Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/Settings/BlueprintEditorProjectSettingsCustomization.cpp
Phillip Kavan 38e6b760c3 Customized Blueprint editor and project settings for global namespace imports entry.
Change summary:
- Moved base "managed list" customization out into its own class so that it can be shared with editor/project settings customization.
- Refactored Blueprint global options (i.e. Class Settings) details customization to utilize the new "managed list" base class.
- Removed filter text as a customizable managed list display option and redefined it to be more consistent with property editor nodes.
- Fixed the "Imports" display in Class Settings to no longer list global imports in the non-default section.
- Added a new details customization for UBlueprintEditorSettings.
- Added a customized editor for the 'NamespacesToAlwaysInclude' property for both local user settings and shared project settings.
- Moved the "Add" button for imports and interfaces to be on the same line as the header row (eliminates some wasted space in the details view).
- Fixed up global import property display names and tooltips to be more descriptive.
- Fixed an issue that prevented reselection of the previous namespace setting in the Blueprint namespace entry combo box after clearing it.
- Fixed the incorrect vertical alignment of import/interface item rows.

#jira UE-143552, UE-133369, UE-136904, UE-142557
#rb Ben.Hoffman
#preflight 622ba26c46679d56c31dddda

[CL 19365260 by Phillip Kavan in ue5-main branch]
2022-03-11 19:47:16 -05:00

128 lines
5.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BlueprintEditorProjectSettingsCustomization.h"
#include "BlueprintEditorSettings.h"
#include "Settings/BlueprintEditorProjectSettings.h"
#include "PropertyHandle.h"
#include "DetailLayoutBuilder.h"
#include "IDetailPropertyRow.h"
#include "DetailWidgetRow.h"
#include "PropertyCustomizationHelpers.h"
#include "BlueprintManagedListDetails.h"
#include "SBlueprintNamespaceEntry.h"
#include "ScopedTransaction.h"
#define LOCTEXT_NAMESPACE "FBlueprintEditorProjectSettingsCustomization"
namespace UE::Editor::BlueprintEditorProjectSettingsCustomization::Private
{
class FBlueprintGlobalProjectImportsLayout : public FBlueprintManagedListDetails, public TSharedFromThis<FBlueprintGlobalProjectImportsLayout>
{
public:
FBlueprintGlobalProjectImportsLayout(TSharedRef<IPropertyHandle> InPropertyHandle)
: FBlueprintManagedListDetails()
, PropertyHandle(InPropertyHandle)
{
DisplayOptions.TitleText = PropertyHandle->GetPropertyDisplayName();
DisplayOptions.TitleTooltipText = PropertyHandle->GetToolTipText();
DisplayOptions.NoItemsLabelText = LOCTEXT("NoGlobalImports", "None");
// Add a custom edit condition to link it to the editor's namespace feature toggle flag (for consistency w/ the editor-specific set).
DisplayOptions.EditCondition = TAttribute<bool>::CreateLambda([]()
{
return GetDefault<UBlueprintEditorSettings>()->bEnableNamespaceEditorFeatures;
});
}
protected:
/** FBlueprintManagedListDetails interface*/
virtual TSharedPtr<SWidget> MakeAddItemWidget() override
{
return SNew(SBlueprintNamespaceEntry)
.AllowTextEntry(false)
.OnNamespaceSelected(this, &FBlueprintGlobalProjectImportsLayout::OnNamespaceSelected)
.OnFilterNamespaceList(this, &FBlueprintGlobalProjectImportsLayout::OnFilterNamespaceList)
.ButtonContent()
[
SNew(STextBlock)
.Text(LOCTEXT("BlueprintAddGlobalImportButton", "Add"))
.ToolTipText(LOCTEXT("BlueprintAddGlobalImportButton_Tooltip", "Choose a namespace that all Blueprints in this project should import by default (applies to all users)."))
];
}
virtual void GetManagedListItems(TArray<FManagedListItem>& OutListItems) const override
{
for(const FString& GlobalNamespace : GetDefault<UBlueprintEditorProjectSettings>()->NamespacesToAlwaysInclude)
{
FManagedListItem ItemDesc;
ItemDesc.ItemName = GlobalNamespace;
ItemDesc.DisplayName = FText::FromString(GlobalNamespace);
ItemDesc.bIsRemovable = true;
OutListItems.Add(MoveTemp(ItemDesc));
}
}
virtual void OnRemoveItem(const FManagedListItem& Item)
{
FScopedTransaction Transaction(LOCTEXT("RemoveGlobalImport_Transaction", "Remove Global Import"));
UBlueprintEditorProjectSettings* BlueprintEditorProjectSettings = GetMutableDefault<UBlueprintEditorProjectSettings>();
check(BlueprintEditorProjectSettings);
PropertyHandle->NotifyPreChange();
BlueprintEditorProjectSettings->NamespacesToAlwaysInclude.Remove(Item.ItemName);
PropertyHandle->NotifyPostChange(EPropertyChangeType::ArrayRemove);
PropertyHandle->NotifyFinishedChangingProperties();
RegenerateChildContent();
}
/** END FBlueprintManagedListDetails interface */
void OnNamespaceSelected(const FString& InNamespace)
{
FScopedTransaction Transaction(LOCTEXT("AddGlobalImport_Transaction", "Add Global Import"));
UBlueprintEditorProjectSettings* BlueprintEditorProjectSettings = GetMutableDefault<UBlueprintEditorProjectSettings>();
check(BlueprintEditorProjectSettings);
PropertyHandle->NotifyPreChange();
BlueprintEditorProjectSettings->NamespacesToAlwaysInclude.AddUnique(InNamespace);
PropertyHandle->NotifyPostChange(EPropertyChangeType::ArrayAdd);
PropertyHandle->NotifyFinishedChangingProperties();
RegenerateChildContent();
}
void OnFilterNamespaceList(TArray<FString>& InOutNamespaceList)
{
for (const FString& GlobalNamespace : GetDefault<UBlueprintEditorProjectSettings>()->NamespacesToAlwaysInclude)
{
InOutNamespaceList.RemoveSwap(GlobalNamespace);
}
}
private:
TSharedRef<IPropertyHandle> PropertyHandle;
};
}
TSharedRef<IDetailCustomization> FBlueprintEditorProjectSettingsCustomization::MakeInstance()
{
return MakeShared<FBlueprintEditorProjectSettingsCustomization>();
}
void FBlueprintEditorProjectSettingsCustomization::CustomizeDetails(IDetailLayoutBuilder& LayoutBuilder)
{
static FName PropertyName_NamespacesToAlwaysInclude = GET_MEMBER_NAME_CHECKED(UBlueprintEditorProjectSettings, NamespacesToAlwaysInclude);
TSharedRef<IPropertyHandle> PropertyHandle_NamespacesToAlwaysInclude = LayoutBuilder.GetProperty(PropertyName_NamespacesToAlwaysInclude);
PropertyHandle_NamespacesToAlwaysInclude->MarkHiddenByCustomization();
IDetailCategoryBuilder& CategoryBuilder = LayoutBuilder.EditCategory(PropertyHandle_NamespacesToAlwaysInclude->GetDefaultCategoryName());
CategoryBuilder.AddCustomBuilder(MakeShared<UE::Editor::BlueprintEditorProjectSettingsCustomization::Private::FBlueprintGlobalProjectImportsLayout>(PropertyHandle_NamespacesToAlwaysInclude));
}
#undef LOCTEXT_NAMESPACE