当前位置: 首页>>代码示例>>C++>>正文


C++ TSharedPtr::AddRestriction方法代码示例

本文整理汇总了C++中TSharedPtr::AddRestriction方法的典型用法代码示例。如果您正苦于以下问题:C++ TSharedPtr::AddRestriction方法的具体用法?C++ TSharedPtr::AddRestriction怎么用?C++ TSharedPtr::AddRestriction使用的例子?那么恭喜您, 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TSharedPtr的用法示例。


在下文中一共展示了TSharedPtr::AddRestriction方法的3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: BuildCollisionSection

void FSpriteDetailsCustomization::BuildCollisionSection(IDetailCategoryBuilder& CollisionCategory, IDetailLayoutBuilder& DetailLayout)
{
	TSharedPtr<IPropertyHandle> SpriteCollisionDomainProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, SpriteCollisionDomain));

	CollisionCategory.HeaderContent
	(
		SNew(SBox)
		.HAlign(HAlign_Right)
		[
			SNew(SHorizontalBox)
			+SHorizontalBox::Slot()
			.Padding(FMargin(5.0f, 0.0f))
			.AutoWidth()
			[
				SNew(STextBlock)
				.Font(FEditorStyle::GetFontStyle("TinyText"))
				.Text(this, &FSpriteDetailsCustomization::GetCollisionHeaderContentText, SpriteCollisionDomainProperty)
			]
		]
	);

	TAttribute<EVisibility> ParticipatesInPhysics = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP( this, &FSpriteDetailsCustomization::AnyPhysicsMode, SpriteCollisionDomainProperty));
	TAttribute<EVisibility> ParticipatesInPhysics3D = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::PhysicsModeMatches, SpriteCollisionDomainProperty, ESpriteCollisionMode::Use3DPhysics));
	TAttribute<EVisibility> ParticipatesInPhysics2D = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::PhysicsModeMatches, SpriteCollisionDomainProperty, ESpriteCollisionMode::Use2DPhysics));
	TAttribute<EVisibility> HideWhenInRenderingMode = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::EditorModeIsNot, ESpriteEditorMode::EditRenderingGeomMode));
	TAttribute<EVisibility> ShowWhenInRenderingMode = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::EditorModeMatches, ESpriteEditorMode::EditRenderingGeomMode));

	static const FText EditCollisionInCollisionMode = LOCTEXT("CollisionPropertiesHiddenInRenderingMode", "Switch to 'Edit Collsion' mode\nto edit Collision settings");
	CollisionCategory.AddCustomRow(EditCollisionInCollisionMode)
		.Visibility(ShowWhenInRenderingMode)
		.WholeRowContent()
		.HAlign(HAlign_Center)
		[
			SNew(STextBlock)
			.Font(DetailLayout.GetDetailFontItalic())
			.Justification(ETextJustify::Center)
			.Text(EditCollisionInCollisionMode)
		];

	CollisionCategory.AddProperty(SpriteCollisionDomainProperty).Visibility(HideWhenInRenderingMode);

	// Add a warning bar about 2D collision being experimental
	FText WarningFor2D = LOCTEXT("Experimental2DPhysicsWarning", "2D collision support is *experimental*");
	FText TooltipFor2D = LOCTEXT("Experimental2DPhysicsWarningTooltip", "2D collision support is *experimental* and should not be relied on yet.\n\nRigid body collision detection and response works, but there are only precompiled libraries for Windows currently.\n\nRaycasts are partially supported (and need to be enabled in project settings), but queries, sweeps, or overlap tests are not implemented yet.");
	GenerateWarningRow(CollisionCategory, /*bExperimental=*/ true, WarningFor2D, TooltipFor2D, TEXT("Shared/Editors/SpriteEditor"), TEXT("CollisionDomain2DWarning"))
		.Visibility(ParticipatesInPhysics2D);

	// Add a warning bar if 2D collision queries aren't enabled
	TAttribute<EVisibility> WarnAbout2DQueriesBeingDisabledVisibility = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::Get2DPhysicsNotEnabledWarningVisibility, SpriteCollisionDomainProperty));
	FText QueryWarningFor2D = LOCTEXT("Query2DPhysicsWarning", "2D collision queries are disabled");
	FText QueryTooltipFor2D = LOCTEXT("Query2DPhysicsWarningTooltip", "You can enable 2D queries in Project Settings..Physics by setting bEnable2DPhysics to true, otherwise only collision detection and response will work.\n\nNote: Only raycasts are partially supported; other queries, sweeps, and overlap tests are not implemented yet.");
	GenerateWarningRow(CollisionCategory, /*bExperimental=*/ false, QueryWarningFor2D, QueryTooltipFor2D, TEXT("Shared/Editors/SpriteEditor"), TEXT("Disabled2DCollisionQueriesWarning"))
		.Visibility(WarnAbout2DQueriesBeingDisabledVisibility);

	// Add the collision geometry mode into the parent container (renamed)
	{
		// Restrict the diced value
		TSharedPtr<FPropertyRestriction> PreventDicedRestriction = MakeShareable(new FPropertyRestriction(LOCTEXT("CollisionGeometryDoesNotSupportDiced", "Collision geometry can not be set to Diced")));
		const UEnum* const SpritePolygonModeEnum = FindObject<UEnum>(ANY_PACKAGE, TEXT("ESpritePolygonMode"));		
		PreventDicedRestriction->AddDisabledValue(SpritePolygonModeEnum->GetEnumNameStringByValue((uint8)ESpritePolygonMode::Diced));

		// Find and add the property
		const FString CollisionGeometryTypePropertyPath = FString::Printf(TEXT("%s.%s"), GET_MEMBER_NAME_STRING_CHECKED(UPaperSprite, CollisionGeometry), GET_MEMBER_NAME_STRING_CHECKED(FSpriteGeometryCollection, GeometryType));
		TSharedPtr<IPropertyHandle> CollisionGeometryTypeProperty = DetailLayout.GetProperty(*CollisionGeometryTypePropertyPath);

		CollisionGeometryTypeProperty->AddRestriction(PreventDicedRestriction.ToSharedRef());

		CollisionCategory.AddProperty(CollisionGeometryTypeProperty)
			.DisplayName(LOCTEXT("CollisionGeometryType", "Collision Geometry Type"))
			.Visibility(ParticipatesInPhysics);
	}

	// Show the collision thickness only in 3D mode
	CollisionCategory.AddProperty( DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, CollisionThickness)) )
		.Visibility(ParticipatesInPhysics3D);

	// Show the default body instance (and only it) from the body setup (if it exists)
	DetailLayout.HideProperty("BodySetup");
	IDetailPropertyRow& BodySetupDefaultInstance = CollisionCategory.AddProperty("BodySetup.DefaultInstance");
	
	TArray<TWeakObjectPtr<UObject>> SpritesBeingEdited;
	DetailLayout.GetObjectsBeingCustomized(/*out*/ SpritesBeingEdited);

	TArray<UObject*> BodySetupList;
	for (auto WeakSpritePtr : SpritesBeingEdited)
	{
		if (UPaperSprite* Sprite = Cast<UPaperSprite>(WeakSpritePtr.Get()))
		{
			if (UBodySetup* BodySetup = Sprite->BodySetup)
			{
				BodySetupList.Add(BodySetup);
			}
		}
	}
	
	if (BodySetupList.Num() > 0)
	{
		IDetailPropertyRow* DefaultInstanceRow = CollisionCategory.AddExternalProperty(BodySetupList, GET_MEMBER_NAME_CHECKED(UBodySetup, DefaultInstance));
		if (DefaultInstanceRow != nullptr)
		{
//.........这里部分代码省略.........
开发者ID:aovi,项目名称:UnrealEngine4,代码行数:101,代码来源:SpriteDetailsCustomization.cpp

示例2: BuildCollisionSection

void FSpriteDetailsCustomization::BuildCollisionSection(IDetailCategoryBuilder& CollisionCategory, IDetailLayoutBuilder& DetailLayout)
{
	TSharedPtr<IPropertyHandle> SpriteCollisionDomainProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, SpriteCollisionDomain));
	TAttribute<EVisibility> ParticipatesInPhysics = TAttribute<EVisibility>::Create( TAttribute<EVisibility>::FGetter::CreateSP( this, &FSpriteDetailsCustomization::AnyPhysicsMode, SpriteCollisionDomainProperty) ) ;
	TAttribute<EVisibility> ParticipatesInPhysics3D = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::PhysicsModeMatches, SpriteCollisionDomainProperty, ESpriteCollisionMode::Use3DPhysics));
	TAttribute<EVisibility> ParticipatesInPhysics2D = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::PhysicsModeMatches, SpriteCollisionDomainProperty, ESpriteCollisionMode::Use2DPhysics));

	CollisionCategory.AddProperty(SpriteCollisionDomainProperty);

	// Add a warning bar about 2D collision being experimental
	FText WarningFor2D = LOCTEXT("Experimental2DPhysicsWarning", "2D collision support is *experimental*");
	FText TooltipFor2D = LOCTEXT("Experimental2DPhysicsWarningTooltip", "2D collision support is *experimental* and should not be relied on yet.\n\nRigid body collision detection and response works, but there are only precompiled libraries for Windows currently.\n\nRaycasts are partially supported (and need to be enabled in project settings), but queries, sweeps, or overlap tests are not implemented yet.");
	GenerateWarningRow(CollisionCategory, /*bExperimental=*/ true, WarningFor2D, TooltipFor2D, TEXT("Shared/Editors/SpriteEditor"), TEXT("CollisionDomain2DWarning"))
		.Visibility(ParticipatesInPhysics2D);

	// Add a warning bar if 2D collision queries aren't enabled
	TAttribute<EVisibility> WarnAbout2DQueriesBeingDisabledVisibility = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::Get2DPhysicsNotEnabledWarningVisibility, SpriteCollisionDomainProperty));
	FText QueryWarningFor2D = LOCTEXT("Query2DPhysicsWarning", "2D collision queries are disabled");
	FText QueryTooltipFor2D = LOCTEXT("Query2DPhysicsWarningTooltip", "You can enable 2D queries in Project Settings..Physics by setting bEnable2DPhysics to true, otherwise only collision detection and response will work.\n\nNote: Only raycasts are partially supported; other queries, sweeps, and overlap tests are not implemented yet.");
	GenerateWarningRow(CollisionCategory, /*bExperimental=*/ false, QueryWarningFor2D, QueryTooltipFor2D, TEXT("Shared/Editors/SpriteEditor"), TEXT("Disabled2DCollisionQueriesWarning"))
		.Visibility(WarnAbout2DQueriesBeingDisabledVisibility);

	// Add the collision geometry mode into the parent container (renamed)
	{
		// Restrict the diced value
		TSharedPtr<FPropertyRestriction> PreventDicedRestriction = MakeShareable(new FPropertyRestriction(LOCTEXT("CollisionGeometryDoesNotSupportDiced", "Collision geometry can not be set to Diced")));
		PreventDicedRestriction->AddValue(TEXT("Diced"));

		// Find and add the property
		const FString CollisionGeometryTypePropertyPath = FString::Printf(TEXT("%s.%s"), GET_MEMBER_NAME_STRING_CHECKED(UPaperSprite, CollisionGeometry), GET_MEMBER_NAME_STRING_CHECKED(FSpritePolygonCollection, GeometryType));
		TSharedPtr<IPropertyHandle> CollisionGeometryTypeProperty = DetailLayout.GetProperty(*CollisionGeometryTypePropertyPath);

		CollisionGeometryTypeProperty->AddRestriction(PreventDicedRestriction.ToSharedRef());

		CollisionCategory.AddProperty(CollisionGeometryTypeProperty)
			.DisplayName(LOCTEXT("CollisionGeometryType", "Collision Geometry Type"))
			.Visibility(ParticipatesInPhysics);
	}

	// Show the collision geometry when not None
	CollisionCategory.AddProperty( DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, CollisionGeometry)) )
		.Visibility(ParticipatesInPhysics);

	// Show the collision thickness only in 3D mode
	CollisionCategory.AddProperty( DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, CollisionThickness)) )
		.Visibility(ParticipatesInPhysics3D);

	// Add the collision polygons into advanced (renamed)
	const FString CollisionGeometryPolygonsPropertyPath = FString::Printf(TEXT("%s.%s"), GET_MEMBER_NAME_STRING_CHECKED(UPaperSprite, CollisionGeometry), GET_MEMBER_NAME_STRING_CHECKED(FSpritePolygonCollection, Polygons));
	CollisionCategory.AddProperty(DetailLayout.GetProperty(*CollisionGeometryPolygonsPropertyPath), EPropertyLocation::Advanced)
		.DisplayName(LOCTEXT("CollisionPolygons", "Collision Polygons"))
		.Visibility(ParticipatesInPhysics);

	// Show the default body instance (and only it) from the body setup (if it exists)
	DetailLayout.HideProperty("BodySetup");
	IDetailPropertyRow& BodySetupDefaultInstance = CollisionCategory.AddProperty("BodySetup.DefaultInstance");
	
	TArray<TWeakObjectPtr<UObject>> SpritesBeingEdited;
	DetailLayout.GetObjectsBeingCustomized(/*out*/ SpritesBeingEdited);

	TArray<UObject*> BodySetupList;
	for (auto WeakSpritePtr : SpritesBeingEdited)
	{
		if (UPaperSprite* Sprite = Cast<UPaperSprite>(WeakSpritePtr.Get()))
		{
			if (UBodySetup* BodySetup = Sprite->BodySetup)
			{
				BodySetupList.Add(BodySetup);
			}
		}
	}
	
	if (BodySetupList.Num() > 0)
	{
		IDetailPropertyRow* DefaultInstanceRow = CollisionCategory.AddExternalProperty(BodySetupList, GET_MEMBER_NAME_CHECKED(UBodySetup, DefaultInstance));
		if (DefaultInstanceRow != nullptr)
		{
			DefaultInstanceRow->Visibility(ParticipatesInPhysics);
		}
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:81,代码来源:SpriteDetailsCustomization.cpp

示例3: BuildCollisionSection

void FSpriteDetailsCustomization::BuildCollisionSection(IDetailCategoryBuilder& CollisionCategory, IDetailLayoutBuilder& DetailLayout)
{
	TSharedPtr<IPropertyHandle> SpriteCollisionDomainProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, SpriteCollisionDomain));

	CollisionCategory.HeaderContent
	(
		SNew(SBox)
		.HAlign(HAlign_Right)
		[
			SNew(SHorizontalBox)
			+SHorizontalBox::Slot()
			.Padding(FMargin(5.0f, 0.0f))
			.AutoWidth()
			[
				SNew(STextBlock)
				.Font(FEditorStyle::GetFontStyle("TinyText"))
				.Text(this, &FSpriteDetailsCustomization::GetCollisionHeaderContentText, SpriteCollisionDomainProperty)
			]
		]
	);

	TAttribute<EVisibility> ParticipatesInPhysics = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP( this, &FSpriteDetailsCustomization::AnyPhysicsMode, SpriteCollisionDomainProperty));
	TAttribute<EVisibility> ParticipatesInPhysics3D = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::PhysicsModeMatches, SpriteCollisionDomainProperty, ESpriteCollisionMode::Use3DPhysics));
	TAttribute<EVisibility> HideWhenInRenderingMode = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::EditorModeIsNot, ESpriteEditorMode::EditRenderingGeomMode));
	TAttribute<EVisibility> ShowWhenInRenderingMode = TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FSpriteDetailsCustomization::EditorModeMatches, ESpriteEditorMode::EditRenderingGeomMode));

	static const FText EditCollisionInCollisionMode = LOCTEXT("CollisionPropertiesHiddenInRenderingMode", "Switch to 'Edit Collsion' mode\nto edit Collision settings");
	CollisionCategory.AddCustomRow(EditCollisionInCollisionMode)
		.Visibility(ShowWhenInRenderingMode)
		.WholeRowContent()
		.HAlign(HAlign_Center)
		[
			SNew(STextBlock)
			.Font(DetailLayout.GetDetailFontItalic())
			.Justification(ETextJustify::Center)
			.Text(EditCollisionInCollisionMode)
		];

	CollisionCategory.AddProperty(SpriteCollisionDomainProperty).Visibility(HideWhenInRenderingMode);

	// Add the collision geometry mode into the parent container (renamed)
	{
		// Restrict the diced value
		TSharedPtr<FPropertyRestriction> PreventDicedRestriction = MakeShareable(new FPropertyRestriction(LOCTEXT("CollisionGeometryDoesNotSupportDiced", "Collision geometry can not be set to Diced")));
		const UEnum* const SpritePolygonModeEnum = FindObject<UEnum>(ANY_PACKAGE, TEXT("ESpritePolygonMode"));		
		PreventDicedRestriction->AddDisabledValue(SpritePolygonModeEnum->GetNameStringByValue((uint8)ESpritePolygonMode::Diced));

		// Find and add the property
		const FString CollisionGeometryTypePropertyPath = FString::Printf(TEXT("%s.%s"), GET_MEMBER_NAME_STRING_CHECKED(UPaperSprite, CollisionGeometry), GET_MEMBER_NAME_STRING_CHECKED(FSpriteGeometryCollection, GeometryType));
		TSharedPtr<IPropertyHandle> CollisionGeometryTypeProperty = DetailLayout.GetProperty(*CollisionGeometryTypePropertyPath);

		CollisionGeometryTypeProperty->AddRestriction(PreventDicedRestriction.ToSharedRef());

		CollisionCategory.AddProperty(CollisionGeometryTypeProperty)
			.DisplayName(LOCTEXT("CollisionGeometryType", "Collision Geometry Type"))
			.Visibility(ParticipatesInPhysics);
	}

	// Show the collision thickness only in 3D mode
	CollisionCategory.AddProperty( DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, CollisionThickness)) )
		.Visibility(ParticipatesInPhysics3D);

	// Show the default body instance (and only it) from the body setup (if it exists)
	DetailLayout.HideProperty("BodySetup");
	IDetailPropertyRow& BodySetupDefaultInstance = CollisionCategory.AddProperty("BodySetup.DefaultInstance");
	
	TArray<TWeakObjectPtr<UObject>> SpritesBeingEdited;
	DetailLayout.GetObjectsBeingCustomized(/*out*/ SpritesBeingEdited);

	TArray<UObject*> BodySetupList;
	for (auto WeakSpritePtr : SpritesBeingEdited)
	{
		if (UPaperSprite* Sprite = Cast<UPaperSprite>(WeakSpritePtr.Get()))
		{
			if (UBodySetup* BodySetup = Sprite->BodySetup)
			{
				BodySetupList.Add(BodySetup);
			}
		}
	}
	
	if (BodySetupList.Num() > 0)
	{
		IDetailPropertyRow* DefaultInstanceRow = CollisionCategory.AddExternalObjectProperty(BodySetupList, GET_MEMBER_NAME_CHECKED(UBodySetup, DefaultInstance));
		if (DefaultInstanceRow != nullptr)
		{
			DefaultInstanceRow->Visibility(ParticipatesInPhysics);
		}
	}

	// Show the collision geometry when not None
	CollisionCategory.AddProperty(DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(UPaperSprite, CollisionGeometry)))
		.Visibility(ParticipatesInPhysics);

	// Add the collision polygons into advanced (renamed)
	const FString CollisionGeometryPolygonsPropertyPath = FString::Printf(TEXT("%s.%s"), GET_MEMBER_NAME_STRING_CHECKED(UPaperSprite, CollisionGeometry), GET_MEMBER_NAME_STRING_CHECKED(FSpriteGeometryCollection, Shapes));
	CollisionCategory.AddProperty(DetailLayout.GetProperty(*CollisionGeometryPolygonsPropertyPath), EPropertyLocation::Advanced)
		.DisplayName(LOCTEXT("CollisionShapes", "Collision Shapes"))
		.Visibility(ParticipatesInPhysics);
}
开发者ID:AndyHuang7601,项目名称:EpicGames-UnrealEngine,代码行数:100,代码来源:SpriteDetailsCustomization.cpp


注:本文中的TSharedPtr::AddRestriction方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。