeDropDownWidget() override { return SNullWidget::NullWidget; } virtual TSharedRef< class SWidget > WidgetToFocusOnEdit() override { return SNullWidget::NullWidget; } virtual bool HasReadOnlyEditMode() override { return true; } virtual FString GetValueAsString() override { return Text.ToString(); } virtual FText GetValueAsText() override { return Text; } /** End IPropertyTableCellPresenter interface */ protected: /** * The text we display - we just store this as we never need to *edit* properties in the stats viewer, * only view them. Therefore we dont need to dynamically update this string. */ FText Text; };