Files
UnrealEngine/Engine/Source/Editor/DetailCustomizations/Private/Vector4StructCustomization.cpp
2025-05-18 13:04:45 +08:00

91 lines
3.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Vector4StructCustomization.h"
#include "ColorGradingVectorCustomization.h"
#include "Containers/Array.h"
#include "Containers/UnrealString.h"
#include "HAL/Platform.h"
#include "PropertyHandle.h"
#include "UObject/UnrealType.h"
class FDetailWidgetRow;
class IDetailChildrenBuilder;
class IPropertyTypeCustomization;
class IPropertyTypeCustomizationUtils;
TSharedRef<IPropertyTypeCustomization> FVector4StructCustomization::MakeInstance()
{
return MakeShareable(new FVector4StructCustomization);
}
FVector4StructCustomization::FVector4StructCustomization()
: FMathStructCustomization()
, ColorGradingVectorCustomization(nullptr)
{
}
FVector4StructCustomization::~FVector4StructCustomization()
{
//Release all resources
ColorGradingVectorCustomization = nullptr;
}
void FVector4StructCustomization::CustomizeChildren(TSharedRef<IPropertyHandle> StructPropertyHandle, IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils)
{
FProperty* Property = StructPropertyHandle->GetProperty();
if (Property)
{
const FString& ColorGradingModeString = Property->GetMetaData(TEXT("ColorGradingMode"));
if (!ColorGradingModeString.IsEmpty())
{
//Create our color grading customization shared pointer
TSharedPtr<FColorGradingVectorCustomization> ColorGradingCustomization = GetOrCreateColorGradingVectorCustomization(StructPropertyHandle);
//Customize the childrens
ColorGradingVectorCustomization->CustomizeChildren(StructBuilder, StructCustomizationUtils);
// We handle the customize Children so just return here
return;
}
}
//Use the base class customize children
FMathStructCustomization::CustomizeChildren(StructPropertyHandle, StructBuilder, StructCustomizationUtils);
}
TSharedPtr<FColorGradingVectorCustomization> FVector4StructCustomization::GetOrCreateColorGradingVectorCustomization(TSharedRef<IPropertyHandle>& StructPropertyHandle)
{
//Create our color grading customization shared pointer
if (!ColorGradingVectorCustomization.IsValid())
{
TArray<TWeakPtr<IPropertyHandle>> WeakChildArray;
WeakChildArray.Append(SortedChildHandles);
ColorGradingVectorCustomization = MakeShareable(new FColorGradingVectorCustomization(StructPropertyHandle, WeakChildArray));
}
return ColorGradingVectorCustomization;
}
void FVector4StructCustomization::MakeHeaderRow(TSharedRef<IPropertyHandle>& StructPropertyHandle, FDetailWidgetRow& Row)
{
FProperty* Property = StructPropertyHandle->GetProperty();
if (Property)
{
const FString& ColorGradingModeString = Property->GetMetaData(TEXT("ColorGradingMode"));
if (!ColorGradingModeString.IsEmpty())
{
//Create our color grading customization shared pointer
TSharedPtr<FColorGradingVectorCustomization> ColorGradingCustomization = GetOrCreateColorGradingVectorCustomization(StructPropertyHandle);
ColorGradingVectorCustomization->MakeHeaderRow(Row, StaticCastSharedRef<FVector4StructCustomization>(AsShared()));
// We handle the customize Children so just return here
return;
}
}
//Use the base class header row
FMathStructCustomization::MakeHeaderRow(StructPropertyHandle, Row);
}