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UnrealEngineUWP/Engine/Plugins/EnhancedInput/Source/InputEditor/Private/InputCustomizations.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "InputCustomizations.h"
#include "ActionMappingDetails.h"
#include "AssetRegistry/ARFilter.h"
#include "DetailLayoutBuilder.h"
#include "Engine/Blueprint.h"
#include "IDetailChildrenBuilder.h"
#include "InputMappingContext.h"
#include "KeyStructCustomization.h"
#include "PropertyCustomizationHelpers.h"
#include "EnhancedInputDeveloperSettings.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "Blueprint/BlueprintSupport.h"
#include "Misc/PackageName.h"
#include "UObject/UObjectIterator.h"
#include "Modules/ModuleManager.h"
#include "Widgets/Text/STextBlock.h"
#include "EnhancedInputPlayerMappableNameValidator.h"
#include "PlayerMappableKeySettings.h"
#include "Widgets/Input/SEditableTextBox.h"
#include "EnhancedInputPlayerMappableNameValidator.h"
#include "InputEditorModule.h"
#define LOCTEXT_NAMESPACE "InputCustomization"
//////////////////////////////////////////////////////////
// FInputContextDetails
TSharedRef<IDetailCustomization> FInputContextDetails::MakeInstance()
{
return MakeShareable(new FInputContextDetails);
}
void FInputContextDetails::CustomizeDetails(class IDetailLayoutBuilder& DetailBuilder)
{
// Custom Action Mappings
const TSharedPtr<IPropertyHandle> ActionMappingsPropertyHandle = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UInputMappingContext, Mappings));
ActionMappingsPropertyHandle->MarkHiddenByCustomization();
IDetailCategoryBuilder& MappingsDetailCategoryBuilder = DetailBuilder.EditCategory(ActionMappingsPropertyHandle->GetDefaultCategoryName());
const TSharedRef<FActionMappingsNodeBuilderEx> ActionMappingsBuilder = MakeShareable(new FActionMappingsNodeBuilderEx(&DetailBuilder, ActionMappingsPropertyHandle));
MappingsDetailCategoryBuilder.AddCustomBuilder(ActionMappingsBuilder);
}
//////////////////////////////////////////////////////////
// FEnhancedActionMappingCustomization
const FEnhancedActionKeyMapping* GetActionKeyMapping(TSharedPtr<IPropertyHandle> MappingPropertyHandle)
{
if (MappingPropertyHandle->IsValidHandle())
{
void* Data = nullptr;
if (MappingPropertyHandle->GetValueData(Data) != FPropertyAccess::Fail)
{
return static_cast<FEnhancedActionKeyMapping*>(Data);
}
}
return nullptr;
}
void FEnhancedActionMappingCustomization::CustomizeHeader(TSharedRef<IPropertyHandle> PropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& CustomizationUtils)
{
MappingPropertyHandle = PropertyHandle;
// Grab the FKey property
TSharedPtr<IPropertyHandle> KeyHandle = PropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FEnhancedActionKeyMapping, Key));
TSharedPtr<IPropertyHandle> TriggersHandle = PropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FEnhancedActionKeyMapping, Triggers));
TriggersHandle->SetOnPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FEnhancedActionMappingCustomization::OnTriggersChanged));
TriggersHandle->SetOnChildPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FEnhancedActionMappingCustomization::OnTriggersChanged));
TSharedRef<SWidget> RemoveButton = PropertyCustomizationHelpers::MakeDeleteButton(FSimpleDelegate::CreateSP(this, &FEnhancedActionMappingCustomization::RemoveMappingButton_OnClick),
LOCTEXT("RemoveMappingToolTip", "Remove Mapping"));
// Create a new instance of the key customization.
KeyStructInstance = FKeyStructCustomization::MakeInstance();
// TODO: Use FDetailArrayBuilder?
const bool bContainsComboTrigger = DoesTriggerArrayContainCombo();
// Pass our header row into the key struct customizeheader method so it populates our row with the key struct header
KeyStructCustomization = StaticCastSharedPtr<FKeyStructCustomization>(KeyStructInstance);
KeyStructCustomization->SetDefaultKeyName("ComboKey");
KeyStructCustomization->SetDisabledKeySelectorToolTip(LOCTEXT("DisabledSelectorComboToolTip", "A Combo Trigger isn't triggered through a key so Key Selection has been disabled."));
KeyStructCustomization->SetEnableKeySelector(!bContainsComboTrigger);
KeyStructCustomization->CustomizeHeaderOnlyWithButton(KeyHandle.ToSharedRef(), HeaderRow, CustomizationUtils, RemoveButton);
}
void FEnhancedActionMappingCustomization::AddInputActionProperties(TSharedRef<IPropertyHandle> PropertyHandle, IDetailChildrenBuilder& ChildBuilder)
{
if (const FEnhancedActionKeyMapping* ActionKeyMapping = GetActionKeyMapping(PropertyHandle))
{
// Make sure ActionKeyMapping action is valid. If triggers and modifiers are empty we can just back out - nothing to add
if (ActionKeyMapping->Action)
{
// Convert InputAction to non const so we can properly use it in the UObject Array for AddExternalObjectProperty
const UInputAction* InputActionPtr = ActionKeyMapping->Action;
UInputAction* InputAction = const_cast<UInputAction*>(InputActionPtr);
TArray<UObject*> ActionsAsUObjects { InputAction };
if (IDetailPropertyRow* InputActionTriggersRow = ChildBuilder.AddExternalObjectProperty(ActionsAsUObjects, GET_MEMBER_NAME_CHECKED(UInputAction, Triggers)))
{
InputActionTriggersPropertyRow = InputActionTriggersRow;
InputActionTriggersRow->DisplayName(LOCTEXT("InputActionTriggersDisplayName", "Triggers From Input Action"));
InputActionTriggersRow->ToolTip(FText::Format(LOCTEXT("InputActionTriggersToolTip", "Triggers from the {0} Input Action"), FText::FromName(ActionKeyMapping->Action.GetFName())));
InputActionTriggersRow->IsEnabled(false);
InputAction->OnTriggersChanged.AddSP(this, &FEnhancedActionMappingCustomization::OnInputActionTriggersChanged);
// hide it if the trigger array is empty
if (ActionKeyMapping->Action->Triggers.IsEmpty())
{
InputActionTriggersRow->Visibility(EVisibility::Hidden);
}
else
{
InputActionTriggersRow->Visibility(EVisibility::Visible);
}
}
if (IDetailPropertyRow* InputActionModifiersRow = ChildBuilder.AddExternalObjectProperty(ActionsAsUObjects, GET_MEMBER_NAME_CHECKED(UInputAction, Modifiers)))
{
InputActionModifiersPropertyRow = InputActionModifiersRow;
InputActionModifiersRow->DisplayName(LOCTEXT("InputActionModifiersDisplayName", "Modifiers From Input Action"));
InputActionModifiersRow->ToolTip(FText::Format(LOCTEXT("InputActionModifiersToolTip", "Modifiers from the {0} Input Action"), FText::FromName(ActionKeyMapping->Action.GetFName())));
InputActionModifiersRow->IsEnabled(false);
InputAction->OnModifiersChanged.AddSP(this, &FEnhancedActionMappingCustomization::OnInputActionModifiersChanged);
// hide it if the modifier array is empty
if (ActionKeyMapping->Action->Modifiers.IsEmpty())
{
InputActionModifiersRow->Visibility(EVisibility::Hidden);
}
else
{
InputActionModifiersRow->Visibility(EVisibility::Visible);
}
}
}
}
}
void FEnhancedActionMappingCustomization::CustomizeChildren(TSharedRef<IPropertyHandle> PropertyHandle, IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils)
{
TSharedPtr<IPropertyHandle> TriggersHandle = PropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FEnhancedActionKeyMapping, Triggers));
TSharedPtr<IPropertyHandle> ModifiersHandle = PropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FEnhancedActionKeyMapping, Modifiers));
TSharedPtr<IPropertyHandle> SettingBehavior = PropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FEnhancedActionKeyMapping, SettingBehavior));
TSharedPtr<IPropertyHandle> PlayerMappableKeySettings = PropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FEnhancedActionKeyMapping, PlayerMappableKeySettings));
// TODO: ResetToDefault needs to be disabled for arrays
ChildBuilder.AddProperty(TriggersHandle.ToSharedRef());
ChildBuilder.AddProperty(ModifiersHandle.ToSharedRef());
AddInputActionProperties(PropertyHandle, ChildBuilder);
ChildBuilder.AddProperty(SettingBehavior.ToSharedRef());
ChildBuilder.AddProperty(PlayerMappableKeySettings.ToSharedRef());
}
void FEnhancedActionMappingCustomization::RemoveMappingButton_OnClick() const
{
if (MappingPropertyHandle->IsValidHandle())
{
const TSharedPtr<IPropertyHandle> ParentHandle = MappingPropertyHandle->GetParentHandle();
const TSharedPtr<IPropertyHandleArray> ParentArrayHandle = ParentHandle->AsArray();
ParentArrayHandle->DeleteItem(MappingPropertyHandle->GetIndexInArray());
}
}
void FEnhancedActionMappingCustomization::OnTriggersChanged() const
{
const bool bContainsComboTrigger = DoesTriggerArrayContainCombo();
// if it is currently disabled and doesn't contain a combo now we should set the key to something other than ComboKey
if (!KeyStructCustomization->GetEnableKeySelector() && !bContainsComboTrigger)
{
// setting KeySelector to none key
KeyStructCustomization->SetKey(TEXT("None"));
}
KeyStructCustomization->SetEnableKeySelector(!bContainsComboTrigger);
// updating the default key when the KeySelector is disabled
KeyStructCustomization->SetDefaultKeyName(bContainsComboTrigger ? TEXT("ComboKey") : TEXT("None"));
}
void FEnhancedActionMappingCustomization::OnInputActionTriggersChanged() const
{
if (const FEnhancedActionKeyMapping* ActionKeyMapping = GetActionKeyMapping(MappingPropertyHandle))
{
// Make sure ActionKeyMapping action and the property row are valid
if (ActionKeyMapping->Action && InputActionTriggersPropertyRow)
{
// if so we want to hide the row or show it based off contents of the array (whether it's empty or not)
if (!ActionKeyMapping->Action->Triggers.IsEmpty())
{
InputActionTriggersPropertyRow->Visibility(EVisibility::Visible);
}
else
{
InputActionTriggersPropertyRow->Visibility(EVisibility::Hidden);
}
}
}
}
void FEnhancedActionMappingCustomization::OnInputActionModifiersChanged() const
{
if (const FEnhancedActionKeyMapping* ActionKeyMapping = GetActionKeyMapping(MappingPropertyHandle))
{
// Make sure ActionKeyMapping action and the property row are valid
if (ActionKeyMapping->Action && InputActionModifiersPropertyRow)
{
// if so we want to hide the row or show it based off contents of the array (whether it's empty or not)
if (!ActionKeyMapping->Action->Modifiers.IsEmpty())
{
InputActionModifiersPropertyRow->Visibility(EVisibility::Visible);
}
else
{
InputActionModifiersPropertyRow->Visibility(EVisibility::Hidden);
}
}
}
}
bool FEnhancedActionMappingCustomization::DoesTriggerArrayContainCombo() const
{
if (const FEnhancedActionKeyMapping* ActionKeyMapping = GetActionKeyMapping(MappingPropertyHandle))
{
// checking context triggers for combo triggers
for (const TObjectPtr<UInputTrigger>& Trigger : ActionKeyMapping->Triggers)
{
if (Trigger.IsA(UInputTriggerCombo::StaticClass()))
{
return true;
}
}
// checking input action triggers for combo triggers
if (ActionKeyMapping->Action)
{
for (const TObjectPtr<UInputTrigger>& Trigger : ActionKeyMapping->Action->Triggers)
{
if (Trigger.IsA(UInputTriggerCombo::StaticClass()))
{
return true;
}
}
}
}
return false;
}
//////////////////////////////////////////////////////////
// FEnhancedInputDeveloperSettingsCustomization
TSet<FName> FEnhancedInputDeveloperSettingsCustomization::ExcludedAssetNames;
FEnhancedInputDeveloperSettingsCustomization::~FEnhancedInputDeveloperSettingsCustomization()
{
// Unregister settings panel listeners
if (FAssetRegistryModule* AssetRegistryModule = FModuleManager::GetModulePtr<FAssetRegistryModule>("AssetRegistry"))
{
IAssetRegistry* AssetRegistry = AssetRegistryModule->TryGet();
if (AssetRegistry)
{
AssetRegistry->OnAssetAdded().RemoveAll(this);
AssetRegistry->OnAssetRemoved().RemoveAll(this);
AssetRegistry->OnAssetRenamed().RemoveAll(this);
}
}
CachedDetailBuilder = nullptr;
}
void FEnhancedInputDeveloperSettingsCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
// Note: The details view for the UEnhancedInputDeveloperSettings object will be on by default
// This 'EditCategory' call will ensure that the developer settings are displayed on top of the trigger/modifier default values
DetailBuilder.EditCategory(UEnhancedInputDeveloperSettings::StaticClass()->GetFName(), FText::GetEmpty(), ECategoryPriority::Important);
static const FName TriggerCategoryName = TEXT("Trigger Default Values");
static const FName ModifierCategoryName = TEXT("Modifier Default Values");
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(FName("AssetRegistry"));
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
TArray<UObject*> ModifierCDOs;
TArray<UObject*> TriggerCDOs;
// Search BPs via asset registry
{
FARFilter Filter;
Filter.ClassPaths.Add(UBlueprint::StaticClass()->GetClassPathName());
Filter.bRecursiveClasses = true;
TArray<FAssetData> BlueprintAssetData;
AssetRegistry.GetAssets(Filter, BlueprintAssetData);
FName NativeParentClass(TEXT("NativeParentClass"));
for (FAssetData& Asset : BlueprintAssetData)
{
FAssetDataTagMapSharedView::FFindTagResult Result = Asset.TagsAndValues.FindTag(NativeParentClass);
if (Result.IsSet() && !ExcludedAssetNames.Contains(Asset.AssetName))
{
const FString ClassObjectPath = FPackageName::ExportTextPathToObjectPath(Result.GetValue());
if (UClass* ParentClass = FindObjectSafe<UClass>(nullptr, *ClassObjectPath, true))
{
// TODO: Forcibly loading these assets could cause problems on projects with a large number of them.
if(ParentClass->IsChildOf(UInputModifier::StaticClass()))
{
UBlueprint* BP = CastChecked<UBlueprint>(Asset.GetAsset());
ModifierCDOs.AddUnique(BP->GeneratedClass->GetDefaultObject());
}
if (ParentClass->IsChildOf(UInputTrigger::StaticClass()))
{
UBlueprint* BP = CastChecked<UBlueprint>(Asset.GetAsset());
TriggerCDOs.AddUnique(BP->GeneratedClass->GetDefaultObject());
}
}
}
}
}
GatherNativeClassDetailsCDOs(UInputModifier::StaticClass(), ModifierCDOs);
GatherNativeClassDetailsCDOs(UInputTrigger::StaticClass(), TriggerCDOs);
ExcludedAssetNames.Reset();
// Add The modifier/trigger defaults that are generated via CDO to the details builder
CustomizeCDOValues(DetailBuilder, ModifierCategoryName, ModifierCDOs);
CustomizeCDOValues(DetailBuilder, TriggerCategoryName, TriggerCDOs);
// Support for updating blueprint based triggers and modifiers in the settings panel
if (!AssetRegistry.OnAssetAdded().IsBoundToObject(this))
{
AssetRegistry.OnAssetAdded().AddRaw(this, &FEnhancedInputDeveloperSettingsCustomization::OnAssetAdded);
AssetRegistry.OnAssetRemoved().AddRaw(this, &FEnhancedInputDeveloperSettingsCustomization::OnAssetRemoved);
AssetRegistry.OnAssetRenamed().AddRaw(this, &FEnhancedInputDeveloperSettingsCustomization::OnAssetRenamed);
}
}
void FEnhancedInputDeveloperSettingsCustomization::CustomizeCDOValues(IDetailLayoutBuilder& DetailBuilder, const FName CategoryName, const TArray<UObject*>& ObjectsToCustomize)
{
IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(CategoryName);
// All of the Objects in this array are the CDO, i.e. the class name starts with "Default__"
for (UObject* CDO : ObjectsToCustomize)
{
if (!ensure(CDO && CDO->IsTemplate()))
{
continue;
}
// Add the CDO as an external object reference to this customization
IDetailPropertyRow* Row = CategoryBuilder.AddExternalObjects({ CDO }, EPropertyLocation::Default, FAddPropertyParams().UniqueId(CDO->GetClass()->GetFName()));
if (Row)
{
// We need to add a custom "Name" widget here, otherwise all the categories will just say "Object"
Row->CustomWidget()
.NameContent()
[
SNew(STextBlock)
.Text(CDO->GetClass()->GetDisplayNameText())
];
}
}
}
void FEnhancedInputDeveloperSettingsCustomization::CustomizeDetails(const TSharedPtr<IDetailLayoutBuilder>& DetailBuilder)
{
CachedDetailBuilder = DetailBuilder;
CustomizeDetails(*DetailBuilder);
}
void FEnhancedInputDeveloperSettingsCustomization::GatherNativeClassDetailsCDOs(UClass* Class, TArray<UObject*>& CDOs)
{
// Search native classes
for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
{
if (!ClassIt->IsNative() || !ClassIt->IsChildOf(Class))
{
continue;
}
// Ignore abstract, hidedropdown, and deprecated.
if (ClassIt->HasAnyClassFlags(CLASS_Abstract | CLASS_HideDropDown | CLASS_Deprecated | CLASS_NewerVersionExists))
{
continue;
}
CDOs.AddUnique(ClassIt->GetDefaultObject());
}
// Strip objects with no config stored properties
CDOs.RemoveAll([Class](UObject* Object) {
UClass* ObjectClass = Object->GetClass();
if (ObjectClass->GetMetaData(TEXT("NotInputConfigurable")).ToBool())
{
return true;
}
while (ObjectClass)
{
for (FProperty* Property : TFieldRange<FProperty>(ObjectClass, EFieldIteratorFlags::ExcludeSuper, EFieldIteratorFlags::ExcludeDeprecated))
{
if (Property->HasAnyPropertyFlags(CPF_Config))
{
return false;
}
}
// Stop searching at the base type. We don't care about configurable properties lower than that.
ObjectClass = ObjectClass != Class ? ObjectClass->GetSuperClass() : nullptr;
}
return true;
});
}
bool FEnhancedInputDeveloperSettingsCustomization::DoesClassHaveSubtypes(UClass* Class)
{
// Search native classes
for (TObjectIterator<UClass> ClassIt; ClassIt; ++ClassIt)
{
// Make sure it's a native class and a child of Class passed in
if (ClassIt->IsNative() && ClassIt->IsChildOf(Class))
{
// Make sure it doesn't have any flags that would disqualify it from being used
if (!ClassIt->HasAnyClassFlags(CLASS_Abstract | CLASS_HideDropDown | CLASS_Deprecated | CLASS_NewerVersionExists))
{
UObject* CDO = ClassIt->GetDefaultObject();
// Make Sure it isn't the Class itself
if (CDO && CDO->GetClass() != Class)
{
return true;
}
}
}
}
// Search BPs via asset registry
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(FName("AssetRegistry"));
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
FARFilter Filter;
Filter.ClassPaths.Add(UBlueprint::StaticClass()->GetClassPathName());
Filter.bRecursiveClasses = true;
TArray<FAssetData> BlueprintAssetData;
AssetRegistry.GetAssets(Filter, BlueprintAssetData);
for (FAssetData& Asset : BlueprintAssetData)
{
FAssetDataTagMapSharedView::FFindTagResult Result = Asset.TagsAndValues.FindTag(TEXT("NativeParentClass"));
if (Result.IsSet() && !ExcludedAssetNames.Contains(Asset.AssetName))
{
const FString ClassObjectPath = FPackageName::ExportTextPathToObjectPath(Result.GetValue());
if (UClass* ParentClass = FindObjectSafe<UClass>(nullptr, *ClassObjectPath, true))
{
if (ParentClass->IsChildOf(Class))
{
return true;
}
}
}
}
return false;
}
void FEnhancedInputDeveloperSettingsCustomization::RebuildDetailsViewForAsset(const FAssetData& AssetData, const bool bIsAssetBeingRemoved)
{
// If the asset was a blueprint...
Deprecating ANY_PACKAGE. This change consists of multiple changes: Core: - Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject) - Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter - Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses - Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names - Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed. - Added static UClass::TryConvertShortNameToPathName utility function - Added static UClass::TryFixShortClassNameExportPath utility function - Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass') - All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath - Added a new startup test that checks for short type names in UClass/FProperty MetaData values AssetRegistry: - Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath - Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names - This also applies to a few other modules' APIs to match AssetRegistry changes Everything else: - Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input) - Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName() - Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names #jira UE-99463 #rb many.people [FYI] Marcus.Wassmer #preflight 629248ec2256738f75de9b32 #codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786 #ROBOMERGE-OWNER: robert.manuszewski #ROBOMERGE-AUTHOR: robert.manuszewski #ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246) [CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
if (AssetData.AssetClassPath == UBlueprint::StaticClass()->GetClassPathName())
{
// With a native parent class...
FAssetDataTagMapSharedView::FFindTagResult Result = AssetData.TagsAndValues.FindTag(FBlueprintTags::NativeParentClassPath);
if (Result.IsSet())
{
// And the base class is UInputModifier or UInputTrigger, then we should rebuild the details
const FString ClassObjectPath = FPackageName::ExportTextPathToObjectPath(Result.GetValue());
Deprecating ANY_PACKAGE. This change consists of multiple changes: Core: - Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject) - Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter - Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses - Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names - Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed. - Added static UClass::TryConvertShortNameToPathName utility function - Added static UClass::TryFixShortClassNameExportPath utility function - Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass') - All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath - Added a new startup test that checks for short type names in UClass/FProperty MetaData values AssetRegistry: - Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath - Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names - This also applies to a few other modules' APIs to match AssetRegistry changes Everything else: - Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input) - Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName() - Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names #jira UE-99463 #rb many.people [FYI] Marcus.Wassmer #preflight 629248ec2256738f75de9b32 #codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786 #ROBOMERGE-OWNER: robert.manuszewski #ROBOMERGE-AUTHOR: robert.manuszewski #ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246) [CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00
if (UClass* ParentClass = FindObjectSafe<UClass>(nullptr, *ClassObjectPath, true))
{
if (ParentClass == UInputModifier::StaticClass() || ParentClass == UInputTrigger::StaticClass())
{
if (bIsAssetBeingRemoved)
{
ExcludedAssetNames.Add(AssetData.AssetName);
}
if (IDetailLayoutBuilder* DetailBuilder = CachedDetailBuilder.Pin().Get())
{
DetailBuilder->ForceRefreshDetails();
}
}
}
}
}
}
/////////////////////////////////////////////////////////////////
// FPlayerMappableKeyChildSettingsCustomization
namespace UE::EnhancedInput
{
/** Flag to enable or disable name validation in the editor for UPlayerMappableKeySettings assets */
static bool bEnableNameValidation = true;
static FAutoConsoleVariableRef CVarEnableNameValidation(
TEXT("EnhancedInput.bEnableNameValidation"),
bEnableNameValidation,
TEXT("Flag to enable or disable name validation in the editor for UPlayerMappableKeySettings assets"),
ECVF_Default);
}
TSharedRef<IPropertyTypeCustomization> FPlayerMappableKeyChildSettingsCustomization::MakeInstance()
{
return MakeShareable(new FPlayerMappableKeyChildSettingsCustomization());
}
void FPlayerMappableKeyChildSettingsCustomization::CustomizeHeader(TSharedRef<IPropertyHandle> PropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& CustomizationUtils)
{
SettingsPropHandle = PropertyHandle;
UPlayerMappableKeySettings* Settings = GetSettingsObject();
HeaderRow.NameContent()
[
PropertyHandle->CreatePropertyNameWidget()
];
HeaderRow.ValueContent()
[
PropertyHandle->CreatePropertyValueWidget()
];
}
void FPlayerMappableKeyChildSettingsCustomization::CustomizeChildren(TSharedRef<IPropertyHandle> PropertyHandle, IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils)
{
// Customize the name handle to have some validation on what users can type in
static const FName MappingPropertyHandleName = GET_MEMBER_NAME_CHECKED(UPlayerMappableKeySettings, Name);
uint32 NumChildren = 0;
TSharedPtr<IPropertyHandle> SettingsHandle;
TSharedPtr<IPropertyHandle> TempHandle = PropertyHandle->GetChildHandle(0);
if (TempHandle.IsValid())
{
TempHandle->GetNumChildren(NumChildren);
// For instanced properties there can be multiple layers of "children" until we get to the ones
// that we care about. Iterate all the children until we find one with more then one
// child, or we run out of children.
while (!SettingsHandle.IsValid() || !TempHandle.IsValid())
{
TempHandle->GetNumChildren(NumChildren);
if (NumChildren > 1)
{
SettingsHandle = TempHandle;
}
else
{
TempHandle = TempHandle->GetChildHandle(0);
}
}
}
if (!SettingsHandle.IsValid())
{
return;
}
for (uint32 ChildIndex = 0; ChildIndex < NumChildren; ++ChildIndex)
{
TSharedPtr<IPropertyHandle> ChildHandle = SettingsHandle->GetChildHandle(ChildIndex);
if (!ChildHandle.IsValid())
{
continue;
}
const FName PropertyName = ChildHandle->GetProperty()->GetFName();
// Add a customization to handle name validation on the mappable name if it's enabled
if (PropertyName == MappingPropertyHandleName && UE::EnhancedInput::bEnableNameValidation)
{
MappingNamePropHandle = ChildHandle;
IDetailPropertyRow& NameRow = ChildBuilder.AddProperty(MappingNamePropHandle.ToSharedRef());
NameRow.CustomWidget()
.NameContent()
[
MappingNamePropHandle->CreatePropertyNameWidget()
]
.ValueContent()
[
SNew(SEditableTextBox)
.Text(this, &FPlayerMappableKeyChildSettingsCustomization::OnGetMappingNameText)
.OnTextCommitted(this, &FPlayerMappableKeyChildSettingsCustomization::OnMappingNameTextCommited)
.ToolTipText(this, &FPlayerMappableKeyChildSettingsCustomization::OnGetMappingNameToolTipText)
.OnVerifyTextChanged(this, &FPlayerMappableKeyChildSettingsCustomization::OnVerifyMappingName)
.Font(IDetailLayoutBuilder::GetDetailFont())
];
}
else
{
ChildBuilder.AddProperty(ChildHandle.ToSharedRef());
}
}
}
FName FPlayerMappableKeyChildSettingsCustomization::GetCurrentName() const
{
if (UPlayerMappableKeySettings* Settings = GetSettingsObject())
{
return Settings->Name;
}
ensure(false);
return NAME_None;
}
UPlayerMappableKeySettings* FPlayerMappableKeyChildSettingsCustomization::GetSettingsObject() const
{
if (SettingsPropHandle.IsValid())
{
UObject* SettingsObject = nullptr;
SettingsPropHandle->GetValue(SettingsObject);
return Cast<UPlayerMappableKeySettings>(SettingsObject);
}
return nullptr;
}
FText FPlayerMappableKeyChildSettingsCustomization::OnGetMappingNameText() const
{
// this is the value in the actual text box
if (UPlayerMappableKeySettings* Settings = GetSettingsObject())
{
return FText::FromName(Settings->Name);
}
return FText::FromName(NAME_None);
}
FText FPlayerMappableKeyChildSettingsCustomization::OnGetMappingNameToolTipText() const
{
static const FText Tooltip = LOCTEXT("MappingNameToolTip", "This mapping name will be the key that is used to save player mapping data for this action. It can be overriden by individual mappings, or specified by the Input Action. These names need to be unique for each player mapping you wish to save.");
return Tooltip;
}
void FPlayerMappableKeyChildSettingsCustomization::OnMappingNameTextCommited(const FText& NewText, ETextCommit::Type InTextCommit)
{
// set the actual property value on the settings object
if (InTextCommit == ETextCommit::OnEnter || InTextCommit == ETextCommit::OnUserMovedFocus)
{
MappingNamePropHandle->SetValue(NewText.ToString());
}
}
bool FPlayerMappableKeyChildSettingsCustomization::OnVerifyMappingName(const FText& InNewText, FText& OutErrorMessage)
{
UPlayerMappableKeySettings* Settings = GetSettingsObject();
const FName CurrentName = Settings ? Settings->Name : NAME_None;
// Validate that the new name can be used
FEnhancedInputPlayerMappableNameValidator NameValidator(CurrentName);
EValidatorResult Result = NameValidator.IsValid(InNewText.ToString(), false);
OutErrorMessage = FEnhancedInputPlayerMappableNameValidator::GetErrorText(InNewText.ToString(), Result);
return Result == EValidatorResult::Ok || Result == EValidatorResult::ExistingName;
}
#undef LOCTEXT_NAMESPACE