76 lines
2.1 KiB
C++
76 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "PropertyNode.h"
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class FItemPropertyNode : public FPropertyNode
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{
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public:
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FItemPropertyNode();
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virtual ~FItemPropertyNode();
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virtual uint8* GetValueBaseAddress(uint8* StartAddress, bool bIsSparseData, bool bIsStruct) const override;
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virtual uint8* GetValueAddress(uint8* StartAddress, bool bIsSparseData, bool bIsStruct) const override;
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/**
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* Overridden function to get the derived object node
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*/
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virtual FItemPropertyNode* AsItemPropertyNode() override { return this; }
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virtual const FItemPropertyNode* AsItemPropertyNode() const override { return this; }
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/** Display name override to use instead of the property name */
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void SetDisplayNameOverride( const FText& InDisplayNameOverride ) override;
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/**
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* @return true if the property is mark as a favorite
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*/
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virtual void SetFavorite(bool FavoriteValue) override;
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/**
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* @return true if the property is mark as a favorite
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*/
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virtual bool IsFavorite() const override;
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/**
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* @return The formatted display name for the property in this node
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*/
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virtual FText GetDisplayName() const override;
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/**
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* Sets the tooltip override to use instead of the property tooltip
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*/
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virtual void SetToolTipOverride( const FText& InToolTipOverride ) override;
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/**
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* @return The tooltip for the property in this node
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*/
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virtual FText GetToolTipText() const override;
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protected:
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virtual void InitBeforeNodeFlags() override;
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/**
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* Overridden function for special setup
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*/
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virtual void InitExpansionFlags() override;
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/**
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* Overridden function for Creating Child Nodes
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*/
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virtual void InitChildNodes() override;
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private:
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/** Display name override to use instead of the property name */
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FText DisplayNameOverride;
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/** Tooltip override to use instead of the property tooltip */
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FText ToolTipOverride;
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/**
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* Option to know if we can display the favorite icon in the property editor
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*/
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bool bCanDisplayFavorite;
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};
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