99 lines
3.5 KiB
C++
99 lines
3.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "DetailTreeNode.h"
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#include "IDetailsViewPrivate.h"
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#include "InputCoreTypes.h"
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#include "Framework/Application/MenuStack.h"
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#include "Framework/Application/SlateApplication.h"
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#include "Framework/Commands/UIAction.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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#include "Input/Reply.h"
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#include "Layout/WidgetPath.h"
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#include "Textures/SlateIcon.h"
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#include "Widgets/Views/SListView.h"
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#include "Widgets/Views/STableViewBase.h"
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#include "Widgets/Views/STableRow.h"
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class UToolMenu;
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class UDetailRowMenuContext;
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class SDetailTableRowBase : public STableRow< TSharedPtr< FDetailTreeNode > >
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{
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public:
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virtual FReply OnMouseButtonUp( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent ) override;
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int32 GetIndentLevelForBackgroundColor() const;
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static bool IsScrollBarVisible(TWeakPtr<STableViewBase> OwnerTableViewWeak);
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static const float ScrollBarPadding;
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/** Called to register/extend the row context menu. */
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virtual void PopulateContextMenu(UToolMenu* ToolMenu);
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protected:
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/**
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* The FPropertyUpdatedWidgetBuilder which builds a Property Updated widget which can be used in place of the
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* reset to default button
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*/
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TSharedPtr<FPropertyUpdatedWidgetBuilder> PropertyUpdatedWidgetBuilder;
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/** Retrieve all property nodes represented by this row, and it's children if Recursive specified. */
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TArray<TSharedPtr<FPropertyNode>> GetPropertyNodes(const bool bRecursive = false) const;
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/** Retrieve all property nodes represented by the given property handles. */
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TArray<TSharedPtr<FPropertyNode>> GetPropertyNodesFromHandles(const TConstArrayView<TSharedPtr<IPropertyHandle>>& InPropertyHandles) const;
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/**
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* Retrieve all property handles represented by this row, and it's children if Recursive specified.
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* @note: This only returns the visible property handles, not the "primary" one (although often these are the same),
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* for example FVector will give you the X, Y and Z handles, not the FVector itself.
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* For the "primary" property handle, use GetPrimaryPropertyHandle.
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*/
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virtual TArray<TSharedPtr<IPropertyHandle>> GetPropertyHandles(const bool bRecursive = false) const;
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/** Retrieve the primary property handle for this row, ie. an FVector should return the Struct itself, not it's X, Y, Z properties. */
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virtual TSharedPtr<IPropertyHandle> GetPrimaryPropertyHandle() const;
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/** Refreshes widget and associated list views. */
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virtual void ForceRefresh();
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private:
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void OnExpandAllClicked()
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{
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TSharedPtr<FDetailTreeNode> OwnerTreeNodePin = OwnerTreeNode.Pin();
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if( OwnerTreeNodePin.IsValid() )
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{
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const bool bRecursive = true;
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const bool bIsExpanded = true;
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OwnerTreeNodePin->GetDetailsViewSharedPtr()->SetNodeExpansionState( OwnerTreeNodePin.ToSharedRef(), bIsExpanded, bRecursive );
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}
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}
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void OnCollapseAllClicked()
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{
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TSharedPtr<FDetailTreeNode> OwnerTreeNodePin = OwnerTreeNode.Pin();
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if( OwnerTreeNodePin.IsValid() )
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{
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const bool bRecursive = true;
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const bool bIsExpanded = false;
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OwnerTreeNodePin->GetDetailsViewSharedPtr()->SetNodeExpansionState( OwnerTreeNodePin.ToSharedRef(), bIsExpanded, bRecursive );
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}
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}
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protected:
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/**
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* A weak pointer to the STableViewBase from which we can get information such as if the scrollbar is showing.
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*/
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TWeakPtr<STableViewBase> OwnerTableViewWeak;
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TWeakPtr<FDetailTreeNode> OwnerTreeNode;
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/**
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* The @code DetailsDisplayManager @endcode which provides an API to manage some of the characteristics of the
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* details display
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*/
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TSharedPtr<FDetailsDisplayManager> DisplayManager;
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};
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