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#proj UE4 #branch UE4 #summary You can now choose where to place a class added via the New Class Wizard #extra This tries to be smart about your placement if you have Public and Private folders for your project. - By default the header would go into Public, and the source file would go into Private. - If you select the Public/Classes folder for the path, the source file will still go into Private. - If you have a sub-path, eg) /Public/MyStuff/MyClass.h, this will be mirrored in the placement of the source file, eg) /Private/MyStuff/MyClass.cpp #extra If you're not using Public or Private folders it will just place the source at whatever path you specified. #extra It will verify that your source code is going to a valid module folder for your game, and also allows matching of modules that start with your game name, eg) MyGame, MyGameEditor. #reviewedby Thomas.Sarkanen, Max.Preussner [CL 2046528 by Jamie Dale in Main branch]
177 lines
5.9 KiB
C++
177 lines
5.9 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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struct FParentClassItem;
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/**
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* A dialog to choose a new class parent and name
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*/
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class SNewClassDialog : public SCompoundWidget
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{
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public:
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SLATE_BEGIN_ARGS( SNewClassDialog )
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: _Class(NULL)
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{}
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/** The class we want to build our new class from. If this is not specified then the wizard will display classes to the user. */
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SLATE_ARGUMENT(UClass*, Class)
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SLATE_END_ARGS()
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/** Constructs this widget with InArgs */
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void Construct( const FArguments& InArgs );
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virtual void Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime ) OVERRIDE;
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private:
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/** Creates a row in the parent class list */
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TSharedRef<ITableRow> MakeParentClassListViewWidget(TSharedPtr<FParentClassItem> ParentClassItem, const TSharedRef<STableViewBase>& OwnerTable);
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/** Gets the currently selected parent class name */
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FString GetSelectedParentClassName() const;
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/** Handler for when a parent class item is double clicked */
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void OnParentClassItemDoubleClicked( TSharedPtr<FParentClassItem> TemplateItem );
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/** Handler for when a class is selected in the parent class list */
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void OnClassSelected(TSharedPtr<FParentClassItem> Item, ESelectInfo::Type SelectInfo);
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/** Handler for when a class was picked in the full class tree */
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void OnAdvancedClassSelected(UClass* Class);
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/** Gets the check box state for the full class list */
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ESlateCheckBoxState::Type IsFullClassTreeChecked() const;
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/** Gets the check box state for the full class list */
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void OnFullClassTreeChanged(ESlateCheckBoxState::Type NewCheckedState);
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/** Gets the visibility of the basic class list */
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EVisibility GetBasicParentClassVisibility() const;
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/** Gets the visibility of the full class list */
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EVisibility GetAdvancedParentClassVisibility() const;
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/** Gets the visibility of the name error label */
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EVisibility GetNameErrorLabelVisibility() const;
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/** Gets the text to display in the name error label */
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FString GetNameErrorLabelText() const;
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/** Gets the visibility of the global error label */
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EVisibility GetGlobalErrorLabelVisibility() const;
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/** Gets the visibility of the global error label IDE Link */
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EVisibility GetGlobalErrorLabelIDELinkVisibility() const;
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/** Gets the text to display in the global error label */
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FString GetGlobalErrorLabelText() const;
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/** Handler for when the user enters the "name class" page */
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void OnNamePageEntered();
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/** Returns the title text for the "name class" page */
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FString GetNameClassTitle() const;
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/** Returns the text in the class name edit box */
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FText OnGetClassNameText() const;
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/** Handler for when the text in the class name edit box has changed */
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void OnClassNameTextChanged(const FText& NewText);
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/** Returns the text in the class path edit box */
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FText OnGetClassPathText() const;
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/** Handler for when the text in the class path edit box has changed */
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void OnClassPathTextChanged(const FText& NewText);
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/** Returns the text for the calculated header file name */
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FText OnGetClassHeaderFileText() const;
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/** Returns the text for the calculated source file name */
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FText OnGetClassSourceFileText() const;
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/** Handler for when cancel is clicked */
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void CancelClicked();
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/** Returns true if Finish is allowed */
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bool CanFinish() const;
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/** Handler for when finish is clicked */
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void FinishClicked();
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/** Handler for when the error label IDE hyperlink was clicked */
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void OnDownloadIDEClicked(FString URL);
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/** Handler for when the "Choose Folder" button is clicked */
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FReply HandleChooseFolderButtonClicked( );
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private:
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/** Checks the current class name/path for validity and updates cached values accordingly */
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void UpdateInputValidity();
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/** Gets the currently selected parent class */
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const UClass* GetSelectedParentClass() const;
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/** Adds parent classes to the ParentClassListView source */
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void SetupParentClassItems();
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/** Closes the window that contains this widget */
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void CloseContainingWindow();
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private:
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/** The wizard widget */
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TSharedPtr<SWizard> MainWizard;
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/** ParentClass items */
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TSharedPtr< SListView< TSharedPtr<FParentClassItem> > > ParentClassListView;
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TArray< TSharedPtr<FParentClassItem> > ParentClassItemsSource;
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/** A pointer to a class viewer **/
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TSharedPtr<class SClassViewer> ClassViewer;
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/** The editable text box to enter the current name */
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TSharedPtr<SEditableTextBox> ClassNameEditBox;
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/** The name of the class being created */
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FString NewClassName;
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/** The path to place the files for the class being generated */
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FString NewClassPath;
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/** The calculated name of the generated header file for this class */
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FString CalculatedClassHeaderName;
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/** The calculated name of the generated source file for this class */
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FString CalculatedClassSourceName;
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/** The name of the last class that was auto-generated by this wizard */
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FString LastAutoGeneratedClassName;
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/** The selected parent class */
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TWeakObjectPtr<UClass> ParentClass;
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/** The fixed width of the dialog */
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int32 DialogFixedWidth;
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/** If true, the full class tree will be shown in the parent class selection */
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bool bShowFullClassTree;
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/** The last time that the class name/path was checked for validity. This is used to throttle I/O requests to a reasonable frequency */
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double LastPeriodicValidityCheckTime;
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/** The frequency in seconds for validity checks while the dialog is idle. Changes to the name/path immediately update the validity. */
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double PeriodicValidityCheckFrequency;
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/** Periodic checks for validity will not occur while this flag is true. Used to prevent a frame of "this project already exists" while exiting after a successful creation. */
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bool bPreventPeriodicValidityChecksUntilNextChange;
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/** The error text from the last validity check */
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FText LastInputValidityErrorText;
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/** True if the last validity check returned that the class name/path is valid for creation */
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bool bLastInputValidityCheckSuccessful;
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};
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