Files
UnrealEngineUWP/Engine/Source/Editor/PropertyEditor/Private/ObjectPropertyNode.cpp
Andrew Rodham 8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00

565 lines
17 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "PropertyEditorPrivatePCH.h"
#include "PropertyNode.h"
#include "ObjectPropertyNode.h"
#include "CategoryPropertyNode.h"
#include "ItemPropertyNode.h"
#include "ObjectEditorUtils.h"
#include "EditorCategoryUtils.h"
FObjectPropertyNode::FObjectPropertyNode(void)
: FComplexPropertyNode()
, BaseClass(NULL)
{
}
FObjectPropertyNode::~FObjectPropertyNode(void)
{
}
UObject* FObjectPropertyNode::GetUObject(int32 InIndex)
{
check(Objects.IsValidIndex(InIndex));
return Objects[InIndex].Get();
}
const UObject* FObjectPropertyNode::GetUObject(int32 InIndex) const
{
check(Objects.IsValidIndex(InIndex));
return Objects[InIndex].Get();
}
// Adds a new object to the list.
void FObjectPropertyNode::AddObject( UObject* InObject )
{
Objects.AddUnique( InObject );
}
// Removes an object from the list.
void FObjectPropertyNode::RemoveObject( UObject* InObject )
{
const int32 idx = Objects.Find( InObject );
if( idx != INDEX_NONE )
{
Objects.RemoveAt( idx, 1 );
}
}
// Removes all objects from the list.
void FObjectPropertyNode::RemoveAllObjects()
{
Objects.Empty();
}
// Purges any objects marked pending kill from the object list
void FObjectPropertyNode::PurgeKilledObjects()
{
// Purge any objects that are marked pending kill from the object list
for (int32 Index = 0; Index < Objects.Num(); )
{
TWeakObjectPtr<UObject> Object = Objects[Index];
if ( !Object.IsValid() || Object->HasAnyFlags(RF_PendingKill) )
{
Objects.RemoveAt(Index, 1);
}
else
{
++Index;
}
}
}
// Called when the object list is finalized, Finalize() finishes the property window setup.
void FObjectPropertyNode::Finalize()
{
// May be NULL...
UClass* OldBase = GetObjectBaseClass();
// Find an appropriate base class.
SetBestBaseClass();
if (BaseClass.IsValid() && BaseClass->HasAnyClassFlags(CLASS_CollapseCategories) )
{
SetNodeFlags(EPropertyNodeFlags::ShowCategories, false );
}
}
bool FObjectPropertyNode::GetReadAddressUncached(FPropertyNode& InNode,
bool InRequiresSingleSelection,
FReadAddressListData& OutAddresses,
bool bComparePropertyContents,
bool bObjectForceCompare,
bool bArrayPropertiesCanDifferInSize) const
{
// Are any objects selected for property editing?
if( !GetNumObjects())
{
return false;
}
UProperty* InItemProperty = InNode.GetProperty();
// Is there a InItemProperty bound to the InItemProperty window?
if( !InItemProperty )
{
return false;
}
// Requesting a single selection?
if( InRequiresSingleSelection && GetNumObjects() > 1)
{
// Fail: we're editing properties for multiple objects.
return false;
}
//assume all properties are the same unless proven otherwise
bool bAllTheSame = true;
//////////////////////////////////////////
// If this item is the child of an array, return NULL if there is a different number
// of items in the array in different objects, when multi-selecting.
if( Cast<UArrayProperty>(InItemProperty->GetOuter()) )
{
FPropertyNode* ParentNode = InNode.GetParentNode();
check(ParentNode);
const UObject* TempObject = GetUObject(0);
if( TempObject )
{
uint8* BaseAddr = ParentNode->GetValueBaseAddress( (uint8*)TempObject );
if( BaseAddr )
{
const int32 Num = FScriptArrayHelper::Num(BaseAddr);
for( int32 ObjIndex = 1 ; ObjIndex < GetNumObjects(); ObjIndex++ )
{
TempObject = GetUObject(ObjIndex);
BaseAddr = ParentNode->GetValueBaseAddress( (uint8*)TempObject );
if( BaseAddr && Num != FScriptArrayHelper::Num( BaseAddr ) )
{
bAllTheSame = false;
}
}
}
}
}
uint8* Base = GetUObject(0) ? InNode.GetValueBaseAddress( (uint8*)(GetUObject(0)) ) : NULL;
if (Base)
{
// If the item is an array itself, return NULL if there are a different number of
// items in the array in different objects, when multi-selecting.
if( Cast<UArrayProperty>(InItemProperty) )
{
// This flag is an override for array properties which want to display e.g. the "Clear" and "Empty"
// buttons, even though the array properties may differ in the number of elements.
if ( !bArrayPropertiesCanDifferInSize )
{
const UObject* TempObject = GetUObject(0);
int32 const Num = FScriptArrayHelper::Num(InNode.GetValueBaseAddress( (uint8*)TempObject));
for( int32 ObjIndex = 1 ; ObjIndex < GetNumObjects() ; ObjIndex++ )
{
TempObject = GetUObject(ObjIndex);
if( TempObject && Num != FScriptArrayHelper::Num(InNode.GetValueBaseAddress((uint8*)TempObject)) )
{
bAllTheSame = false;
}
}
}
}
else
{
if ( bComparePropertyContents || !Cast<UObjectPropertyBase>(InItemProperty) || bObjectForceCompare )
{
// Make sure the value of this InItemProperty is the same in all selected objects.
for( int32 ObjIndex = 1 ; ObjIndex < GetNumObjects() ; ObjIndex++ )
{
const UObject* TempObject = GetUObject(ObjIndex);
if( !InItemProperty->Identical( Base, InNode.GetValueBaseAddress( (uint8*)TempObject ) ) )
{
bAllTheSame = false;
}
}
}
else
{
if ( Cast<UObjectPropertyBase>(InItemProperty) )
{
// We don't want to exactly compare component properties. However, we
// need to be sure that all references are either valid or invalid.
// If BaseObj is NON-NULL, all other objects' properties should also be non-NULL.
// If BaseObj is NULL, all other objects' properties should also be NULL.
UObject* BaseObj = Cast<UObjectPropertyBase>(InItemProperty)->GetObjectPropertyValue(Base);
for( int32 ObjIndex = 1 ; ObjIndex < GetNumObjects() ; ObjIndex++ )
{
const UObject* TempObject = GetUObject(ObjIndex);
UObject* CurObj = Cast<UObjectPropertyBase>(InItemProperty)->GetObjectPropertyValue(InNode.GetValueBaseAddress( (uint8*)TempObject ));
if ( ( !BaseObj && CurObj ) // BaseObj is NULL, but this InItemProperty is non-NULL!
|| ( BaseObj && !CurObj ) ) // BaseObj is non-NULL, but this InItemProperty is NULL!
{
bAllTheSame = false;
}
}
}
}
}
}
// Write addresses to the output.
for ( int32 ObjIndex = 0 ; ObjIndex < GetNumObjects(); ++ObjIndex )
{
const UObject* TempObject = GetUObject(ObjIndex);
if( TempObject )
{
OutAddresses.Add( TempObject, InNode.GetValueBaseAddress( (uint8*)(TempObject) ) );
}
}
// Everything checked out and we have usable addresses.
return bAllTheSame;
}
/**
* fills in the OutAddresses array with the addresses of all of the available objects.
* @param InItem The property to get objects from.
* @param OutAddresses Storage array for all of the objects' addresses.
*/
bool FObjectPropertyNode::GetReadAddressUncached( FPropertyNode& InNode, FReadAddressListData& OutAddresses ) const
{
// Are any objects selected for property editing?
if( !GetNumObjects())
{
return false;
}
UProperty* InItemProperty = InNode.GetProperty();
// Is there a InItemProperty bound to the InItemProperty window?
if( !InItemProperty )
{
return false;
}
// Write addresses to the output.
for ( int32 ObjectIdx = 0 ; ObjectIdx < GetNumObjects() ; ++ObjectIdx )
{
const UObject* TempObject = GetUObject(ObjectIdx);
if( TempObject != NULL )
{
OutAddresses.Add( TempObject, InNode.GetValueBaseAddress( (uint8*)(TempObject) ) );
}
}
// Everything checked out and we have usable addresses.
return true;
}
/**
* Calculates the memory address for the data associated with this item's property. This is typically the value of a UProperty or a UObject address.
*
* @param StartAddress the location to use as the starting point for the calculation; typically the address of the object that contains this property.
*
* @return a pointer to a UProperty value or UObject. (For dynamic arrays, you'd cast this value to an FArray*)
*/
uint8* FObjectPropertyNode::GetValueBaseAddress( uint8* StartAddress )
{
uint8* Result = StartAddress;
UClass* ClassObject;
if ( (ClassObject=Cast<UClass>((UObject*)Result)) != NULL )
{
Result = (uint8*)ClassObject->GetDefaultObject();
}
return Result;
}
void FObjectPropertyNode::InitBeforeNodeFlags()
{
StoredProperty = Property;
Property = NULL;
Finalize();
}
void FObjectPropertyNode::InitChildNodes()
{
InternalInitChildNodes();
}
void FObjectPropertyNode::InternalInitChildNodes( FName SinglePropertyName )
{
HiddenCategories.Empty();
// Assemble a list of category names by iterating over all fields of BaseClass.
// build a list of classes that we need to look at
TSet<UClass*> ClassesToConsider;
for( int32 i = 0; i < GetNumObjects(); ++i )
{
UObject* TempObject = GetUObject( i );
if( TempObject )
{
ClassesToConsider.Add( TempObject->GetClass() );
}
}
const bool bShouldShowHiddenProperties = !!HasNodeFlags(EPropertyNodeFlags::ShouldShowHiddenProperties);
const bool bShouldShowDisableEditOnInstance = !!HasNodeFlags(EPropertyNodeFlags::ShouldShowDisableEditOnInstance);
TSet<FName> Categories;
for( TFieldIterator<UProperty> It(BaseClass.Get()); It; ++It )
{
bool bHidden = false;
FName CategoryName = FObjectEditorUtils::GetCategoryFName(*It);
for( UClass* Class : ClassesToConsider )
{
if( FEditorCategoryUtils::IsCategoryHiddenFromClass(Class, CategoryName.ToString()) )
{
HiddenCategories.Add( CategoryName );
bHidden = true;
break;
}
}
bool bMetaDataAllowVisible = true;
FString MetaDataVisibilityCheckString = It->GetMetaData(TEXT("bShowOnlyWhenTrue"));
if (MetaDataVisibilityCheckString.Len())
{
//ensure that the metadata visibility string is actually set to true in order to show this property
GConfig->GetBool(TEXT("UnrealEd.PropertyFilters"), *MetaDataVisibilityCheckString, bMetaDataAllowVisible, GEditorPerProjectIni);
}
if (bMetaDataAllowVisible)
{
const bool bShowIfNonHiddenEditableProperty = (*It)->HasAnyPropertyFlags(CPF_Edit) && !bHidden;
const bool bShowIfDisableEditOnInstance = !(*It)->HasAnyPropertyFlags(CPF_DisableEditOnInstance) || bShouldShowDisableEditOnInstance;
if( bShouldShowHiddenProperties || (bShowIfNonHiddenEditableProperty && bShowIfDisableEditOnInstance) )
{
Categories.Add( CategoryName );
}
}
}
//////////////////////////////////////////
// Add the category headers and the child items that belong inside of them.
// Only show category headers if this is the top level object window and the parent window allows headers.
if( HasNodeFlags(EPropertyNodeFlags::ShowCategories) )
{
FString CategoryDelimiterString;
CategoryDelimiterString.AppendChar( FPropertyNodeConstants::CategoryDelimiterChar );
TArray< FPropertyNode* > ParentNodesToSort;
for( const FName& FullCategoryPath : Categories )
{
// Figure out the nesting level for this category
TArray< FString > FullCategoryPathStrings;
FullCategoryPath.ToString().ParseIntoArray( FullCategoryPathStrings, *CategoryDelimiterString, true );
TSharedPtr<FPropertyNode> ParentLevelNode = SharedThis(this);
FString CurCategoryPathString;
for( int32 PathLevelIndex = 0; PathLevelIndex < FullCategoryPathStrings.Num(); ++PathLevelIndex )
{
// Build up the category path name for the current path level index
if( CurCategoryPathString.Len() != 0 )
{
CurCategoryPathString += FPropertyNodeConstants::CategoryDelimiterChar;
}
CurCategoryPathString += FullCategoryPathStrings[ PathLevelIndex ];
const FName CategoryName( *CurCategoryPathString );
// Check to see if we've already created a category at the specified path level
bool bFoundMatchingCategory = false;
{
for( int32 CurNodeIndex = 0; CurNodeIndex < ParentLevelNode->GetNumChildNodes(); ++CurNodeIndex )
{
TSharedPtr<FPropertyNode>& ChildNode = ParentLevelNode->GetChildNode( CurNodeIndex );
check( ChildNode.IsValid() );
// Is this a category node?
FCategoryPropertyNode* ChildCategoryNode = ChildNode->AsCategoryNode();
if( ChildCategoryNode != NULL )
{
// Does the name match?
if( ChildCategoryNode->GetCategoryName() == CategoryName )
{
// Descend by using the child node as the new parent
bFoundMatchingCategory = true;
ParentLevelNode = ChildNode;
break;
}
}
}
}
// If we didn't find the category, then we'll need to create it now!
if( !bFoundMatchingCategory )
{
// Create the category node and assign it to its parent node
TSharedPtr<FCategoryPropertyNode> NewCategoryNode( new FCategoryPropertyNode );
{
NewCategoryNode->SetCategoryName( CategoryName );
FPropertyNodeInitParams InitParams;
InitParams.ParentNode = ParentLevelNode;
InitParams.Property = NULL;
InitParams.ArrayOffset = 0;
InitParams.ArrayIndex = INDEX_NONE;
InitParams.bAllowChildren = true;
InitParams.bForceHiddenPropertyVisibility = bShouldShowHiddenProperties;
InitParams.bCreateDisableEditOnInstanceNodes = bShouldShowDisableEditOnInstance;
NewCategoryNode->InitNode( InitParams );
// Recursively expand category properties if the category has been flagged for auto-expansion.
if (BaseClass->IsAutoExpandCategory(*CategoryName.ToString())
&& !BaseClass->IsAutoCollapseCategory(*CategoryName.ToString()))
{
NewCategoryNode->SetNodeFlags(EPropertyNodeFlags::Expanded, true);
}
// Add this node to it's parent. Note that no sorting happens here, so the parent's
// list of child nodes will not be in the correct order. We'll keep track of which
// nodes we added children to so we can sort them after we're finished adding new nodes.
ParentLevelNode->AddChildNode(NewCategoryNode);
ParentNodesToSort.AddUnique( ParentLevelNode.Get() );
}
// Descend into the newly created category by using this node as the new parent
ParentLevelNode = NewCategoryNode;
}
}
}
}
else
{
// Iterate over all fields, creating items.
for( TFieldIterator<UProperty> It(BaseClass.Get()); It; ++It )
{
const bool bShowIfNonHiddenEditableProperty = (*It)->HasAnyPropertyFlags(CPF_Edit) && !FEditorCategoryUtils::IsCategoryHiddenFromClass(BaseClass.Get(), FObjectEditorUtils::GetCategory(*It));
const bool bShowIfDisableEditOnInstance = !(*It)->HasAnyPropertyFlags(CPF_DisableEditOnInstance) || bShouldShowDisableEditOnInstance;
if (bShouldShowHiddenProperties || (bShowIfNonHiddenEditableProperty && bShowIfDisableEditOnInstance))
{
UProperty* CurProp = *It;
if( SinglePropertyName == NAME_None || CurProp->GetFName() == SinglePropertyName )
{
TSharedPtr<FItemPropertyNode> NewItemNode( new FItemPropertyNode );
FPropertyNodeInitParams InitParams;
InitParams.ParentNode = SharedThis(this);
InitParams.Property = CurProp;
InitParams.ArrayOffset = 0;
InitParams.ArrayIndex = INDEX_NONE;
InitParams.bAllowChildren = SinglePropertyName == NAME_None;
InitParams.bForceHiddenPropertyVisibility = bShouldShowHiddenProperties;
InitParams.bCreateDisableEditOnInstanceNodes = bShouldShowDisableEditOnInstance;
NewItemNode->InitNode( InitParams );
AddChildNode(NewItemNode);
if( SinglePropertyName != NAME_None )
{
// Generate no other children
break;
}
}
}
}
}
}
TSharedPtr<FPropertyNode> FObjectPropertyNode::GenerateSingleChild( FName ChildPropertyName )
{
bool bDestroySelf = false;
DestroyTree(bDestroySelf);
// No category nodes should be created in single property mode
SetNodeFlags( EPropertyNodeFlags::ShowCategories, false );
InternalInitChildNodes( ChildPropertyName );
if( ChildNodes.Num() > 0 )
{
// only one node should be been created
check( ChildNodes.Num() == 1);
return ChildNodes[0];
}
return NULL;
}
/**
* Appends my path, including an array index (where appropriate)
*/
bool FObjectPropertyNode::GetQualifiedName(FString& PathPlusIndex, bool bWithArrayIndex, const FPropertyNode* StopParent, bool bIgnoreCategories ) const
{
bool bAddedAnything = false;
if( ParentNode && ParentNode != StopParent )
{
bAddedAnything = ParentNode->GetQualifiedName(PathPlusIndex, bWithArrayIndex, StopParent, bIgnoreCategories);
if( bAddedAnything )
{
PathPlusIndex += TEXT(".");
}
}
bAddedAnything = true;
PathPlusIndex += TEXT("Object");
return bAddedAnything;
}
// Looks at the Objects array and returns the best base class. Called by
// Finalize(); that is, when the list of selected objects is being finalized.
void FObjectPropertyNode::SetBestBaseClass()
{
BaseClass = NULL;
for( int32 x = 0 ; x < Objects.Num() ; ++x )
{
UObject* Obj = Objects[x].Get();
if( Obj )
{
UClass* ObjClass = Cast<UClass>(Obj);
if (ObjClass == NULL)
{
ObjClass = Obj->GetClass();
}
check( ObjClass );
// Initialize with the class of the first object we encounter.
if( BaseClass == NULL )
{
BaseClass = ObjClass;
}
// If we've encountered an object that's not a subclass of the current best baseclass,
// climb up a step in the class hierarchy.
while( !ObjClass->IsChildOf( BaseClass.Get() ) )
{
BaseClass = BaseClass->GetSuperClass();
}
}
}
}