// Copyright Epic Games, Inc. All Rights Reserved. #include "SObjectNameEditableTextBox.h" #include "Rendering/DrawElements.h" #include "Framework/Application/SlateApplication.h" #include "Widgets/Text/SInlineEditableTextBlock.h" #include "EditorStyleSet.h" #include "GameFramework/Actor.h" #include "ScopedTransaction.h" #include "ActorEditorUtils.h" #include "Editor/EditorEngine.h" const float SObjectNameEditableTextBox::HighlightRectLeftOffset = 0.0f; const float SObjectNameEditableTextBox::HighlightRectRightOffset = 0.0f; const float SObjectNameEditableTextBox::HighlightTargetSpringConstant = 25.0f; const float SObjectNameEditableTextBox::HighlightTargetEffectDuration = 0.5f; const float SObjectNameEditableTextBox::HighlightTargetOpacity = 0.8f; const float SObjectNameEditableTextBox::CommittingAnimOffsetPercent = 0.2f; #define LOCTEXT_NAMESPACE "EditorWidgets" void SObjectNameEditableTextBox::Construct( const FArguments& InArgs ) { LastCommittedTime = 0.0; bUpdateHighlightSpring = false; Objects = InArgs._Objects; ChildSlot [ SAssignNew(TextBox, SInlineEditableTextBlock) .Style(FAppStyle::Get(), "DetailsView.NameTextBlockStyle") .Text( this, &SObjectNameEditableTextBox::GetNameText ) .ToolTipText( this, &SObjectNameEditableTextBox::GetNameTooltipText ) .Visibility( this, &SObjectNameEditableTextBox::GetNameVisibility ) .OnTextCommitted( this, &SObjectNameEditableTextBox::OnNameTextCommitted ) .IsReadOnly( this, &SObjectNameEditableTextBox::IsReadOnly ) .OnVerifyTextChanged_Static(&FActorEditorUtils::ValidateActorName) ]; } EActiveTimerReturnType SObjectNameEditableTextBox::UpdateHighlightSpringState( double InCurrentTime, float InDeltaTime ) { if ( (float)(InCurrentTime - LastCommittedTime) <= HighlightTargetEffectDuration ) { bUpdateHighlightSpring = true; } else { bUpdateHighlightSpring = false; } return bUpdateHighlightSpring ? EActiveTimerReturnType::Continue : EActiveTimerReturnType::Stop; } void SObjectNameEditableTextBox::Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime ) { const bool bShouldAppearFocused = HasKeyboardFocus(); if ( bUpdateHighlightSpring || bShouldAppearFocused ) { // Update highlight 'target' effect const float HighlightLeftX = HighlightRectLeftOffset; const float HighlightRightX = HighlightRectRightOffset + AllottedGeometry.GetLocalSize().X; HighlightTargetLeftSpring.SetTarget( HighlightLeftX ); HighlightTargetRightSpring.SetTarget( HighlightRightX ); HighlightTargetLeftSpring.Tick( InDeltaTime ); HighlightTargetRightSpring.Tick( InDeltaTime ); } } int32 SObjectNameEditableTextBox::OnPaint( const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled ) const { int32 StartLayer = SCompoundWidget::OnPaint( Args, AllottedGeometry, MyCullingRect, OutDrawElements, LayerId, InWidgetStyle, bParentEnabled ); const int32 TextLayer = 1; // See if a disabled effect should be used bool bEnabled = ShouldBeEnabled( bParentEnabled ); ESlateDrawEffect DrawEffects = (bEnabled) ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect; const double CurrentTime = FSlateApplication::Get().GetCurrentTime(); // Draw highlight targeting effect const float TimeSinceHighlightInteraction = (float)( CurrentTime - LastCommittedTime ); if( TimeSinceHighlightInteraction <= HighlightTargetEffectDuration ) { // Compute animation progress float EffectAlpha = FMath::Clamp( TimeSinceHighlightInteraction / HighlightTargetEffectDuration, 0.0f, 1.0f ); EffectAlpha = 1.0f - EffectAlpha * EffectAlpha; // Inverse square falloff (looks nicer!) float EffectOpacity = EffectAlpha; // Figure out a universally visible highlight color. FLinearColor HighlightTargetColorAndOpacity = ( (FLinearColor::White - ColorAndOpacity.Get())*0.5f + FLinearColor(+0.4f, +0.1f, -0.2f)) * InWidgetStyle.GetColorAndOpacityTint(); HighlightTargetColorAndOpacity.A = HighlightTargetOpacity * EffectOpacity * 255.0f; // Compute the bounds offset of the highlight target from where the highlight target spring // extents currently lie. This is used to "grow" or "shrink" the highlight as needed. const float CommittingAnimOffset = CommittingAnimOffsetPercent * AllottedGeometry.GetLocalSize().Y; // Choose an offset amount depending on whether we're highlighting, or clearing highlight const float EffectOffset = EffectAlpha * CommittingAnimOffset; const float HighlightLeftX = HighlightTargetLeftSpring.GetPosition() - EffectOffset; const float HighlightRightX = HighlightTargetRightSpring.GetPosition() + EffectOffset; const float HighlightTopY = 0.0f - EffectOffset; const float HighlightBottomY = AllottedGeometry.GetLocalSize().Y + EffectOffset; const FVector2D DrawPosition = FVector2D( HighlightLeftX, HighlightTopY ); const FVector2D DrawSize = FVector2D( HighlightRightX - HighlightLeftX, HighlightBottomY - HighlightTopY ); const FSlateBrush* StyleInfo = FEditorStyle::GetBrush("DetailsView.NameChangeCommitted"); // NOTE: We rely on scissor clipping for the highlight rectangle FSlateDrawElement::MakeBox( OutDrawElements, LayerId + TextLayer, AllottedGeometry.ToPaintGeometry( DrawPosition, DrawSize ), // Position, Size, Scale StyleInfo, // Style DrawEffects, // Effects to use HighlightTargetColorAndOpacity ); // Color } return LayerId + TextLayer; } FText SObjectNameEditableTextBox::GetNameText() const { FString Result; if (Objects.Num() == 1) { Result = GetObjectDisplayName(Objects[0]); } else if (Objects.Num() > 1) { if (!UserSetCommonName.IsEmpty()) { Result = UserSetCommonName; } } return FText::FromString(Result); } FText SObjectNameEditableTextBox::GetNameTooltipText() const { FText Result = FText::GetEmpty(); if (Objects.Num() == 0) { Result = LOCTEXT("EditableActorLabel_NoObjectsTooltip", "Nothing selected"); } else if (Objects.Num() == 1 && Objects[0].IsValid()) { if (!IsReadOnly()) { Result = FText::Format(LOCTEXT("EditableActorLabel_ActorTooltipFmt", "Rename the selected {0}"), FText::FromString(Objects[0].Get()->GetClass()->GetName())); } else if (Objects[0].Get()->IsA(AActor::StaticClass())) { Result = LOCTEXT("EditableActorLabel_NoEditActorTooltip", "Can't rename selected actor (its label isn't editable)"); } else { Result = LOCTEXT("EditableActorLabel_NoEditObjectTooltip", "Can't rename selected object (only actors can have editable labels)"); } } else if (Objects.Num() > 1) { if (!IsReadOnly()) { Result = LOCTEXT("EditableActorLabel_MultiActorTooltip", "Rename multiple selected actors at once"); } else { Result = LOCTEXT("EditableActorLabel_NoEditMultiObjectTooltip", "Can't rename selected objects (one or more aren't actors with editable labels)"); } } return Result; } EVisibility SObjectNameEditableTextBox::GetNameVisibility() const { if (Objects.Num() == 1 && Objects[0].IsValid()) { if (!IsReadOnly()) { return EVisibility::Visible; } else if (Objects[0].Get()->IsA(AActor::StaticClass())) { return EVisibility::Visible; } else { return EVisibility::Collapsed; } } else if (Objects.Num() > 1) { if (!IsReadOnly()) { return EVisibility::Visible; } else { return EVisibility::Collapsed; } } return EVisibility::Collapsed; } static bool RenameActor(TWeakObjectPtr Object, FString Name) { // Apply the change to the selected actor if (!Object.IsValid() || !Object.Get()->IsA(AActor::StaticClass())) { return false; } AActor* Actor = Cast(Object.Get()); if (!Actor->IsActorLabelEditable()) { return false; } if (Actor->GetActorLabel() == Name) { return false; } FActorLabelUtilities::RenameExistingActor(Actor, Name); return true; } void SObjectNameEditableTextBox::OnNameTextCommitted(const FText& NewText, ETextCommit::Type InTextCommit) { // Don't apply the change if the TextCommit type is OnCleared - this will only be the case if the keyboard focus was cleared due to // Enter being pressed, in which case we will already have been here once with a TextCommit type of OnEnter. if (InTextCommit == ETextCommit::OnCleared) { return; } FText TrimmedText = FText::TrimPrecedingAndTrailing(NewText); if (TrimmedText.IsEmpty()) { return; } UserSetCommonName = TrimmedText.ToString(); const FScopedTransaction Transaction( LOCTEXT("RenameActorsTransaction", "Rename Multiple Actors") ); bool bChanged = false; for (TWeakObjectPtr Object : Objects) { if (RenameActor(Object, UserSetCommonName)) { bChanged = true; } } if (bChanged) { LastCommittedTime = FSlateApplication::Get().GetCurrentTime(); RegisterActiveTimer( 0.f, FWidgetActiveTimerDelegate::CreateSP( this, &SObjectNameEditableTextBox::UpdateHighlightSpringState ) ); } // Remove ourselves from the window focus so we don't get automatically reselected when scrolling around the context menu. TSharedPtr< SWindow > ParentWindow = FSlateApplication::Get().FindWidgetWindow( SharedThis(this) ); if (ParentWindow.IsValid()) { ParentWindow->SetWidgetToFocusOnActivate(nullptr); } } bool SObjectNameEditableTextBox::IsReadOnly() const { if (Objects.Num() == 0) { // can't edit if nothing is selected return true; } for (TWeakObjectPtr Object : Objects) { if (Object.IsValid()) { if (Object.Get()->IsA(AActor::StaticClass())) { AActor* Actor = (AActor*) Object.Get(); if (!Actor->IsActorLabelEditable()) { // can't edit the name when a non-editable actor is selected return true; } } else { // can't edit the name when a non-actor is selected return true; } } } return false; } FString SObjectNameEditableTextBox::GetObjectDisplayName(TWeakObjectPtr Object) { FString Result; if(Object.IsValid()) { UObject* ObjectPtr = Object.Get(); if (ObjectPtr->IsA(AActor::StaticClass())) { Result = ((AActor*)ObjectPtr)->GetActorLabel(); } else { Result = ObjectPtr->GetName(); } } return Result; } // No code beyond this point #undef LOCTEXT_NAMESPACE