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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]
152 lines
4.3 KiB
C++
152 lines
4.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "ClassViewerNode.h"
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#include "Engine/Blueprint.h"
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#include "GameFramework/Actor.h"
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#include "Engine/Brush.h"
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#include "ClassViewerFilter.h"
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#include "PropertyHandle.h"
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FClassViewerNode::FClassViewerNode(UClass* InClass)
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{
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Class = InClass;
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ClassName = MakeShareable(new FString(Class->GetName()));
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ClassDisplayName = MakeShareable(new FString(Class->GetDisplayNameText().ToString()));
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ClassPath = Class->GetPathName();
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if (Class->GetSuperClass())
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{
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ParentClassPath = Class->GetSuperClass()->GetClassPathName();
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}
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if (Class->ClassGeneratedBy && Class->ClassGeneratedBy->IsA(UBlueprint::StaticClass()))
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{
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Blueprint = Cast<UBlueprint>(Class->ClassGeneratedBy);
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}
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else
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{
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Blueprint = nullptr;
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}
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bPassesFilter = false;
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bPassesFilterRegardlessTextFilter = false;
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}
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FClassViewerNode::FClassViewerNode(const FString& InClassName, const FString& InClassDisplayName)
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{
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ClassName = MakeShareable(new FString(InClassName));
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ClassDisplayName = MakeShareable(new FString(InClassDisplayName));
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bPassesFilter = false;
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bPassesFilterRegardlessTextFilter = false;
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Class = nullptr;
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Blueprint = nullptr;
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}
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FClassViewerNode::FClassViewerNode( const FClassViewerNode& InCopyObject)
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{
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ClassName = InCopyObject.ClassName;
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ClassDisplayName = InCopyObject.ClassDisplayName;
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bPassesFilter = InCopyObject.bPassesFilter;
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bPassesFilterRegardlessTextFilter = InCopyObject.bPassesFilterRegardlessTextFilter;
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Class = InCopyObject.Class;
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Blueprint = InCopyObject.Blueprint;
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UnloadedBlueprintData = InCopyObject.UnloadedBlueprintData;
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ClassPath = InCopyObject.ClassPath;
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ParentClassPath = InCopyObject.ParentClassPath;
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ClassName = InCopyObject.ClassName;
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BlueprintAssetPath = InCopyObject.BlueprintAssetPath;
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// We do not want to copy the child list, do not add it. It should be the only item missing.
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}
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/**
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* Adds the specified child to the node.
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*
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* @param Child The child to be added to this node for the tree.
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*/
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void FClassViewerNode::AddChild( TSharedPtr<FClassViewerNode> Child )
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{
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check(Child.IsValid());
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Child->ParentNode = AsShared();
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ChildrenList.Add(Child);
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}
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bool FClassViewerNode::IsRestricted() const
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{
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return PropertyHandle.IsValid() && PropertyHandle->IsRestricted(*ClassName);
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}
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TSharedPtr<FString> FClassViewerNode::GetClassName(EClassViewerNameTypeToDisplay NameType) const
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{
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switch (NameType)
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{
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case EClassViewerNameTypeToDisplay::ClassName:
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return ClassName;
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break;
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case EClassViewerNameTypeToDisplay::DisplayName:
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return ClassDisplayName;
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break;
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case EClassViewerNameTypeToDisplay::Dynamic:
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FString CombinedName;
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FString SanitizedName = FName::NameToDisplayString(*ClassName.Get(), false);
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if (ClassDisplayName.IsValid() && !ClassDisplayName->IsEmpty() && !ClassDisplayName->Equals(SanitizedName) && !ClassDisplayName->Equals(*ClassName.Get()))
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{
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TArray<FStringFormatArg> Args;
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Args.Add(*ClassName.Get());
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Args.Add(*ClassDisplayName.Get());
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CombinedName = FString::Format(TEXT("{0} ({1})"), Args);
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}
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else
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{
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CombinedName = *ClassName.Get();
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}
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return MakeShareable(new FString(CombinedName));
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break;
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}
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ensureMsgf(false, TEXT("FClassViewerNode::GetClassName called with invalid name type."));
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return ClassName;
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}
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bool FClassViewerNode::IsClassPlaceable() const
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{
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const UClass* LoadedClass = Class.Get();
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if (LoadedClass)
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{
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const bool bPlaceableFlags = !LoadedClass->HasAnyClassFlags(CLASS_Abstract | CLASS_NotPlaceable);
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const bool bBasedOnActor = LoadedClass->IsChildOf(AActor::StaticClass());
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const bool bNotABrush = !LoadedClass->IsChildOf(ABrush::StaticClass());
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return bPlaceableFlags && bBasedOnActor && bNotABrush;
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}
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if (UnloadedBlueprintData.IsValid())
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{
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const bool bPlaceableFlags = !UnloadedBlueprintData->HasAnyClassFlags(CLASS_Abstract | CLASS_NotPlaceable);
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const bool bBasedOnActor = UnloadedBlueprintData->IsChildOf(AActor::StaticClass());
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const bool bNotABrush = !UnloadedBlueprintData->IsChildOf(ABrush::StaticClass());
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return bPlaceableFlags && bBasedOnActor && bNotABrush;
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}
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return false;
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}
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bool FClassViewerNode::IsBlueprintClass() const
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{
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return BlueprintAssetPath != NAME_None;
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}
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bool FClassViewerNode::IsEditorOnlyClass() const
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{
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return Class.IsValid() && IsEditorOnlyObject(Class.Get());
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}
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TSharedPtr< FClassViewerNode > FClassViewerNode::GetParentNode() const
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{
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return ParentNode.Pin();
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}
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