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

55 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "IDetailCustomization.h"
#include "Internationalization/Text.h"
#include "Templates/SharedPointer.h"
#include "Templates/TypeHash.h"
#include "Types/SlateEnums.h"
#include "UObject/NameTypes.h"
class IDetailLayoutBuilder;
class IPropertyHandle;
class SWidget;
struct FAccessorItem
{
FAccessorItem(const FText& InText, const FName& InName)
: Text(InText)
, Name(InName)
{
}
/** Text to display */
FText Text;
/** Name of the accessor */
FName Name;
};
class FSourceCodeAccessSettingsDetails : public IDetailCustomization
{
public:
/** Makes a new instance of this detail layout class for a specific detail view requesting it */
static TSharedRef<IDetailCustomization> MakeInstance();
/** IDetailCustomization interface */
virtual void CustomizeDetails( IDetailLayoutBuilder& DetailLayout ) override;
private:
/** Generate a row widget for display in the list view */
TSharedRef<SWidget> OnGenerateWidget( TSharedPtr<FAccessorItem> InItem );
/** Set the accessor when we change selection */
void OnSelectionChanged(TSharedPtr<FAccessorItem> InItem, ESelectInfo::Type InSeletionInfo, TSharedRef<IPropertyHandle> PreferredProviderPropertyHandle);
/** Get the text to display on the accessor drop-down */
FText GetAccessorText() const;
private:
/** Accessor names to display in a drop-down list */
TArray<TSharedPtr<FAccessorItem>> Accessors;
};