Files
UnrealEngineUWP/Engine/Source/Editor/ClassViewer/Private/ClassViewerNode.h
robert manuszewski d1443992e1 Deprecating ANY_PACKAGE.
This change consists of multiple changes:

Core:
- Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject)
- Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter
- Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses
- Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names
- Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used  in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed.
- Added static UClass::TryConvertShortNameToPathName utility function
- Added static UClass::TryFixShortClassNameExportPath utility function
- Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass')
- All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath
- Added a new startup test that checks for short type names in UClass/FProperty MetaData values

AssetRegistry:
- Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath
- Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names
- This also applies to a few other modules' APIs to match AssetRegistry changes

Everything else:
- Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input)
- Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName()
- Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names

#jira UE-99463
#rb many.people
[FYI] Marcus.Wassmer
#preflight 629248ec2256738f75de9b32

#codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786

#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)

[CL 20448496 by robert manuszewski in ue5-main branch]
2022-06-01 03:46:59 -04:00

116 lines
3.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ClassViewerModule.h"
#include "UObject/WeakObjectPtr.h"
class IPropertyHandle;
class IUnloadedBlueprintData;
class UBlueprint;
class FClassViewerNode : public TSharedFromThis<FClassViewerNode>
{
public:
FClassViewerNode(UClass* Class);
/**
* Creates a node for the widget's tree.
*
* @param InClassName The name of the class this node represents.
* @param InClassDisplayName The display name of the class this node represents
* @param bInIsPlaceable true if the class is a placeable class.
*/
FClassViewerNode( const FString& InClassName, const FString& InClassDisplayName );
FClassViewerNode( const FClassViewerNode& InCopyObject);
/**
* Adds the specified child to the node.
*
* @param Child The child to be added to this node for the tree.
*/
void AddChild( TSharedPtr<FClassViewerNode> Child );
/**
* Retrieves the class name this node is associated with. This is not the literal UClass name as it is missing the _C for blueprints
* @param bUseDisplayName Whether to use the display name or class name
*/
TSharedPtr<FString> GetClassName(bool bUseDisplayName = false) const
{
return bUseDisplayName ? ClassDisplayName : ClassName;
}
/**
* Retrieves the class name this node is associated with. This is not the literal UClass name as it is missing the _C for blueprints
* @param NameType Whether to use the display name or class name
*/
TSharedPtr<FString> GetClassName(EClassViewerNameTypeToDisplay NameType) const;
/** Retrieves the children list. */
TArray<TSharedPtr<FClassViewerNode>>& GetChildrenList()
{
return ChildrenList;
}
/** Checks if the class is placeable. */
bool IsClassPlaceable() const;
/** Checks if this is a blueprint */
bool IsBlueprintClass() const;
/** Checks if this is an editor module class */
bool IsEditorOnlyClass() const;
/** Rather this class is not allowed for the specific context */
bool IsRestricted() const;
/** Get the parent node for this node. */
TSharedPtr< FClassViewerNode > GetParentNode() const;
private:
/** The nontranslated internal name for this class. This is not necessarily the UClass's name, as that may have _C for blueprints */
TSharedPtr<FString> ClassName;
/** The translated display name for this class */
TSharedPtr<FString> ClassDisplayName;
/** List of children. */
TArray<TSharedPtr<FClassViewerNode>> ChildrenList;
/** Pointer to the parent to this object. */
TWeakPtr< FClassViewerNode > ParentNode;
public:
/** The class this node is associated with. */
TWeakObjectPtr<UClass> Class;
/** The blueprint this node is associated with. */
TWeakObjectPtr<UBlueprint> Blueprint;
/** Full object path to the class including _C, set for both blueprint and native */
FTopLevelAssetPath ClassPath;
/** Full object path to the parent class, may be blueprint or native */
FTopLevelAssetPath ParentClassPath;
/** Full path to the Blueprint that this class is loaded from, none for native classes*/
FName BlueprintAssetPath;
/** true if the class passed the filter. */
bool bPassesFilter;
/**
* true if the class passed all the sub-filters of the filter (regardless of the TextFilter one).
* This could be useful to verify e.g., that the parent class of a IsNodeAllowed() object is also valid (even though that parent will not likely pass the TextFilter).
*/
bool bPassesFilterRegardlessTextFilter;
/** Data for unloaded blueprints, only valid if the class is unloaded. */
TSharedPtr< class IUnloadedBlueprintData > UnloadedBlueprintData;
/** The property this node will be working on. */
TSharedPtr<class IPropertyHandle> PropertyHandle;
};