Files
UnrealEngineUWP/Engine/Source/Editor/ContentBrowser/Public/IContentBrowserSingleton.h
Ben Marsh 75fa4e9e6d Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3386108)
#rb none
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3345860 on 2017/03/14 by Daniel.Lamb

	Fixed crash when building DLC

	#test Cook paragon.

Change 3347324 on 2017/03/15 by Gil.Gribb

	UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme.

Change 3347331 on 2017/03/15 by Robert.Manuszewski

	Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill.

	#jira UE-42732

Change 3347371 on 2017/03/15 by Graeme.Thornton

	Fix for runtime asset cache not invalidating files with an outdated version number

Change 3349161 on 2017/03/16 by Steve.Robb

	Generated UFUNCTION FNames no longer exported.
	Misc refactors of code generation.

Change 3349167 on 2017/03/16 by Steve.Robb

	Unused TBoolConstant removed (the more general TIntegralConstant should be used instead).

Change 3349274 on 2017/03/16 by Gil.Gribb

	UE4 - Fix loading a package that is already loaded.

Change 3349534 on 2017/03/16 by Ben.Marsh

	UBT: Check that the SN-DBS service is running before attempting to use it.

Change 3349612 on 2017/03/16 by Gil.Gribb

	UE4 - Increased estimate of summary size.

Change 3350021 on 2017/03/16 by Gil.Gribb

	UE4 - Fixed crash in signature checks when mounting pak files.

Change 3350052 on 2017/03/16 by Ben.Marsh

	Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name.

Change 3350360 on 2017/03/16 by Ben.Marsh

	UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes.

Change 3351670 on 2017/03/17 by Ben.Marsh

	UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them.

Change 3352289 on 2017/03/17 by Ben.Marsh

	Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits.

Change 3352390 on 2017/03/17 by Ben.Marsh

	Remove unused/out of date binaries for CrashReporter.

Change 3352392 on 2017/03/17 by Ben.Marsh

	Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now.

Change 3352410 on 2017/03/17 by Ben.Marsh

	Remove P4ChangeReporter. I don't believe this is used any more.

Change 3352450 on 2017/03/17 by Ben.Marsh

	Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects.

Change 3352455 on 2017/03/17 by Ben.Marsh

	Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more.

Change 3352940 on 2017/03/17 by Wes.Hunt

	Update CRP to not send Slack queue size updates unless the waiting time is greater  than 1 minute.
	#codereview: jin.zhang

Change 3353658 on 2017/03/20 by Steve.Robb

	Fix for crash when importing a BP which has a populated TMap with an enum class key.

Change 3354056 on 2017/03/20 by Steve.Robb

	TAssetPtr<T> can now be constructed from a nullptr without a full definition of T.

Change 3356111 on 2017/03/21 by Graeme.Thornton

	Fix for UE-34131
	 - Support double and fname stat types in UFE stat export to CSV

	#jira UE-34131

Change 3358584 on 2017/03/22 by Daniel.Lamb

	Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking.

	#test Cook shootergame

Change 3360379 on 2017/03/23 by Gil.Gribb

	UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance.

Change 3360623 on 2017/03/23 by Gil.Gribb

	UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy.

Change 3360627 on 2017/03/23 by Gil.Gribb

	UE4 - Optimized UObject hash tables for speed and space.

Change 3361183 on 2017/03/23 by Gil.Gribb

	UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor.

Change 3361906 on 2017/03/23 by Steve.Robb

	Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements.

	#jira UE-43272

Change 3362839 on 2017/03/24 by Gil.Gribb

	UE4 - Fixed hash table lock optimization.

Change 3367348 on 2017/03/28 by Robert.Manuszewski

	Making sure streamed-in SoundWaves get added to GC clusters.

Change 3367386 on 2017/03/28 by Ben.Marsh

	EC: Pass the Semaphores property from a build type as a parameter to new build jobs.

Change 3367422 on 2017/03/28 by Ben.Marsh

	EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually.

Change 3367469 on 2017/03/28 by Ben.Marsh

	EC: Prevent multiple incremental jobs running at once.

Change 3367640 on 2017/03/28 by Ben.Marsh

	Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override.

Change 3367836 on 2017/03/28 by Uriel.Doyon

	Improved handled of references in the streaming manager

Change 3369354 on 2017/03/29 by Graeme.Thornton

	Added AES encrypt/decrypt functions that take a byte array for the key

Change 3369804 on 2017/03/29 by Ben.Marsh

	Remove incorrect "EngineVersion" settings from plugin descriptors.

Change 3370462 on 2017/03/29 by Ben.Marsh

	Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator.

	#jira UE-43467

Change 3371598 on 2017/03/30 by Ben.Marsh

	UBT: Fix message for missing toolchain in VS2017.

Change 3372827 on 2017/03/30 by Ben.Marsh

	BuildGraph: Output an error at the end of each step if any previous build products have been modified.

Change 3372947 on 2017/03/30 by Ben.Marsh

	[Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT.

Change 3372958 on 2017/03/30 by Ben.Marsh

	[Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT.

Change 3372981 on 2017/03/30 by Ben.Marsh

	[Merge] Modular game fixes for UAT

	* Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination
	* Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine
	* Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start

Change 3373024 on 2017/03/30 by Ben.Marsh

	[Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep.

Change 3373041 on 2017/03/30 by Ben.Marsh

	[Merge] Added UAT script to replace assets with another source
	Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files

Change 3373052 on 2017/03/30 by Ben.Marsh

	[Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet

Change 3373092 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash attempting to load cooked static mesh in editor

Change 3373112 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels

Change 3373132 on 2017/03/30 by Ben.Marsh

	[Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet

Change 3373138 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed code issue with playback of cooked SoundCues
	Skip over code using editor only data when editor data has been stripped

Change 3373143 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash when attempting to open multiple cooked assets

Change 3373156 on 2017/03/30 by Ben.Marsh

	[Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement)

Change 3373161 on 2017/03/30 by Ben.Marsh

	[Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data

Change 3373168 on 2017/03/30 by Ben.Marsh

	[Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file).

Change 3373204 on 2017/03/30 by Ben.Marsh

	[Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around.

Change 3373209 on 2017/03/30 by Ben.Marsh

	[Merge] Fix missing material in mod editor for cooked assets.

Change 3373388 on 2017/03/30 by Ben.Marsh

	[Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall.

Change 3374200 on 2017/03/31 by Ben.Marsh

	[Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics.

Change 3374279 on 2017/03/31 by Ben.Marsh

	PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist)

Change 3374331 on 2017/03/31 by Ben.Marsh

	UBT: Disable warning pragmas on Mono; not supported on current compiler.

	#jira UE-43451

Change 3375108 on 2017/03/31 by Ben.Marsh

	Removing another plugin EngineVersion property.

Change 3375126 on 2017/03/31 by Ben.Marsh

	Fix incorrect executable paths being generated for Windows.

Change 3375159 on 2017/03/31 by Graeme.Thornton

	Pak Index Encryption
	 - Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key
	 - Added "-encryptpakindex" option to UAT to force on index encryption
	 - Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor

Change 3375197 on 2017/03/31 by Graeme.Thornton

	Enable pak index encryption in shootergame

Change 3375377 on 2017/03/31 by Ben.Marsh

	Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries".

Change 3376418 on 2017/04/03 by Ben.Marsh

	BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build.

Change 3376447 on 2017/04/03 by Ben.Marsh

	Build: Remove some unused stream settings

Change 3376469 on 2017/04/03 by Ben.Marsh

	Build: Add a customizable field for the script to use for custom builds in every branch.

Change 3376654 on 2017/04/03 by Ben.Marsh

	Add a fatal error message containing the module with an outstanding reference when trying to unload it.

	#jira UE-42423

Change 3376747 on 2017/04/03 by Gil.Gribb

	UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL.

Change 3377173 on 2017/04/03 by Ben.Marsh

	Make sure callstacks are written to stdout following a crash on a background thread.

Change 3377183 on 2017/04/03 by Ben.Marsh

	Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument).

Change 3377280 on 2017/04/03 by Ben.Marsh

	Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/...

Change 3377311 on 2017/04/03 by Ben.Marsh

	Build: Set the 'Semaphores' parameter for any jobs started from a schedule.

Change 3377326 on 2017/04/03 by Ben.Marsh

	UGS: Show badges which match an entire subtree if the project field ends with "...".

Change 3377392 on 2017/04/03 by Ben.Marsh

	Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them.

Change 3377895 on 2017/04/03 by Ben.Marsh

	EC: Send notification emails whenever UAT fails to compile.

Change 3377923 on 2017/04/03 by Ben.Marsh

	Build: Use a different semaphore for the common editors build target to the incremental compile build target.

Change 3378297 on 2017/04/04 by Graeme.Thornton

	Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT

Change 3378301 on 2017/04/04 by Ben.Marsh

	UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes.

Change 3378460 on 2017/04/04 by Graeme.Thornton

	Remove dependency preloading system from sync and async loading paths

Change 3378535 on 2017/04/04 by Robert.Manuszewski

	Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324

	#jira UE-43544

Change 3378575 on 2017/04/04 by Robert.Manuszewski

	Making sure actor clusters are not created in non-cooked builds

	#jira UE-43617
	#jira UE-43614

Change 3378589 on 2017/04/04 by Robert.Manuszewski

	Disabling debug GC cluster logging

	#jira UE-43617

Change 3379118 on 2017/04/04 by Robert.Manuszewski

	Disabling actor clustering by default, keeping it on in Orion and Ocean

Change 3379815 on 2017/04/04 by Ben.Marsh

	Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures.

Change 3380811 on 2017/04/05 by Gil.Gribb

	UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it.

Change 3383313 on 2017/04/06 by Uriel.Doyon

	Integrated CL 3372436 3372765 3373272 from Dev-Rendering
	#JIRA UE-43669

Change 3383531 on 2017/04/06 by Ben.Marsh

	UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory.

Change 3383786 on 2017/04/06 by Ben.Zeigler

	Back out changelist 3382694 and replace with CL #3383757 from bob.tellez:
	Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing

Change 3385089 on 2017/04/07 by Gil.Gribb

	UE4 - Critical. Fixed memory leak in pak precacher.

[CL 3386123 by Ben Marsh in Main branch]
2017-04-10 11:00:33 -04:00

505 lines
18 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "SlateFwd.h"
#include "Misc/Attribute.h"
#include "AssetData.h"
#include "Developer/AssetTools/Public/AssetTypeCategories.h"
#include "ARFilter.h"
#include "ContentBrowserDelegates.h"
#include "Developer/CollectionManager/Public/CollectionManagerTypes.h"
#include "Misc/FilterCollection.h"
#include "Framework/Views/ITypedTableView.h"
#include "AssetThumbnail.h"
class FViewport;
class UFactory;
typedef const FAssetData& FAssetFilterType;
typedef TFilterCollection<FAssetFilterType> FAssetFilterCollectionType;
class UFactory;
/** The view modes used in SAssetView */
namespace EAssetViewType
{
enum Type
{
List,
Tile,
Column,
MAX
};
}
/** A struct containing details about how the content browser should behave */
struct FContentBrowserConfig
{
/** The contents of the label on the thumbnail */
EThumbnailLabel::Type ThumbnailLabel;
/** The default scale for thumbnails. [0-1] range */
TAttribute< float > ThumbnailScale;
/** The default view mode */
EAssetViewType::Type InitialAssetViewType;
/** If true, show the bottom toolbar which shows # of assets selected, view mode buttons, etc... */
bool bShowBottomToolbar;
/** Indicates if this view is allowed to show classes */
bool bCanShowClasses;
/** Whether the sources view for choosing folders/collections is available or not */
bool bUseSourcesView;
/** Whether the sources view should initially be expanded or not */
bool bExpandSourcesView;
/** Whether asset paths are shown in the Content Browser. Only useful if you only want to show collections */
bool bShowAssetPathTree;
/** Forces collections to be initially visible, regardless of defaults */
bool bAlwaysShowCollections;
/** Collection to view initially */
FCollectionNameType SelectedCollectionName;
/** Whether the path picker is available or not */
bool bUsePathPicker;
/** Whether to show filters */
bool bCanShowFilters;
/** Whether to show asset search */
bool bCanShowAssetSearch;
/** Indicates if the 'Show folders' option should be enabled or disabled */
bool bCanShowFolders;
/** Indicates if the 'Real-Time Thumbnails' option should be enabled or disabled */
bool bCanShowRealTimeThumbnails;
/** Indicates if the 'Show Developers' option should be enabled or disabled */
bool bCanShowDevelopersFolder;
/** Whether the 'lock' button is visible on the toolbar */
bool bCanShowLockButton;
FContentBrowserConfig()
: ThumbnailLabel( EThumbnailLabel::ClassName )
, ThumbnailScale(0.1f)
, InitialAssetViewType(EAssetViewType::Tile)
, bShowBottomToolbar(true)
, bCanShowClasses(true)
, bUseSourcesView(true)
, bExpandSourcesView(true)
, bShowAssetPathTree(true)
, bAlwaysShowCollections(false)
, SelectedCollectionName( NAME_None, ECollectionShareType::CST_Local )
, bUsePathPicker(true)
, bCanShowFilters(true)
, bCanShowAssetSearch(true)
, bCanShowFolders(true)
, bCanShowRealTimeThumbnails(true)
, bCanShowDevelopersFolder(true)
, bCanShowLockButton(true)
{ }
};
/** A struct containing details about how the asset picker should behave */
struct FAssetPickerConfig
{
/** The selection mode the picker should use */
ESelectionMode::Type SelectionMode;
/** An array of pointers to existing delegates which the AssetView will register a function which returns the current selection */
TArray<FGetCurrentSelectionDelegate*> GetCurrentSelectionDelegates;
/** An array of pointers to existing delegates which the AssetView will register a function which sync the asset list*/
TArray<FSyncToAssetsDelegate*> SyncToAssetsDelegates;
/** A pointer to an existing delegate that, when executed, will set the filter an the asset picker after it is created. */
TArray<FSetARFilterDelegate*> SetFilterDelegates;
/** A pointer to an existing delegate that, when executed, will refresh the asset view. */
TArray<FRefreshAssetViewDelegate*> RefreshAssetViewDelegates;
/** The asset registry filter to use to cull results */
FARFilter Filter;
/** Custom front end filters to be displayed */
TArray< TSharedRef<class FFrontendFilter> > ExtraFrontendFilters;
/** The names of columns to hide by default in the column view */
TArray<FString> HiddenColumnNames;
/** List of custom columns that fill out data with a callback */
TArray<FAssetViewCustomColumn> CustomColumns;
/** The contents of the label on the thumbnail */
EThumbnailLabel::Type ThumbnailLabel;
/** The default scale for thumbnails. [0-1] range */
TAttribute< float > ThumbnailScale;
/** Only display results in these collections */
TArray<FCollectionNameType> Collections;
/** The asset that should be initially selected */
FAssetData InitialAssetSelection;
/** The delegate that fires when an asset was selected */
FOnAssetSelected OnAssetSelected;
/** The delegate that fires when a folder was double clicked */
FOnPathSelected OnFolderEntered;
/** The delegate that fires when an asset is double clicked */
FOnAssetDoubleClicked OnAssetDoubleClicked;
/** The delegate that fires when an asset has enter pressed while selected */
FOnAssetEnterPressed OnAssetEnterPressed;
/** The delegate that fires when any number of assets are activated */
FOnAssetsActivated OnAssetsActivated;
/** The delegate that fires when an asset is right clicked and a context menu is requested */
FOnGetAssetContextMenu OnGetAssetContextMenu;
/** The delegate that fires when a folder is right clicked and a context menu is requested */
FOnGetFolderContextMenu OnGetFolderContextMenu;
/** Fired when an asset item is constructed and a tooltip is requested. If unbound the item will use the default widget */
FOnGetCustomAssetToolTip OnGetCustomAssetToolTip;
/** Fired when an asset item is about to show its tool tip */
FOnVisualizeAssetToolTip OnVisualizeAssetToolTip;
/** Fired when an asset item's tooltip is closing */
FOnAssetToolTipClosing OnAssetToolTipClosing;
/** If more detailed filtering is required than simply Filter, this delegate will get fired for every asset to determine if it should be culled. */
FOnShouldFilterAsset OnShouldFilterAsset;
/** This delegate will be called in Details view when a new asset registry searchable tag is encountered, to
determine if it should be displayed or not. If it returns true or isn't bound, the tag will be displayed normally. */
FOnShouldDisplayAssetTag OnAssetTagWantsToBeDisplayed;
/** The default view mode */
EAssetViewType::Type InitialAssetViewType;
/** The text to show when there are no assets to show */
TAttribute< FText > AssetShowWarningText;
/** If set, view settings will be saved and loaded for the asset view using this name in ini files */
FString SaveSettingsName;
/** If true, the search box will gain focus when the asset picker is created */
bool bFocusSearchBoxWhenOpened;
/** If true, a "None" item will always appear at the top of the list */
bool bAllowNullSelection;
/** If true, show the bottom toolbar which shows # of assets selected, view mode buttons, etc... */
bool bShowBottomToolbar;
/** If false, auto-hide the search bar above */
bool bAutohideSearchBar;
/** Whether to allow dragging of items */
bool bAllowDragging;
/** Indicates if this view is allowed to show classes */
bool bCanShowClasses;
/** Indicates if the 'Show folders' option should be enabled or disabled */
bool bCanShowFolders;
/** Indicates if the 'Real-Time Thumbnails' option should be enabled or disabled */
bool bCanShowRealTimeThumbnails;
/** Indicates if the 'Show Developers' option should be enabled or disabled */
bool bCanShowDevelopersFolder;
/** Indicates if the context menu is going to load the assets, and if so to preload before the context menu is shown, and warn about the pending load. */
bool bPreloadAssetsForContextMenu;
/** Indicates that we would like to build the filter UI with the Asset Picker */
bool bAddFilterUI;
/** If true, show path in column view */
bool bShowPathInColumnView;
/** If true, show class in column view */
bool bShowTypeInColumnView;
/** If true, sort by path in column view. Only works if initial view type is Column */
bool bSortByPathInColumnView;
/** Override the default filter context menu layout */
EAssetTypeCategories::Type DefaultFilterMenuExpansion;
FAssetPickerConfig()
: SelectionMode( ESelectionMode::Multi )
, ThumbnailLabel( EThumbnailLabel::ClassName )
, ThumbnailScale(0.1f)
, InitialAssetViewType(EAssetViewType::Tile)
, bFocusSearchBoxWhenOpened(true)
, bAllowNullSelection(false)
, bShowBottomToolbar(true)
, bAutohideSearchBar(false)
, bAllowDragging(true)
, bCanShowClasses(true)
, bCanShowFolders(false)
, bCanShowRealTimeThumbnails(false)
, bCanShowDevelopersFolder(false)
, bPreloadAssetsForContextMenu(true)
, bAddFilterUI(false)
, bShowPathInColumnView(false)
, bShowTypeInColumnView(true)
, bSortByPathInColumnView(false)
, DefaultFilterMenuExpansion(EAssetTypeCategories::Basic)
{}
};
/** A struct containing details about how the path picker should behave */
struct FPathPickerConfig
{
/** The initial path to select. Leave empty to skip initial selection. */
FString DefaultPath;
/** The delegate that fires when a path was selected */
FOnPathSelected OnPathSelected;
/** The delegate that fires when a path is right clicked and a context menu is requested */
FContentBrowserMenuExtender_SelectedPaths OnGetPathContextMenuExtender;
/** The delegate that fires when a folder is right clicked and a context menu is requested */
FOnGetFolderContextMenu OnGetFolderContextMenu;
/** A pointer to an existing delegate that, when executed, will set the paths for the path picker after it is created. */
TArray<FSetPathPickerPathsDelegate*> SetPathsDelegates;
/** If true, the search box will gain focus when the path picker is created */
bool bFocusSearchBoxWhenOpened;
/** If false, the context menu will not open when an item is right clicked */
bool bAllowContextMenu;
/** If true, will allow class folders to be shown in the picker */
bool bAllowClassesFolder;
/** If true, will add the path specified in DefaultPath to the tree if it doesn't exist already */
bool bAddDefaultPath;
FPathPickerConfig()
: bFocusSearchBoxWhenOpened(true)
, bAllowContextMenu(true)
, bAllowClassesFolder(false)
, bAddDefaultPath(false)
{}
};
/** A struct containing details about how the collection picker should behave */
struct FCollectionPickerConfig
{
/** If true, collection buttons will be displayed */
bool AllowCollectionButtons;
/** If true, users will be able to access the right-click menu of a collection */
bool AllowRightClickMenu;
/** Called when a collection was selected */
FOnCollectionSelected OnCollectionSelected;
FCollectionPickerConfig()
: AllowCollectionButtons(true)
, AllowRightClickMenu(true)
, OnCollectionSelected()
{}
};
namespace EAssetDialogType
{
enum Type
{
Open,
Save
};
}
/** A struct containing shared details about how asset dialogs should behave. You should not instanciate this config, but use FOpenAssetDialogConfig or FSaveAssetDialogConfig instead. */
struct FSharedAssetDialogConfig
{
FText DialogTitleOverride;
FString DefaultPath;
TArray<FName> AssetClassNames;
FVector2D WindowSizeOverride;
virtual EAssetDialogType::Type GetDialogType() const = 0;
FSharedAssetDialogConfig()
: WindowSizeOverride(EForceInit::ForceInitToZero)
{}
};
/** A struct containing details about how the open asset dialog should behave. */
struct FOpenAssetDialogConfig : public FSharedAssetDialogConfig
{
bool bAllowMultipleSelection;
virtual EAssetDialogType::Type GetDialogType() const override { return EAssetDialogType::Open; }
FOpenAssetDialogConfig()
: FSharedAssetDialogConfig()
, bAllowMultipleSelection(false)
{}
};
/** An enum to choose the behavior of the save asset dialog when the user chooses an asset that already exists */
namespace ESaveAssetDialogExistingAssetPolicy
{
enum Type
{
/** Display an error and disallow the save */
Disallow,
/** Allow the save, but warn that the existing file will be overwritten */
AllowButWarn
};
}
/** A struct containing details about how the save asset dialog should behave. */
struct FSaveAssetDialogConfig : public FSharedAssetDialogConfig
{
FString DefaultAssetName;
ESaveAssetDialogExistingAssetPolicy::Type ExistingAssetPolicy;
virtual EAssetDialogType::Type GetDialogType() const override { return EAssetDialogType::Save; }
FSaveAssetDialogConfig()
: FSharedAssetDialogConfig()
, ExistingAssetPolicy(ESaveAssetDialogExistingAssetPolicy::Disallow)
{}
};
/**
* Content browser module singleton
*/
class IContentBrowserSingleton
{
public:
/** Virtual destructor */
virtual ~IContentBrowserSingleton() {}
/**
* Generates a content browser. Generally you should not call this function, but instead use CreateAssetPicker().
*
* @param InstanceName Global name of this content browser instance
* @param ContainingTab The tab the browser is contained within or nullptr
* @param ContentBrowserConfig Initial defaults for the new content browser, or nullptr to use saved settings
*
* @return The newly created content browser widget
*/
virtual TSharedRef<class SWidget> CreateContentBrowser( const FName InstanceName, TSharedPtr<SDockTab> ContainingTab, const FContentBrowserConfig* ContentBrowserConfig ) = 0;
/**
* Generates an asset picker widget locked to the specified FARFilter.
*
* @param AssetPickerConfig A struct containing details about how the asset picker should behave
* @return The asset picker widget
*/
virtual TSharedRef<class SWidget> CreateAssetPicker(const FAssetPickerConfig& AssetPickerConfig) = 0;
/**
* Generates a path picker widget.
*
* @param PathPickerConfig A struct containing details about how the path picker should behave
* @return The path picker widget
*/
virtual TSharedRef<class SWidget> CreatePathPicker(const FPathPickerConfig& PathPickerConfig) = 0;
/**
* Generates a collection picker widget.
*
* @param CollectionPickerConfig A struct containing details about how the collection picker should behave
* @return The collection picker widget
*/
virtual TSharedRef<class SWidget> CreateCollectionPicker(const FCollectionPickerConfig& CollectionPickerConfig) = 0;
/**
* Opens the Open Asset dialog in a non-modal window
*
* @param OpenAssetConfig A struct containing details about how the open asset dialog should behave
* @param OnAssetsChosenForOpen A delegate that is fired when assets are chosen and the open button is pressed
* @param OnAssetDialogCancelled A delegate that is fired when the asset dialog is closed or cancelled
*/
virtual void CreateOpenAssetDialog(const FOpenAssetDialogConfig& OpenAssetConfig, const FOnAssetsChosenForOpen& OnAssetsChosenForOpen, const FOnAssetDialogCancelled& OnAssetDialogCancelled) = 0;
/**
* Opens the Open Asset dialog in a modal window
*
* @param OpenAssetConfig A struct containing details about how the open asset dialog should behave
* @return The assets that were chosen to be opened
*/
virtual TArray<FAssetData> CreateModalOpenAssetDialog(const FOpenAssetDialogConfig& InConfig) = 0;
/**
* Opens the Save Asset dialog in a non-modal window
*
* @param SaveAssetConfig A struct containing details about how the save asset dialog should behave
* @param OnAssetNameChosenForSave A delegate that is fired when an object path is chosen and the save button is pressed
* @param OnAssetDialogCancelled A delegate that is fired when the asset dialog is closed or cancelled
*/
virtual void CreateSaveAssetDialog(const FSaveAssetDialogConfig& SaveAssetConfig, const FOnObjectPathChosenForSave& OnAssetNameChosenForSave, const FOnAssetDialogCancelled& OnAssetDialogCancelled) = 0;
/**
* Opens the Save Asset dialog in a modal window
*
* @param SaveAssetConfig A struct containing details about how the save asset dialog should behave
* @return The object path that was chosen
*/
virtual FString CreateModalSaveAssetDialog(const FSaveAssetDialogConfig& SaveAssetConfig) = 0;
/** Returns true if there is at least one browser open that is eligible to be a primary content browser */
virtual bool HasPrimaryContentBrowser() const = 0;
/** Brings the primary content browser to the front or opens one if it does not exist. */
virtual void FocusPrimaryContentBrowser(bool bFocusSearch) = 0;
/** Sets up an inline-name for the creation of a new asset in the primary content browser using the specified path and the specified class and/or factory */
virtual void CreateNewAsset(const FString& DefaultAssetName, const FString& PackagePath, UClass* AssetClass, UFactory* Factory) = 0;
/** Selects the supplied assets in all content browsers. If bAllowLockedBrowsers is true, even locked browsers may handle the sync. Only set to true if the sync doesn't seem external to the content browser. */
virtual void SyncBrowserToAssets(const TArray<class FAssetData>& AssetDataList, bool bAllowLockedBrowsers = false, bool bFocusContentBrowser = true) = 0;
virtual void SyncBrowserToAssets(const TArray<UObject*>& AssetList, bool bAllowLockedBrowsers = false, bool bFocusContentBrowser = true) = 0;
/** Generates a list of assets that are selected in the primary content browser */
virtual void GetSelectedAssets(TArray<FAssetData>& SelectedAssets) = 0;
/**
* Capture active viewport to thumbnail and assigns that thumbnail to incoming assets
*
* @param InViewport - viewport to sample from
* @param InAssetsToAssign - assets that should receive the new thumbnail ONLY if they are assets that use GenericThumbnails
*/
virtual void CaptureThumbnailFromViewport(FViewport* InViewport, TArray<FAssetData>& SelectedAssets) = 0;
/**
* Sets the content browser to display the selected paths
*/
virtual void SetSelectedPaths(const TArray<FString>& FolderPaths, bool bNeedsRefresh = false) = 0;
/**
* Forces the content browser to show plugin content if it's not already showing.
*
* @param bEnginePlugin If this is true, it will also force the content browser to show engine content
*/
virtual void ForceShowPluginContent(bool bEnginePlugin) = 0;
};