SmartTableSettings.h
Project Settings: the palette and the sizes every table starts from.
The defaults every Smart Table in this project starts from. Project Settings, Plugins, Smart Tables.
Numbers a project decides once, instead of on every table dropped into a screen. Three of the four are copied onto a table by its constructor, and the Details panel overrides them from there. The cap on rows measured has no table field at all, and is read here on every size to content pass.
The colours sit a layer lower: this palette, then the style class defaults built from it, then one table's panel, then a style asset, each winning over the last. An edit here sweeps the open editor at once and never touches a field already authored, while a packaged game runs no sweep at all.
- Class
- USmartTableSettings
- Extends
- UDeveloperSettings
- Members
- 18
- Panel fields
- 15
Public functions 3
Puts a changed palette into everything that already read it: both class defaults first, then every style asset and every table still following its archetype.
See Style/SmartTableStyleRefresh.h
Public variables 15
Columns 4
- Minimum
- 2.0
- Config
- Read from an ini.
How much of the right edge of a column counts as the resize grip, in pixels. It draws nothing.
The engine falls back to five pixels when a header row has no splitter handle, and five is hard to hit. A miss lands on the rest of the header cell, where a left press sorts on release and a left drag reorders the column. The cell tests its own edge against this number and never asks the engine.
- Minimum
- 1.0
- Config
- Read from an ini.
How narrow a column may go, in pixels. It is the floor for every width pass, the drag and the fill share and the size to content alike.
- Minimum
- 0.0
- Config
- Read from an ini.
The widest a size to content column may go, in pixels. Zero lets it fit the longest value.
The pass fits the longest value in the column, so one row of a thousand characters asks for several thousand pixels. That is a column wider than the screen, for one row, with every other column pushed off the side. The cap stops it there, and whatever does not fit is clipped.
- Minimum
- 1
- Config
- Read from an ini.
How many rows a size to content pass measures, counting from the top of the drawn order.
The data is what it reads, never the rows on screen: a table scrolled to the top would otherwise fit its column to one screenful of values. Measuring every row of a very large model would hold the game thread long enough to look like the editor had stopped.
Palette 11
- Config
- Read from an ini.
The header background, and every column on it that the pointer is not over.
- Config
- Read from an ini.
A header column under the pointer.
- Config
- Read from an ini.
The main text: cells, row text, and the tick on a checked menu entry.
- Config
- Read from an ini.
The row numbers and the two empty message lines. Dimmer than the main text by default, and both move together when it changes.
- Config
- Read from an ini.
A row under the pointer but not selected.
- Config
- Read from an ini.
A selected row, and a menu entry under the pointer. One colour across the two, so a table and the menus it opens mark a place the same way.
- Config
- Read from an ini.
A selected row under the pointer, and a menu entry being pressed. Lighter than Selection Color by default, and nothing keeps the two in step.
- Config
- Read from an ini.
The line under the header, and the line between two menu groups.
- Config
- Read from an ini.
The line between two columns, down the right edge of each header cell. The splitter handle takes the same colour while it is not grabbed, and draws at no width either way.
- Config
- Read from an ini.
Behind both scrollbars, the one down the side and the one along the bottom.
- Config
- Read from an ini.
The one warm colour, where the rest of the palette is a cold blue grey. The column caret, the focus border and the outline on a drop target read it, and all three answer where input is going.
Next: SmartTableLayoutStore.h