66 lines
2.0 KiB
C++
66 lines
2.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "Containers/UnrealString.h"
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#include "IPropertyTypeCustomization.h"
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#include "Internationalization/Text.h"
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#include "Templates/SharedPointer.h"
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class IPropertyHandle;
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/**
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* Implements a details view customization for the FTemplateString structure.
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*/
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class FTemplateStringStructCustomization
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: public IPropertyTypeCustomization
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{
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public:
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/**
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* Creates an instance of this class.
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*
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* @return The new instance.
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*/
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static TSharedRef<IPropertyTypeCustomization> MakeInstance( )
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{
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return MakeShareable(new FTemplateStringStructCustomization());
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}
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public:
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virtual void CustomizeChildren( TSharedRef<class IPropertyHandle> StructPropertyHandle, class IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils ) override;
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virtual void CustomizeHeader( TSharedRef<class IPropertyHandle> StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils ) override;
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private:
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/** Get the property string value (as FText). */
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FText GetText() const;
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/** Get the property string value (as FText). */
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FText GetResolvedText() const;
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/** Set the property string value (from FText). */
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void SetText(const FText& InNewText) const;
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/** Get/Create tooltip, with list of valid arguments. */
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FText GetToolTip() const;
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/** Get the list of valid arguments. */
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const TArray<FString>& GetValidArguments() const;
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/** Custom behavior that clears both the Template and Resolved strings. */
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void OnResetToDefault();
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private:
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/** Pointer to the string that will be set when changing the path. */
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TSharedPtr<IPropertyHandle> TemplateStringProperty;
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/** Pointer to the stored result of the template string after it's resolved and all args are replaced. */
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TSharedPtr<IPropertyHandle> ResolvedStringProperty;
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/** Cached tooltip, created by GetToolTip(). */
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mutable FText CachedTooltip;
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/** Store the valid arguments for this property. */
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mutable TArray<FString> ValidArguments;
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};
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