Files
UnrealEngineUWP/Engine/Source/Developer/AssetTools/Public/CollectionAssetManagement.h
logan buchy 8cb8cff1ba Feedback changes to Collections telemetry
* Moved workflow tracking of collection manipulations up one level to target user interaction only
* Added create/destroy collection workflows
* Remove hand-holding utilities aimed to ease verbosity of telemetry event generation

#rb wes.hunt
#jira UE-155132
#preflight 6463b34f063e77985c259c71

[CL 25492328 by logan buchy in ue5-main branch]
2023-05-16 13:02:13 -04:00

73 lines
2.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AssetRegistry/AssetData.h"
#include "CollectionManagerTypes.h"
#include "Styling/SlateTypes.h"
/** Handles the collection management for the given assets */
class ASSETTOOLS_API FCollectionAssetManagement
{
public:
/** Constructor */
FCollectionAssetManagement();
/** Destructor */
~FCollectionAssetManagement();
/** Set the assets that we are currently observing and managing the collection state of */
void SetCurrentAssets(const TArray<FAssetData>& CurrentAssets);
/** Set the asset paths that we are currently observing and managing the collection state of */
void SetCurrentAssetPaths(const TArray<FSoftObjectPath>& CurrentAssets);
/** Get the number of assets in the current set */
int32 GetCurrentAssetCount() const;
/** Add the current assets to the given collection */
void AddCurrentAssetsToCollection(FCollectionNameType InCollectionKey);
/** Remove the current assets from the given collection */
void RemoveCurrentAssetsFromCollection(FCollectionNameType InCollectionKey);
/** Return whether or not the given collection should be enabled in any management UIs */
bool IsCollectionEnabled(FCollectionNameType InCollectionKey) const;
/** Get the check box state the given collection should use in any management UIs */
ECheckBoxState GetCollectionCheckState(FCollectionNameType InCollectionKey) const;
private:
/** Update the internal state used to track the check box status for each collection */
void UpdateAssetManagementState();
/** Handles an on collection renamed event */
void HandleCollectionRenamed(const FCollectionNameType& OriginalCollection, const FCollectionNameType& NewCollection);
/** Handles an on collection updated event */
void HandleCollectionUpdated(const FCollectionNameType& Collection);
/** Handles an on collection destroyed event */
void HandleCollectionDestroyed(const FCollectionNameType& Collection);
/** Handles assets being added to a collection */
void HandleAssetsAddedToCollection(const FCollectionNameType& Collection, TConstArrayView<FSoftObjectPath> AssetsAdded);
/** Handles assets being removed from a collection */
void HandleAssetsRemovedFromCollection(const FCollectionNameType& Collection, TConstArrayView<FSoftObjectPath> AssetsRemoved);
/** Set of asset paths that we are currently observing and managing the collection state of */
TSet<FSoftObjectPath> CurrentAssetPaths;
/** Mapping between a collection and its asset management state (based on the current assets). A missing item is assumed to be unchecked */
TMap<FCollectionNameType, ECheckBoxState> AssetManagementState;
/** Delegate handles */
FDelegateHandle OnCollectionRenamedHandle;
FDelegateHandle OnCollectionDestroyedHandle;
FDelegateHandle OnCollectionUpdatedHandle;
FDelegateHandle OnAssetsAddedHandle;
FDelegateHandle OnAssetsRemovedHandle;
};