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

43 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "HAL/Platform.h"
#include "Templates/SharedPointer.h"
#include "Templates/TypeHash.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SCompoundWidget.h"
class SSettingsEditorCheckoutNotice;
struct FBlueprintWarningDeclaration;
enum class EBlueprintWarningBehavior : uint8;
template <typename ItemType> class SListView;
typedef TSharedPtr<FBlueprintWarningDeclaration> FBlueprintWarningListEntry;
typedef SListView<FBlueprintWarningListEntry> FBlueprintWarningListView;
class SBlueprintWarningsConfigurationPanel : public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS(SBlueprintWarningsConfigurationPanel){}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs);
private:
friend class SBlueprintWarningRow;
void UpdateSelectedWarningBehaviors(EBlueprintWarningBehavior NewBehavior, const FBlueprintWarningDeclaration& AlteredWarning );
// SListView requires TArray<TSharedRef<FFoo>> so we cache off a list from core:
TArray<TSharedPtr<FBlueprintWarningDeclaration>> CachedBlueprintWarningData;
// Again, SListView boilerplate:
TArray<TSharedPtr<EBlueprintWarningBehavior>> CachedBlueprintWarningBehaviors;
// Storing the listview, so we can apply updates to all selected entries:
TSharedPtr< FBlueprintWarningListView > ListView;
// Stored so that we can only enable controls when the settings files is writable:
TSharedPtr<SSettingsEditorCheckoutNotice> SettingsEditorCheckoutNotice;
};