Files
UnrealEngineUWP/Engine/Source/Editor/ContentBrowser/Private/SPathView.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

308 lines
12 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "SlateFwd.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Input/Reply.h"
#include "Widgets/SCompoundWidget.h"
#include "AssetData.h"
#include "Widgets/Views/STableViewBase.h"
#include "Widgets/Views/STableRow.h"
#include "Widgets/Views/STreeView.h"
#include "Misc/TextFilter.h"
#include "ContentBrowserDelegates.h"
struct FHistoryData;
struct FTreeItem;
typedef TTextFilter< const FString& > FolderTextFilter;
/**
* The tree view of folders which contain content.
*/
class SPathView : public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS( SPathView )
: _FocusSearchBoxWhenOpened(true)
, _ShowTreeTitle(false)
, _ShowSearchBar(true)
, _ShowSeparator(true)
, _AllowContextMenu(true)
, _AllowClassesFolder(false)
, _SelectionMode( ESelectionMode::Multi )
{}
/** Content displayed to the left of the search bar */
SLATE_NAMED_SLOT( FArguments, SearchContent )
/** Called when a tree paths was selected */
SLATE_EVENT( FOnPathSelected, OnPathSelected )
/** Called when a context menu is opening on a folder */
SLATE_EVENT( FOnGetFolderContextMenu, OnGetFolderContextMenu )
/** Called a context menu is opening on a folder */
SLATE_EVENT( FContentBrowserMenuExtender_SelectedPaths, OnGetPathContextMenuExtender )
/** If true, the search box will be focus the frame after construction */
SLATE_ARGUMENT( bool, FocusSearchBoxWhenOpened )
/** If true, The tree title will be displayed */
SLATE_ARGUMENT( bool, ShowTreeTitle )
/** If true, The tree search bar will be displayed */
SLATE_ARGUMENT( bool, ShowSearchBar )
/** If true, The tree search bar separator be displayed */
SLATE_ARGUMENT( bool, ShowSeparator )
/** If false, the context menu will be suppressed */
SLATE_ARGUMENT( bool, AllowContextMenu )
/** If false, the classes folder will be suppressed */
SLATE_ARGUMENT( bool, AllowClassesFolder )
/** The selection mode for the tree view */
SLATE_ARGUMENT( ESelectionMode::Type, SelectionMode )
SLATE_END_ARGS()
/** Destructor */
~SPathView();
/** Constructs this widget with InArgs */
void Construct( const FArguments& InArgs );
/** Sets focus to the search box */
void FocusSearchBox();
/** Selects the closest matches to the supplied paths in the tree. "/" delimited */
void SetSelectedPaths(const TArray<FString>& Paths);
/** Clears selection of all paths */
void ClearSelection();
/** Returns the first selected path in the tree view */
FString GetSelectedPath() const;
/** Returns all selected paths in the tree view */
TArray<FString> GetSelectedPaths() const;
/** Adds nodes to the tree in order to construct the specified path. If bUserNamed is true, the user will name the folder and Path includes the default name. */
TSharedPtr<FTreeItem> AddPath(const FString& Path, bool bUserNamed = false);
/** Attempts to removed the folder at the end of the specified path from the tree. Returns true when successful. */
bool RemovePath(const FString& Path);
/** Sets up an inline rename for the specified folder */
void RenameFolder(const FString& FolderToRename);
/** Selects the paths containing the specified assets.
*
* @param AssetDataList - A list of assets to sync the view to
*
* @param bAllowImplicitSync - true to allow the view to sync to parent folders if they are already selected,
* false to force the view to select the explicit Parent folders of each asset
*/
void SyncToAssets( const TArray<FAssetData>& AssetDataList, const bool bAllowImplicitSync = false );
/** Finds the item that represents the specified path, if it exists. */
TSharedPtr<FTreeItem> FindItemRecursive(const FString& Path) const;
/** Sets the state of the path view to the one described by the history data */
void ApplyHistoryData ( const FHistoryData& History );
/** Saves any settings to config that should be persistent between editor sessions */
void SaveSettings(const FString& IniFilename, const FString& IniSection, const FString& SettingsString) const;
/** Loads any settings to config that should be persistent between editor sessions */
void LoadSettings(const FString& IniFilename, const FString& IniSection, const FString& SettingsString);
/** Populates the tree with all folders that are not filtered out */
void Populate();
private:
/** Sort the root items into the correct order */
void SortRootItems();
/** Gets the content for a context menu */
TSharedPtr<SWidget> MakePathViewContextMenu();
/** Called when "new folder" is selected in the context menu */
void OnCreateNewFolder(const FString& FolderName, const FString& FolderPath);
/** Selects the given path only if it exists. Returns true if selected. */
bool ExplicitlyAddPathToSelection(const FString& Path);
/** Returns true if the selection changed delegate should be allowed */
bool ShouldAllowTreeItemChangedDelegate() const;
/** Expands all parents of the specified item */
void RecursiveExpandParents(const TSharedPtr<FTreeItem>& Item);
/** Adds a new root folder */
TSharedPtr<FTreeItem> AddRootItem( const FString& InFolderName );
/** Creates a list item for the tree view */
TSharedRef<ITableRow> GenerateTreeRow( TSharedPtr<FTreeItem> TreeItem, const TSharedRef<STableViewBase>& OwnerTable );
/** Handles focusing a folder widget after it has been created with the intent to rename */
void TreeItemScrolledIntoView( TSharedPtr<FTreeItem> TreeItem, const TSharedPtr<ITableRow>& Widget );
/** Handler for returning a list of children associated with a particular tree node */
void GetChildrenForTree( TSharedPtr< FTreeItem > TreeItem, TArray< TSharedPtr<FTreeItem> >& OutChildren );
/** Handler for recursively expanding/collapsing items in the tree view */
void SetTreeItemExpansionRecursive( TSharedPtr< FTreeItem > TreeItem, bool bInExpansionState );
/** Handler for tree view selection changes */
void TreeSelectionChanged( TSharedPtr< FTreeItem > TreeItem, ESelectInfo::Type SelectInfo );
/** Handler for tree view expansion changes */
void TreeExpansionChanged( TSharedPtr< FTreeItem > TreeItem, bool bIsExpanded );
/** Handler for when search terms change in the asset tree search box */
void OnAssetTreeSearchBoxChanged( const FText& InSearchText );
/** Handler for when the search box filter has changed */
void FilterUpdated();
/** Gets the string to highlight in tree items (used in folder searching) */
FText GetHighlightText() const;
/** Populates OutSearchStrings with the strings that should be used in searching */
void PopulateFolderSearchStrings( const FString& FolderName, OUT TArray< FString >& OutSearchStrings ) const;
/** Handler for tree view folders are dragged */
FReply OnFolderDragDetected(const FGeometry& Geometry, const FPointerEvent& MouseEvent);
/** Handler use dto verify the name of a new folder */
bool VerifyFolderNameChanged(const FString& InName, FText& OutErrorMessage, const FString& InFolderPath) const;
/** Handler for when a name was given to a new folder */
void FolderNameChanged( const TSharedPtr< FTreeItem >& TreeItem, const FString& OldPath, const FVector2D& MessageLocation );
/** Returns true if the supplied folder item already exists in the tree. If so, ExistingItem will be set to the found item. */
bool FolderAlreadyExists(const TSharedPtr< FTreeItem >& TreeItem, TSharedPtr< FTreeItem >& ExistingItem);
/** Removes the supplied folder from the tree. */
void RemoveFolderItem(const TSharedPtr< FTreeItem >& TreeItem);
/** Handler for when assets are dropped on a tree item */
void TreeAssetsDropped(const TArray<FAssetData>& AssetList, const TSharedPtr<FTreeItem>& TreeItem);
/** Handler for when asset paths are dropped on a tree item */
void TreeFoldersDropped(const TArray<FString>& PathNames, const TSharedPtr<FTreeItem>& TreeItem);
/** Handler for when asset paths are dropped on a tree item */
void TreeFilesDropped(const TArray<FString>& FileNames, const TSharedPtr<FTreeItem>& TreeItem);
/** True if the specified item is expanded in the asset tree */
bool IsTreeItemExpanded(TSharedPtr<FTreeItem> TreeItem) const;
/** True if the specified item is selected in the asset tree */
bool IsTreeItemSelected(TSharedPtr<FTreeItem> TreeItem) const;
/** Gets all the UObjects represented by assets in the AssetList */
void GetDroppedObjects(const TArray<FAssetData>& AssetList, TArray<UObject*>& OutDroppedObjects);
/** Handler for the user selecting to copy assets to the specified folder */
void ExecuteTreeDropCopy(TArray<FAssetData> AssetList, FString DestinationPath);
/** Handler for the user selecting to move assets to the specified folder */
void ExecuteTreeDropMove(TArray<FAssetData> AssetList, FString DestinationPath);
/** Handler for the user selecting to copy folders to the specified folder */
void ExecuteTreeDropCopyFolder(TArray<FString> PathNames, FString DestinationPath);
/** Handler for the user selecting to move folders to the specified folder */
void ExecuteTreeDropMoveFolder(TArray<FString> PathNames, FString DestinationPath);
/** Handles updating the content browser when an asset path is added to the asset registry */
void OnAssetRegistryPathAdded(const FString& Path);
/** Handles updating the content browser when an asset path is removed from the asset registry */
void OnAssetRegistryPathRemoved(const FString& Path);
/** Notification for when the Asset Registry has completed it's initial search */
void OnAssetRegistrySearchCompleted();
/** Called from an engine core event when a new content path has been added or removed, so that we can refresh our root set of paths */
void OnContentPathMountedOrDismounted( const FString& AssetPath, const FString& FileSystemPath );
/** Called when the class hierarchy is updated due to the available modules changing */
void OnClassHierarchyUpdated();
/** Delegate called when an editor setting is changed */
void HandleSettingChanged(FName PropertyName);
/** One-off active timer to focus the widget post-construct */
EActiveTimerReturnType SetFocusPostConstruct(double InCurrentTime, float InDeltaTime);
/** One-off active timer to repopulate the path view */
EActiveTimerReturnType TriggerRepopulate(double InCurrentTime, float InDeltaTime);
private:
/** A helper class to manage PreventTreeItemChangedDelegateCount by incrementing it when constructed (on the stack) and decrementing when destroyed */
class FScopedPreventTreeItemChangedDelegate
{
public:
FScopedPreventTreeItemChangedDelegate(const TSharedRef<SPathView>& InPathView)
: PathView(InPathView)
{
PathView->PreventTreeItemChangedDelegateCount++;
}
~FScopedPreventTreeItemChangedDelegate()
{
check(PathView->PreventTreeItemChangedDelegateCount > 0);
PathView->PreventTreeItemChangedDelegateCount--;
}
private:
TSharedRef<SPathView> PathView;
};
/** The tree view widget */
TSharedPtr< STreeView< TSharedPtr<FTreeItem>> > TreeViewPtr;
/** The asset tree search box */
TSharedPtr< SSearchBox > SearchBoxPtr;
/** The list of folders in the tree */
TArray< TSharedPtr<FTreeItem> > TreeRootItems;
/** Delegate to invoke when selection changes. */
FOnPathSelected OnPathSelected;
/** Delegate to invoke when generating the context menu for a folder */
FOnGetFolderContextMenu OnGetFolderContextMenu;
/** Delegate to invoke when a context menu for a folder is opening. */
FContentBrowserMenuExtender_SelectedPaths OnGetPathContextMenuExtender;
/** The The TextFilter attached to the SearchBox widget */
TSharedPtr< FolderTextFilter > SearchBoxFolderFilter;
/** The paths that were last reported by OnPathSelected event. Used in preserving selection when filtering folders */
TSet< FString > LastSelectedPaths;
/** The paths that were last reported by OnPathExpanded event. Used in preserving expansion when filtering folders */
TSet< FString > LastExpandedPaths;
/** If not empty, this is the path of the folders to sync once they are available while assets are still being discovered */
TArray<FString> PendingInitialPaths;
/** If > 0, the selection or expansion changed delegate will not be called. Used to update the tree from an external source or in certain bulk operations. */
int32 PreventTreeItemChangedDelegateCount;
/** If false, the context menu will not open when right clicking an item in the tree */
bool bAllowContextMenu;
/** If false, the classes folder will not be added to the tree automatically */
bool bAllowClassesFolder;
};