Files
UnrealEngineUWP/Engine/Source/Editor/SceneOutliner/Private/ActorTreeItem.cpp
JeanFrancois Dube e35f6515b9 World Partition: fix unpinning an unloaded actor+ display better unloaded message when pinned actor is unloaded.
#rb patrick.enfedaque
#preflight 62878854132db639f5d2a540
#rnx

[CL 20293964 by JeanFrancois Dube in ue5-main branch]
2022-05-20 10:13:02 -04:00

478 lines
13 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ActorTreeItem.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Layout/WidgetPath.h"
#include "Framework/Application/MenuStack.h"
#include "Framework/Application/SlateApplication.h"
#include "Editor.h"
#include "ScopedTransaction.h"
#include "SceneOutlinerPublicTypes.h"
#include "SceneOutlinerDragDrop.h"
#include "SceneOutlinerStandaloneTypes.h"
#include "Widgets/Text/SInlineEditableTextBlock.h"
#include "ActorEditorUtils.h"
#include "ClassIconFinder.h"
#include "ISceneOutliner.h"
#include "ISceneOutlinerMode.h"
#include "Logging/MessageLog.h"
#include "SSocketChooser.h"
#include "LevelInstance/LevelInstanceInterface.h"
#include "WorldPartition/WorldPartition.h"
#include "ToolMenu.h"
#include "Engine/Level.h"
#define LOCTEXT_NAMESPACE "SceneOutliner_ActorTreeItem"
const FSceneOutlinerTreeItemType FActorTreeItem::Type(&IActorBaseTreeItem::Type);
struct SActorTreeLabel : FSceneOutlinerCommonLabelData, public SCompoundWidget
{
SLATE_BEGIN_ARGS(SActorTreeLabel) {}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, FActorTreeItem& ActorItem, ISceneOutliner& SceneOutliner, const STableRow<FSceneOutlinerTreeItemPtr>& InRow)
{
WeakSceneOutliner = StaticCastSharedRef<ISceneOutliner>(SceneOutliner.AsShared());
TreeItemPtr = StaticCastSharedRef<FActorTreeItem>(ActorItem.AsShared());
ActorPtr = ActorItem.Actor;
HighlightText = SceneOutliner.GetFilterHighlightText();
TSharedPtr<SInlineEditableTextBlock> InlineTextBlock;
auto MainContent = SNew(SHorizontalBox)
// Main actor label
+ SHorizontalBox::Slot()
.VAlign(VAlign_Center)
[
SAssignNew(InlineTextBlock, SInlineEditableTextBlock)
.Text(this, &SActorTreeLabel::GetDisplayText)
.ToolTipText(this, &SActorTreeLabel::GetTooltipText)
.HighlightText(HighlightText)
.ColorAndOpacity(this, &SActorTreeLabel::GetForegroundColor)
.OnTextCommitted(this, &SActorTreeLabel::OnLabelCommitted)
.OnVerifyTextChanged(this, &SActorTreeLabel::OnVerifyItemLabelChanged)
.OnEnterEditingMode(this, &SActorTreeLabel::OnEnterEditingMode)
.OnExitEditingMode(this, &SActorTreeLabel::OnExitEditingMode)
.IsSelected(FIsSelected::CreateSP(&InRow, &STableRow<FSceneOutlinerTreeItemPtr>::IsSelectedExclusively))
.IsReadOnly_Lambda([Item = ActorItem.AsShared(), this]()
{
return !CanExecuteRenameRequest(Item.Get());
})
]
+ SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.AutoWidth()
.Padding(0.0f, 0.f, 3.0f, 0.0f)
[
SNew(STextBlock)
.Text(this, &SActorTreeLabel::GetTypeText)
.Visibility(this, &SActorTreeLabel::GetTypeTextVisibility)
.HighlightText(HighlightText)
];
if (WeakSceneOutliner.Pin()->GetMode()->IsInteractive())
{
ActorItem.RenameRequestEvent.BindSP(InlineTextBlock.Get(), &SInlineEditableTextBlock::EnterEditingMode);
}
ChildSlot
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Center)
.Padding(FSceneOutlinerDefaultTreeItemMetrics::IconPadding())
[
SNew(SBox)
.WidthOverride(FSceneOutlinerDefaultTreeItemMetrics::IconSize())
.HeightOverride(FSceneOutlinerDefaultTreeItemMetrics::IconSize())
[
SNew(SImage)
.Image(this, &SActorTreeLabel::GetIcon)
.ToolTipText(this, &SActorTreeLabel::GetIconTooltip)
.ColorAndOpacity(FSlateColor::UseForeground())
]
]
+ SHorizontalBox::Slot()
.FillWidth(1.0f)
.VAlign(VAlign_Center)
.Padding(0.0f, 0.0f)
[
MainContent
]
];
}
private:
TWeakPtr<FActorTreeItem> TreeItemPtr;
TWeakObjectPtr<AActor> ActorPtr;
TAttribute<FText> HighlightText;
FText GetDisplayText() const
{
if (const FSceneOutlinerTreeItemPtr TreeItem = TreeItemPtr.Pin())
{
const AActor* Actor = ActorPtr.Get();
if (const ILevelInstanceInterface* LevelInstance = Cast<ILevelInstanceInterface>(Actor))
{
if (!bInEditingMode)
{
FText DirtySuffixText = LevelInstance->IsDirty() ? FText(LOCTEXT("IsDirtySuffix", "*")) : FText::GetEmpty();
FText IsCurrentSuffixText = LevelInstance->GetLoadedLevel() && LevelInstance->GetLoadedLevel()->IsCurrentLevel() ? FText(LOCTEXT("IsCurrentSuffix", " (Current)")) : FText::GetEmpty();
return FText::Format(LOCTEXT("LevelInstanceDisplay", "{0}{1}{2}"), FText::FromString(TreeItem->GetDisplayString()), DirtySuffixText, IsCurrentSuffixText);
}
}
return FText::FromString(TreeItem->GetDisplayString());
}
return FText();
}
FText GetTooltipText() const
{
if (const FSceneOutlinerTreeItemPtr TreeItem = TreeItemPtr.Pin())
{
return FText::FromString(TreeItem->GetDisplayString());
}
return FText();
}
FText GetTypeText() const
{
if (const AActor* Actor = ActorPtr.Get())
{
return FText::FromName(Actor->GetClass()->GetFName());
}
return FText();
}
EVisibility GetTypeTextVisibility() const
{
return HighlightText.Get().IsEmpty() ? EVisibility::Collapsed : EVisibility::Visible;
}
const FSlateBrush* GetIcon() const
{
if (const AActor* Actor = ActorPtr.Get())
{
if (WeakSceneOutliner.IsValid())
{
FName IconName = Actor->GetCustomIconName();
if (IconName == NAME_None)
{
IconName = Actor->GetClass()->GetFName();
}
const FSlateBrush* CachedBrush = WeakSceneOutliner.Pin()->GetCachedIconForClass(IconName);
if (CachedBrush != nullptr)
{
return CachedBrush;
}
else
{
const FSlateBrush* FoundSlateBrush = FClassIconFinder::FindIconForActor(Actor);
WeakSceneOutliner.Pin()->CacheIconForClass(IconName, FoundSlateBrush);
return FoundSlateBrush;
}
}
else
{
return nullptr;
}
}
else
{
return FSlateIconFinder::FindIconForClass(AActor::StaticClass()).GetOptionalIcon();
}
}
const FSlateBrush* GetIconOverlay() const
{
static const FName SequencerActorTag(TEXT("SequencerActor"));
if (const AActor* Actor = ActorPtr.Get())
{
if (Actor->ActorHasTag(SequencerActorTag))
{
return FAppStyle::GetBrush("Sequencer.SpawnableIconOverlay");
}
}
return nullptr;
}
FText GetIconTooltip() const
{
auto TreeItem = TreeItemPtr.Pin();
if (!TreeItem.IsValid())
{
return FText();
}
FText ToolTipText;
if (AActor* Actor = ActorPtr.Get())
{
ToolTipText = FText::FromString(Actor->GetClass()->GetName());
if (WeakSceneOutliner.Pin()->GetMode()->IsInteractive())
{
USceneComponent* RootComponent = Actor->GetRootComponent();
if (RootComponent)
{
FFormatNamedArguments Args;
Args.Add(TEXT("ActorClassName"), ToolTipText);
if (RootComponent->Mobility == EComponentMobility::Static)
{
ToolTipText = FText::Format(LOCTEXT("ComponentMobility_Static", "{ActorClassName} with static mobility"), Args);
}
else if (RootComponent->Mobility == EComponentMobility::Stationary)
{
ToolTipText = FText::Format(LOCTEXT("ComponentMobility_Stationary", "{ActorClassName} with stationary mobility"), Args);
}
else if (RootComponent->Mobility == EComponentMobility::Movable)
{
ToolTipText = FText::Format(LOCTEXT("ComponentMobility_Movable", "{ActorClassName} with movable mobility"), Args);
}
}
}
}
return ToolTipText;
}
FSlateColor GetForegroundColor() const
{
AActor* Actor = ActorPtr.Get();
// Color LevelInstances differently if they are being edited
if (const ILevelInstanceInterface* LevelInstance = Cast<ILevelInstanceInterface>(Actor))
{
if (LevelInstance->IsEditing())
{
return FAppStyle::Get().GetSlateColor("Colors.AccentGreen");
}
}
auto TreeItem = TreeItemPtr.Pin();
if (auto BaseColor = FSceneOutlinerCommonLabelData::GetForegroundColor(*TreeItem))
{
return BaseColor.GetValue();
}
if (!Actor)
{
// Deleted actor!
return FLinearColor(0.2f, 0.2f, 0.25f);
}
UWorld* OwningWorld = Actor->GetWorld();
if (!OwningWorld)
{
// Deleted world!
return FLinearColor(0.2f, 0.2f, 0.25f);
}
const bool bRepresentingPIEWorld = TreeItem->Actor->GetWorld()->IsPlayInEditor();
if (bRepresentingPIEWorld && !TreeItem->bExistsInCurrentWorldAndPIE)
{
// Highlight actors that are exclusive to PlayWorld
return FLinearColor(0.9f, 0.8f, 0.4f);
}
// also darken items that are non selectable in the active mode(s)
const bool bInSelected = true;
const bool bSelectEvenIfHidden = true; // @todo outliner: Is this actually OK?
if (!GEditor->CanSelectActor(Actor, bInSelected, bSelectEvenIfHidden))
{
return FSceneOutlinerCommonLabelData::DarkColor;
}
return FSlateColor::UseForeground();
}
bool OnVerifyItemLabelChanged(const FText& InLabel, FText& OutErrorMessage)
{
return FActorEditorUtils::ValidateActorName(InLabel, OutErrorMessage);
}
void OnLabelCommitted(const FText& InLabel, ETextCommit::Type InCommitInfo)
{
auto* Actor = ActorPtr.Get();
if (Actor && Actor->IsActorLabelEditable() && !InLabel.ToString().Equals(Actor->GetActorLabel(), ESearchCase::CaseSensitive))
{
const FScopedTransaction Transaction(LOCTEXT("SceneOutlinerRenameActorTransaction", "Rename Actor"));
FActorLabelUtilities::RenameExistingActor(Actor, InLabel.ToString());
auto Outliner = WeakSceneOutliner.Pin();
if (Outliner.IsValid())
{
Outliner->SetKeyboardFocus();
}
}
}
void OnEnterEditingMode()
{
bInEditingMode = true;
}
void OnExitEditingMode()
{
bInEditingMode = false;
}
bool bInEditingMode = false;
};
FActorTreeItem::FActorTreeItem(AActor* InActor)
: IActorBaseTreeItem(Type)
, Actor(InActor)
, ID(InActor)
{
check(InActor);
UpdateDisplayStringInternal();
Flags.bIsExpanded = InActor->bDefaultOutlinerExpansionState;
bExistsInCurrentWorldAndPIE = GEditor->ObjectsThatExistInEditorWorld.Get(InActor);
}
FSceneOutlinerTreeItemID FActorTreeItem::GetID() const
{
return ID;
}
FFolder::FRootObject FActorTreeItem::GetRootObject() const
{
AActor* ActorPtr = Actor.Get();
return ActorPtr ? ActorPtr->GetFolderRootObject() : nullptr;
}
FString FActorTreeItem::GetDisplayString() const
{
return DisplayString;
}
bool FActorTreeItem::CanInteract() const
{
AActor* ActorPtr = Actor.Get();
if (!ActorPtr || !Flags.bInteractive)
{
return false;
}
const bool bInSelected = true;
const bool bSelectEvenIfHidden = true; // @todo outliner: Is this actually OK?
if (!GEditor->CanSelectActor(ActorPtr, bInSelected, bSelectEvenIfHidden))
{
return false;
}
return true;
}
TSharedRef<SWidget> FActorTreeItem::GenerateLabelWidget(ISceneOutliner& Outliner, const STableRow<FSceneOutlinerTreeItemPtr>& InRow)
{
return SNew(SActorTreeLabel, *this, Outliner, InRow);
}
bool FActorTreeItem::ShouldShowPinnedState() const
{
if (const AActor* ActorPtr = Actor.Get())
{
const ULevel* Level = ActorPtr->GetLevel();
const UWorld* World = Level->GetWorld();
return !World->IsGameWorld() && !!Level->GetWorldPartition();
}
return false;
}
bool FActorTreeItem::ShouldShowVisibilityState() const
{
if (const AActor* ActorPtr = Actor.Get())
{
const ULevel* Level = ActorPtr->GetLevel();
return Level->IsPersistentLevel() || !Level->IsInstancedLevel();
}
return false;
}
void FActorTreeItem::OnVisibilityChanged(const bool bNewVisibility)
{
// Save the actor to the transaction buffer to support undo/redo, but do
// not call Modify, as we do not want to dirty the actor's package and
// we're only editing temporary, transient values
SaveToTransactionBuffer(Actor.Get(), false);
Actor->SetIsTemporarilyHiddenInEditor(!bNewVisibility);
}
bool FActorTreeItem::GetVisibility() const
{
// We want deleted actors to appear as if they are visible to minimize visual clutter.
return !Actor.IsValid() || !Actor->IsTemporarilyHiddenInEditor(true);
}
bool FActorTreeItem::GetPinnedState() const
{
if (Actor.IsValid())
{
if (const UWorld* const World = Actor->GetWorld())
{
if (const UWorldPartition* const WorldPartition = World->GetWorldPartition())
{
return WorldPartition->IsActorPinned(Actor->GetActorGuid());
}
}
}
return false;
}
void FActorTreeItem::OnLabelChanged()
{
UpdateDisplayString();
}
void FActorTreeItem::GenerateContextMenu(UToolMenu* Menu, SSceneOutliner& Outliner)
{
const AActor* ActorPtr = Actor.Get();
const ILevelInstanceInterface* LevelInstance = Cast<ILevelInstanceInterface>(ActorPtr);
if (LevelInstance && LevelInstance->IsEditing())
{
auto SharedOutliner = StaticCastSharedRef<SSceneOutliner>(Outliner.AsShared());
const FSlateIcon NewFolderIcon(FAppStyle::GetAppStyleSetName(), "SceneOutliner.NewFolderIcon");
FToolMenuSection& Section = Menu->AddSection("Section");
Section.AddMenuEntry("CreateFolder", LOCTEXT("CreateFolder", "Create Folder"), FText(), NewFolderIcon, FUIAction(FExecuteAction::CreateSP(&Outliner, &SSceneOutliner::CreateFolder)));
}
}
const FGuid& FActorTreeItem::GetGuid() const
{
static const FGuid InvalidGuid;
return Actor.IsValid() ? Actor->GetActorGuid() : InvalidGuid;
}
void FActorTreeItem::UpdateDisplayString()
{
UpdateDisplayStringInternal();
}
void FActorTreeItem::UpdateDisplayStringInternal()
{
DisplayString = Actor.IsValid() ? Actor->GetActorLabel() : TEXT("None");
}
#undef LOCTEXT_NAMESPACE