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1229 lines
38 KiB
C++
1229 lines
38 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "SAnimationSequenceBrowser.h"
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#include "Framework/Commands/UIAction.h"
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#include "Framework/Commands/UICommandList.h"
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#include "Widgets/Layout/SBorder.h"
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#include "Widgets/SBoxPanel.h"
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#include "Widgets/Text/STextBlock.h"
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#include "Widgets/Input/SMenuAnchor.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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#include "Animation/AnimationAsset.h"
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#include "Animation/AnimSequenceBase.h"
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#include "Animation/AnimSequence.h"
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#include "Toolkits/AssetEditorManager.h"
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#include "EditorStyleSet.h"
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#include "Animation/DebugSkelMeshComponent.h"
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#include "IPersonaPreviewScene.h"
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#include "PersonaModule.h"
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#include "Widgets/Layout/SBox.h"
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#include "Widgets/Input/SButton.h"
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#include "Widgets/SViewport.h"
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#include "EditorReimportHandler.h"
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#include "Settings/DestructableMeshEditorSettings.h"
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#include "FileHelpers.h"
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#include "IContentBrowserSingleton.h"
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#include "ContentBrowserModule.h"
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#include "AssetRegistryModule.h"
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#include "SSkeletonWidget.h"
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#include "Toolkits/GlobalEditorCommonCommands.h"
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#include "FrontendFilterBase.h"
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#include "Slate/SceneViewport.h"
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#include "AnimPreviewInstance.h"
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#include "ObjectEditorUtils.h"
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#include "IPersonaToolkit.h"
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#include "IAnimationEditorModule.h"
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#include "Sound/SoundWave.h"
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#include "Components/AudioComponent.h"
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#define LOCTEXT_NAMESPACE "SequenceBrowser"
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const FString SAnimationSequenceBrowser::SettingsIniSection = TEXT("SequenceBrowser");
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/** A filter that displays animations that are additive */
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class FFrontendFilter_AdditiveAnimAssets : public FFrontendFilter
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{
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public:
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FFrontendFilter_AdditiveAnimAssets(TSharedPtr<FFrontendFilterCategory> InCategory) : FFrontendFilter(InCategory) {}
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// FFrontendFilter implementation
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virtual FString GetName() const override { return TEXT("AdditiveAnimAssets"); }
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virtual FText GetDisplayName() const override { return LOCTEXT("FFrontendFilter_AdditiveAnimAssets", "Additive Animations"); }
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virtual FText GetToolTipText() const override { return LOCTEXT("FFrontendFilter_AdditiveAnimAssetsToolTip", "Show only animations that are additive."); }
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// IFilter implementation
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virtual bool PassesFilter(FAssetFilterType InItem) const override
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{
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const FString TagValue = InItem.GetTagValueRef<FString>(GET_MEMBER_NAME_CHECKED(UAnimSequence, AdditiveAnimType));
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return !TagValue.IsEmpty() && !TagValue.Equals(TEXT("AAT_None"));
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}
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};
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/** A filter that displays sound waves */
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class FFrontendFilter_SoundWaves : public FFrontendFilter
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{
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public:
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FFrontendFilter_SoundWaves(TSharedPtr<FFrontendFilterCategory> InCategory) : FFrontendFilter(InCategory) {}
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// FFrontendFilter implementation
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virtual FString GetName() const override { return TEXT("ShowSoundWaves"); }
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virtual FText GetDisplayName() const override { return LOCTEXT("FFrontendFilter_SoundWaves", "Show Sound Waves"); }
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virtual FText GetToolTipText() const override { return LOCTEXT("FFrontendFilter_SoundWavesToolTip", "Show sound waves."); }
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virtual bool IsInverseFilter() const override { return true; }
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// IFilter implementation
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virtual bool PassesFilter(FAssetFilterType InItem) const override
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{
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return !InItem.GetClass()->IsChildOf(USoundWave::StaticClass());
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}
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};
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////////////////////////////////////////////////////
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const int32 SAnimationSequenceBrowser::MaxAssetsHistory = 10;
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SAnimationSequenceBrowser::~SAnimationSequenceBrowser()
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{
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if(PreviewComponent)
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{
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for(int32 ComponentIdx = PreviewComponent->GetAttachChildren().Num() - 1 ; ComponentIdx >= 0 ; --ComponentIdx)
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{
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USceneComponent* Component = PreviewComponent->GetAttachChildren()[ComponentIdx];
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if(Component)
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{
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CleanupPreviewSceneComponent(Component);
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}
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}
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check(PreviewComponent->GetAttachChildren().Num() == 0);
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}
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if(ViewportClient.IsValid())
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{
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ViewportClient->Viewport = NULL;
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}
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}
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void SAnimationSequenceBrowser::OnRequestOpenAsset(const FAssetData& AssetData, bool bFromHistory)
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{
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if (UObject* RawAsset = AssetData.GetAsset())
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{
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if (UAnimationAsset* AnimationAsset = Cast<UAnimationAsset>(RawAsset))
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{
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if (!bFromHistory)
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{
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AddAssetToHistory(AssetData);
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}
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OnOpenNewAsset.ExecuteIfBound(AnimationAsset);
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}
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else if (USoundWave* SoundWave = Cast<USoundWave>(RawAsset))
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{
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PlayPreviewAudio(SoundWave);
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}
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}
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}
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TSharedPtr<SWidget> SAnimationSequenceBrowser::OnGetAssetContextMenu(const TArray<FAssetData>& SelectedAssets)
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{
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bool bHasSelectedAnimSequence = false;
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bool bHasSelectedAnimAsset = false;
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if ( SelectedAssets.Num() )
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{
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for(auto Iter = SelectedAssets.CreateConstIterator(); Iter; ++Iter)
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{
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UObject* Asset = Iter->GetAsset();
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if(Cast<UAnimSequence>(Asset))
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{
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bHasSelectedAnimSequence = true;
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}
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if (Cast<UAnimationAsset>(Asset))
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{
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bHasSelectedAnimAsset = true;
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}
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}
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}
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FMenuBuilder MenuBuilder(/*bInShouldCloseWindowAfterMenuSelection=*/ true, Commands);
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if(bHasSelectedAnimSequence)
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{
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MenuBuilder.BeginSection("AnimationSequenceOptions", LOCTEXT("AnimationHeading", "Animation"));
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{
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MenuBuilder.AddMenuEntry(
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LOCTEXT("RunCompressionOnAnimations", "Apply Compression"),
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LOCTEXT("RunCompressionOnAnimations_ToolTip", "Apply a compression scheme from the options given to the selected animations"),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP(this, &SAnimationSequenceBrowser::OnApplyCompression, SelectedAssets),
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FCanExecuteAction()
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)
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);
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MenuBuilder.AddMenuEntry(
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LOCTEXT("ExportAnimationsToFBX", "Export to FBX"),
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LOCTEXT("ExportAnimationsToFBX_ToolTip", "Export Animation(s) To FBX"),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP(this, &SAnimationSequenceBrowser::OnExportToFBX, SelectedAssets),
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FCanExecuteAction()
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)
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);
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MenuBuilder.AddMenuEntry(
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LOCTEXT("AddLoopingInterpolation", "Add Looping Interpolation"),
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LOCTEXT("AddLoopingInterpolation_ToolTip", "Add an extra frame at the end of the animation to create better looping"),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP(this, &SAnimationSequenceBrowser::OnAddLoopingInterpolation, SelectedAssets),
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FCanExecuteAction()
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)
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);
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MenuBuilder.AddMenuEntry(
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LOCTEXT("ReimportAnimation", "Reimport Animation"),
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LOCTEXT("ReimportAnimation_ToolTip", "Reimport current animaion."),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP(this, &SAnimationSequenceBrowser::OnReimportAnimation, SelectedAssets),
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FCanExecuteAction()
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)
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);
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MenuBuilder.AddMenuEntry(
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LOCTEXT("SetCurrentPreviewMesh", "Set Current Preview Mesh"),
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LOCTEXT("SetCurrentPreviewMesh_ToolTip", "Set current preview mesh to be used when previewed by this asset. This only applies when you open Persona using this asset."),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP(this, &SAnimationSequenceBrowser::OnSetCurrentPreviewMesh, SelectedAssets),
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FCanExecuteAction()
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)
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);
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}
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MenuBuilder.EndSection();
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}
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if (SelectedAssets.Num() == 1 && SelectedAssets[0].GetClass()->IsChildOf(USoundWave::StaticClass()))
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{
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MenuBuilder.BeginSection("AnimationSequenceAudioOptions", LOCTEXT("AudioOptionsHeading", "Audio"));
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{
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MenuBuilder.AddMenuEntry(
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LOCTEXT("PlayAudio", "Play Audio"),
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LOCTEXT("PlayAudio_ToolTip", "Play this audio asset as a preview"),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP(this, &SAnimationSequenceBrowser::HandlePlayAudio, SelectedAssets[0]),
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FCanExecuteAction()
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)
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);
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UAudioComponent* AudioComponent = PersonaToolkitPtr.Pin()->GetPreviewScene()->GetActor()->FindComponentByClass<UAudioComponent>();
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if (AudioComponent)
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{
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if (AudioComponent->IsPlaying())
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{
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MenuBuilder.AddMenuEntry(
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LOCTEXT("StopAudio", "Stop Audio"),
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LOCTEXT("StopAudio_ToolTip", "Stop the currently playing preview audio"),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP(this, &SAnimationSequenceBrowser::HandleStopAudio),
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FCanExecuteAction()
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)
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);
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}
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}
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}
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MenuBuilder.EndSection();
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}
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MenuBuilder.BeginSection("AnimationSequenceOptions", LOCTEXT("OptionsHeading", "Options") );
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{
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MenuBuilder.AddMenuEntry(
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LOCTEXT("SaveSelectedAssets", "Save"),
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LOCTEXT("SaveSelectedAssets_ToolTip", "Save the selected assets"),
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FSlateIcon(FEditorStyle::GetStyleSetName(), "Level.SaveIcon16x"),
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FUIAction(
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FExecuteAction::CreateSP( this, &SAnimationSequenceBrowser::SaveSelectedAssets, SelectedAssets),
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FCanExecuteAction::CreateSP( this, &SAnimationSequenceBrowser::CanSaveSelectedAssets, SelectedAssets)
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)
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);
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MenuBuilder.AddMenuEntry(FGlobalEditorCommonCommands::Get().FindInContentBrowser);
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}
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MenuBuilder.EndSection();
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if (bHasSelectedAnimAsset)
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{
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MenuBuilder.BeginSection("AnimationSequenceAdvancedOptions", LOCTEXT("AdvancedOptionsHeading", "Advanced") );
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{
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MenuBuilder.AddMenuEntry(
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LOCTEXT("ChangeSkeleton", "Create a copy for another Skeleton..."),
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LOCTEXT("ChangeSkeleton_ToolTip", "Create a copy for different skeleton"),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP( this, &SAnimationSequenceBrowser::OnCreateCopy, SelectedAssets ),
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FCanExecuteAction()
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)
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);
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}
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MenuBuilder.EndSection();
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}
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return MenuBuilder.MakeWidget();
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}
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void SAnimationSequenceBrowser::FindInContentBrowser()
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{
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TArray<FAssetData> CurrentSelection = GetCurrentSelectionDelegate.Execute();
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if (CurrentSelection.Num() > 0)
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{
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FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
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ContentBrowserModule.Get().SyncBrowserToAssets(CurrentSelection);
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}
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}
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bool SAnimationSequenceBrowser::CanFindInContentBrowser() const
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{
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TArray<FAssetData> CurrentSelection = GetCurrentSelectionDelegate.Execute();
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return CurrentSelection.Num() > 0;
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}
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void SAnimationSequenceBrowser::GetSelectedPackages(const TArray<FAssetData>& Assets, TArray<UPackage*>& OutPackages) const
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{
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for (int32 AssetIdx = 0; AssetIdx < Assets.Num(); ++AssetIdx)
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{
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UPackage* Package = FindPackage(NULL, *Assets[AssetIdx].PackageName.ToString());
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if ( Package )
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{
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OutPackages.Add(Package);
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}
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}
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}
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void SAnimationSequenceBrowser::SaveSelectedAssets(TArray<FAssetData> ObjectsToSave) const
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{
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TArray<UPackage*> PackagesToSave;
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GetSelectedPackages(ObjectsToSave, PackagesToSave);
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const bool bCheckDirty = false;
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const bool bPromptToSave = false;
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const FEditorFileUtils::EPromptReturnCode Return = FEditorFileUtils::PromptForCheckoutAndSave(PackagesToSave, bCheckDirty, bPromptToSave);
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}
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bool SAnimationSequenceBrowser::CanSaveSelectedAssets(TArray<FAssetData> ObjectsToSave) const
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{
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TArray<UPackage*> Packages;
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GetSelectedPackages(ObjectsToSave, Packages);
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// Don't offer save option if none of the packages are loaded
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return Packages.Num() > 0;
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}
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void SAnimationSequenceBrowser::OnApplyCompression(TArray<FAssetData> SelectedAssets)
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{
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if ( SelectedAssets.Num() > 0 )
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{
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TArray<TWeakObjectPtr<UAnimSequence>> AnimSequences;
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for(auto Iter = SelectedAssets.CreateIterator(); Iter; ++Iter)
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{
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if(UAnimSequence* AnimSequence = Cast<UAnimSequence>(Iter->GetAsset()) )
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{
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AnimSequences.Add( TWeakObjectPtr<UAnimSequence>(AnimSequence) );
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}
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}
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FPersonaModule& PersonaModule = FModuleManager::GetModuleChecked<FPersonaModule>("Persona");
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PersonaModule.ApplyCompression(AnimSequences);
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}
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}
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void SAnimationSequenceBrowser::OnExportToFBX(TArray<FAssetData> SelectedAssets)
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{
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if (SelectedAssets.Num() > 0)
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{
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TArray<TWeakObjectPtr<UAnimSequence>> AnimSequences;
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for(auto Iter = SelectedAssets.CreateIterator(); Iter; ++Iter)
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{
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if(UAnimSequence* AnimSequence = Cast<UAnimSequence>(Iter->GetAsset()))
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{
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// we only shows anim sequence that belong to this skeleton
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AnimSequences.Add(TWeakObjectPtr<UAnimSequence>(AnimSequence));
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}
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}
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FPersonaModule& PersonaModule = FModuleManager::GetModuleChecked<FPersonaModule>("Persona");
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PersonaModule.ExportToFBX(AnimSequences, PersonaToolkitPtr.Pin()->GetPreviewScene()->GetPreviewMeshComponent()->SkeletalMesh);
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}
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}
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void SAnimationSequenceBrowser::OnSetCurrentPreviewMesh(TArray<FAssetData> SelectedAssets)
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{
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if(SelectedAssets.Num() > 0)
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{
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USkeletalMesh* PreviewMesh = PersonaToolkitPtr.Pin()->GetPreviewScene()->GetPreviewMeshComponent()->SkeletalMesh;
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if (PreviewMesh)
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{
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TArray<TWeakObjectPtr<UAnimSequence>> AnimSequences;
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for(auto Iter = SelectedAssets.CreateIterator(); Iter; ++Iter)
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{
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UAnimationAsset * AnimAsset = Cast<UAnimationAsset>(Iter->GetAsset());
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if (AnimAsset)
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{
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AnimAsset->SetPreviewMesh(PreviewMesh);
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}
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}
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}
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}
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}
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void SAnimationSequenceBrowser::OnAddLoopingInterpolation(TArray<FAssetData> SelectedAssets)
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{
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if(SelectedAssets.Num() > 0)
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{
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TArray<TWeakObjectPtr<UAnimSequence>> AnimSequences;
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for(auto Iter = SelectedAssets.CreateIterator(); Iter; ++Iter)
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{
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if(UAnimSequence* AnimSequence = Cast<UAnimSequence>(Iter->GetAsset()))
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{
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// we only shows anim sequence that belong to this skeleton
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AnimSequences.Add(TWeakObjectPtr<UAnimSequence>(AnimSequence));
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}
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}
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FPersonaModule& PersonaModule = FModuleManager::GetModuleChecked<FPersonaModule>("Persona");
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PersonaModule.AddLoopingInterpolation(AnimSequences);
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}
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}
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void SAnimationSequenceBrowser::OnReimportAnimation(TArray<FAssetData> SelectedAssets)
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{
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if (SelectedAssets.Num() > 0)
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{
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TArray<UObject *> CopyOfSelectedAssets;
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for (auto Iter = SelectedAssets.CreateIterator(); Iter; ++Iter)
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{
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if (UAnimSequence* AnimSequence = Cast<UAnimSequence>(Iter->GetAsset()))
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{
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CopyOfSelectedAssets.Add(AnimSequence);
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}
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}
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FReimportManager::Instance()->ValidateAllSourceFileAndReimport(CopyOfSelectedAssets);
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}
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}
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void SAnimationSequenceBrowser::RetargetAnimationHandler(USkeleton* OldSkeleton, USkeleton* NewSkeleton, bool bRemapReferencedAssets, bool bAllowRemapToExisting, bool bConvertSpaces, const EditorAnimUtils::FNameDuplicationRule* NameRule, TArray<TWeakObjectPtr<UObject>> InAnimAssets)
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{
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UObject* AssetToOpen = EditorAnimUtils::RetargetAnimations(OldSkeleton, NewSkeleton, InAnimAssets, bRemapReferencedAssets, NameRule, bConvertSpaces);
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if(UAnimationAsset* AnimAsset = Cast<UAnimationAsset>(AssetToOpen))
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{
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FAssetRegistryModule::AssetCreated(AssetToOpen);
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// once all success, attempt to open new editor with new skeleton
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FAssetEditorManager::Get().OpenEditorForAsset(AssetToOpen);
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}
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}
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void SAnimationSequenceBrowser::OnCreateCopy(TArray<FAssetData> Selected)
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{
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if ( Selected.Num() > 0 )
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{
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// ask which skeleton users would like to choose
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USkeleton* OldSkeleton = PersonaToolkitPtr.Pin()->GetSkeleton();
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USkeleton* NewSkeleton = NULL;
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bool bDuplicateAssets = true;
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const FText Message = LOCTEXT("RemapSkeleton_Warning", "This will duplicate the asset and convert to new skeleton.");
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TArray<UObject *> AnimAssets;
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for ( auto SelectedAsset : Selected )
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{
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UAnimationAsset* Asset = Cast<UAnimationAsset>(SelectedAsset.GetAsset());
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if (Asset)
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{
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AnimAssets.Add(Asset);
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}
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}
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if (AnimAssets.Num() > 0)
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{
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auto AnimAssetsToConvert = FObjectEditorUtils::GetTypedWeakObjectPtrs<UObject>(AnimAssets);
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// ask user what they'd like to change to
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SAnimationRemapSkeleton::ShowWindow(OldSkeleton, Message, true, FOnRetargetAnimation::CreateSP(this, &SAnimationSequenceBrowser::RetargetAnimationHandler, AnimAssetsToConvert));
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}
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}
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}
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bool SAnimationSequenceBrowser::CanShowColumnForAssetRegistryTag(FName AssetType, FName TagName) const
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{
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return !AssetRegistryTagsToIgnore.Contains(TagName);
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}
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void SAnimationSequenceBrowser::Construct(const FArguments& InArgs, const TSharedRef<IPersonaToolkit>& InPersonaToolkit)
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{
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PersonaToolkitPtr = InPersonaToolkit;
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OnOpenNewAsset = InArgs._OnOpenNewAsset;
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bShowHistory = InArgs._ShowHistory;
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Commands = MakeShareable(new FUICommandList());
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Commands->MapAction(FGlobalEditorCommonCommands::Get().FindInContentBrowser, FUIAction(
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FExecuteAction::CreateSP(this, &SAnimationSequenceBrowser::FindInContentBrowser),
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FCanExecuteAction::CreateSP(this, &SAnimationSequenceBrowser::CanFindInContentBrowser)
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));
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CurrentAssetHistoryIndex = INDEX_NONE;
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bTriedToCacheOrginalAsset = false;
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bIsActiveTimerRegistered = false;
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bToolTipVisualizedThisFrame = false;
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bToolTipClosedThisFrame = false;
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FContentBrowserModule& ContentBrowserModule = FModuleManager::Get().LoadModuleChecked<FContentBrowserModule>(TEXT("ContentBrowser"));
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CreateAssetTooltipResources();
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// Configure filter for asset picker
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FAssetPickerConfig Config;
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Config.Filter.bRecursiveClasses = true;
|
|
Config.Filter.ClassNames.Add(UAnimationAsset::StaticClass()->GetFName());
|
|
Config.Filter.ClassNames.Add(USoundWave::StaticClass()->GetFName());
|
|
Config.InitialAssetViewType = EAssetViewType::Column;
|
|
Config.bAddFilterUI = true;
|
|
Config.bShowPathInColumnView = true;
|
|
Config.bSortByPathInColumnView = true;
|
|
|
|
// Configure response to click and double-click
|
|
Config.OnAssetDoubleClicked = FOnAssetDoubleClicked::CreateSP(this, &SAnimationSequenceBrowser::OnRequestOpenAsset, false);
|
|
Config.OnGetAssetContextMenu = FOnGetAssetContextMenu::CreateSP(this, &SAnimationSequenceBrowser::OnGetAssetContextMenu);
|
|
Config.OnAssetTagWantsToBeDisplayed = FOnShouldDisplayAssetTag::CreateSP(this, &SAnimationSequenceBrowser::CanShowColumnForAssetRegistryTag);
|
|
Config.SyncToAssetsDelegates.Add(&SyncToAssetsDelegate);
|
|
Config.OnShouldFilterAsset = FOnShouldFilterAsset::CreateSP(this, &SAnimationSequenceBrowser::HandleFilterAsset);
|
|
Config.GetCurrentSelectionDelegates.Add(&GetCurrentSelectionDelegate);
|
|
Config.bFocusSearchBoxWhenOpened = false;
|
|
Config.DefaultFilterMenuExpansion = EAssetTypeCategories::Animation;
|
|
|
|
Config.SaveSettingsName = SettingsIniSection;
|
|
|
|
TSharedPtr<FFrontendFilterCategory> AnimCategory = MakeShareable( new FFrontendFilterCategory(LOCTEXT("ExtraAnimationFilters", "Anim Filters"), LOCTEXT("ExtraAnimationFiltersTooltip", "Filter assets by all filters in this category.")) );
|
|
Config.ExtraFrontendFilters.Add( MakeShareable(new FFrontendFilter_AdditiveAnimAssets(AnimCategory)) );
|
|
TSharedPtr<FFrontendFilterCategory> AudioCategory = MakeShareable(new FFrontendFilterCategory(LOCTEXT("AudioFilters", "Audio Filters"), LOCTEXT("AudioFiltersTooltip", "Filter audio assets.")));
|
|
Config.ExtraFrontendFilters.Add( MakeShareable(new FFrontendFilter_SoundWaves(AudioCategory)) );
|
|
|
|
Config.OnGetCustomAssetToolTip = FOnGetCustomAssetToolTip::CreateSP(this, &SAnimationSequenceBrowser::CreateCustomAssetToolTip);
|
|
Config.OnVisualizeAssetToolTip = FOnVisualizeAssetToolTip::CreateSP(this, &SAnimationSequenceBrowser::OnVisualizeAssetToolTip);
|
|
Config.OnAssetToolTipClosing = FOnAssetToolTipClosing::CreateSP( this, &SAnimationSequenceBrowser::OnAssetToolTipClosing );
|
|
|
|
// hide all asset registry columns by default (we only really want the name and path)
|
|
TArray<UObject::FAssetRegistryTag> AssetRegistryTags;
|
|
UAnimSequence::StaticClass()->GetDefaultObject()->GetAssetRegistryTags(AssetRegistryTags);
|
|
for(UObject::FAssetRegistryTag& AssetRegistryTag : AssetRegistryTags)
|
|
{
|
|
Config.HiddenColumnNames.Add(AssetRegistryTag.Name.ToString());
|
|
}
|
|
|
|
// Also hide the type column by default (but allow users to enable it, so don't use bShowTypeInColumnView)
|
|
Config.HiddenColumnNames.Add(TEXT("Class"));
|
|
|
|
static const FName DefaultForegroundName("DefaultForeground");
|
|
|
|
TSharedRef< SMenuAnchor > BackMenuAnchorPtr = SNew(SMenuAnchor)
|
|
.Placement(MenuPlacement_BelowAnchor)
|
|
.OnGetMenuContent(this, &SAnimationSequenceBrowser::CreateHistoryMenu, true)
|
|
[
|
|
SNew(SButton)
|
|
.OnClicked(this, &SAnimationSequenceBrowser::OnGoBackInHistory)
|
|
.ForegroundColor(FEditorStyle::GetSlateColor(DefaultForegroundName))
|
|
.ButtonStyle(FEditorStyle::Get(), "FlatButton")
|
|
.ContentPadding(FMargin(1, 0))
|
|
.IsEnabled(this, &SAnimationSequenceBrowser::CanStepBackwardInHistory)
|
|
.ToolTipText(LOCTEXT("Backward_Tooltip", "Step backward in the asset history. Right click to see full history."))
|
|
[
|
|
SNew(STextBlock)
|
|
.TextStyle(FEditorStyle::Get(), "ContentBrowser.TopBar.Font")
|
|
.Font(FEditorStyle::Get().GetFontStyle("FontAwesome.11"))
|
|
.Text(FText::FromString(FString(TEXT("\xf060"))) /*fa-arrow-left*/)
|
|
]
|
|
];
|
|
|
|
TSharedRef< SMenuAnchor > FwdMenuAnchorPtr = SNew(SMenuAnchor)
|
|
.Placement(MenuPlacement_BelowAnchor)
|
|
.OnGetMenuContent(this, &SAnimationSequenceBrowser::CreateHistoryMenu, false)
|
|
[
|
|
SNew(SButton)
|
|
.OnClicked(this, &SAnimationSequenceBrowser::OnGoForwardInHistory)
|
|
.ForegroundColor(FEditorStyle::GetSlateColor(DefaultForegroundName))
|
|
.ButtonStyle(FEditorStyle::Get(), "FlatButton")
|
|
.ContentPadding(FMargin(1, 0))
|
|
.IsEnabled(this, &SAnimationSequenceBrowser::CanStepForwardInHistory)
|
|
.ToolTipText(LOCTEXT("Forward_Tooltip", "Step forward in the asset history. Right click to see full history."))
|
|
[
|
|
SNew(STextBlock)
|
|
.TextStyle(FEditorStyle::Get(), "ContentBrowser.TopBar.Font")
|
|
.Font(FEditorStyle::Get().GetFontStyle("FontAwesome.11"))
|
|
.Text(FText::FromString(FString(TEXT("\xf061"))) /*fa-arrow-right*/)
|
|
]
|
|
];
|
|
|
|
this->ChildSlot
|
|
[
|
|
SNew(SVerticalBox)
|
|
+SVerticalBox::Slot()
|
|
.AutoHeight()
|
|
[
|
|
SNew(SBorder)
|
|
.Visibility(this, &SAnimationSequenceBrowser::GetHistoryVisibility)
|
|
.Padding(FMargin(3))
|
|
.BorderImage( FEditorStyle::GetBrush("ToolPanel.GroupBorder") )
|
|
[
|
|
SNew(SHorizontalBox)
|
|
+SHorizontalBox::Slot()
|
|
.HAlign(HAlign_Left)
|
|
[
|
|
SNew(SHorizontalBox)
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew(SBorder)
|
|
.OnMouseButtonDown(this, &SAnimationSequenceBrowser::OnMouseDownHistory, TWeakPtr<SMenuAnchor>(BackMenuAnchorPtr))
|
|
.BorderImage( FEditorStyle::GetBrush("NoBorder") )
|
|
[
|
|
BackMenuAnchorPtr
|
|
]
|
|
]
|
|
|
|
+SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew(SBorder)
|
|
.OnMouseButtonDown(this, &SAnimationSequenceBrowser::OnMouseDownHistory, TWeakPtr<SMenuAnchor>(FwdMenuAnchorPtr))
|
|
.BorderImage( FEditorStyle::GetBrush("NoBorder") )
|
|
[
|
|
FwdMenuAnchorPtr
|
|
]
|
|
]
|
|
]
|
|
]
|
|
]
|
|
+SVerticalBox::Slot()
|
|
.FillHeight(1.f)
|
|
[
|
|
SNew(SBorder)
|
|
.Padding(FMargin(3))
|
|
.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))
|
|
[
|
|
ContentBrowserModule.Get().CreateAssetPicker(Config)
|
|
]
|
|
]
|
|
];
|
|
|
|
// Create the ignore set for asset registry tags
|
|
// Making Skeleton to be private, and now GET_MEMBER_NAME_CHECKED doesn't work
|
|
AssetRegistryTagsToIgnore.Add(TEXT("Skeleton"));
|
|
AssetRegistryTagsToIgnore.Add(GET_MEMBER_NAME_CHECKED(UAnimSequenceBase, SequenceLength));
|
|
AssetRegistryTagsToIgnore.Add(GET_MEMBER_NAME_CHECKED(UAnimSequenceBase, RateScale));
|
|
}
|
|
|
|
FReply SAnimationSequenceBrowser::OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent)
|
|
{
|
|
if (Commands->ProcessCommandBindings(InKeyEvent))
|
|
{
|
|
return FReply::Handled();
|
|
}
|
|
|
|
return FReply::Unhandled();
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::AddAssetToHistory(const FAssetData& AssetData)
|
|
{
|
|
CacheOriginalAnimAssetHistory();
|
|
|
|
if (CurrentAssetHistoryIndex == AssetHistory.Num() - 1)
|
|
{
|
|
// History added to the end
|
|
if (AssetHistory.Num() == MaxAssetsHistory)
|
|
{
|
|
// If max history entries has been reached
|
|
// remove the oldest history
|
|
AssetHistory.RemoveAt(0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Clear out any history that is in front of the current location in the history list
|
|
AssetHistory.RemoveAt(CurrentAssetHistoryIndex + 1, AssetHistory.Num() - (CurrentAssetHistoryIndex + 1), true);
|
|
}
|
|
|
|
AssetHistory.Add(AssetData);
|
|
CurrentAssetHistoryIndex = AssetHistory.Num() - 1;
|
|
}
|
|
|
|
FReply SAnimationSequenceBrowser::OnMouseDownHistory( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent, TWeakPtr< SMenuAnchor > InMenuAnchor )
|
|
{
|
|
if(MouseEvent.GetEffectingButton() == EKeys::RightMouseButton)
|
|
{
|
|
InMenuAnchor.Pin()->SetIsOpen(true);
|
|
return FReply::Handled();
|
|
}
|
|
|
|
return FReply::Unhandled();
|
|
}
|
|
|
|
TSharedRef<SWidget> SAnimationSequenceBrowser::CreateHistoryMenu(bool bInBackHistory) const
|
|
{
|
|
FMenuBuilder MenuBuilder(true, NULL);
|
|
if(bInBackHistory)
|
|
{
|
|
int32 HistoryIdx = CurrentAssetHistoryIndex - 1;
|
|
while( HistoryIdx >= 0 )
|
|
{
|
|
const FAssetData& AssetData = AssetHistory[ HistoryIdx ];
|
|
|
|
if(AssetData.IsValid())
|
|
{
|
|
const FText DisplayName = FText::FromName(AssetData.AssetName);
|
|
const FText Tooltip = FText::FromString( AssetData.ObjectPath.ToString() );
|
|
|
|
MenuBuilder.AddMenuEntry(DisplayName, Tooltip, FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateRaw(this, &SAnimationSequenceBrowser::GoToHistoryIndex, HistoryIdx)
|
|
),
|
|
NAME_None, EUserInterfaceActionType::Button);
|
|
}
|
|
|
|
--HistoryIdx;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int32 HistoryIdx = CurrentAssetHistoryIndex + 1;
|
|
while( HistoryIdx < AssetHistory.Num() )
|
|
{
|
|
const FAssetData& AssetData = AssetHistory[ HistoryIdx ];
|
|
|
|
if(AssetData.IsValid())
|
|
{
|
|
const FText DisplayName = FText::FromName(AssetData.AssetName);
|
|
const FText Tooltip = FText::FromString( AssetData.ObjectPath.ToString() );
|
|
|
|
MenuBuilder.AddMenuEntry(DisplayName, Tooltip, FSlateIcon(),
|
|
FUIAction(
|
|
FExecuteAction::CreateRaw(this, &SAnimationSequenceBrowser::GoToHistoryIndex, HistoryIdx)
|
|
),
|
|
NAME_None, EUserInterfaceActionType::Button);
|
|
}
|
|
|
|
++HistoryIdx;
|
|
}
|
|
}
|
|
|
|
return MenuBuilder.MakeWidget();
|
|
}
|
|
|
|
bool SAnimationSequenceBrowser::CanStepBackwardInHistory() const
|
|
{
|
|
int32 HistoryIdx = CurrentAssetHistoryIndex - 1;
|
|
while( HistoryIdx >= 0 )
|
|
{
|
|
if(AssetHistory[HistoryIdx].IsValid())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
--HistoryIdx;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool SAnimationSequenceBrowser::CanStepForwardInHistory() const
|
|
{
|
|
int32 HistoryIdx = CurrentAssetHistoryIndex + 1;
|
|
while( HistoryIdx < AssetHistory.Num() )
|
|
{
|
|
if(AssetHistory[HistoryIdx].IsValid())
|
|
{
|
|
return true;
|
|
}
|
|
|
|
++HistoryIdx;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
FReply SAnimationSequenceBrowser::OnGoForwardInHistory()
|
|
{
|
|
while( CurrentAssetHistoryIndex < AssetHistory.Num() - 1)
|
|
{
|
|
++CurrentAssetHistoryIndex;
|
|
|
|
if( AssetHistory[CurrentAssetHistoryIndex].IsValid() )
|
|
{
|
|
GoToHistoryIndex(CurrentAssetHistoryIndex);
|
|
break;
|
|
}
|
|
}
|
|
return FReply::Handled();
|
|
}
|
|
|
|
FReply SAnimationSequenceBrowser::OnGoBackInHistory()
|
|
{
|
|
while( CurrentAssetHistoryIndex > 0 )
|
|
{
|
|
--CurrentAssetHistoryIndex;
|
|
|
|
if( AssetHistory[CurrentAssetHistoryIndex].IsValid() )
|
|
{
|
|
GoToHistoryIndex(CurrentAssetHistoryIndex);
|
|
break;
|
|
}
|
|
}
|
|
return FReply::Handled();
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::GoToHistoryIndex(int32 InHistoryIdx)
|
|
{
|
|
if(AssetHistory[InHistoryIdx].IsValid())
|
|
{
|
|
CurrentAssetHistoryIndex = InHistoryIdx;
|
|
OnRequestOpenAsset(AssetHistory[InHistoryIdx], /**bFromHistory=*/true);
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::CacheOriginalAnimAssetHistory()
|
|
{
|
|
/** If we have nothing in the AssetHistory see if we can store
|
|
anything for where we currently are as we can't do this on construction */
|
|
if (!bTriedToCacheOrginalAsset)
|
|
{
|
|
bTriedToCacheOrginalAsset = true;
|
|
|
|
if(AssetHistory.Num() == 0)
|
|
{
|
|
USkeleton* DesiredSkeleton = PersonaToolkitPtr.Pin()->GetSkeleton();
|
|
|
|
if(UObject* PreviewAsset = PersonaToolkitPtr.Pin()->GetPreviewScene()->GetPreviewAnimationAsset())
|
|
{
|
|
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
|
|
FAssetData AssetData = AssetRegistryModule.Get().GetAssetByObjectPath(FName(*PreviewAsset->GetPathName()));
|
|
AssetHistory.Add(AssetData);
|
|
CurrentAssetHistoryIndex = AssetHistory.Num() - 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::SelectAsset(UAnimationAsset * AnimAsset)
|
|
{
|
|
FAssetData AssetData(AnimAsset);
|
|
|
|
if (AssetData.IsValid())
|
|
{
|
|
TArray<FAssetData> CurrentSelection = GetCurrentSelectionDelegate.Execute();
|
|
|
|
if ( !CurrentSelection.Contains(AssetData) )
|
|
{
|
|
TArray<FAssetData> AssetsToSelect;
|
|
AssetsToSelect.Add(AssetData);
|
|
|
|
SyncToAssetsDelegate.Execute(AssetsToSelect);
|
|
}
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::AddToHistory(UAnimationAsset * AnimAsset)
|
|
{
|
|
if (AnimAsset)
|
|
{
|
|
FAssetData AssetData(AnimAsset);
|
|
AddAssetToHistory(AssetData);
|
|
}
|
|
}
|
|
|
|
TSharedRef<SToolTip> SAnimationSequenceBrowser::CreateCustomAssetToolTip(FAssetData& AssetData)
|
|
{
|
|
// Make a list of tags to show
|
|
TArray<UObject::FAssetRegistryTag> Tags;
|
|
UClass* AssetClass = FindObject<UClass>(ANY_PACKAGE, *AssetData.AssetClass.ToString());
|
|
check(AssetClass);
|
|
AssetClass->GetDefaultObject()->GetAssetRegistryTags(Tags);
|
|
|
|
TArray<FName> TagsToShow;
|
|
for(UObject::FAssetRegistryTag& TagEntry : Tags)
|
|
{
|
|
if(TagEntry.Name != FName(TEXT("Skeleton")) && TagEntry.Type != UObject::FAssetRegistryTag::TT_Hidden)
|
|
{
|
|
TagsToShow.Add(TagEntry.Name);
|
|
}
|
|
}
|
|
|
|
// Add asset registry tags to a text list; except skeleton as that is implied in Persona
|
|
TSharedRef<SVerticalBox> DescriptionBox = SNew(SVerticalBox);
|
|
for(TPair<FName, FString> TagPair : AssetData.TagsAndValues)
|
|
{
|
|
if(TagsToShow.Contains(TagPair.Key))
|
|
{
|
|
// Check for DisplayName metadata
|
|
FText DisplayName;
|
|
if (UProperty* Field = FindField<UProperty>(AssetClass, TagPair.Key))
|
|
{
|
|
DisplayName = Field->GetDisplayNameText();
|
|
}
|
|
else
|
|
{
|
|
DisplayName = FText::FromName(TagPair.Key);
|
|
}
|
|
|
|
DescriptionBox->AddSlot()
|
|
.AutoHeight()
|
|
.Padding(0,0,5,0)
|
|
[
|
|
SNew(SHorizontalBox)
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(FText::Format(LOCTEXT("AssetTagKey", "{0}: "), DisplayName))
|
|
.ColorAndOpacity(FSlateColor::UseSubduedForeground())
|
|
]
|
|
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(FText::FromString(TagPair.Value))
|
|
.ColorAndOpacity(FSlateColor::UseForeground())
|
|
]
|
|
];
|
|
}
|
|
}
|
|
|
|
DescriptionBox->AddSlot()
|
|
.AutoHeight()
|
|
.Padding(0,0,5,0)
|
|
[
|
|
SNew(SHorizontalBox)
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(LOCTEXT("AssetBrowser_FolderPathLabel", "Folder :"))
|
|
.ColorAndOpacity(FSlateColor::UseSubduedForeground())
|
|
]
|
|
|
|
+ SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(FText::FromName(AssetData.PackagePath))
|
|
.ColorAndOpacity(FSlateColor::UseForeground())
|
|
.WrapTextAt(300.f)
|
|
]
|
|
];
|
|
|
|
TSharedPtr<SHorizontalBox> ContentBox = nullptr;
|
|
TSharedRef<SToolTip> ToolTipWidget = SNew(SToolTip)
|
|
.TextMargin(1)
|
|
.BorderImage(FEditorStyle::GetBrush("ContentBrowser.TileViewTooltip.ToolTipBorder"))
|
|
[
|
|
SNew(SBorder)
|
|
.Padding(6)
|
|
.BorderImage(FEditorStyle::GetBrush("ContentBrowser.TileViewTooltip.NonContentBorder"))
|
|
[
|
|
SNew(SVerticalBox)
|
|
+SVerticalBox::Slot()
|
|
.AutoHeight()
|
|
.Padding(0,0,0,4)
|
|
[
|
|
SNew(SBorder)
|
|
.Padding(6)
|
|
.BorderImage(FEditorStyle::GetBrush("ContentBrowser.TileViewTooltip.ContentBorder"))
|
|
[
|
|
SNew(SBox)
|
|
.HAlign(HAlign_Left)
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(FText::FromName(AssetData.AssetName))
|
|
.Font(FEditorStyle::GetFontStyle("ContentBrowser.TileViewTooltip.NameFont"))
|
|
]
|
|
]
|
|
]
|
|
|
|
+ SVerticalBox::Slot()
|
|
[
|
|
SAssignNew(ContentBox, SHorizontalBox)
|
|
+SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
[
|
|
SNew(SBorder)
|
|
.Padding(6)
|
|
.Visibility(AssetClass->IsChildOf<UAnimationAsset>() ? EVisibility::Visible : EVisibility::Collapsed)
|
|
.BorderImage(FEditorStyle::GetBrush("ContentBrowser.TileViewTooltip.ContentBorder"))
|
|
[
|
|
SNew(SOverlay)
|
|
+SOverlay::Slot()
|
|
.VAlign(VAlign_Center)
|
|
.HAlign(HAlign_Center)
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(LOCTEXT("NoPreviewMesh", "No Preview Mesh"))
|
|
]
|
|
|
|
+ SOverlay::Slot()
|
|
.VAlign(VAlign_Center)
|
|
.HAlign(HAlign_Center)
|
|
[
|
|
ViewportWidget.ToSharedRef()
|
|
]
|
|
]
|
|
]
|
|
]
|
|
]
|
|
];
|
|
|
|
// add an extra section to the tooltip for it.
|
|
ContentBox->AddSlot()
|
|
.Padding(AssetClass->IsChildOf<UAnimationAsset>() ? 4 : 0, 0, 0, 0)
|
|
[
|
|
SNew(SBorder)
|
|
.Padding(6)
|
|
.BorderImage(FEditorStyle::GetBrush("ContentBrowser.TileViewTooltip.ContentBorder"))
|
|
[
|
|
DescriptionBox
|
|
]
|
|
];
|
|
|
|
return ToolTipWidget;
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::CreateAssetTooltipResources()
|
|
{
|
|
SAssignNew(ViewportWidget, SViewport)
|
|
.EnableGammaCorrection(false)
|
|
.ViewportSize(FVector2D(128, 128));
|
|
|
|
ViewportClient = MakeShareable(new FAnimationAssetViewportClient(PreviewScene));
|
|
SceneViewport = MakeShareable(new FSceneViewport(ViewportClient.Get(), ViewportWidget));
|
|
PreviewComponent = NewObject<UDebugSkelMeshComponent>();
|
|
|
|
// Client options
|
|
ViewportClient->ViewportType = LVT_Perspective;
|
|
ViewportClient->bSetListenerPosition = false;
|
|
// Default view until we need to show the viewport
|
|
ViewportClient->SetViewLocation(EditorViewportDefs::DefaultPerspectiveViewLocation);
|
|
ViewportClient->SetViewRotation(EditorViewportDefs::DefaultPerspectiveViewRotation);
|
|
|
|
ViewportClient->Viewport = SceneViewport.Get();
|
|
ViewportClient->SetRealtime(true);
|
|
ViewportClient->SetViewMode(VMI_Lit);
|
|
ViewportClient->ToggleOrbitCamera(true);
|
|
ViewportClient->VisibilityDelegate.BindSP(this, &SAnimationSequenceBrowser::IsToolTipPreviewVisible);
|
|
|
|
// Add the scene viewport
|
|
ViewportWidget->SetViewportInterface(SceneViewport.ToSharedRef());
|
|
|
|
// Setup the preview component to ensure an animation will update when requested
|
|
PreviewComponent->MeshComponentUpdateFlag = EMeshComponentUpdateFlag::AlwaysTickPoseAndRefreshBones;
|
|
PreviewScene.AddComponent(PreviewComponent, FTransform::Identity);
|
|
|
|
const UDestructableMeshEditorSettings* Options = GetDefault<UDestructableMeshEditorSettings>();
|
|
|
|
PreviewScene.SetLightDirection(Options->AnimPreviewLightingDirection);
|
|
PreviewScene.SetLightColor(Options->AnimPreviewDirectionalColor);
|
|
PreviewScene.SetLightBrightness(Options->AnimPreviewLightBrightness);
|
|
}
|
|
|
|
bool SAnimationSequenceBrowser::OnVisualizeAssetToolTip(const TSharedPtr<SWidget>& TooltipContent, FAssetData& AssetData)
|
|
{
|
|
// Resolve the asset
|
|
USkeletalMesh* MeshToUse = nullptr;
|
|
UClass* AssetClass = FindObject<UClass>(ANY_PACKAGE, *AssetData.AssetClass.ToString());
|
|
if(AssetClass->IsChildOf(UAnimationAsset::StaticClass()) && AssetData.GetAsset())
|
|
{
|
|
// Set up the viewport to show the asset. Catching the visualize allows us to use
|
|
// one viewport between all of the assets in the sequence browser.
|
|
UAnimationAsset* Asset = StaticCast<UAnimationAsset*>(AssetData.GetAsset());
|
|
USkeleton* Skeleton = Asset->GetSkeleton();
|
|
|
|
MeshToUse = Skeleton->GetAssetPreviewMesh(Asset);
|
|
|
|
if(MeshToUse)
|
|
{
|
|
if(PreviewComponent->SkeletalMesh != MeshToUse)
|
|
{
|
|
PreviewComponent->SetSkeletalMesh(MeshToUse);
|
|
}
|
|
|
|
PreviewComponent->EnablePreview(true, Asset);
|
|
PreviewComponent->PreviewInstance->PlayAnim(true);
|
|
|
|
FBoxSphereBounds MeshImportedBounds = MeshToUse->GetImportedBounds();
|
|
float HalfFov = FMath::DegreesToRadians(ViewportClient->ViewFOV) / 2.0f;
|
|
float TargetDist = MeshImportedBounds.SphereRadius / FMath::Tan(HalfFov);
|
|
|
|
ViewportClient->SetViewRotation(FRotator(0.0f, -45.0f, 0.0f));
|
|
ViewportClient->SetViewLocationForOrbiting(FVector(0.0f, 0.0f, MeshImportedBounds.BoxExtent.Z / 2.0f), TargetDist);
|
|
|
|
ViewportWidget->SetVisibility(EVisibility::Visible);
|
|
|
|
// Update the preview as long as the tooltip is visible
|
|
if ( !bIsActiveTimerRegistered )
|
|
{
|
|
bIsActiveTimerRegistered = true;
|
|
RegisterActiveTimer(0.f, FWidgetActiveTimerDelegate::CreateSP(this, &SAnimationSequenceBrowser::UpdateTootipPreview));
|
|
}
|
|
bToolTipVisualizedThisFrame = true;
|
|
}
|
|
else
|
|
{
|
|
ViewportWidget->SetVisibility(EVisibility::Hidden);
|
|
}
|
|
}
|
|
|
|
// We return false here as we aren't visualizing the tooltip - just detecting when it is about to be shown.
|
|
// We still want slate to draw it.
|
|
return false;
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::OnAssetToolTipClosing()
|
|
{
|
|
// Make sure that the tooltip isn't about to preview another animation
|
|
if (!bToolTipVisualizedThisFrame)
|
|
{
|
|
ViewportWidget->SetVisibility(EVisibility::Hidden);
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::CleanupPreviewSceneComponent(USceneComponent* Component)
|
|
{
|
|
if(Component)
|
|
{
|
|
for(int32 ComponentIdx = Component->GetAttachChildren().Num() - 1 ; ComponentIdx >= 0 ; --ComponentIdx)
|
|
{
|
|
USceneComponent* ChildComponent = Component->GetAttachChildren()[ComponentIdx];
|
|
CleanupPreviewSceneComponent(ChildComponent);
|
|
}
|
|
check(Component->GetAttachChildren().Num() == 0);
|
|
Component->DestroyComponent();
|
|
}
|
|
}
|
|
|
|
EActiveTimerReturnType SAnimationSequenceBrowser::UpdateTootipPreview( double InCurrentTime, float InDeltaTime )
|
|
{
|
|
bToolTipVisualizedThisFrame = false;
|
|
if ( PreviewComponent && IsToolTipPreviewVisible() )
|
|
{
|
|
// Tick the world to update preview viewport for tooltips
|
|
PreviewComponent->GetScene()->GetWorld()->Tick( LEVELTICK_All, InDeltaTime );
|
|
}
|
|
else
|
|
{
|
|
bIsActiveTimerRegistered = false;
|
|
return EActiveTimerReturnType::Stop;
|
|
}
|
|
|
|
return EActiveTimerReturnType::Continue;
|
|
}
|
|
|
|
bool SAnimationSequenceBrowser::IsToolTipPreviewVisible()
|
|
{
|
|
bool bVisible = false;
|
|
|
|
if(ViewportWidget.IsValid())
|
|
{
|
|
bVisible = ViewportWidget->GetVisibility() == EVisibility::Visible;
|
|
}
|
|
return bVisible;
|
|
}
|
|
|
|
EVisibility SAnimationSequenceBrowser::GetHistoryVisibility() const
|
|
{
|
|
return bShowHistory ? EVisibility::Visible : EVisibility::Collapsed;
|
|
}
|
|
|
|
bool SAnimationSequenceBrowser::HandleFilterAsset(const FAssetData& InAssetData) const
|
|
{
|
|
if (InAssetData.GetClass()->IsChildOf(UAnimationAsset::StaticClass()))
|
|
{
|
|
USkeleton* DesiredSkeleton = PersonaToolkitPtr.Pin()->GetSkeleton();
|
|
if (DesiredSkeleton)
|
|
{
|
|
FString SkeletonString = FAssetData(DesiredSkeleton).GetExportTextName();
|
|
|
|
return (InAssetData.TagsAndValues.FindRef(TEXT("Skeleton")) != SkeletonString);
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::HandlePlayAudio(FAssetData InAssetData)
|
|
{
|
|
PlayPreviewAudio(Cast<USoundWave>(InAssetData.GetAsset()));
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::HandleStopAudio()
|
|
{
|
|
UAudioComponent* AudioComponent = PersonaToolkitPtr.Pin()->GetPreviewScene()->GetActor()->FindComponentByClass<UAudioComponent>();
|
|
if (AudioComponent)
|
|
{
|
|
AudioComponent->Stop();
|
|
}
|
|
}
|
|
|
|
void SAnimationSequenceBrowser::PlayPreviewAudio(USoundWave* InSoundWave)
|
|
{
|
|
if (InSoundWave)
|
|
{
|
|
UAudioComponent* AudioComponent = PersonaToolkitPtr.Pin()->GetPreviewScene()->GetActor()->FindComponentByClass<UAudioComponent>();
|
|
if (AudioComponent)
|
|
{
|
|
// If we are playing this soundwave, stop
|
|
if (AudioComponent->IsPlaying() && AudioComponent->Sound == InSoundWave)
|
|
{
|
|
AudioComponent->Stop();
|
|
}
|
|
else
|
|
{
|
|
AudioComponent->Stop();
|
|
AudioComponent->SetSound(InSoundWave);
|
|
AudioComponent->Play();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
FAnimationAssetViewportClient::FAnimationAssetViewportClient(FPreviewScene& InPreviewScene)
|
|
: FEditorViewportClient(nullptr, &InPreviewScene)
|
|
{
|
|
SetViewMode(VMI_Lit);
|
|
|
|
// Always composite editor objects after post processing in the editor
|
|
EngineShowFlags.SetCompositeEditorPrimitives(true);
|
|
EngineShowFlags.DisableAdvancedFeatures();
|
|
|
|
// Setup defaults for the common draw helper.
|
|
DrawHelper.bDrawPivot = false;
|
|
DrawHelper.bDrawWorldBox = false;
|
|
DrawHelper.bDrawKillZ = false;
|
|
DrawHelper.bDrawGrid = true;
|
|
DrawHelper.GridColorAxis = FColor(70, 70, 70);
|
|
DrawHelper.GridColorMajor = FColor(40, 40, 40);
|
|
DrawHelper.GridColorMinor = FColor(20, 20, 20);
|
|
DrawHelper.PerspectiveGridSize = HALF_WORLD_MAX1;
|
|
bDrawAxes = false;
|
|
}
|
|
|
|
FSceneInterface* FAnimationAssetViewportClient::GetScene() const
|
|
{
|
|
return PreviewScene->GetScene();
|
|
}
|
|
|
|
FLinearColor FAnimationAssetViewportClient::GetBackgroundColor() const
|
|
{
|
|
return FLinearColor(0.8f, 0.85f, 0.85f);
|
|
}
|
|
|
|
|
|
#undef LOCTEXT_NAMESPACE
|