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

68 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "HAL/Platform.h"
#include "IPropertyTypeCustomization.h"
#include "Internationalization/Text.h"
#include "Layout/Visibility.h"
#include "Templates/SharedPointer.h"
#include "Templates/TypeHash.h"
#include "Types/SlateEnums.h"
class FDetailWidgetRow;
class FString;
class IDetailChildrenBuilder;
class IPropertyHandle;
class SWidget;
/**
* Class for FParticleSysParam struct customization
*/
class FParticleSysParamStructCustomization : public IPropertyTypeCustomization
{
public:
static TSharedRef<IPropertyTypeCustomization> MakeInstance();
FParticleSysParamStructCustomization();
/** IPropertyTypeCustomization instance */
virtual void CustomizeHeader(TSharedRef<IPropertyHandle> StructPropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
virtual void CustomizeChildren(TSharedRef<IPropertyHandle> StructPropertyHandle, IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils) override;
protected:
/** Called by the combo box to generate each row of the widget */
TSharedRef<SWidget> OnGenerateComboWidget(TSharedPtr<FString> InComboString);
/** Called when the combo box selection changes, when a new parameter type is selected */
void OnComboSelectionChanged(TSharedPtr<FString> InSelectedItem, ESelectInfo::Type SelectInfo);
/** Called to obtain an FText representing the current combo box selection */
FText GetParameterTypeName() const;
private:
/** Cached handle to the struct property */
TSharedPtr<IPropertyHandle> PropertyHandle;
/** Current parameter type */
int32 ParameterType;
/** A list of parameter type names */
TArray<TSharedPtr<FString>> ParameterTypeNames;
/** A list of parameter type tooltips */
TArray<FText> ParameterTypeToolTips;
/** Delegates called by each property widget to determine their visibility */
EVisibility GetScalarVisibility() const;
EVisibility GetScalarLowVisibility() const;
EVisibility GetVectorVisibility() const;
EVisibility GetVectorLowVisibility() const;
EVisibility GetColorVisibility() const;
EVisibility GetActorVisibility() const;
EVisibility GetMaterialVisibility() const;
};