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UETOOL-332 - Collections 2.0 UETOOL-369 - Want nested collections with collapsing We now have version 2 collections which maintain a persistent GUID for each collection. Existing collections will be lazily updated to this version when they need to be re-saved. This GUID is used by child collections to keep track their parents, and the collections view (as well as the quick asset management) now show a tree of collections. Collections in the main collection view tree can be re-parented via drag and drop. Performing Content Browser searches against a given collection will also test to see if an object exists in child collections, and the asset view will now show you folder entries for child collections when viewing a parent (if folders are enabled in your Content Browser view settings). [CL 2593321 by Jamie Dale in Main branch]
153 lines
6.0 KiB
C++
153 lines
6.0 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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struct ECollectionVersion
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{
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enum Type
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{
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_ZeroVersion = 0,
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/** The initial version for collection files */
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Initial,
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/**
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* Added GUIDs to collections to allow them to be used as a parent of another collection without relying on their name/share-type combo
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* Collections that are older than this version must be re-saved before they can be used as a parent for another collection
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*/
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AddedCollectionGuid,
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/** -----<new versions can be added before this line>------------------------------------------------- */
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_AutomaticVersionPlusOne,
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CurrentVersion = _AutomaticVersionPlusOne - 1
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};
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};
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enum class ECollectionCloneMode : uint8
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{
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/** Clone this collection exactly as it is now, preserving its existing GUID data */
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Exact,
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/** Clone this collection, but make sure it gets unique GUIDs */
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Unique,
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};
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/** A class to represent a collection of assets */
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class FCollection
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{
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public:
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FCollection(const FString& InFilename, bool InUseSCC);
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/** Clone this collection to a new location */
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TSharedRef<FCollection> Clone(const FString& InFilename, bool InUseSCC, ECollectionCloneMode InCloneMode) const;
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/** Loads content from the SourceFilename into this collection. If false, OutError is a human readable warning depicting the error. */
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bool Load(FText& OutError);
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/** Saves this collection to SourceFilename. If false, OutError is a human readable warning depicting the error. */
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bool Save(FText& OutError);
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/** Deletes the source file for this collection. If false, OutError is a human readable warning depicting the error. */
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bool DeleteSourceFile(FText& OutError);
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/** Adds a single asset to the collection. Static collections only. */
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bool AddAssetToCollection(FName ObjectPath);
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/** Removes a single asset from the collection. Static collections only. */
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bool RemoveAssetFromCollection(FName ObjectPath);
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/** Gets a list of assets in the collection. Static collections only. */
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void GetAssetsInCollection(TArray<FName>& Assets) const;
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/** Gets a list of classes in the collection. Static collections only. */
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void GetClassesInCollection(TArray<FName>& Classes) const;
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/** Gets a list of objects in the collection. Static collections only. */
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void GetObjectsInCollection(TArray<FName>& Objects) const;
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/** Returns true when the specified object is in the collection. Static collections only. */
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bool IsObjectInCollection(FName ObjectPath) const;
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/** Returns true if the collection contains rules instead of a flat list */
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bool IsDynamic() const;
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/** Whether the collection has any contents */
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bool IsEmpty() const;
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/** Logs the contents of the collection */
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void PrintCollection() const;
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/** Returns the name of the collection */
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FORCEINLINE const FName& GetCollectionName() const { return CollectionName; }
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/** Returns the GUID of the collection */
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FORCEINLINE const FGuid& GetCollectionGuid() const { return CollectionGuid; }
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/** Returns the GUID of the collection we are parented under */
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FORCEINLINE const FGuid& GetParentCollectionGuid() const { return ParentCollectionGuid; }
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/** Set the GUID of the collection we are parented under */
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FORCEINLINE void SetParentCollectionGuid(const FGuid& NewGuid) { ParentCollectionGuid = NewGuid; }
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/** Returns the file version of the collection */
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FORCEINLINE ECollectionVersion::Type GetCollectionVersion() const { return FileVersion; }
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private:
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/** Generates the header pairs for the collection file. */
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void SaveHeaderPairs(TMap<FString,FString>& OutHeaderPairs) const;
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/**
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* Processes header pairs from the top of a collection file.
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*
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* @param InHeaderPairs The header pairs found at the start of a collection file
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* @return true if the header was valid and loaded properly
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*/
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bool LoadHeaderPairs(const TMap<FString,FString>& InHeaderPairs);
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/** Merges the assets from the specified collection with this collection */
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void MergeWithCollection(const FCollection& Other);
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/** Gets the object differences between collections A and B */
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void GetObjectDifferencesFromDisk(TArray<FName>& ObjectsAdded, TArray<FName>& ObjectsRemoved);
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/** Checks the shared collection out from source control so it may be saved. If false, OutError is a human readable warning depicting the error. */
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bool CheckoutCollection(FText& OutError);
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/** Checks the shared collection in to source control after it is saved. If false, OutError is a human readable warning depicting the error. */
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bool CheckinCollection(FText& OutError);
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/** Reverts the collection in the event that the save was not successful. If false, OutError is a human readable warning depicting the error.*/
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bool RevertCollection(FText& OutError);
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/** Marks the source file for delete in source control. If false, OutError is a human readable warning depicting the error. */
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bool DeleteFromSourceControl(FText& OutError);
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private:
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/** Snapshot data for a collection. Used to take snapshots and provide a diff message */
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struct FCollectionSnapshot
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{
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void TakeSnapshot(const FCollection& InCollection)
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{
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ParentCollectionGuid = InCollection.ParentCollectionGuid;
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ObjectSet = InCollection.ObjectSet;
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}
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/** The GUID of the collection we are parented under */
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FGuid ParentCollectionGuid;
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/** The set of objects in the collection. Takes the form PackageName.AssetName */
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TSet<FName> ObjectSet;
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};
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/** The name of the collection */
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FName CollectionName;
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/** The GUID of the collection */
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FGuid CollectionGuid;
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/** The GUID of the collection we are parented under */
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FGuid ParentCollectionGuid;
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/** Source control is used if true */
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bool bUseSCC;
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/** The filename used to load this collection. Empty if it is new or never loaded from disk. */
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FString SourceFilename;
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/** The set of objects in the collection. Takes the form PackageName.AssetName */
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TSet<FName> ObjectSet;
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/** The file version for this collection */
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ECollectionVersion::Type FileVersion;
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/** The state of the collection the last time it was loaded from or saved to disk. */
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FCollectionSnapshot DiskSnapshot;
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};
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