Files
UnrealEngine/Engine/Source/Editor/SceneOutliner/Public/ISceneOutlinerColumn.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

43 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "SceneOutlinerFwd.h"
#include "Widgets/SWidget.h"
#include "Widgets/Views/SHeaderRow.h"
template<typename ItemType> class STableRow;
/**
* Interface for a scene outliner column
*/
class ISceneOutlinerColumn : public TSharedFromThis< ISceneOutlinerColumn >
{
public:
virtual ~ISceneOutlinerColumn() {}
virtual FName GetColumnID() = 0;
virtual SHeaderRow::FColumn::FArguments ConstructHeaderRowColumn() = 0;
virtual const TSharedRef< SWidget > ConstructRowWidget(FSceneOutlinerTreeItemRef TreeItem, const STableRow<FSceneOutlinerTreeItemPtr>& Row) = 0;
virtual void Tick(double InCurrentTime, float InDeltaTime) {}
public:
/** Optionally overridden interface methods */
virtual void PopulateSearchStrings( const ISceneOutlinerTreeItem& Item, TArray< FString >& OutSearchStrings ) const {}
virtual bool SupportsSorting() const { return false; }
virtual void SortItems(TArray<FSceneOutlinerTreeItemPtr>& OutItems, const EColumnSortMode::Type SortMode) const {}
// Called when a sort is first requested in the Outliner
virtual void OnSortRequested(const EColumnSortPriority::Type SortPriority, const EColumnSortMode::Type InSortMode) {}
// Checks whether the column is still processing the sort or if it is ready to start sorting items
virtual bool IsSortReady() { return true; }
};