Files
UnrealEngineUWP/Engine/Source/Editor/SubobjectEditor/Public/SSubobjectBlueprintEditor.h
ben hoffman 97cbbf27a1 Override FindSlateNodeForObject in the Blueprint editor to handle getting the archetype of the actor compoent
#jira none
#rb me
#rnx
#preflight 60a3ec52fe43a7000191ff40

[CL 16371928 by ben hoffman in ue5-main branch]
2021-05-18 14:11:19 -04:00

105 lines
4.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "SSubobjectEditor.h"
/**
* This is the editor for subobjects within the blueprint editor that
*/
class SUBOBJECTEDITOR_API SSubobjectBlueprintEditor final : public SSubobjectEditor
{
private:
SLATE_BEGIN_ARGS(SSubobjectBlueprintEditor)
: _ObjectContext(nullptr)
, _PreviewActor(nullptr)
, _AllowEditing(true)
, _OnSelectionUpdated()
{}
SLATE_ATTRIBUTE(UObject*, ObjectContext)
SLATE_ATTRIBUTE(AActor*, PreviewActor)
SLATE_ATTRIBUTE(bool, AllowEditing)
SLATE_EVENT(FOnSelectionUpdated, OnSelectionUpdated)
SLATE_EVENT(FOnItemDoubleClicked, OnItemDoubleClicked)
SLATE_END_ARGS()
void Construct(const FArguments& InArgs);
protected:
/** Attribute that provides access to a "preview" Actor context (may not be same as the Actor context that's being edited. */
TAttribute<AActor*> PreviewActor;
// SSubobjectEditor interface
virtual bool ShouldModifyBPOnAssetDrop() const override { return true; }
virtual void OnDeleteNodes() override;
virtual void CopySelectedNodes() override;
virtual void OnDuplicateComponent() override;
virtual bool CanPasteNodes() const override;
virtual void PasteNodes() override;
virtual void OnAttachToDropAction(FSubobjectEditorTreeNodePtrType DroppedOn, const TArray<FSubobjectEditorTreeNodePtrType>& DroppedNodePtrs);
virtual void OnDetachFromDropAction(const TArray<FSubobjectEditorTreeNodePtrType>& DroppedNodePtrs);
virtual void OnMakeNewRootDropAction(FSubobjectEditorTreeNodePtrType DroppedNodePtr);
virtual void PostDragDropAction(bool bRegenerateTreeNodes);
/** Builds a context menu pop up for dropping a child node onto the scene root node */
virtual TSharedPtr<SWidget> BuildSceneRootDropActionMenu(FSubobjectEditorTreeNodePtrType DroppedOntoNodePtr, FSubobjectEditorTreeNodePtrType DroppedNodePtr);
virtual bool ClearSelectionOnClick() const override { return true; }
virtual bool ShowInlineSearchWithButtons() const override { return true; }
virtual FSubobjectDataHandle AddNewSubobject(const FSubobjectDataHandle& ParentHandle, UClass* NewClass, UObject* AssetOverride, FText& OutFailReason, TUniquePtr<FScopedTransaction> InOngoingTransaction) override;
virtual void PopulateContextMenuImpl(UToolMenu* InMenu, TArray<FSubobjectEditorTreeNodePtrType>& InSelectedItems, bool bIsChildActorSubtreeNodeSelected) override;
virtual FSubobjectEditorTreeNodePtrType GetSceneRootNode() const override;
public:
virtual FSubobjectEditorTreeNodePtrType FindSlateNodeForObject(const UObject* InObject, bool bIncludeAttachmentComponents = true) const override;
// End of SSubobjectEditor
public:
/**
* Fills out an events section in ui.
* @param Menu the menu to add the events section into
* @param Blueprint the active blueprint context being edited
* @param SelectedClass the common component class to build the events list from
* @param CanExecuteActionDelegate the delegate to query whether or not to execute the UI action
* @param GetSelectedObjectsDelegate the delegate to fill the currently select variables / components
*/
static void BuildMenuEventsSection(FMenuBuilder& Menu, UBlueprint* Blueprint, UClass* SelectedClass, FCanExecuteAction CanExecuteActionDelegate, FGetSelectedObjectsDelegate GetSelectedObjectsDelegate);
protected:
/**
* Function to create events for the current selection
* @param Blueprint the active blueprint context
* @param EventName the event to add
* @param GetSelectedObjectsDelegate the delegate to gather information about current selection
* @param NodeIndex an index to a specified node to add event for or < 0 for all selected nodes.
*/
static void CreateEventsForSelection(UBlueprint* Blueprint, FName EventName, FGetSelectedObjectsDelegate GetSelectedObjectsDelegate);
/**
* Function to construct an event for a node
* @param Blueprint the nodes blueprint
* @param EventName the event to add
* @param EventData the event data structure describing the node
*/
static void ConstructEvent(UBlueprint* Blueprint, const FName EventName, const FComponentEventConstructionData EventData);
/**
* Function to view an event for a node
* @param Blueprint the nodes blueprint
* @param EventName the event to view
* @param EventData the event data structure describing the node
*/
static void ViewEvent(UBlueprint* Blueprint, const FName EventName, const FComponentEventConstructionData EventData);
/** Get the current preview actor for this blueprint editor. */
AActor* GetActorPreview() const { return PreviewActor.Get(nullptr); }
public:
virtual FSlateColor GetColorTintForIcon(FSubobjectEditorTreeNodePtrType Node) const override;
};