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2025-05-18 13:04:45 +08:00

39 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "DetailLayoutBuilder.h"
#include "DetailWidgetRow.h"
#include "IDetailChildrenBuilder.h"
#include "IpAddressDetailsCustomization.generated.h"
USTRUCT(BlueprintType)
struct FDeviceAddress
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, Category = DeviceAddress)
FString IpAddress;
};
class FIpAddressDetailsCustomization : public IPropertyTypeCustomization
{
public:
FIpAddressDetailsCustomization();
static TSharedRef<IPropertyTypeCustomization> MakeInstance();
virtual void CustomizeHeader(TSharedRef<IPropertyHandle> PropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& CustomizationUtils) override;
virtual void CustomizeChildren(TSharedRef<IPropertyHandle> PropertyHandle, IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils) override;
private:
FText OnGetDeviceAddress() const;
bool OnDeviceAddressVerify(const FText& InText, FText& OutErrorText);
void OnDeviceAddressCommited(const FText& InText, ETextCommit::Type CommitInfo);
bool IsReadOnly() const;
TSharedPtr<IPropertyHandle> DeviceAddressProperty;
TRange<int32> IpAddressRange;
};