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322 lines
11 KiB
C++
322 lines
11 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Misc/Guid.h"
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#include "UObject/Class.h"
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#include "GameFramework/Actor.h"
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#include "AssetData.h"
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#include "Widgets/SWidget.h"
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#include "Modules/ModuleInterface.h"
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#include "Modules/ModuleManager.h"
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#include "ActorFactories/ActorFactory.h"
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#include "ActorPlacementInfo.h"
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#include "IPlacementMode.h"
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#include "GameFramework/Volume.h"
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/**
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* Struct that defines an identifier for a particular placeable item in this module.
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* Only be obtainable through IPlacementModeModule::RegisterPlaceableItem
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*/
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class FPlacementModeID
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{
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public:
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FPlacementModeID(const FPlacementModeID&) = default;
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FPlacementModeID& operator=(const FPlacementModeID&) = default;
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private:
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friend class FPlacementModeModule;
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FPlacementModeID() {}
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/** The category this item is held within */
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FName Category;
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/** Unique identifier (always universally unique across categories) */
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FGuid UniqueID;
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};
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/**
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* Struct providing information for a user category of placement objects
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*/
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struct FPlacementCategoryInfo
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{
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FPlacementCategoryInfo(FText InDisplayName, FName InHandle, FString InTag, int32 InSortOrder = 0, bool bInSortable = true)
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: DisplayName(InDisplayName), UniqueHandle(InHandle), SortOrder(InSortOrder), TagMetaData(MoveTemp(InTag)), bSortable(bInSortable)
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{
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}
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/** This category's display name */
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FText DisplayName;
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/** A unique name for this category */
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FName UniqueHandle;
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/** Sort order for the category tab (lowest first) */
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int32 SortOrder;
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/** Optional tag meta data for the tab widget */
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FString TagMetaData;
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/** Optional generator function used to construct this category's tab content. Called when the tab is activated. */
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TFunction<TSharedRef<SWidget>()> CustomGenerator;
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/** Whether the items in this category are automatically sortable by name. False if the items are already sorted. */
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bool bSortable;
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};
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/**
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* Structure defining a placeable item in the placement mode panel
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*/
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struct FPlaceableItem
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{
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/** Default constructor */
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FPlaceableItem()
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: Factory(nullptr)
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{}
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/** Constructor that takes a specific factory and asset */
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FPlaceableItem(UActorFactory* InFactory, const FAssetData& InAssetData, TOptional<int32> InSortOrder = TOptional<int32>())
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: Factory(InFactory)
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, AssetData(InAssetData)
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, SortOrder(InSortOrder)
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{
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bAlwaysUseGenericThumbnail = false;
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AutoSetDisplayName();
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}
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/** Constructor for any placeable class */
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FPlaceableItem(UClass& InAssetClass, TOptional<int32> InSortOrder = TOptional<int32>())
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: Factory(GEditor->FindActorFactoryByClass(&InAssetClass))
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, AssetData(Factory ? Factory->GetDefaultActorClass( FAssetData() ) : FAssetData())
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, SortOrder(InSortOrder)
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{
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bAlwaysUseGenericThumbnail = false;
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AutoSetDisplayName();
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}
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/** Constructor for any placeable class with associated asset data, brush and display name overrides */
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FPlaceableItem(
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UClass& InAssetClass,
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const FAssetData& InAssetData,
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FName InClassThumbnailBrushOverride = NAME_None,
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TOptional<FLinearColor> InAssetTypeColorOverride = TOptional<FLinearColor>(),
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TOptional<int32> InSortOrder = TOptional<int32>(),
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TOptional<FText> InDisplayName = TOptional<FText>()
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)
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: Factory(GEditor->FindActorFactoryByClass(&InAssetClass))
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, AssetData(InAssetData)
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, ClassThumbnailBrushOverride(InClassThumbnailBrushOverride)
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, AssetTypeColorOverride(InAssetTypeColorOverride)
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, SortOrder(InSortOrder)
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{
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bAlwaysUseGenericThumbnail = true;
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if (InDisplayName.IsSet())
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{
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DisplayName = InDisplayName.GetValue();
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}
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else
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{
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AutoSetDisplayName();
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}
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}
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/** Automatically set this item's display name from its class or asset */
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void AutoSetDisplayName()
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{
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const bool bIsClass = AssetData.GetClass() == UClass::StaticClass();
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const bool bIsVolume = bIsClass ? CastChecked<UClass>(AssetData.GetAsset())->IsChildOf(AVolume::StaticClass()) : false;
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const bool bIsActor = bIsClass ? CastChecked<UClass>(AssetData.GetAsset())->IsChildOf(AActor::StaticClass()) : false;
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if (Factory && !bIsVolume) // Factories give terrible names for volumes
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{
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DisplayName = Factory->GetDisplayName();
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}
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else if (bIsActor)
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{
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AActor* DefaultActor = CastChecked<AActor>(CastChecked<UClass>(AssetData.GetAsset())->ClassDefaultObject);
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DisplayName = FText::FromString(FName::NameToDisplayString(DefaultActor->GetClass()->GetName(), false));
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}
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else if (bIsClass)
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{
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DisplayName = FText::FromString(FName::NameToDisplayString(AssetData.AssetName.ToString(), false));
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}
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else
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{
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DisplayName = FText::FromName(AssetData.AssetName);
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}
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}
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/** The factory used to create an instance of this placeable item */
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UActorFactory* Factory;
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/** Asset data pertaining to the class */
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FAssetData AssetData;
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/** This item's display name */
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FText DisplayName;
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/** Optional override for the thumbnail brush (passed to FClassIconFinder::FindThumbnailForClass in the form ClassThumbnail.<override>) */
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FName ClassThumbnailBrushOverride;
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/** Whether to always use the generic thumbnail for this item or not */
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bool bAlwaysUseGenericThumbnail;
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/** Optional overridden color tint for the asset */
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TOptional<FLinearColor> AssetTypeColorOverride;
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/** Optional sort order (lowest first). Overrides default class name sorting. */
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TOptional<int32> SortOrder;
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};
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/** Structure of built-in placement categories. Defined as functions to enable external use without linkage */
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struct FBuiltInPlacementCategories
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{
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static FName RecentlyPlaced() { static FName Name("RecentlyPlaced"); return Name; }
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static FName Basic() { static FName Name("Basic"); return Name; }
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static FName Lights() { static FName Name("Lights"); return Name; }
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static FName Visual() { static FName Name("Visual"); return Name; }
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static FName Volumes() { static FName Name("Volumes"); return Name; }
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static FName AllClasses() { static FName Name("AllClasses"); return Name; }
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};
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class IPlacementModeModule : public IModuleInterface
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{
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public:
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static inline IPlacementModeModule& Get()
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{
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return FModuleManager::LoadModuleChecked< IPlacementModeModule >( "PlacementMode" );
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static inline bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded( "PlacementMode" );
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}
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/**
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* Add the specified assets to the recently placed items list
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*/
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virtual void AddToRecentlyPlaced( const TArray< UObject* >& Assets, UActorFactory* FactoryUsed = NULL ) = 0;
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/**
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* Add the specified asset to the recently placed items list
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*/
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virtual void AddToRecentlyPlaced( UObject* Asset, UActorFactory* FactoryUsed = NULL ) = 0;
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/**
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* Get a copy of the recently placed items
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*/
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virtual const TArray< FActorPlacementInfo >& GetRecentlyPlaced() const = 0;
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/**
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* @return the event that is broadcast whenever the list of recently placed assets changes
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*/
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DECLARE_EVENT_OneParam( IPlacementMode, FOnRecentlyPlacedChanged, const TArray< FActorPlacementInfo >& /*NewRecentlyPlaced*/ );
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virtual FOnRecentlyPlacedChanged& OnRecentlyPlacedChanged() = 0;
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/**
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* @return the event that is broadcast whenever the list of all placeable assets changes
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*/
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DECLARE_EVENT( IPlacementMode, FOnAllPlaceableAssetsChanged );
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virtual FOnAllPlaceableAssetsChanged& OnAllPlaceableAssetsChanged() = 0;
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/**
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* @return the event that is broadcast whenever a placement mode enters a placing session
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*/
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DECLARE_EVENT_OneParam( IPlacementMode, FOnStartedPlacingEvent, const TArray< UObject* >& /*Assets*/ );
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virtual FOnStartedPlacingEvent& OnStartedPlacing() = 0;
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virtual void BroadcastStartedPlacing( const TArray< UObject* >& Assets ) = 0;
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/**
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* @return the event that is broadcast whenever a placement mode exits a placing session
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*/
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DECLARE_EVENT_OneParam( IPlacementMode, FOnStoppedPlacingEvent, bool /*bWasSuccessfullyPlaced*/ );
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virtual FOnStoppedPlacingEvent& OnStoppedPlacing() = 0;
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virtual void BroadcastStoppedPlacing( bool bWasSuccessfullyPlaced ) = 0;
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public:
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/**
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* Register a new category of placement items
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*
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* @param Info Information pertaining to the category
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* @return true on success, false on failure (probably if the category's unique handle is already in use)
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*/
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virtual bool RegisterPlacementCategory(const FPlacementCategoryInfo& Info) = 0;
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/**
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* Retrieve an already registered category
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*
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* @param UniqueHandle The unique handle of the category to retrieve
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* @return Ptr to the category's information structure, or nullptr if it does not exit
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*/
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virtual const FPlacementCategoryInfo* GetRegisteredPlacementCategory(FName UniqueHandle) const = 0;
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/**
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* Populate the specified array with all registered category information, sorted by SortOrder
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*
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* @param OutCategories The array to populate with registered category inforamtion
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*/
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virtual void GetSortedCategories(TArray<FPlacementCategoryInfo>& OutCategories) const = 0;
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/**
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* Unregister a previously registered category
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*
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* @param UniqueHandle The unique handle of the category to unregister
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*/
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virtual void UnregisterPlacementCategory(FName Handle) = 0;
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/**
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* Register a new placeable item for the specified category
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*
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* @param Item The placeable item to register
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* @param CategoryName Unique handle to the category in which to place this item
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* @return Optional unique identifier for the registered item, or empty on failure (if the category doesn't exist)
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*/
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virtual TOptional<FPlacementModeID> RegisterPlaceableItem(FName CategoryName, const TSharedRef<FPlaceableItem>& Item) = 0;
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/**
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* Unregister a previously registered placeable item
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*
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* @param ID Unique identifier for the item. Will have been obtained from a previous call to RegisterPlaceableItem
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*/
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virtual void UnregisterPlaceableItem(FPlacementModeID ID) = 0;
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/**
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* Get all the items in a given category, unsorted
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*
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* @param Category The unique handle of the category to get items for
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* @param OutItems Array to populate with the items in this category
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*/
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virtual void GetItemsForCategory(FName Category, TArray<TSharedPtr<FPlaceableItem>>& OutItems) const = 0;
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/**
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* Get all the items in a given category, filtered by the specified predicate
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*
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* @param Category The unique handle of the category to get items for
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* @param OutItems Array to populate with the items in this category
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* @param Filter Filter predicate used to filter out items. Return true to pass the filter, false otherwise
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*/
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virtual void GetFilteredItemsForCategory(FName Category, TArray<TSharedPtr<FPlaceableItem>>& OutItems, TFunctionRef<bool(const TSharedPtr<FPlaceableItem>&)> Filter) const = 0;
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/**
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* Instruct the category associated with the specified unique handle that it should regenerate its items
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*
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* @param Category The unique handle of the category to get items for
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*/
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virtual void RegenerateItemsForCategory(FName Category) = 0;
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};
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