Files
UnrealEngine/Engine/Source/Editor/DetailCustomizations/Private/FilePathStructCustomization.h
2025-05-18 13:04:45 +08:00

52 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/UnrealString.h"
#include "IPropertyTypeCustomization.h"
#include "Templates/SharedPointer.h"
class IPropertyHandle;
/**
* Implements a details view customization for the FFilePath structure.
*/
class FFilePathStructCustomization
: public IPropertyTypeCustomization
{
public:
/**
* Creates an instance of this class.
*
* @return The new instance.
*/
static TSharedRef<IPropertyTypeCustomization> MakeInstance( )
{
return MakeShareable(new FFilePathStructCustomization());
}
public:
// IPropertyTypeCustomization interface
virtual void CustomizeChildren( TSharedRef<class IPropertyHandle> StructPropertyHandle, class IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils ) override;
virtual void CustomizeHeader( TSharedRef<class IPropertyHandle> StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils ) override;
private:
/** Callback for getting the selected path in the picker widget. */
FString HandleFilePathPickerFilePath( ) const;
/** Callback for picking a file in the file path picker. */
void HandleFilePathPickerPathPicked( const FString& PickedPath );
private:
/** Pointer to the string that will be seet when changing the path */
TSharedPtr<IPropertyHandle> PathStringProperty;
bool bLongPackageName;
/** Whether the output file path tries to be relative to the project directory */
bool bRelativeToGameDir;
};