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

37 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Widgets/SWidget.h"
#include "Widgets/Views/SHeaderRow.h"
#include "ISceneOutliner.h"
#include "SceneOutlinerPublicTypes.h"
#include "ISceneOutlinerColumn.h"
template<typename ItemType> class STableRow;
class SUnsavedActorWidget;
/** A column for the SceneOutliner that displays if the actor is unsaved */
class FSceneOutlinerActorUnsavedColumn : public ISceneOutlinerColumn
{
public:
FSceneOutlinerActorUnsavedColumn(ISceneOutliner& SceneOutliner) : WeakOutliner(StaticCastSharedRef<ISceneOutliner>(SceneOutliner.AsShared())) {}
virtual ~FSceneOutlinerActorUnsavedColumn() = default;
static FName GetID() { return FSceneOutlinerBuiltInColumnTypes::Unsaved(); }
static FText GetDisplayName() { return FSceneOutlinerBuiltInColumnTypes::Unsaved_Localized(); }
//////////////////////////////////////////////////////////////////////////
// Begin ISceneOutlinerColumn Implementation
virtual FName GetColumnID() override;
virtual SHeaderRow::FColumn::FArguments ConstructHeaderRowColumn() override;
virtual const TSharedRef<SWidget> ConstructRowWidget(FSceneOutlinerTreeItemRef TreeItem, const STableRow<FSceneOutlinerTreeItemPtr>& Row) override;
virtual bool SupportsSorting() const override { return true; }
virtual void SortItems(TArray<FSceneOutlinerTreeItemPtr>& RootItems, const EColumnSortMode::Type SortMode) const override;
// End ISceneOutlinerColumn Implementation
//////////////////////////////////////////////////////////////////////////
private:
TWeakPtr<ISceneOutliner> WeakOutliner;
};