本文整理汇总了C++中IDetailCategoryBuilder::AddCustomBuilder方法的典型用法代码示例。如果您正苦于以下问题:C++ IDetailCategoryBuilder::AddCustomBuilder方法的具体用法?C++ IDetailCategoryBuilder::AddCustomBuilder怎么用?C++ IDetailCategoryBuilder::AddCustomBuilder使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IDetailCategoryBuilder
的用法示例。
在下文中一共展示了IDetailCategoryBuilder::AddCustomBuilder方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: BuildTextureSection
void FSpriteDetailsCustomization::BuildTextureSection(IDetailCategoryBuilder& SpriteCategory, IDetailLayoutBuilder& DetailLayout)
{
// Grab information about the material
TSharedPtr<IPropertyHandle> DefaultMaterialProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, DefaultMaterial));
FText SourceTextureOverrideLabel;
if (DefaultMaterialProperty.IsValid())
{
UObject* DefaultMaterialAsObject;
if (DefaultMaterialProperty->GetValue(/*out*/ DefaultMaterialAsObject) == FPropertyAccess::Success)
{
if (UMaterialInterface* DefaultMaterialInterface = Cast<UMaterialInterface>(DefaultMaterialAsObject))
{
if (UMaterial* DefaultMaterial = DefaultMaterialInterface->GetMaterial())
{
// Get a list of sprite samplers
TArray<const UMaterialExpressionSpriteTextureSampler*> SpriteSamplerExpressions;
DefaultMaterial->GetAllExpressionsOfType(/*inout*/ SpriteSamplerExpressions);
// Turn that into a set of labels
for (const UMaterialExpressionSpriteTextureSampler* Sampler : SpriteSamplerExpressions)
{
if (!Sampler->SlotDisplayName.IsEmpty())
{
if (Sampler->bSampleAdditionalTextures)
{
AdditionalTextureLabels.FindOrAdd(Sampler->AdditionalSlotIndex) = Sampler->SlotDisplayName;
}
else
{
SourceTextureOverrideLabel = Sampler->SlotDisplayName;
}
}
}
}
}
}
}
// Create the base texture widget
TSharedPtr<IPropertyHandle> SourceTextureProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, SourceTexture));
DetailLayout.HideProperty(SourceTextureProperty);
SpriteCategory.AddCustomRow(SourceTextureProperty->GetPropertyDisplayName())
.NameContent()
[
CreateTextureNameWidget(SourceTextureProperty, SourceTextureOverrideLabel)
]
.ValueContent()
.MaxDesiredWidth(TOptional<float>())
[
SourceTextureProperty->CreatePropertyValueWidget()
];
// Create the additional textures widget
TSharedPtr<IPropertyHandle> AdditionalSourceTexturesProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, AdditionalSourceTextures));
TSharedRef<FDetailArrayBuilder> AdditionalSourceTexturesBuilder = MakeShareable(new FDetailArrayBuilder(AdditionalSourceTexturesProperty.ToSharedRef()));
AdditionalSourceTexturesBuilder->OnGenerateArrayElementWidget(FOnGenerateArrayElementWidget::CreateSP(this, &FSpriteDetailsCustomization::GenerateAdditionalTextureWidget));
SpriteCategory.AddCustomBuilder(AdditionalSourceTexturesBuilder);
}
示例2: CreateTextureGroupEntryRow
void FDeviceProfileTextureLODSettingsDetails::CreateTextureGroupEntryRow(int32 GroupId, IDetailCategoryBuilder& DetailCategoryBuilder)
{
TSharedRef<IPropertyHandle> LODGroupElementHandle = LODGroupsArrayHandle->GetElement(GroupId);
DetailCategoryBuilder.AddCustomBuilder(MakeShareable(new FTextureLODGroupLayout(DeviceProfile, (TextureGroup)GroupId)));
}