Files
UnrealEngineUWP/Engine/Source/Editor/ContentBrowser/Private/SourcesData.h
Marc Audy 11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00

68 lines
1.7 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "CollectionManagerTypes.h"
#include "ICollectionManager.h"
#include "CollectionManagerModule.h"
struct FSourcesData
{
TArray<FName> VirtualPaths;
TArray<FCollectionNameType> Collections;
FSourcesData() = default;
explicit FSourcesData(FName InVirtualPath)
{
VirtualPaths.Add(InVirtualPath);
}
explicit FSourcesData(FCollectionNameType InCollection)
{
Collections.Add(InCollection);
}
FSourcesData(TArray<FName> InVirtualPaths, TArray<FCollectionNameType> InCollections)
: VirtualPaths(MoveTemp(InVirtualPaths))
, Collections(MoveTemp(InCollections))
{
}
FSourcesData(const FSourcesData& Other) = default;
FSourcesData(FSourcesData&& Other) = default;
FSourcesData& operator=(const FSourcesData& Other) = default;
FSourcesData& operator=(FSourcesData&& Other) = default;
FORCEINLINE bool IsEmpty() const
{
return VirtualPaths.Num() == 0 && Collections.Num() == 0;
}
FORCEINLINE bool HasVirtualPaths() const
{
return VirtualPaths.Num() > 0;
}
FORCEINLINE bool HasCollections() const
{
return Collections.Num() > 0;
}
bool IsDynamicCollection() const
{
if ( Collections.Num() == 1 && FCollectionManagerModule::IsModuleAvailable() )
{
// Collection manager module should already be loaded since it may cause a hitch on the first search
FCollectionManagerModule& CollectionManagerModule = FCollectionManagerModule::GetModule();
ECollectionStorageMode::Type StorageMode = ECollectionStorageMode::Static;
return (CollectionManagerModule.Get().GetCollectionStorageMode(Collections[0].Name, Collections[0].Type, StorageMode) && StorageMode == ECollectionStorageMode::Dynamic);
}
return false;
}
};