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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]
141 lines
3.6 KiB
C++
141 lines
3.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ClassIconFinder.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Class.h"
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#include "AssetRegistry/AssetData.h"
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#include "Engine/Blueprint.h"
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#include "Engine/Brush.h"
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const FSlateBrush* FClassIconFinder::FindIconForActors(const TArray< TWeakObjectPtr<AActor> >& InActors, UClass*& CommonBaseClass)
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{
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// Get the common base class of the selected actors
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FSlateIcon CommonIcon;
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for( int32 ActorIdx = 0; ActorIdx < InActors.Num(); ++ActorIdx )
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{
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TWeakObjectPtr<const AActor> Actor = InActors[ActorIdx];
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UClass* ObjClass = Actor->GetClass();
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check(ObjClass);
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if (!CommonBaseClass)
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{
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CommonBaseClass = ObjClass;
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}
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while (!ObjClass->IsChildOf(CommonBaseClass))
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{
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CommonBaseClass = CommonBaseClass->GetSuperClass();
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}
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FSlateIcon ActorIcon = FindSlateIconForActor(Actor);
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if (!CommonIcon.IsSet())
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{
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CommonIcon = ActorIcon;
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}
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if (CommonIcon != ActorIcon)
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{
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CommonIcon = FSlateIconFinder::FindIconForClass(CommonBaseClass);
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}
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}
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return CommonIcon.GetOptionalIcon();
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}
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FSlateIcon FClassIconFinder::FindSlateIconForActor( const TWeakObjectPtr<const AActor>& InActor )
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{
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// Actor specific overrides to normal per-class icons
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const AActor* Actor = InActor.Get();
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if ( Actor )
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{
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FName IconName = Actor->GetCustomIconName();
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if (IconName != NAME_None)
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{
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return FSlateIconFinder::FindIcon(IconName);
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}
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// Actor didn't specify an icon - fallback on the class icon
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return FSlateIconFinder::FindIconForClass(Actor->GetClass());
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}
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else
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{
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// If the actor reference is NULL it must have been deleted
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return FSlateIconFinder::FindIcon("ClassIcon.Deleted");
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}
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}
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const FSlateBrush* FClassIconFinder::FindIconForActor( const TWeakObjectPtr<const AActor>& InActor )
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{
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return FindSlateIconForActor(InActor).GetOptionalIcon();
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}
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const UClass* FClassIconFinder::GetIconClassForBlueprint(const UBlueprint* InBlueprint)
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{
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if ( !InBlueprint )
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{
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return nullptr;
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}
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// If we're loaded and have a generated class, just use that
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if ( const UClass* GeneratedClass = InBlueprint->GeneratedClass )
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{
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return GeneratedClass;
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}
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// We don't have a generated class, so instead try and use the parent class from our meta-data
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return GetIconClassForAssetData(FAssetData(InBlueprint));
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}
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const UClass* FClassIconFinder::GetIconClassForAssetData(const FAssetData& InAssetData, bool* bOutIsClassType)
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{
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if ( bOutIsClassType )
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{
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*bOutIsClassType = false;
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}
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UClass* AssetClass = FindObjectSafe<UClass>(InAssetData.AssetClassPath);
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if ( !AssetClass )
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{
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return nullptr;
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}
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if ( AssetClass == UClass::StaticClass() )
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{
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if ( bOutIsClassType )
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{
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*bOutIsClassType = true;
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}
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return FindObject<UClass>(nullptr, *InAssetData.ObjectPath.ToString());
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}
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static const FName IgnoreClassThumbnail(TEXT("IgnoreClassThumbnail"));
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if ( (AssetClass->IsChildOf<UBlueprint>() || AssetClass->IsChildOf<UBlueprintGeneratedClass>()) &&
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!AssetClass->HasMetaDataHierarchical(IgnoreClassThumbnail))
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{
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if ( bOutIsClassType )
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{
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*bOutIsClassType = true;
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}
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// We need to use the asset data to get the parent class as the blueprint may not be loaded
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FString ParentClassName;
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if ( !InAssetData.GetTagValue(FBlueprintTags::NativeParentClassPath, ParentClassName) )
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{
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InAssetData.GetTagValue(FBlueprintTags::ParentClassPath, ParentClassName);
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}
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if ( !ParentClassName.IsEmpty() )
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{
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UObject* Outer = nullptr;
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ResolveName(Outer, ParentClassName, false, false);
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return FindObject<UClass>(Outer, *ParentClassName);
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}
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}
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// Default to using the class for the asset type
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return AssetClass;
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}
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