Files
UnrealEngineUWP/Engine/Source/Editor/ContentBrowserData/Public/ContentBrowserDataUtils.h
aurel cordonnier 1ee4eed9aa Merge from Release-Engine-Test @ 17666640 to UE5/Main
This represents UE4/Main @17638339 and Dev-PerfTest @17636504

[CL 17668579 by aurel cordonnier in ue5-main branch]
2021-09-29 17:45:16 -04:00

42 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ContentBrowserDataFilter.h"
#include "Containers/StringFwd.h"
namespace ContentBrowserDataUtils
{
/** Returns number of folders in forward slashed path (Eg, 1 for "/Path", 2 for "/Path/Name") */
CONTENTBROWSERDATA_API int32 CalculateFolderDepthOfPath(const FStringView InPath);
/** Returns true if folder has a depth of 1 */
CONTENTBROWSERDATA_API bool IsTopLevelFolder(const FStringView InFolderPath);
/** Returns true if folder has a depth of 1 */
CONTENTBROWSERDATA_API bool IsTopLevelFolder(const FName InFolderPath);
/**
* Tests internal path against attribute filter
*
* @param InPath Invariant path to test
* @param InAlreadyCheckedDepth Number of folders deep that have already been tested to avoid re-testing during recursion. Pass 0 if portion of path not already tested.
* @param InItemAttributeFilter Filter to test against
*
* @return True if passes filter
*/
CONTENTBROWSERDATA_API bool PathPassesAttributeFilter(const FStringView InPath, const int32 InAlreadyCheckedDepth, const EContentBrowserItemAttributeFilter InAttributeFilter);
/**
* Get display name override if there is one for InFolderPath
*
* @param InFolderPath Internal path to get display name override for
* @param InFolderItemName Short name of InFolderPath (rightmost folder name)
* @param bIsClassesFolder True if this folder is a classes folder
*
* @return Override display name or empty string
*/
CONTENTBROWSERDATA_API FText GetFolderItemDisplayNameOverride(const FName InFolderPath, const FString& InFolderItemName, const bool bIsClassesFolder);
}