// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Misc/Guid.h" #include "UObject/Class.h" #include "GameFramework/Actor.h" #include "AssetData.h" #include "Widgets/SWidget.h" #include "Modules/ModuleInterface.h" #include "Modules/ModuleManager.h" #include "ActorFactories/ActorFactory.h" #include "ActorPlacementInfo.h" #include "IPlacementMode.h" #include "GameFramework/Volume.h" /** * Struct that defines an identifier for a particular placeable item in this module. * Only be obtainable through IPlacementModeModule::RegisterPlaceableItem */ class FPlacementModeID { public: FPlacementModeID(const FPlacementModeID&) = default; FPlacementModeID& operator=(const FPlacementModeID&) = default; private: friend class FPlacementModeModule; FPlacementModeID() {} /** The category this item is held within */ FName Category; /** Unique identifier (always universally unique across categories) */ FGuid UniqueID; }; /** * Struct providing information for a user category of placement objects */ struct FPlacementCategoryInfo { FPlacementCategoryInfo(FText InDisplayName, FName InHandle, FString InTag, int32 InSortOrder = 0, bool bInSortable = true) : DisplayName(InDisplayName), UniqueHandle(InHandle), SortOrder(InSortOrder), TagMetaData(MoveTemp(InTag)), bSortable(bInSortable) { } /** This category's display name */ FText DisplayName; /** A unique name for this category */ FName UniqueHandle; /** Sort order for the category tab (lowest first) */ int32 SortOrder; /** Optional tag meta data for the tab widget */ FString TagMetaData; /** Optional generator function used to construct this category's tab content. Called when the tab is activated. */ TFunction()> CustomGenerator; /** Whether the items in this category are automatically sortable by name. False if the items are already sorted. */ bool bSortable; }; /** * Structure defining a placeable item in the placement mode panel */ struct FPlaceableItem { /** Default constructor */ FPlaceableItem() : Factory(nullptr) {} /** Constructor that takes a specific factory and asset */ FPlaceableItem(UActorFactory* InFactory, const FAssetData& InAssetData, TOptional InSortOrder = TOptional()) : Factory(InFactory) , AssetData(InAssetData) , SortOrder(InSortOrder) { bAlwaysUseGenericThumbnail = false; AutoSetDisplayName(); } /** Constructor for any placeable class */ FPlaceableItem(UClass& InAssetClass, TOptional InSortOrder = TOptional()) : Factory(GEditor->FindActorFactoryByClass(&InAssetClass)) , AssetData(Factory ? Factory->GetDefaultActorClass( FAssetData() ) : FAssetData()) , SortOrder(InSortOrder) { bAlwaysUseGenericThumbnail = false; AutoSetDisplayName(); } /** Constructor for any placeable class with associated asset data, brush and display name overrides */ FPlaceableItem( UClass& InAssetClass, const FAssetData& InAssetData, FName InClassThumbnailBrushOverride = NAME_None, TOptional InAssetTypeColorOverride = TOptional(), TOptional InSortOrder = TOptional(), TOptional InDisplayName = TOptional() ) : Factory(GEditor->FindActorFactoryByClass(&InAssetClass)) , AssetData(InAssetData) , ClassThumbnailBrushOverride(InClassThumbnailBrushOverride) , AssetTypeColorOverride(InAssetTypeColorOverride) , SortOrder(InSortOrder) { bAlwaysUseGenericThumbnail = true; if (InDisplayName.IsSet()) { DisplayName = InDisplayName.GetValue(); } else { AutoSetDisplayName(); } } /** Automatically set this item's display name from its class or asset */ void AutoSetDisplayName() { const bool bIsClass = AssetData.GetClass() == UClass::StaticClass(); const bool bIsVolume = bIsClass ? CastChecked(AssetData.GetAsset())->IsChildOf(AVolume::StaticClass()) : false; const bool bIsActor = bIsClass ? CastChecked(AssetData.GetAsset())->IsChildOf(AActor::StaticClass()) : false; if (Factory && !bIsVolume) // Factories give terrible names for volumes { DisplayName = Factory->GetDisplayName(); } else if (bIsActor) { AActor* DefaultActor = CastChecked(CastChecked(AssetData.GetAsset())->ClassDefaultObject); DisplayName = FText::FromString(FName::NameToDisplayString(DefaultActor->GetClass()->GetName(), false)); } else if (bIsClass) { DisplayName = FText::FromString(FName::NameToDisplayString(AssetData.AssetName.ToString(), false)); } else { DisplayName = FText::FromName(AssetData.AssetName); } } /** The factory used to create an instance of this placeable item */ UActorFactory* Factory; /** Asset data pertaining to the class */ FAssetData AssetData; /** This item's display name */ FText DisplayName; /** Optional override for the thumbnail brush (passed to FClassIconFinder::FindThumbnailForClass in the form ClassThumbnail.) */ FName ClassThumbnailBrushOverride; /** Whether to always use the generic thumbnail for this item or not */ bool bAlwaysUseGenericThumbnail; /** Optional overridden color tint for the asset */ TOptional AssetTypeColorOverride; /** Optional sort order (lowest first). Overrides default class name sorting. */ TOptional SortOrder; }; /** Structure of built-in placement categories. Defined as functions to enable external use without linkage */ struct FBuiltInPlacementCategories { static FName RecentlyPlaced() { static FName Name("RecentlyPlaced"); return Name; } static FName Basic() { static FName Name("Basic"); return Name; } static FName Lights() { static FName Name("Lights"); return Name; } static FName Visual() { static FName Name("Visual"); return Name; } static FName Volumes() { static FName Name("Volumes"); return Name; } static FName AllClasses() { static FName Name("AllClasses"); return Name; } }; class IPlacementModeModule : public IModuleInterface { public: /** * Singleton-like access to this module's interface. This is just for convenience! * Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. * * @return Returns singleton instance, loading the module on demand if needed */ static inline IPlacementModeModule& Get() { return FModuleManager::LoadModuleChecked< IPlacementModeModule >( "PlacementMode" ); } /** * Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true. * * @return True if the module is loaded and ready to use */ static inline bool IsAvailable() { return FModuleManager::Get().IsModuleLoaded( "PlacementMode" ); } /** * Add the specified assets to the recently placed items list */ virtual void AddToRecentlyPlaced( const TArray< UObject* >& Assets, UActorFactory* FactoryUsed = NULL ) = 0; /** * Add the specified asset to the recently placed items list */ virtual void AddToRecentlyPlaced( UObject* Asset, UActorFactory* FactoryUsed = NULL ) = 0; /** * Get a copy of the recently placed items */ virtual const TArray< FActorPlacementInfo >& GetRecentlyPlaced() const = 0; /** * @return the event that is broadcast whenever the list of recently placed assets changes */ DECLARE_EVENT_OneParam( IPlacementMode, FOnRecentlyPlacedChanged, const TArray< FActorPlacementInfo >& /*NewRecentlyPlaced*/ ); virtual FOnRecentlyPlacedChanged& OnRecentlyPlacedChanged() = 0; /** * @return the event that is broadcast whenever the list of all placeable assets changes */ DECLARE_EVENT( IPlacementMode, FOnAllPlaceableAssetsChanged ); virtual FOnAllPlaceableAssetsChanged& OnAllPlaceableAssetsChanged() = 0; /** * @return the event that is broadcast whenever a placement mode enters a placing session */ DECLARE_EVENT_OneParam( IPlacementMode, FOnStartedPlacingEvent, const TArray< UObject* >& /*Assets*/ ); virtual FOnStartedPlacingEvent& OnStartedPlacing() = 0; virtual void BroadcastStartedPlacing( const TArray< UObject* >& Assets ) = 0; /** * @return the event that is broadcast whenever a placement mode exits a placing session */ DECLARE_EVENT_OneParam( IPlacementMode, FOnStoppedPlacingEvent, bool /*bWasSuccessfullyPlaced*/ ); virtual FOnStoppedPlacingEvent& OnStoppedPlacing() = 0; virtual void BroadcastStoppedPlacing( bool bWasSuccessfullyPlaced ) = 0; public: /** * Register a new category of placement items * * @param Info Information pertaining to the category * @return true on success, false on failure (probably if the category's unique handle is already in use) */ virtual bool RegisterPlacementCategory(const FPlacementCategoryInfo& Info) = 0; /** * Retrieve an already registered category * * @param UniqueHandle The unique handle of the category to retrieve * @return Ptr to the category's information structure, or nullptr if it does not exit */ virtual const FPlacementCategoryInfo* GetRegisteredPlacementCategory(FName UniqueHandle) const = 0; /** * Populate the specified array with all registered category information, sorted by SortOrder * * @param OutCategories The array to populate with registered category inforamtion */ virtual void GetSortedCategories(TArray& OutCategories) const = 0; /** * Unregister a previously registered category * * @param UniqueHandle The unique handle of the category to unregister */ virtual void UnregisterPlacementCategory(FName Handle) = 0; /** * Register a new placeable item for the specified category * * @param Item The placeable item to register * @param CategoryName Unique handle to the category in which to place this item * @return Optional unique identifier for the registered item, or empty on failure (if the category doesn't exist) */ virtual TOptional RegisterPlaceableItem(FName CategoryName, const TSharedRef& Item) = 0; /** * Unregister a previously registered placeable item * * @param ID Unique identifier for the item. Will have been obtained from a previous call to RegisterPlaceableItem */ virtual void UnregisterPlaceableItem(FPlacementModeID ID) = 0; /** * Get all the items in a given category, unsorted * * @param Category The unique handle of the category to get items for * @param OutItems Array to populate with the items in this category */ virtual void GetItemsForCategory(FName Category, TArray>& OutItems) const = 0; /** * Get all the items in a given category, filtered by the specified predicate * * @param Category The unique handle of the category to get items for * @param OutItems Array to populate with the items in this category * @param Filter Filter predicate used to filter out items. Return true to pass the filter, false otherwise */ virtual void GetFilteredItemsForCategory(FName Category, TArray>& OutItems, TFunctionRef&)> Filter) const = 0; /** * Instruct the category associated with the specified unique handle that it should regenerate its items * * @param Category The unique handle of the category to get items for */ virtual void RegenerateItemsForCategory(FName Category) = 0; };