Files
UnrealEngineUWP/Engine/Source/Editor/DataLayerEditor/Private/DataLayer/DataLayerTreeItem.h
richard malo 879c5c42c6 Added support of Data Layers inside Level Instances.
#rb jeanfrancois.dube, patrick.enfedaque, philippe.deseve
#jira UE-151266
#preflight 62796854a35fb5cb3f55e9e6

#ROBOMERGE-OWNER: richard.malo
#ROBOMERGE-AUTHOR: richard.malo
#ROBOMERGE-SOURCE: CL 20121141 via CL 20121608 via CL 20121618
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20122781 by richard malo in ue5-main branch]
2022-05-10 10:22:54 -04:00

52 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Misc/Attribute.h"
#include "SceneOutlinerFwd.h"
#include "ISceneOutlinerTreeItem.h"
class UDataLayerInstance;
struct FDataLayerTreeItem : ISceneOutlinerTreeItem
{
public:
FDataLayerTreeItem(UDataLayerInstance* InDataLayerInstance);
UDataLayerInstance* GetDataLayer() const { return DataLayerInstance.Get(); }
/* Begin ISceneOutlinerTreeItem Implementation */
virtual bool IsValid() const override { return DataLayerInstance.IsValid(); }
virtual FSceneOutlinerTreeItemID GetID() const override { return ID; }
virtual FString GetDisplayString() const override;
virtual bool CanInteract() const override;
virtual TSharedRef<SWidget> GenerateLabelWidget(ISceneOutliner& Outliner, const STableRow<FSceneOutlinerTreeItemPtr>& InRow) override;
virtual bool HasVisibilityInfo() const override { return true; }
virtual void OnVisibilityChanged(const bool bNewVisibility) override;
virtual bool GetVisibility() const override;
virtual bool ShouldShowVisibilityState() const override;
/* End ISceneOutlinerTreeItem Implementation */
bool ShouldBeHighlighted() const;
void SetIsHighlightedIfSelected(bool bInIsHighlightedIfSelected) { bIsHighlighedtIfSelected = bInIsHighlightedIfSelected; }
static const FSceneOutlinerTreeItemType Type;
DECLARE_DELEGATE_RetVal_OneParam(bool, FFilterPredicate, const UDataLayerInstance*);
DECLARE_DELEGATE_RetVal_OneParam(bool, FInteractivePredicate, const UDataLayerInstance*);
bool Filter(FFilterPredicate Pred) const
{
return Pred.Execute(GetDataLayer());
}
bool GetInteractiveState(FInteractivePredicate Pred) const
{
return Pred.Execute(GetDataLayer());
}
private:
TWeakObjectPtr<UDataLayerInstance> DataLayerInstance;
const FObjectKey ID;
bool bIsHighlighedtIfSelected;
};