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类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.........
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);
}
}
}
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);
}