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#preflight 6272a74d2f6d177be3c6fdda #rb Matt.Kuhlenschmidt #ROBOMERGE-OWNER: Lauren.Barnes #ROBOMERGE-AUTHOR: lauren.barnes #ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690) #ROBOMERGE-CONFLICT from-shelf [CL 20105363 by Lauren Barnes in ue5-main branch]
57 lines
1.9 KiB
C++
57 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SceneOutlinerItemLabelColumn.h"
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#include "Widgets/Text/STextBlock.h"
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#include "Widgets/SBoxPanel.h"
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#include "Widgets/Layout/SBox.h"
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#include "Widgets/Views/STableRow.h"
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#include "Widgets/SOverlay.h"
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#include "Engine/GameViewportClient.h"
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#include "Framework/Application/SlateApplication.h"
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#include "Widgets/Images/SImage.h"
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#include "Styling/AppStyle.h"
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#include "Editor.h"
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#include "ScopedTransaction.h"
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#include "SceneOutlinerStandaloneTypes.h"
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#include "ISceneOutlinerMode.h"
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#include "SceneOutlinerDragDrop.h"
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#include "Widgets/Views/SListView.h"
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#include "SortHelper.h"
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#include "Widgets/SToolTip.h"
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#define LOCTEXT_NAMESPACE "SceneOutlinerItemLabelColumn"
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FName FSceneOutlinerItemLabelColumn::GetColumnID()
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{
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return GetID();
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}
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SHeaderRow::FColumn::FArguments FSceneOutlinerItemLabelColumn::ConstructHeaderRowColumn()
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{
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return SHeaderRow::Column(GetColumnID())
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.FillWidth( 5.0f );
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}
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const TSharedRef<SWidget> FSceneOutlinerItemLabelColumn::ConstructRowWidget(FSceneOutlinerTreeItemRef TreeItem, const STableRow<FSceneOutlinerTreeItemPtr>& Row)
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{
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ISceneOutliner* Outliner = WeakSceneOutliner.Pin().Get();
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check(Outliner);
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return TreeItem->GenerateLabelWidget(*Outliner, Row);
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}
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void FSceneOutlinerItemLabelColumn::PopulateSearchStrings( const ISceneOutlinerTreeItem& Item, TArray< FString >& OutSearchStrings ) const
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{
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OutSearchStrings.Add(Item.GetDisplayString());
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}
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void FSceneOutlinerItemLabelColumn::SortItems(TArray<FSceneOutlinerTreeItemPtr>& OutItems, const EColumnSortMode::Type SortMode) const
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{
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typedef FSceneOutlinerSortHelper<int32, SceneOutliner::FNumericStringWrapper> FSort;
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FSort()
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.Primary([this](const ISceneOutlinerTreeItem& Item){ return WeakSceneOutliner.Pin()->GetTypeSortPriority(Item); }, SortMode)
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.Secondary([](const ISceneOutlinerTreeItem& Item){ return SceneOutliner::FNumericStringWrapper(Item.GetDisplayString()); }, SortMode)
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.Sort(OutItems);
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}
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#undef LOCTEXT_NAMESPACE
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