Files
UnrealEngineUWP/Engine/Source/Editor/Blutility/Private/EditorUtilityWidgetBlueprintFactory.cpp
Phillip Kavan dfa32e9708 Extends the class viewer module to support multiple custom class filters along with an optional associated view option flag.
Additional changes:
- Deprecates the previous method for specifying a singular custom class viewer filter and updates all existing occurrences of this pattern in engine code.
- Extends the property editor utilities interface to expose custom class filter(s) that can be applied to the class picker widget used for editing class property values.
- Adds an implementation of this interface to SDetailsView such that additional class filter(s) can now be configured to be applied to all underlying class property nodes.

#jira UE-108316
#rb Lauren.Barnes
#preflight 60c2102e8ae8960001110d50

[CL 16623084 by Phillip Kavan in ue5-main branch]
2021-06-10 10:31:37 -04:00

134 lines
5.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "EditorUtilityWidgetBlueprintFactory.h"
#include "Misc/MessageDialog.h"
#include "Modules/ModuleManager.h"
#include "Widgets/SWindow.h"
#include "Settings/EditorExperimentalSettings.h"
#include "Engine/BlueprintGeneratedClass.h"
#include "EditorUtilityBlueprint.h"
#include "GlobalEditorUtilityBase.h"
#include "PlacedEditorUtilityBase.h"
#include "ClassViewerModule.h"
#include "ClassViewerFilter.h"
#include "Kismet2/KismetEditorUtilities.h"
#include "Kismet2/SClassPickerDialog.h"
#include "EditorUtilityWidget.h"
#include "EditorUtilityWidgetBlueprint.h"
#include "Components/CanvasPanel.h"
#include "BaseWidgetBlueprint.h"
#include "Blueprint/WidgetTree.h"
#include "Components/HorizontalBox.h"
#include "Components/VerticalBox.h"
#include "Components/GridPanel.h"
#include "UMGEditorProjectSettings.h"
#define LOCTEXT_NAMESPACE "UEditorUtilityWidgetBlueprintFactory"
class FEditorUtilityWidgetBlueprintFactoryFilter : public IClassViewerFilter
{
public:
/** All children of these classes will be included unless filtered out by another setting. */
TSet< const UClass* > AllowedChildrenOfClasses;
/** Disallowed class flags. */
EClassFlags DisallowedClassFlags;
bool IsClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const UClass* InClass, TSharedRef< FClassViewerFilterFuncs > InFilterFuncs ) override
{
return !InClass->HasAnyClassFlags(DisallowedClassFlags)
&& InFilterFuncs->IfInChildOfClassesSet(AllowedChildrenOfClasses, InClass) != EFilterReturn::Failed;
}
virtual bool IsUnloadedClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const TSharedRef< const IUnloadedBlueprintData > InUnloadedClassData, TSharedRef< FClassViewerFilterFuncs > InFilterFuncs) override
{
return !InUnloadedClassData->HasAnyClassFlags(DisallowedClassFlags)
&& InFilterFuncs->IfInChildOfClassesSet(AllowedChildrenOfClasses, InUnloadedClassData) != EFilterReturn::Failed;
}
};
/////////////////////////////////////////////////////
// UEditorUtilityWidgetBlueprintFactory
UEditorUtilityWidgetBlueprintFactory::UEditorUtilityWidgetBlueprintFactory(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bCreateNew = true;
bEditAfterNew = true;
SupportedClass = UEditorUtilityWidgetBlueprint::StaticClass();
ParentClass = UEditorUtilityWidget::StaticClass();
}
bool UEditorUtilityWidgetBlueprintFactory::ConfigureProperties()
{
if (GetDefault<UUMGEditorProjectSettings>()->bUseWidgetTemplateSelector)
{
// Load the classviewer module to display a class picker
FClassViewerModule& ClassViewerModule = FModuleManager::LoadModuleChecked<FClassViewerModule>("ClassViewer");
// Fill in options
FClassViewerInitializationOptions Options;
Options.Mode = EClassViewerMode::ClassPicker;
Options.bShowNoneOption = true;
Options.ExtraPickerCommonClasses.Add(UHorizontalBox::StaticClass());
Options.ExtraPickerCommonClasses.Add(UVerticalBox::StaticClass());
Options.ExtraPickerCommonClasses.Add(UGridPanel::StaticClass());
Options.ExtraPickerCommonClasses.Add(UCanvasPanel::StaticClass());
TSharedPtr<FEditorUtilityWidgetBlueprintFactoryFilter> Filter = MakeShareable(new FEditorUtilityWidgetBlueprintFactoryFilter);
Options.ClassFilters.Add(Filter.ToSharedRef());
Filter->DisallowedClassFlags = CLASS_Abstract | CLASS_Deprecated | CLASS_NewerVersionExists;
Filter->AllowedChildrenOfClasses.Add(UPanelWidget::StaticClass());
const FText TitleText = LOCTEXT("CreateWidgetBlueprint", "Pick Root Widget for New Editor Utility Widget");
return SClassPickerDialog::PickClass(TitleText, Options, RootWidgetClass, UPanelWidget::StaticClass());
}
return true;
}
UObject* UEditorUtilityWidgetBlueprintFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
{
// Make sure we are trying to factory a blueprint, then create and init one
check(Class->IsChildOf(UEditorUtilityWidgetBlueprint::StaticClass()));
FString ParentPath = InParent->GetPathName();
if ((ParentClass == nullptr) || !FKismetEditorUtilities::CanCreateBlueprintOfClass(ParentClass))
{
FFormatNamedArguments Args;
Args.Add(TEXT("ClassName"), (ParentClass != nullptr) ? FText::FromString(ParentClass->GetName()) : NSLOCTEXT("UnrealEd", "Null", "(null)"));
FMessageDialog::Open(EAppMsgType::Ok, FText::Format(NSLOCTEXT("UnrealEd", "CannotCreateBlueprintFromClass", "Cannot create a blueprint based on the class '{0}'."), Args));
return nullptr;
}
else
{
// If the root widget selection dialog is not enabled, use a canvas panel as the root by default
if (!GetDefault<UUMGEditorProjectSettings>()->bUseWidgetTemplateSelector)
{
RootWidgetClass = UCanvasPanel::StaticClass();
}
UEditorUtilityWidgetBlueprint* NewBP = CastChecked<UEditorUtilityWidgetBlueprint>(FKismetEditorUtilities::CreateBlueprint(ParentClass, InParent, Name, BlueprintType, UEditorUtilityWidgetBlueprint::StaticClass(), UWidgetBlueprintGeneratedClass::StaticClass(), NAME_None));
// Create the selected root widget
if (NewBP->WidgetTree->RootWidget == nullptr)
{
if (TSubclassOf<UPanelWidget> RootWidgetPanel = RootWidgetClass)
{
UWidget* Root = NewBP->WidgetTree->ConstructWidget<UWidget>(RootWidgetPanel);
NewBP->WidgetTree->RootWidget = Root;
}
}
return NewBP;
}
}
bool UEditorUtilityWidgetBlueprintFactory::CanCreateNew() const
{
return true;
}
#undef LOCTEXT_NAMESPACE