42 lines
1.9 KiB
Ucode
42 lines
1.9 KiB
Ucode
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/**
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* Provides an interface for overriding the default behavior of routing and applying property values received
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* from a custom editor property window item.
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*
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* Classes which implement this interface would also need to specify custom property item windows
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* @see UnrealEd.CustomPropertyItemBindings
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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interface CustomPropertyItemHandler
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native;
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cpptext
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{
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/**
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* Determines whether the specified property value matches the current value of the property. Called after the user
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* has changed the value of a property handled by a custom property window item. Is used to determine whether Pre/PostEditChange
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* should be called for the selected objects.
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*
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* @param InProperty the property whose value is being checked.
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* @param NewPropertyValue the value to compare against the current value of the property.
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* @param ArrayIndex the array index for the element being compared; only relevant for array properties
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*
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* @return TRUE if NewPropertyValue matches the current value of the property specified, indicating that no effective changes
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* were actually made.
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*/
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virtual UBOOL IsCustomPropertyValueIdentical( UProperty* InProperty, const union UPropertyValue& NewPropertyValue, INT ArrayIndex=INDEX_NONE )=0;
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/**
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* Method for overriding the default behavior of applying property values received from a custom editor property window item.
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*
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* @param InProperty the property that is being edited
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* @param PropertyValue the value to assign to the property
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* @param ArrayIndex the array index for the element being changed; only relevant for array properties
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*
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* @return TRUE if the property was handled by this object and the property value was successfully applied to the
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* object's data.
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*/
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virtual UBOOL EditorSetPropertyValue( UProperty* InProperty, const union UPropertyValue& PropertyValue, INT ArrayIndex=INDEX_NONE )=0;
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}
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