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UE-7184 - Show game c++ classes and engine c++ classes in the content browser
The Content Browser now has extra entries for "Game C++ Classes" and "Engine C++ Classes" (with "Game" and "Engine" being renamed to "Game Content" and "Engine Content" respectively). These new folders serve as hosts for the list of available C++ modules, with each module internally mirroring the folder structure on disk.
For example:
- Game C++ Classes
- ShooterGame
- Classes
- Bots
- ShooterBot
- ShooterAIController
- [...]
- [...]
The Content Browser allows you to navigate and search these classes like you can with assets, and provides convenient access to either edit an existing class, or create a new class (either within a selected folder, or derived from a selected class).
As the Content Browser only shows you known UClass types, any new classes need to be compiled into a loaded module before they will appear. This means that adding a new class will now automatically hot-reload your target module. Should you prefer to handle building and loading your modules manually, you can disable the automatic hot-reload via "Editor Settings" -> "Miscellaneous" -> "Hot Reload" -> "Automatically Hot Reload New Classes" (see UEditorUserSettings::bAutomaticallyHotReloadNewClasses).
[CL 2409386 by Jamie Dale in Main branch]
113 lines
3.7 KiB
C++
113 lines
3.7 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "ContentBrowserPCH.h"
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#define LOCTEXT_NAMESPACE "ContentBrowser"
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void SPathPicker::Construct( const FArguments& InArgs )
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{
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for (auto DelegateIt = InArgs._PathPickerConfig.SetPathsDelegates.CreateConstIterator(); DelegateIt; ++DelegateIt)
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{
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if ((*DelegateIt) != NULL)
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{
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(**DelegateIt) = FSetPathPickerPathsDelegate::CreateSP(this, &SPathPicker::SetPaths);
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}
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}
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ChildSlot
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[
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SAssignNew(PathViewPtr, SPathView)
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.OnPathSelected(InArgs._PathPickerConfig.OnPathSelected)
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.OnGetFolderContextMenu(this, &SPathPicker::GetFolderContextMenu)
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.OnGetPathContextMenuExtender(InArgs._PathPickerConfig.OnGetPathContextMenuExtender)
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.FocusSearchBoxWhenOpened(InArgs._PathPickerConfig.bFocusSearchBoxWhenOpened)
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.AllowContextMenu(InArgs._PathPickerConfig.bAllowContextMenu)
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.AllowClassesFolder(InArgs._PathPickerConfig.bAllowClassesFolder)
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.SelectionMode(ESelectionMode::Single)
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];
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const FString& DefaultPath = InArgs._PathPickerConfig.DefaultPath;
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if ( !DefaultPath.IsEmpty() )
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{
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if (InArgs._PathPickerConfig.bAddDefaultPath)
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{
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PathViewPtr->AddPath(DefaultPath, false);
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}
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TArray<FString> SelectedPaths;
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SelectedPaths.Add(DefaultPath);
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PathViewPtr->SetSelectedPaths(SelectedPaths);
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}
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}
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TSharedPtr<SWidget> SPathPicker::GetFolderContextMenu(const TArray<FString>& SelectedPaths, FContentBrowserMenuExtender_SelectedPaths InMenuExtender, FOnCreateNewFolder InOnCreateNewFolder)
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{
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TSharedPtr<FExtender> Extender;
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if (InMenuExtender.IsBound())
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{
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Extender = InMenuExtender.Execute(SelectedPaths);
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}
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const bool bInShouldCloseWindowAfterSelection = true;
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const bool bCloseSelfOnly = true;
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FMenuBuilder MenuBuilder(bInShouldCloseWindowAfterSelection, nullptr, Extender, bCloseSelfOnly);
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// We can only create folders when we have a single path selected
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const bool bCanCreateNewFolder = SelectedPaths.Num() == 1 && ContentBrowserUtils::IsValidPathToCreateNewFolder(SelectedPaths[0]);
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FText NewFolderToolTip;
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if(SelectedPaths.Num() == 1)
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{
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if(bCanCreateNewFolder)
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{
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NewFolderToolTip = FText::Format(LOCTEXT("NewFolderTooltip_CreateIn", "Create a new folder in {0}."), FText::FromString(SelectedPaths[0]));
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}
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else
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{
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NewFolderToolTip = FText::Format(LOCTEXT("NewFolderTooltip_InvalidPath", "Cannot create new folders in {0}."), FText::FromString(SelectedPaths[0]));
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}
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}
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else
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{
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NewFolderToolTip = LOCTEXT("NewFolderTooltip_InvalidNumberOfPaths", "Can only create folders when there is a single path selected.");
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}
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// New Folder
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MenuBuilder.AddMenuEntry(
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LOCTEXT("NewFolder", "New Folder"),
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NewFolderToolTip,
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FSlateIcon(FEditorStyle::GetStyleSetName(), "ContentBrowser.NewFolderIcon"),
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FUIAction(
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FExecuteAction::CreateSP(this, &SPathPicker::CreateNewFolder, SelectedPaths.Num() > 0 ? SelectedPaths[0] : FString(), InOnCreateNewFolder),
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FCanExecuteAction::CreateLambda( [bCanCreateNewFolder] { return bCanCreateNewFolder; } )
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),
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"NewFolder"
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);
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return MenuBuilder.MakeWidget();
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}
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void SPathPicker::CreateNewFolder(FString FolderPath, FOnCreateNewFolder InOnCreateNewFolder)
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{
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// Create a valid base name for this folder
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FText DefaultFolderBaseName = LOCTEXT("DefaultFolderName", "NewFolder");
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FText DefaultFolderName = DefaultFolderBaseName;
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int32 NewFolderPostfix = 1;
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while (ContentBrowserUtils::DoesFolderExist(FolderPath / DefaultFolderName.ToString()))
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{
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DefaultFolderName = FText::Format(LOCTEXT("DefaultFolderNamePattern", "{0}{1}"), DefaultFolderBaseName, FText::AsNumber(NewFolderPostfix));
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NewFolderPostfix++;
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}
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InOnCreateNewFolder.ExecuteIfBound(DefaultFolderName.ToString(), FolderPath);
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}
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void SPathPicker::SetPaths(const TArray<FString>& NewPaths)
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{
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PathViewPtr->SetSelectedPaths(NewPaths);
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}
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#undef LOCTEXT_NAMESPACE |