Menu
Lumberyard
C++ API Reference (Version 1.10)

EditContext.h File Reference

Header file for the edit context, which you use to make class data editable in the Lumberyard editor. More...

Classes

struct  AZ::Edit::ElementData
 A named group of attributes. More...
 
struct  AZ::Edit::ClassData
 This structure is built up and stored in the edit context while you are calling EditContext::ClassInfo functions to reflect a class's data to the edit context. More...
 
class  AZ::EditContext
 You use the EditContext to make class data editable in the Lumberyard editor. More...
 
class  AZ::EditContext::ClassInfo
 Builder class that reflects class data to the edit context. More...
 
class  AZ::EditContext::EnumInfo
 Builder class that reflects global enum data to the edit context. More...
 

Namespaces

 AZ
 
 AZ::Edit
 

Typedefs

using AZ::Edit::AttributeId = AZ::AttributeId
 The attribute ID type. More...
 
using AZ::Edit::AttributePair = AZ::AttributePair
 A pair that contains an attribute's ID and a pointer to the attribute. More...
 
using AZ::Edit::AttributeArray = AZ::AttributeArray
 An array of attributes. More...
 
using AZ::Edit::Attribute = AZ::Attribute
 Base class for all attributes that are used in reflection contexts. More...
 
template<class T >
using AZ::Edit::AttributeData = AZ::AttributeData< T >
 A generic attribute that contains data that is stored by value. More...
 
template<class T >
using AZ::Edit::AttributeMemberData = AZ::AttributeMemberData< T >
 An attribute that points to data about a class member of a specified class type. More...
 
template<class F >
using AZ::Edit::AttributeFunction = AZ::AttributeFunction< F >
 A generic attribute that contains a pointer to a global function. More...
 
template<class F >
using AZ::Edit::AttributeMemberFunction = AZ::AttributeMemberFunction< F >
 An attribute that contains a pointer to a class member function with the specified arguments and return type. More...
 

Detailed Description

Header file for the edit context, which you use to make class data editable in the Lumberyard editor.