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KF2-Dev-Scripts/Engine/Classes/CustomPropertyItemHandler.uc

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2020-12-13 15:01:13 +00:00
/**
* Provides an interface for overriding the default behavior of routing and applying property values received
* from a custom editor property window item.
*
* Classes which implement this interface would also need to specify custom property item windows
* @see UnrealEd.CustomPropertyItemBindings
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
interface CustomPropertyItemHandler
native;
cpptext
{
/**
* Determines whether the specified property value matches the current value of the property. Called after the user
* has changed the value of a property handled by a custom property window item. Is used to determine whether Pre/PostEditChange
* should be called for the selected objects.
*
* @param InProperty the property whose value is being checked.
* @param NewPropertyValue the value to compare against the current value of the property.
* @param ArrayIndex the array index for the element being compared; only relevant for array properties
*
* @return TRUE if NewPropertyValue matches the current value of the property specified, indicating that no effective changes
* were actually made.
*/
virtual UBOOL IsCustomPropertyValueIdentical( UProperty* InProperty, const union UPropertyValue& NewPropertyValue, INT ArrayIndex=INDEX_NONE )=0;
/**
* Method for overriding the default behavior of applying property values received from a custom editor property window item.
*
* @param InProperty the property that is being edited
* @param PropertyValue the value to assign to the property
* @param ArrayIndex the array index for the element being changed; only relevant for array properties
*
* @return TRUE if the property was handled by this object and the property value was successfully applied to the
* object's data.
*/
virtual UBOOL EditorSetPropertyValue( UProperty* InProperty, const union UPropertyValue& PropertyValue, INT ArrayIndex=INDEX_NONE )=0;
}