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UnrealEngineUWP/Engine/Source/Editor/ContentBrowser/Private/CollectionViewUtils.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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
#include "CollectionViewUtils.h"
#include "Misc/Paths.h"
#include "Misc/ConfigCacheIni.h"
#include "ICollectionManager.h"
#include "CollectionManagerModule.h"
#define LOCTEXT_NAMESPACE "CollectionView"
namespace CollectionViewUtils
{
/** Create a string of the form "CollectionName:CollectionType */
FString ToConfigKey(const FString& InCollectionName, const ECollectionShareType::Type& InCollectionType)
{
static_assert(ECollectionShareType::CST_All == 4, "Update CollectionViewUtils::ToConfigKey for the updated ECollectionShareType values");
check(InCollectionType != ECollectionShareType::CST_All);
FString CollectionTypeStr;
switch(InCollectionType)
{
case ECollectionShareType::CST_System:
CollectionTypeStr = "System";
break;
case ECollectionShareType::CST_Local:
CollectionTypeStr = "Local";
break;
case ECollectionShareType::CST_Private:
CollectionTypeStr = "Private";
break;
case ECollectionShareType::CST_Shared:
CollectionTypeStr = "Shared";
break;
default:
break;
}
return InCollectionName + ":" + CollectionTypeStr;
}
/** Convert a string of the form "CollectionName:CollectionType back into its individual elements */
bool FromConfigKey(const FString& InKey, FString& OutCollectionName, ECollectionShareType::Type& OutCollectionType)
{
static_assert(ECollectionShareType::CST_All == 4, "Update CollectionViewUtils::FromConfigKey for the updated ECollectionShareType values");
FString CollectionTypeStr;
if(InKey.Split(":", &OutCollectionName, &CollectionTypeStr, ESearchCase::IgnoreCase, ESearchDir::FromEnd))
{
if(CollectionTypeStr == "System")
{
OutCollectionType = ECollectionShareType::CST_System;
}
else if(CollectionTypeStr == "Local")
{
OutCollectionType = ECollectionShareType::CST_Local;
}
else if(CollectionTypeStr == "Private")
{
OutCollectionType = ECollectionShareType::CST_Private;
}
else if(CollectionTypeStr == "Shared")
{
OutCollectionType = ECollectionShareType::CST_Shared;
}
else
{
return false;
}
return !OutCollectionName.IsEmpty();
}
return false;
}
// Keep a map of all the collections that have custom colors, so updating the color in one location updates them all
static TMap<FString, TSharedPtr<FLinearColor>> CollectionColors;
}
const TSharedPtr<FLinearColor> CollectionViewUtils::LoadColor(const FString& InCollectionName, const ECollectionShareType::Type& InCollectionType)
{
check(InCollectionType != ECollectionShareType::CST_All);
const FString ColorKeyStr = ToConfigKey(InCollectionName, InCollectionType);
// See if we have a value cached first
{
TSharedPtr<FLinearColor>* const CachedColor = CollectionColors.Find(ColorKeyStr);
if(CachedColor)
{
return *CachedColor;
}
}
// Loads the color of collection at the given path from the config
if(FPaths::FileExists(GEditorPerProjectIni))
{
// Create a new entry from the config, skip if it's default
FString ColorStr;
if(GConfig->GetString(TEXT("CollectionColor"), *ColorKeyStr, ColorStr, GEditorPerProjectIni))
{
FLinearColor Color;
if(Color.InitFromString(ColorStr) && !Color.Equals(CollectionViewUtils::GetDefaultColor()))
{
return CollectionColors.Add(ColorKeyStr, MakeShareable(new FLinearColor(Color)));
}
}
else
{
return CollectionColors.Add(ColorKeyStr, MakeShareable(new FLinearColor(CollectionViewUtils::GetDefaultColor())));
}
}
return nullptr;
}
void CollectionViewUtils::SaveColor(const FString& InCollectionName, const ECollectionShareType::Type& InCollectionType, const TSharedPtr<FLinearColor> CollectionColor, const bool bForceAdd)
{
check(InCollectionType != ECollectionShareType::CST_All);
const FString ColorKeyStr = ToConfigKey(InCollectionName, InCollectionType);
// Remove the color if it's invalid or default
const bool bRemove = !CollectionColor.IsValid() || (!bForceAdd && CollectionColor->Equals(CollectionViewUtils::GetDefaultColor()));
// Saves the color of the collection to the config
if(FPaths::FileExists(GEditorPerProjectIni))
{
// If this is no longer custom, remove it
if(bRemove)
{
GConfig->RemoveKey(TEXT("CollectionColor"), *ColorKeyStr, GEditorPerProjectIni);
}
else
{
GConfig->SetString(TEXT("CollectionColor"), *ColorKeyStr, *CollectionColor->ToString(), GEditorPerProjectIni);
}
}
// Update the map too
if(bRemove)
{
CollectionColors.Remove(ColorKeyStr);
}
else
{
CollectionColors.Add(ColorKeyStr, CollectionColor);
}
}
bool CollectionViewUtils::HasCustomColors( TArray< FLinearColor >* OutColors )
{
if(!FPaths::FileExists(GEditorPerProjectIni))
{
return false;
}
// Read individual entries from a config file.
TArray<FString> Section;
GConfig->GetSection(TEXT("CollectionColor"), Section, GEditorPerProjectIni);
bool bHasCustom = false;
const FCollectionManagerModule& CollectionManagerModule = FCollectionManagerModule::GetModule();
const ICollectionManager& CollectionManager = CollectionManagerModule.Get();
for(FString& EntryStr : Section)
{
EntryStr.Trim();
FString ColorKeyStr;
FString ColorStr;
if(!EntryStr.Split("=", &ColorKeyStr, &ColorStr))
{
continue;
}
// Ignore any that have invalid or default colors
FLinearColor CurrentColor;
if(!CurrentColor.InitFromString(ColorStr) || CurrentColor.Equals(CollectionViewUtils::GetDefaultColor()))
{
continue;
}
// Ignore any that reference old collections
FString CollectionName;
ECollectionShareType::Type CollectionType;
if(!FromConfigKey(ColorKeyStr, CollectionName, CollectionType) || !CollectionManager.CollectionExists(*CollectionName, CollectionType))
{
continue;
}
bHasCustom = true;
if(OutColors)
{
// Only add if not already present (ignores near matches too)
bool bAdded = false;
for(const FLinearColor& Color : *OutColors)
{
if(CurrentColor.Equals(Color))
{
bAdded = true;
break;
}
}
if(!bAdded)
{
OutColors->Add(CurrentColor);
}
}
else
{
break;
}
}
return bHasCustom;
}
FLinearColor CollectionViewUtils::GetDefaultColor()
{
// The default tint the folder should appear as
return FLinearColor::Gray;
}
#undef LOCTEXT_NAMESPACE