2019-12-26 14:45:42 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-05-29 17:11:37 -04:00
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "Components/ListView.h"
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#include "Widgets/Views/SListView.h"
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2018-05-23 21:04:31 -04:00
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#include "Engine/World.h"
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#include "TimerManager.h"
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#include "Blueprint/ListViewDesignerPreviewItem.h"
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#include "Styling/UMGCoreStyle.h"
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#include "UMGPrivate.h"
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2014-05-29 17:11:37 -04:00
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#define LOCTEXT_NAMESPACE "UMG"
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/////////////////////////////////////////////////////
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// UListView
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static FTableViewStyle* DefaultListViewStyle = nullptr;
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static FScrollBarStyle* DefaultListViewScrollBarStyle = nullptr;
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#if WITH_EDITOR
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static FTableViewStyle* EditorListViewStyle = nullptr;
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static FScrollBarStyle* EditorListViewScrollBarStyle = nullptr;
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#endif
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2014-10-14 10:29:11 -04:00
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UListView::UListView(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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, Orientation(EOrientation::Orient_Vertical)
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{
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if (DefaultListViewStyle == nullptr)
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{
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DefaultListViewStyle = new FTableViewStyle(FUMGCoreStyle::Get().GetWidgetStyle<FTableViewStyle>("ListView"));
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// Unlink UMG default colors.
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DefaultListViewStyle->UnlinkColors();
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}
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if (DefaultListViewScrollBarStyle == nullptr)
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{
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DefaultListViewScrollBarStyle = new FScrollBarStyle(FUMGCoreStyle::Get().GetWidgetStyle<FScrollBarStyle>("Scrollbar"));
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// Unlink UMG default colors.
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DefaultListViewScrollBarStyle->UnlinkColors();
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}
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WidgetStyle = *DefaultListViewStyle;
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ScrollBarStyle = *DefaultListViewScrollBarStyle;
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#if WITH_EDITOR
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if (EditorListViewStyle == nullptr)
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{
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EditorListViewStyle = new FTableViewStyle(FAppStyle::Get().GetWidgetStyle<FTableViewStyle>("ListView"));
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// Unlink UMG default colors.
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EditorListViewStyle->UnlinkColors();
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}
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if (EditorListViewScrollBarStyle == nullptr)
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{
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EditorListViewScrollBarStyle = new FScrollBarStyle(FCoreStyle::Get().GetWidgetStyle<FScrollBarStyle>("Scrollbar"));
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// Unlink UMG default colors.
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EditorListViewScrollBarStyle->UnlinkColors();
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}
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if (IsEditorWidget())
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{
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WidgetStyle = *EditorListViewStyle;
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ScrollBarStyle = *EditorListViewScrollBarStyle;
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}
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#endif // WITH_EDITOR
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}
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2015-12-11 13:52:32 -05:00
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void UListView::ReleaseSlateResources(bool bReleaseChildren)
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{
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Super::ReleaseSlateResources(bReleaseChildren);
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MyListView.Reset();
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}
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#if WITH_EDITOR
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void UListView::OnRefreshDesignerItems()
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{
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RefreshDesignerItems<UObject*>(ListItems, [this] () {return NewObject<UListViewDesignerPreviewItem>(this); });
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}
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#endif
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void UListView::AddItem(UObject* Item)
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{
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if (Item == nullptr)
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{
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FFrame::KismetExecutionMessage(TEXT("Cannot add null item into ListView."), ELogVerbosity::Warning, "NullListViewItem");
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return;
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}
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if (ListItems.Contains(Item))
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{
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FFrame::KismetExecutionMessage(TEXT("Cannot add duplicate item into ListView."), ELogVerbosity::Warning, "DuplicateListViewItem");
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return;
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}
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ListItems.Add(Item);
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const TArray<UObject*> Added = { Item };
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const TArray<UObject*> Removed;
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OnItemsChanged(Added, Removed);
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RequestRefresh();
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}
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void UListView::RemoveItem(UObject* Item)
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{
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ListItems.Remove(Item);
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const TArray<UObject*> Added;
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const TArray<UObject*> Removed = { Item };
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OnItemsChanged(Added, Removed);
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RequestRefresh();
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}
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UObject* UListView::GetItemAt(int32 Index) const
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{
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return ListItems.IsValidIndex(Index) ? ListItems[Index] : nullptr;
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}
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int32 UListView::GetNumItems() const
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{
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return ListItems.Num();
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}
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int32 UListView::GetIndexForItem(const UObject* Item) const
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{
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return ListItems.IndexOfByKey(Item);
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}
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void UListView::ClearListItems()
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{
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const TArray<UObject*> Added;
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const TArray<UObject*> Removed = MoveTemp(ListItems);
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ListItems.Reset();
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OnItemsChanged(Added, Removed);
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2018-05-23 21:04:31 -04:00
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RequestRefresh();
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}
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void UListView::SetSelectionMode(TEnumAsByte<ESelectionMode::Type> InSelectionMode)
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{
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SelectionMode = InSelectionMode;
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if (MyListView)
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{
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MyListView->SetSelectionMode(InSelectionMode);
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}
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}
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int32 UListView::BP_GetNumItemsSelected() const
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{
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return GetNumItemsSelected();
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}
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void UListView::BP_SetListItems(const TArray<UObject*>& InListItems)
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{
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SetListItems(InListItems);
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}
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UObject* UListView::BP_GetSelectedItem() const
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{
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return GetSelectedItem();
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}
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2019-02-24 17:08:38 -05:00
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void UListView::HandleOnEntryInitializedInternal(UObject* Item, const TSharedRef<ITableRow>& TableRow)
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{
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Unblocking robomerge
- Merge was a little involved, ran SlateViewer and things seem to be working as expected
ListView improvements
- Added horizontal layout option to both SListView and STileView.
- Added smooth inertial scrolling. Doing so naturally requires more refreshes, so it's not intended for use in perf-sensitive scenarios and is disabled by default.
- Added option to establish a consistent fixed offset when scrolling (to, for example, ensure the top item is always flush with the top of the list, or that the bottom 25% of the preceeding item is always visible above). Note that enabling this will override the NavigationScrollOffset property, as the two concepts fully conflict.
- Exposed all new functionality to the UMG counterparts of the slate lists
- Updated SlateViewer's ListView testing tab to include a horizontal list, a horizontal tile view, and options for enabling animated scrolling and fixed offsets. Also tinkered a bit with the default sizing and open tab, as the default size seemed universally too small.
#rb Matt.Loesby, Josh.Gross, Nick.Darnell
[FYI] Matt.Kuhlenschmidt, Chris.Gagnon, Stephan.Jiang, Saad.Nader, Philip.Buuck, Don.Eubanks, Matt.Stone, Geoff.Wong, Ryan.Reed
#ROBOMERGE-OWNER: dan.hertzka
#ROBOMERGE-AUTHOR: dan.hertzka
#ROBOMERGE-SOURCE: CL 7634094 via CL 7642338
#ROBOMERGE-BOT: (v372-7473910)
[CL 7642344 by dan hertzka in Main branch]
2019-07-26 16:57:25 -04:00
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BP_OnEntryInitialized.Broadcast(Item, GetEntryWidgetFromItem(Item));
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}
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2018-05-23 21:04:31 -04:00
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bool UListView::BP_GetSelectedItems(TArray<UObject*>& Items) const
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{
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return GetSelectedItems(Items) > 0;
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}
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bool UListView::BP_IsItemVisible(UObject* Item) const
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{
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return IsItemVisible(Item);
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}
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void UListView::BP_NavigateToItem(UObject* Item)
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{
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if (Item)
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{
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RequestNavigateToItem(Item);
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}
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}
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void UListView::NavigateToIndex(int32 Index)
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{
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RequestNavigateToItem(GetItemAt(Index));
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}
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void UListView::BP_ScrollItemIntoView(UObject* Item)
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{
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if (Item)
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{
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RequestScrollItemIntoView(Item);
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}
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}
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void UListView::ScrollIndexIntoView(int32 Index)
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{
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BP_ScrollItemIntoView(GetItemAt(Index));
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}
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void UListView::BP_CancelScrollIntoView()
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{
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if (MyListView.IsValid())
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{
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MyListView->CancelScrollIntoView();
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}
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}
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bool UListView::IsRefreshPending() const
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{
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if (MyListView.IsValid())
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{
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return MyListView->IsPendingRefresh();
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}
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return false;
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}
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void UListView::BP_SetSelectedItem(UObject* Item)
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{
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if (MyListView.IsValid())
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{
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MyListView->SetSelection(Item, ESelectInfo::Direct);
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}
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}
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void UListView::SetSelectedItem(const UObject* Item)
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{
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ITypedUMGListView<UObject*>::SetSelectedItem(const_cast<UObject*>(Item));
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}
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void UListView::SetSelectedIndex(int32 Index)
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{
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SetSelectedItem(GetItemAt(Index));
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}
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void UListView::BP_SetItemSelection(UObject* Item, bool bSelected)
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{
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SetItemSelection(Item, bSelected);
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}
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void UListView::BP_ClearSelection()
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{
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ClearSelection();
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}
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2019-02-27 11:57:17 -05:00
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void UListView::OnItemsChanged(const TArray<UObject*>& AddedItems, const TArray<UObject*>& RemovedItems)
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{
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// Allow subclasses to do special things when objects are added or removed from the list.
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2021-12-15 02:10:33 -05:00
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// Keep track of references to Actors and make sure to release them when Actors are about to be removed
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for (UObject* AddedItem : AddedItems)
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{
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2021-12-15 02:10:33 -05:00
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if (AActor* AddedActor = Cast<AActor>(AddedItem))
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{
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AddedActor->OnEndPlay.AddDynamic(this, &UListView::OnListItemEndPlayed);
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}
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else if (AActor* AddedItemOuterActor = AddedItem->GetTypedOuter<AActor>())
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{
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// Unique so that we don't spam events for shared actor outers but this also means we can't
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// unsubscribe when processing RemovedItems
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AddedItemOuterActor->OnEndPlay.AddUniqueDynamic(this, &UListView::OnListItemOuterEndPlayed);
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}
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}
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for (UObject* RemovedItem : RemovedItems)
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{
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|
if (AActor* RemovedActor = Cast<AActor>(RemovedItem))
|
|
|
|
|
{
|
|
|
|
|
RemovedActor->OnEndPlay.RemoveDynamic(this, &UListView::OnListItemEndPlayed);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
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|
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|
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|
|
|
|
void UListView::OnListItemEndPlayed(AActor* Item, EEndPlayReason::Type EndPlayReason)
|
|
|
|
|
{
|
|
|
|
|
RemoveItem(Item);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UListView::OnListItemOuterEndPlayed(AActor* ItemOuter, EEndPlayReason::Type EndPlayReason)
|
|
|
|
|
{
|
|
|
|
|
for (int32 ItemIndex = ListItems.Num() - 1; ItemIndex >= 0; --ItemIndex)
|
|
|
|
|
{
|
|
|
|
|
UObject* Item = ListItems[ItemIndex];
|
|
|
|
|
if (Item->IsIn(ItemOuter))
|
|
|
|
|
{
|
|
|
|
|
RemoveItem(Item);
|
|
|
|
|
}
|
|
|
|
|
}
|
2019-02-27 11:57:17 -05:00
|
|
|
}
|
|
|
|
|
|
2018-05-23 21:04:31 -04:00
|
|
|
TSharedRef<STableViewBase> UListView::RebuildListWidget()
|
|
|
|
|
{
|
|
|
|
|
return ConstructListView<SListView>();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UListView::HandleListEntryHovered(UUserWidget& EntryWidget)
|
|
|
|
|
{
|
2019-05-20 20:44:17 -04:00
|
|
|
if (UObject* const* ListItem = ItemFromEntryWidget(EntryWidget))
|
2018-05-23 21:04:31 -04:00
|
|
|
{
|
2019-05-20 20:44:17 -04:00
|
|
|
OnItemIsHoveredChanged().Broadcast(*ListItem, true);
|
|
|
|
|
BP_OnItemIsHoveredChanged.Broadcast(*ListItem, true);
|
2018-05-23 21:04:31 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UListView::HandleListEntryUnhovered(UUserWidget& EntryWidget)
|
|
|
|
|
{
|
2019-05-20 20:44:17 -04:00
|
|
|
if (UObject* const* ListItem = ItemFromEntryWidget(EntryWidget))
|
2018-05-23 21:04:31 -04:00
|
|
|
{
|
2019-05-20 20:44:17 -04:00
|
|
|
OnItemIsHoveredChanged().Broadcast(*ListItem, false);
|
|
|
|
|
BP_OnItemIsHoveredChanged.Broadcast(*ListItem, false);
|
2018-05-23 21:04:31 -04:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
FMargin UListView::GetDesiredEntryPadding(UObject* Item) const
|
|
|
|
|
{
|
|
|
|
|
if (ListItems.Num() > 0 && ListItems[0] != Item)
|
|
|
|
|
{
|
2019-08-29 19:20:23 -04:00
|
|
|
if (Orientation == EOrientation::Orient_Horizontal)
|
|
|
|
|
{
|
|
|
|
|
// For all entries after the first one, add the spacing as left padding
|
|
|
|
|
return FMargin(EntrySpacing, 0.f, 0.0f, 0.f);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// For all entries after the first one, add the spacing as top padding
|
|
|
|
|
return FMargin(0.f, EntrySpacing, 0.f, 0.f);
|
|
|
|
|
}
|
2018-05-23 21:04:31 -04:00
|
|
|
}
|
2019-08-29 19:20:23 -04:00
|
|
|
|
2018-05-23 21:04:31 -04:00
|
|
|
return FMargin(0.f);
|
|
|
|
|
}
|
|
|
|
|
|
2018-09-25 10:11:35 -04:00
|
|
|
UUserWidget& UListView::OnGenerateEntryWidgetInternal(UObject* Item, TSubclassOf<UUserWidget> DesiredEntryClass, const TSharedRef<STableViewBase>& OwnerTable)
|
2018-05-23 21:04:31 -04:00
|
|
|
{
|
2018-09-25 10:11:35 -04:00
|
|
|
return GenerateTypedEntry(DesiredEntryClass, OwnerTable);
|
2018-05-23 21:04:31 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UListView::OnItemClickedInternal(UObject* ListItem)
|
|
|
|
|
{
|
|
|
|
|
BP_OnItemClicked.Broadcast(ListItem);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UListView::OnItemDoubleClickedInternal(UObject* ListItem)
|
|
|
|
|
{
|
|
|
|
|
BP_OnItemDoubleClicked.Broadcast(ListItem);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UListView::OnSelectionChangedInternal(UObject* FirstSelectedItem)
|
|
|
|
|
{
|
|
|
|
|
BP_OnItemSelectionChanged.Broadcast(FirstSelectedItem, FirstSelectedItem != nullptr);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UListView::OnItemScrolledIntoViewInternal(UObject* ListItem, UUserWidget& EntryWidget)
|
|
|
|
|
{
|
|
|
|
|
BP_OnItemScrolledIntoView.Broadcast(ListItem, &EntryWidget);
|
|
|
|
|
}
|
|
|
|
|
|
2014-05-29 17:11:37 -04:00
|
|
|
/////////////////////////////////////////////////////
|
|
|
|
|
|
2018-05-23 21:04:31 -04:00
|
|
|
#undef LOCTEXT_NAMESPACE
|