Files
UnrealEngineUWP/Engine/Source/Developer/AssetTools/Public/CollectionAssetManagement.h
jamie dale bbffdb8e81 Moved CollectionAssetManagement to AssetTools so it can be shared
#jira
#rb none
#rnx

#ROBOMERGE-SOURCE: CL 13006995 via CL 13007016 via CL 13007026 via CL 13007030
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 13007036 by jamie dale in Main branch]
2020-04-23 10:44:49 -04:00

67 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AssetData.h"
#include "CollectionManagerTypes.h"
#include "Styling/SlateTypes.h"
/** Handles the collection management for the given assets */
class ASSETTOOLS_API FCollectionAssetManagement
{
public:
/** Constructor */
FCollectionAssetManagement();
/** Destructor */
~FCollectionAssetManagement();
/** Set the assets that we are currently observing and managing the collection state of */
void SetCurrentAssets(const TArray<FAssetData>& CurrentAssets);
/** Add the current assets to the given collection */
void AddCurrentAssetsToCollection(FCollectionNameType InCollectionKey);
/** Remove the current assets from the given collection */
void RemoveCurrentAssetsFromCollection(FCollectionNameType InCollectionKey);
/** Return whether or not the given collection should be enabled in any management UIs */
bool IsCollectionEnabled(FCollectionNameType InCollectionKey) const;
/** Get the check box state the given collection should use in any management UIs */
ECheckBoxState GetCollectionCheckState(FCollectionNameType InCollectionKey) const;
private:
/** Update the internal state used to track the check box status for each collection */
void UpdateAssetManagementState();
/** Handles an on collection renamed event */
void HandleCollectionRenamed(const FCollectionNameType& OriginalCollection, const FCollectionNameType& NewCollection);
/** Handles an on collection updated event */
void HandleCollectionUpdated(const FCollectionNameType& Collection);
/** Handles an on collection destroyed event */
void HandleCollectionDestroyed(const FCollectionNameType& Collection);
/** Handles assets being added to a collection */
void HandleAssetsAddedToCollection(const FCollectionNameType& Collection, const TArray<FName>& AssetsAdded);
/** Handles assets being removed from a collection */
void HandleAssetsRemovedFromCollection(const FCollectionNameType& Collection, const TArray<FName>& AssetsRemoved);
/** Set of asset paths that we are currently observing and managing the collection state of */
TSet<FName> CurrentAssetPaths;
/** Mapping between a collection and its asset management state (based on the current assets). A missing item is assumed to be unchecked */
TMap<FCollectionNameType, ECheckBoxState> AssetManagementState;
/** Delegate handles */
FDelegateHandle OnCollectionRenamedHandle;
FDelegateHandle OnCollectionDestroyedHandle;
FDelegateHandle OnCollectionUpdatedHandle;
FDelegateHandle OnAssetsAddedHandle;
FDelegateHandle OnAssetsRemovedHandle;
};