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UnrealEngineUWP/Engine/Source/Editor/PropertyEditor/Public/PropertyEditorModule.h

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Toolkits/AssetEditorToolkit.h"
#include "Toolkits/IToolkit.h"
#include "PropertyEditorDelegates.h"
/**
* The location of a property name relative to its editor widget
*/
namespace EPropertyNamePlacement
{
enum Type
{
/** Do not show the property name */
Hidden,
/** Show the property name to the left of the widget */
Left,
/** Show the property name to the right of the widget */
Right,
/** Inside the property editor edit box (unused for properties that dont have edit boxes ) */
Inside,
};
}
/**
* Potential results from accessing the values of properties
*/
namespace FPropertyAccess
{
enum Result
{
/** Multiple values were found so the value could not be read */
MultipleValues,
/** Failed to set or get the value */
Fail,
/** Successfully set the got the value */
Success,
};
}
/**
* Interface for any class that lays out details for a specific class
*/
class IDetailCustomization : public TSharedFromThis<IDetailCustomization>
{
public:
virtual ~IDetailCustomization() {}
/** Called when details should be customized */
virtual void CustomizeDetails( class IDetailLayoutBuilder& DetailBuilder ) = 0;
};
class IPropertyHandle;
class SPropertyTreeViewImpl;
class SWindow;
class IPropertyTableCellPresenter;
/**
* Utilities for property type customization
*/
class IPropertyTypeCustomizationUtils
{
public:
virtual ~IPropertyTypeCustomizationUtils(){};
/**
* @return the font used for properties and details
*/
static FSlateFontInfo GetRegularFont() { return FEditorStyle::GetFontStyle( TEXT("PropertyWindow.NormalFont") ); }
/**
* @return the bold font used for properties and details
*/
static FSlateFontInfo GetBoldFont() { return FEditorStyle::GetFontStyle( TEXT("PropertyWindow.BoldFont") ); }
/**
* Gets the thumbnail pool that should be used for rendering thumbnails in the struct
*/
virtual TSharedPtr<class FAssetThumbnailPool> GetThumbnailPool() const = 0;
/**
* @return the utilities various widgets need access to certain features of PropertyDetails
*/
virtual TSharedPtr<class IPropertyUtilities> GetPropertyUtilities() const { return NULL; }
};
/** Deprecated IStructCustomizationUtils interface */
typedef IPropertyTypeCustomizationUtils IStructCustomizationUtils;
/**
* Builder for adding children to a detail customization
*/
class IDetailChildrenBuilder
{
public:
virtual ~IDetailChildrenBuilder(){}
/**
* Adds a custom builder as a child
*
* @param InCustomBuilder The custom builder to add
*/
virtual IDetailChildrenBuilder& AddChildCustomBuilder( TSharedRef<class IDetailCustomNodeBuilder> InCustomBuilder ) = 0;
/**
* Adds a group to the category
*
* @param GroupName The name of the group
* @param LocalizedDisplayName The display name of the group
* @param true if the group should appear in the advanced section of the category
*/
virtual class IDetailGroup& AddChildGroup( FName GroupName, const FString& LocalizedDisplayName ) = 0;
/**
* Adds new custom content as a child to the struct
*
* @param SearchString Search string that will be matched when users search in the details panel. If the search string doesnt match what the user types, this row will be hidden
* @return A row that accepts widgets
*/
virtual class FDetailWidgetRow& AddChildContent( const FString& SearchString ) = 0;
/**
* Adds a property to the struct
*
* @param PropertyHandle The handle to the property to add
* @return An interface to the property row that can be used to customize the appearance of the property
*/
virtual class IDetailPropertyRow& AddChildProperty( TSharedRef<IPropertyHandle> PropertyHandle ) = 0;
/**
* Generates a value widget from a customized struct
* If the customized struct has no value widget an empty widget will be returned
*
* @param StructPropertyHandle The handle to the struct property to generate the value widget from
*/
virtual TSharedRef<SWidget> GenerateStructValueWidget(TSharedRef<IPropertyHandle> StructPropertyHandle) = 0;
};
/**
* Base class for property type customizations
*/
class IPropertyTypeCustomization : public TSharedFromThis<IPropertyTypeCustomization>
{
public:
virtual ~IPropertyTypeCustomization() {}
/**
* Called when the header of the property (the row in the details panel where the property is shown)
* If nothing is added to the row, the header is not displayed
*
* @param PropertyHandle Handle to the property being customized
* @param HeaderRow A row that widgets can be added to
* @param StructCustomizationUtils Utilities for customization
*/
virtual void CustomizeHeader( TSharedRef<IPropertyHandle> PropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& CustomizationUtils ) = 0;
/**
* Called when the children of the property should be customized or extra rows added
*
* @param PropertyHandle Handle to the property being customized
* @param StructBuilder A builder for adding children
* @param StructCustomizationUtils Utilities for customization
*/
virtual void CustomizeChildren( TSharedRef<IPropertyHandle> PropertyHandle, class IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils ) = 0;
};
/** Deprecated IStructCustomization interface */
class IStructCustomization : public IPropertyTypeCustomization
{
public:
virtual void CustomizeHeader( TSharedRef<IPropertyHandle> PropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& CustomizationUtils )
{
CustomizeStructHeader( PropertyHandle, HeaderRow, CustomizationUtils );
}
virtual void CustomizeChildren( TSharedRef<IPropertyHandle> PropertyHandle, class IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils )
{
CustomizeStructChildren( PropertyHandle, ChildBuilder, CustomizationUtils );
}
/**
* Called when the header of the struct (usually where the name of the struct and information about the struct as a whole is added)
* If nothing is added to the row, the header is not displayed
*
* @param StructPropertyHandle Handle to the struct property
* @param HeaderRow A row that widgets can be added to
* @param StructCustomizationUtils Utilities for struct customization
*/
virtual void CustomizeStructHeader( TSharedRef<IPropertyHandle> StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IStructCustomizationUtils& StructCustomizationUtils ) = 0;
/**
* Called when the children of the struct should be customized
*
* @param StructPropertyHandle Handle to the struct property
* @param StructBuilder A builder for customizing the struct children
* @param StructCustomizationUtils Utilities for struct customization
*/
virtual void CustomizeStructChildren( TSharedRef<IPropertyHandle> StructPropertyHandle, class IDetailChildrenBuilder& ChildBuilder, IStructCustomizationUtils& StructCustomizationUtils ) = 0;
};
/**
* Base class for adding an extra data to identify a custom property type
*/
class IPropertyTypeIdentifier
{
public:
virtual ~IPropertyTypeIdentifier() {}
virtual bool IsPropertyTypeCustomized( const UProperty& InProperty ) const = 0;
};
/**
* Callback executed to query the custom layout of details
*/
struct FDetailLayoutCallback
{
/** Delegate to call to query custom layout of details */
FOnGetDetailCustomizationInstance DetailLayoutDelegate;
/** The order of this class in the map of callbacks to send (callbacks sent in the order they are received) */
int32 Order;
};
struct FPropertyTypeLayoutCallback
{
FOnGetPropertyTypeCustomizationInstance PropertyTypeLayoutDelegate;
FOnGetStructCustomizationInstance DeprecatedLayoutDelegate;
TSharedPtr<IPropertyTypeIdentifier> PropertyTypeIdentifier;
bool IsValid() { return PropertyTypeLayoutDelegate.IsBound() || DeprecatedLayoutDelegate.IsBound(); }
TSharedRef<IPropertyTypeCustomization> GetCustomizationInstance() const
{
return PropertyTypeLayoutDelegate.IsBound() ? PropertyTypeLayoutDelegate.Execute() : static_cast<TSharedRef<IPropertyTypeCustomization>>(DeprecatedLayoutDelegate.Execute());
}
};
struct FPropertyTypeLayoutCallbackList
{
/** The base callback is a registered callback with a null identifier */
FPropertyTypeLayoutCallback BaseCallback;
/** List of registered callbacks with a non null identifier */
TArray< FPropertyTypeLayoutCallback > IdentifierList;
void Add( const FPropertyTypeLayoutCallback& NewCallback );
void Remove( const TSharedPtr<IPropertyTypeIdentifier>& InIdentifier );
const FPropertyTypeLayoutCallback& Find( const UProperty& Property );
};
typedef TMap< TWeakObjectPtr<UStruct>, FDetailLayoutCallback > FCustomDetailLayoutMap;
typedef TMap< FName, FDetailLayoutCallback > FCustomDetailLayoutNameMap;
/** This is a multimap as there many be more than one customization per property type */
typedef TMap< FName, FPropertyTypeLayoutCallbackList > FCustomPropertyTypeLayoutMap;
class FPropertyEditorModule : public IModuleInterface
{
friend class SPropertyTreeView;
friend class SDetailsView;
public:
/**
* Called right after the module has been loaded
*/
virtual void StartupModule();
/**
* Called by the module manager right before this module is unloaded
*/
virtual void ShutdownModule();
/**
* Refreshes property windows with a new list of objects to view
*
* @param NewObjectList The list of objects each property window should view
*/
virtual void UpdatePropertyViews( const TArray<UObject*>& NewObjectList );
/**
* Replaces objects being viewed by open property views with new objects
*
* @param OldToNewObjectMap A mapping between object to replace and its replacement
*/
virtual void ReplaceViewedObjects( const TMap<UObject*, UObject*>& OldToNewObjectMap );
/**
* Removes deleted objects from property views that are observing them
*
* @param DeletedObjects The objects to delete
*/
virtual void RemoveDeletedObjects( TArray<UObject*>& DeletedObjects );
/**
* Returns true if there is an unlocked detail view
*/
virtual bool HasUnlockedDetailViews() const;
/**
* Registers a custom detail layout delegate for a specific class
*
* @param ClassName The name of the class that the custom detail layout is for
* @param DetailLayoutDelegate The delegate to call when querying for custom detail layouts for the classes properties
*/
virtual void RegisterCustomPropertyLayout( FName ClassName, FOnGetDetailCustomizationInstance DetailLayoutDelegate );
/**
* Unregisters a custom detail layout delegate for a specific class name
*
* @param ClassName The class name with the custom detail layout delegate to remove
*/
virtual void UnregisterCustomPropertyLayout( FName ClassName );
/**
* Registers a property type customization
* A property type is a specific UProperty type, a struct, or enum type
*
* @param PropertyTypeName The name of the property type to customize. For structs and enums this is the name of the struct class or enum (not StructProperty or ByteProperty)
* @param PropertyTypeLayoutDelegate The delegate to call when querying for a custom layout of the property type
* @param Identifier An identifier to use to differentiate between two customizations on the same type
*/
virtual void RegisterCustomPropertyTypeLayout( FName PropertyTypeName, FOnGetPropertyTypeCustomizationInstance PropertyTypeLayoutDelegate, TSharedPtr<IPropertyTypeIdentifier> Identifier = NULL );
/**
* Unregisters a custom detail layout for a properrty type
*
* @param PropertyTypeName The name of the property type that was registered
* @param Identifier An identifier to use to differentiate between two customizations on the same type
*/
virtual void UnregisterCustomPropertyTypeLayout( FName PropertyTypeName, TSharedPtr<IPropertyTypeIdentifier> InIdentifier = NULL );
/**
* Registers a custom detail layout delegate for a specific class
*
* @param Class The class the custom detail layout is for
* @param StructLayoutDelegate The delegate to call when querying for custom detail layouts for the struct properties
*/
virtual void RegisterStructPropertyLayout( FName StructTypeName, FOnGetStructCustomizationInstance StructLayoutDelegate );
/**
* Unregisters a custom detail layout delegate for a specific structure
*
* @param StructTypeName The structure with the custom detail layout delegate to remove
*/
virtual void UnregisterStructPropertyLayout( FName StructTypeName );
/**
* Customization modules should call this when that module has been unloaded, loaded, etc...
* so the property module can clean up its data. Needed to support dynamic reloading of modules
*/
virtual void NotifyCustomizationModuleChanged();
/**
* Creates a new detail view
*
* @param DetailsViewArgs The struct containing all the user definable details view arguments
* @return The new detail view
*/
virtual TSharedRef<class IDetailsView> CreateDetailView( const struct FDetailsViewArgs& DetailsViewArgs );
/**
* Find an existing detail view
*
* @param ViewIdentifier The name of the details view to find
* @return The existing detail view, or null if it wasn't found
*/
virtual TSharedPtr<class IDetailsView> FindDetailView( const FName ViewIdentifier ) const;
/**
* Convenience method for creating a new floating details window (a details view with its own top level window)
*
* @param InObjects The objects to create the detail view for.
* @param bIsLockable True if the property view can be locked.
* @return The new details view window.
*/
virtual TSharedRef<SWindow> CreateFloatingDetailsView( const TArray< UObject* >& InObjects, bool bIsLockable );
/**
* Creates a standalone widget for a single property
*
* @param InObject The object to view
* @param InPropertyName The name of the property to display
* @param InitParams Optional init params for a single property
* @return The new property if valid or null
*/
virtual TSharedPtr<class ISinglePropertyView> CreateSingleProperty( UObject* InObject, FName InPropertyName, const struct FSinglePropertyParams& InitParams );
/**
* Creates a property change listener that notifies users via a delegate when a property on an object changes
*
* @return The new property change listener
*/
virtual TSharedRef<class IPropertyChangeListener> CreatePropertyChangeListener();
virtual TSharedRef< class IPropertyTable > CreatePropertyTable();
virtual TSharedRef< SWidget > CreatePropertyTableWidget( const TSharedRef< class IPropertyTable >& PropertyTable );
virtual TSharedRef< SWidget > CreatePropertyTableWidget( const TSharedRef< class IPropertyTable >& PropertyTable, const TArray< TSharedRef< class IPropertyTableCustomColumn > >& Customizations );
virtual TSharedRef< class IPropertyTableWidgetHandle > CreatePropertyTableWidgetHandle( const TSharedRef< IPropertyTable >& PropertyTable );
virtual TSharedRef< class IPropertyTableWidgetHandle > CreatePropertyTableWidgetHandle( const TSharedRef< IPropertyTable >& PropertyTable, const TArray< TSharedRef< class IPropertyTableCustomColumn > >& Customizations );
virtual TSharedRef< IPropertyTableCellPresenter > CreateTextPropertyCellPresenter( const TSharedRef< class FPropertyNode >& InPropertyNode, const TSharedRef< class IPropertyTableUtilities >& InPropertyUtilities,
const FSlateFontInfo* InFontPtr = NULL);
/**
*
*/
virtual TSharedRef< FAssetEditorToolkit > CreatePropertyEditorToolkit( const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, UObject* ObjectToEdit );
virtual TSharedRef< FAssetEditorToolkit > CreatePropertyEditorToolkit( const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, const TArray< UObject* >& ObjectsToEdit );
virtual TSharedRef< FAssetEditorToolkit > CreatePropertyEditorToolkit( const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, const TArray< TWeakObjectPtr< UObject > >& ObjectsToEdit );
FPropertyTypeLayoutCallback GetPropertyTypeCustomization(const UProperty* InProperty);
Merging UE4-Pretest @ 2042161 to UE4 Change 1996384 by Andrew Brown: 322252 - EDITOR: Asset picker displays incorrect text when there are no filter results. Change 1996385 by Andrew Brown: 321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize() Change 1996977 by Andrew Brown: 309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint Change 2034873 by Jaroslaw Palczynski: More robust VS installation detection. Change 2039693 by Jaroslaw Palczynski: 327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables Change 1978978 by Jaroslaw Surowiec: - Removed obsolete AllowEliminatingReferences from the FArchive Change 2020326 by Maciej Mroz: pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins Change 2017608 by Maciej Mroz: pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo Change 2017463 by Maciej Mroz: PinTypeSelector can lins unloaded UDStructs Change 2019979 by Maciej Mroz: pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes Change 2024469 by Maciej Mroz: MemberReference variable added to PinType. It's necessary for delegate's signature. Change 2024049 by Maciej Mroz: HasExternalBlueprintDependencies added to UK2Node_DynamicCast Change 2024586 by Maciej Mroz: FillSimpleMemberReference fix Change 2024472 by Maciej Mroz: workaround for delegates signature in pintype removed. Change 2023997 by Maciej Mroz: BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo. Change 2021934 by Maciej Mroz: typo in a comment Change 2020355 by Maciej Mroz: Back out changelist 2020342 Change 2022178 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint Change 2021958 by Maciej Mroz: CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint Change 1986247 by Maciej Mroz: User Defined Structures: circle dependency fixed. Early version. Change 1985107 by Maciej Mroz: UserDefinedStruct cannot have a field of a non-native type Change 1986278 by Maciej Mroz: pretest ensureMsgf in Struct::link Change 1986250 by Maciej Mroz: User Defined Struct: Non native classes are accepted types od values in structures. Change 1980955 by Maciej Mroz: Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed. Change 2041215 by Maciej Mroz: ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD. Change 1984316 by Maciej Mroz: New User Defined Structure. WIP - there are still problems with circular dependencies. Change 2011616 by Maciej Mroz: UserDefinedStructures - various problems fixed. Change 2011609 by Maciej Mroz: more robust HasExternalBlueprintDependencies implementation Change 2016697 by Maciej Mroz: pretest BP: UDStruct - default value propagation in cooked build Change 2016288 by Maciej Mroz: pretest BP: UDStruct: Renaming variables wont break links from make/break nodes Change 1987637 by Maciej Mroz: CustomStruct icons placeholders Change 1987422 by Maciej Mroz: Better tooltips for variables in MyBlueprint Change 1991387 by Maciej Mroz: UDStructures fixes: Change 2029165 by Maciej Mroz: BP: better comment for incomatible pins Change 2030016 by Maciej Mroz: 8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints Change 2030017 by Maciej Mroz: Unused UDStructure code removed (PPF_UseDefaultsForUDStructures) Change 2028856 by Maciej Mroz: BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible). Change 2026701 by Maciej Mroz: k2: odd error on an add item node within a function (see attached image in details) Change 2028160 by Maciej Mroz: PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory Change 2028165 by Maciej Mroz: BP: BreakHitResult function has proper icon. Change 2033340 by Maciej Mroz: ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables Change 2034255 by Maciej Mroz: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620 Change 2037682 by Maciej Mroz: ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint Change 2033142 by Maciej Mroz: CreateDelegate Node uses internally FMemberReference. Refactor. Change 2032329 by Maciej Mroz: ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint Change 2032420 by Maciej Mroz: ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables Change 2033139 by Maciej Mroz: Functions generated from CustomEvents can be also identified by GUID Change 2026631 by Maciej Mroz: BP. UDStruct: Invalid structs are handled better. Change 2025344 by Maciej Mroz: UDStruct enabled by default Change 2026672 by Maciej Mroz: EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes Change 2026411 by Maciej Mroz: ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error. Change 2025342 by Maciej Mroz: GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked. Change 2025570 by Steve Robb: Moved dependency processing to its own function. Change 2033235 by Steve Robb: String improvements Change 2035830 by Steve Robb: Workaround for FriendsAndChat crash in Fortnite. Change 2035115 by Steve Robb: UBT build time regression fixes. Change 2034162 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2034181 by Steve Robb: Removal of any references to .generated.inl Change 2020165 by Steve Robb: BuildPublicAndPrivateUObjectHeaders factored out into its own function. Change 2020187 by Steve Robb: CreateModuleCompileEnvironment function factored out. Change 2020055 by Steve Robb: Refactoring of Unity.cs to remove complex and duplicate iteration. Change 2020083 by Steve Robb: Another use of dictionary utilities. Change 2031049 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere Change 2025728 by Steve Robb: Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function. Change 2020068 by Steve Robb: A couple of helpful utility functions for populating dictionaries. Change 2032307 by Steve Robb: 312775: UObject improvement: Ensure that *.generated.inl is included somewhere [CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00
bool IsCustomizedStruct(const UStruct* Struct) const;
private:
/**
* Creates and returns a property view widget for embedding property views in other widgets
* NOTE: At this time these MUST not be referenced by the caller of CreatePropertyView when the property module unloads
*
* @param InObject The UObject that the property view should observe(Optional)
* @param bAllowFavorites Whether the property view should save favorites
* @param bIsLockable Whether or not the property view is lockable
* @param bAllowSearch Whether or not the property window allows searching it
* @param InNotifyHook Notify hook to call on some property change events
* @param ColumnWidth The width of the name column
* @param OnPropertySelectionChanged Delegate for notifying when the property selection has changed.
* @return The newly created SPropertyTreeViewImpl widget
*/
virtual TSharedRef<SPropertyTreeViewImpl> CreatePropertyView( UObject* InObject, bool bAllowFavorites, bool bIsLockable, bool bHiddenPropertyVisibility, bool bAllowSearch, bool ShowTopLevelNodes, FNotifyHook* InNotifyHook, float InNameColumnWidth, FOnPropertySelectionChanged OnPropertySelectionChanged, FOnPropertyClicked OnPropertyMiddleClicked, FConstructExternalColumnHeaders ConstructExternalColumnHeaders, FConstructExternalColumnCell ConstructExternalColumnCell );
private:
/** All created detail views */
TArray< TWeakPtr<class SDetailsView> > AllDetailViews;
/** All created single property views */
TArray< TWeakPtr<class SSingleProperty> > AllSinglePropertyViews;
/** A mapping of class names to detail layout delegates, called when querying for custom detail layouts */
FCustomDetailLayoutNameMap ClassNameToDetailLayoutNameMap;
/** A mapping of property names to property type layout delegates, called when querying for custom property layouts */
FCustomPropertyTypeLayoutMap PropertyTypeToLayoutMap;
};