Files
UnrealEngineUWP/Engine/Source/Editor/PropertyEditor/Private/PropertyCustomizationHelpers.cpp
Terence Burns 14cb541a13 Config Editor added to UE4.
We now have the capacity to set a uproperty value anywhere in the config file hierarchy

Satisfies UEPLAT-429

The user can now use the 'ConfigHierarchyEditable' meta flag in their uproperties to present a butoon that allows the property to be edited in the config hierarchy, where applicable.
Target platform is configurable.

[CL 2521330 by Terence Burns in Main branch]
2015-04-22 13:40:06 -04:00

1257 lines
40 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "PropertyEditorPrivatePCH.h"
#include "PropertyEditing.h"
#include "PropertyCustomizationHelpers.h"
#include "AssetThumbnail.h"
#include "AssetRegistryModule.h"
#include "SPropertyAssetPicker.h"
#include "SPropertyMenuAssetPicker.h"
#include "SPropertySceneOutliner.h"
#include "SPropertyMenuActorPicker.h"
#include "ScopedTransaction.h"
#include "SoundDefinitions.h"
#include "SAssetDropTarget.h"
#include "SPropertyEditorAsset.h"
#include "SPropertyEditorClass.h"
#include "SPropertyEditorInteractiveActorPicker.h"
#include "SHyperlink.h"
#include "SWidgetSwitcher.h"
#define LOCTEXT_NAMESPACE "PropertyCustomizationHelpers"
namespace PropertyCustomizationHelpers
{
class SPropertyEditorButton : public SButton
{
public:
SLATE_BEGIN_ARGS( SPropertyEditorButton )
: _Text( )
, _Image( FEditorStyle::GetBrush("Default") )
, _IsFocusable( true )
{}
SLATE_ARGUMENT( FText, Text )
SLATE_ARGUMENT( const FSlateBrush*, Image )
SLATE_EVENT( FSimpleDelegate, OnClickAction )
/** Sometimes a button should only be mouse-clickable and never keyboard focusable. */
SLATE_ARGUMENT( bool, IsFocusable )
SLATE_END_ARGS()
void Construct( const FArguments& InArgs )
{
OnClickAction = InArgs._OnClickAction;
SButton::FArguments ButtonArgs = SButton::FArguments()
.ButtonStyle( FEditorStyle::Get(), "HoverHintOnly" )
.OnClicked( this, &SPropertyEditorButton::OnClick )
.ToolTipText( InArgs._Text )
.ContentPadding( 4.0f )
.ForegroundColor( FSlateColor::UseForeground() )
.IsFocusable(InArgs._IsFocusable)
[
SNew( SImage )
.Image( InArgs._Image )
.ColorAndOpacity( FSlateColor::UseForeground() )
];
SButton::Construct( ButtonArgs );
}
private:
FReply OnClick()
{
OnClickAction.ExecuteIfBound();
return FReply::Handled();
}
private:
FSimpleDelegate OnClickAction;
};
TSharedRef<SWidget> MakeAddButton( FSimpleDelegate OnAddClicked, TAttribute<FText> OptionalToolTipText, TAttribute<bool> IsEnabled )
{
return
SNew( SPropertyEditorButton )
.Text( LOCTEXT( "AddButtonLabel", "Add" ) )
.ToolTipText( OptionalToolTipText.Get().IsEmpty() ? LOCTEXT( "AddButtonToolTipText", "Adds Element") : OptionalToolTipText )
.Image( FEditorStyle::GetBrush("PropertyWindow.Button_AddToArray") )
.OnClickAction( OnAddClicked )
.IsEnabled(IsEnabled)
.IsFocusable( false );
}
TSharedRef<SWidget> MakeRemoveButton( FSimpleDelegate OnRemoveClicked, TAttribute<FText> OptionalToolTipText, TAttribute<bool> IsEnabled )
{
return
SNew( SPropertyEditorButton )
.Text( LOCTEXT( "RemoveButtonLabel", "Remove" ) )
.ToolTipText( OptionalToolTipText.Get().IsEmpty() ? LOCTEXT( "RemoveButtonToolTipText", "Removes Element") : OptionalToolTipText )
.Image( FEditorStyle::GetBrush("PropertyWindow.Button_RemoveFromArray") )
.OnClickAction( OnRemoveClicked )
.IsEnabled(IsEnabled)
.IsFocusable( false );
}
TSharedRef<SWidget> MakeEmptyButton( FSimpleDelegate OnEmptyClicked, TAttribute<FText> OptionalToolTipText, TAttribute<bool> IsEnabled )
{
return
SNew( SPropertyEditorButton )
.Text( LOCTEXT( "EmptyButtonLabel", "Empty" ) )
.ToolTipText( OptionalToolTipText.Get().IsEmpty() ? LOCTEXT( "EmptyButtonToolTipText", "Removes All Elements") : OptionalToolTipText )
.Image( FEditorStyle::GetBrush("PropertyWindow.Button_EmptyArray") )
.OnClickAction( OnEmptyClicked )
.IsEnabled(IsEnabled)
.IsFocusable( false );
}
TSharedRef<SWidget> MakeUseSelectedButton( FSimpleDelegate OnUseSelectedClicked, TAttribute<FText> OptionalToolTipText, TAttribute<bool> IsEnabled )
{
return
SNew( SPropertyEditorButton )
.Text( LOCTEXT( "UseButtonLabel", "Use") )
.ToolTipText( OptionalToolTipText.Get().IsEmpty() ? LOCTEXT( "UseButtonToolTipText", "Use Selected Asset from Content Browser") : OptionalToolTipText )
.Image( FEditorStyle::GetBrush("PropertyWindow.Button_Use") )
.OnClickAction( OnUseSelectedClicked )
.IsEnabled(IsEnabled)
.IsFocusable( false );
}
TSharedRef<SWidget> MakeDeleteButton( FSimpleDelegate OnDeleteClicked, TAttribute<FText> OptionalToolTipText, TAttribute<bool> IsEnabled )
{
return
SNew( SPropertyEditorButton )
.Text( LOCTEXT( "DeleteButtonLabel", "Delete") )
.ToolTipText( OptionalToolTipText.Get().IsEmpty() ? LOCTEXT( "DeleteButtonToolTipText", "Delete") : OptionalToolTipText )
.Image( FEditorStyle::GetBrush("PropertyWindow.Button_Delete") )
.OnClickAction( OnDeleteClicked )
.IsEnabled(IsEnabled)
.IsFocusable( false );
}
TSharedRef<SWidget> MakeClearButton( FSimpleDelegate OnClearClicked, TAttribute<FText> OptionalToolTipText, TAttribute<bool> IsEnabled )
{
return
SNew( SPropertyEditorButton )
.Text( LOCTEXT( "ClearButtonLabel", "Clear") )
.ToolTipText( OptionalToolTipText.Get().IsEmpty() ? LOCTEXT( "ClearButtonToolTipText", "Clear Path") : OptionalToolTipText )
.Image( FEditorStyle::GetBrush("PropertyWindow.Button_Clear") )
.OnClickAction( OnClearClicked )
.IsEnabled(IsEnabled)
.IsFocusable( false );
}
TSharedRef<SWidget> MakeBrowseButton( FSimpleDelegate OnFindClicked, TAttribute<FText> OptionalToolTipText, TAttribute<bool> IsEnabled )
{
return
SNew( SPropertyEditorButton )
.Text( LOCTEXT( "BrowseButtonLabel", "Browse") )
.ToolTipText( OptionalToolTipText.Get().IsEmpty() ? LOCTEXT( "BrowseButtonToolTipText", "Browse to Asset in Content Browser") : OptionalToolTipText )
.Image( FEditorStyle::GetBrush("PropertyWindow.Button_Browse") )
.OnClickAction( OnFindClicked )
.IsEnabled(IsEnabled)
.IsFocusable( false );
}
TSharedRef<SWidget> MakeNewBlueprintButton( FSimpleDelegate OnFindClicked, TAttribute<FText> OptionalToolTipText, TAttribute<bool> IsEnabled )
{
return
SNew( SPropertyEditorButton )
.Text( LOCTEXT( "NewBlueprintButtonLabel", "New Blueprint") )
.ToolTipText( OptionalToolTipText.Get().IsEmpty() ? LOCTEXT( "NewBlueprintButtonToolTipText", "Create New Blueprint") : OptionalToolTipText )
.Image( FEditorStyle::GetBrush("PropertyWindow.Button_CreateNewBlueprint") )
.OnClickAction( OnFindClicked )
.IsEnabled(IsEnabled)
.IsFocusable( false );
}
TSharedRef<SWidget> MakeInsertDeleteDuplicateButton(FExecuteAction OnInsertClicked, FExecuteAction OnDeleteClicked, FExecuteAction OnDuplicateClicked)
{
FMenuBuilder MenuContentBuilder( true, NULL );
{
FUIAction InsertAction( OnInsertClicked );
MenuContentBuilder.AddMenuEntry( LOCTEXT( "InsertButtonLabel", "Insert"), FText::GetEmpty(), FSlateIcon(), InsertAction );
FUIAction DeleteAction( OnDeleteClicked );
MenuContentBuilder.AddMenuEntry( LOCTEXT( "DeleteButtonLabel", "Delete"), FText::GetEmpty(), FSlateIcon(), DeleteAction );
// Duplicate operation is optional
if (OnDuplicateClicked.IsBound())
{
FUIAction DuplicateAction( OnDuplicateClicked );
MenuContentBuilder.AddMenuEntry( LOCTEXT( "DuplicateButtonLabel", "Duplicate"), FText::GetEmpty(), FSlateIcon(), DuplicateAction );
}
}
return
SNew(SComboButton)
.ButtonStyle( FEditorStyle::Get(), "HoverHintOnly" )
.ContentPadding(2)
.ForegroundColor( FSlateColor::UseForeground() )
.HasDownArrow(true)
.IsFocusable(false)
.MenuContent()
[
MenuContentBuilder.MakeWidget()
];
}
TSharedRef<SWidget> MakeAssetPickerAnchorButton( FOnGetAllowedClasses OnGetAllowedClasses, FOnAssetSelected OnAssetSelectedFromPicker )
{
return
SNew( SPropertyAssetPicker )
.OnGetAllowedClasses( OnGetAllowedClasses )
.OnAssetSelected( OnAssetSelectedFromPicker );
}
TSharedRef<SWidget> MakeAssetPickerWithMenu( const FAssetData& InitialObject, const bool AllowClear, const TArray<const UClass*>& AllowedClasses, const TArray<UFactory*>& NewAssetFactories, FOnShouldFilterAsset OnShouldFilterAsset, FOnAssetSelected OnSet, FSimpleDelegate OnClose)
{
return
SNew(SPropertyMenuAssetPicker)
.InitialObject(InitialObject)
.AllowClear(AllowClear)
.AllowedClasses(AllowedClasses)
.NewAssetFactories(NewAssetFactories)
.OnShouldFilterAsset(OnShouldFilterAsset)
.OnSet(OnSet)
.OnClose(OnClose);
}
TSharedRef<SWidget> MakeActorPickerAnchorButton( FOnGetActorFilters OnGetActorFilters, FOnActorSelected OnActorSelectedFromPicker )
{
return
SNew( SPropertySceneOutliner )
.OnGetActorFilters( OnGetActorFilters )
.OnActorSelected( OnActorSelectedFromPicker );
}
TSharedRef<SWidget> MakeActorPickerWithMenu( AActor* const InitialActor, const bool AllowClear, FOnShouldFilterActor ActorFilter, FOnActorSelected OnSet, FSimpleDelegate OnClose, FSimpleDelegate OnUseSelected )
{
return
SNew( SPropertyMenuActorPicker )
.InitialActor(InitialActor)
.AllowClear(AllowClear)
.ActorFilter(ActorFilter)
.OnSet(OnSet)
.OnClose(OnClose)
.OnUseSelected(OnUseSelected);
}
TSharedRef<SWidget> MakeInteractiveActorPicker( FOnGetAllowedClasses OnGetAllowedClasses, FOnShouldFilterActor OnShouldFilterActor, FOnActorSelected OnActorSelectedFromPicker )
{
return
SNew( SPropertyEditorInteractiveActorPicker )
.ToolTipText( LOCTEXT( "PickButtonLabel", "Pick Actor from scene") )
.OnGetAllowedClasses( OnGetAllowedClasses )
.OnShouldFilterActor( OnShouldFilterActor )
.OnActorSelected( OnActorSelectedFromPicker );
}
TSharedRef<SWidget> MakeEditConfigHierarchyButton(FSimpleDelegate OnEditConfigClicked, TAttribute<FText> OptionalToolTipText, TAttribute<bool> IsEnabled)
{
return
SNew(SPropertyEditorButton)
.Text(LOCTEXT("EditConfigHierarchyButtonLabel", "Edit Config Hierarchy"))
.ToolTipText(OptionalToolTipText.Get().IsEmpty() ? LOCTEXT("EditConfigHierarchyButtonToolTipText", "Edit the config values of this property") : OptionalToolTipText)
.Image(FEditorStyle::GetBrush("DetailsView.EditRawProperties"))
.OnClickAction(OnEditConfigClicked)
.IsEnabled(IsEnabled)
.IsFocusable(false);
}
UBoolProperty* GetEditConditionProperty(const UProperty* InProperty, bool& bNegate)
{
UBoolProperty* EditConditionProperty = NULL;
bNegate = false;
if ( InProperty != NULL )
{
// find the name of the property that should be used to determine whether this property should be editable
FString ConditionPropertyName = InProperty->GetMetaData(TEXT("EditCondition"));
// Support negated edit conditions whose syntax is !BoolProperty
if ( ConditionPropertyName.StartsWith(FString(TEXT("!"))) )
{
bNegate = true;
// Chop off the negation from the property name
ConditionPropertyName = ConditionPropertyName.Right(ConditionPropertyName.Len() - 1);
}
// for now, only support boolean conditions, and only allow use of another property within the same struct as the conditional property
if ( ConditionPropertyName.Len() > 0 && !ConditionPropertyName.Contains(TEXT(".")) )
{
UStruct* Scope = InProperty->GetOwnerStruct();
EditConditionProperty = FindField<UBoolProperty>(Scope, *ConditionPropertyName);
}
}
return EditConditionProperty;
}
TArray<UFactory*> GetNewAssetFactoriesForClasses(const TArray<const UClass*>& Classes)
{
TArray<UFactory*> Factories;
for (TObjectIterator<UClass> It; It; ++It)
{
UClass* Class = *It;
if (Class->IsChildOf(UFactory::StaticClass()) && !Class->HasAnyClassFlags(CLASS_Abstract))
{
UFactory* Factory = Class->GetDefaultObject<UFactory>();
if (Factory->ShouldShowInNewMenu() && ensure(!Factory->GetDisplayName().IsEmpty()))
{
UClass* SupportedClass = Factory->GetSupportedClass();
if (SupportedClass != nullptr && Classes.ContainsByPredicate([=](const UClass* InClass) { return SupportedClass->IsChildOf(InClass); }))
{
Factories.Add(Factory);
}
}
}
}
return Factories;
}
}
void SObjectPropertyEntryBox::Construct( const FArguments& InArgs )
{
ObjectPath = InArgs._ObjectPath;
OnObjectChanged = InArgs._OnObjectChanged;
OnShouldSetAsset = InArgs._OnShouldSetAsset;
bool bDisplayThumbnail = false;
FIntPoint ThumbnailSize(64, 64);
if( InArgs._PropertyHandle.IsValid() && InArgs._PropertyHandle->IsValidHandle() )
{
PropertyHandle = InArgs._PropertyHandle;
// check if the property metadata wants us to display a thumbnail
FString DisplayThumbnailString = PropertyHandle->GetProperty()->GetMetaData(TEXT("DisplayThumbnail"));
if(DisplayThumbnailString.Len() > 0)
{
bDisplayThumbnail = DisplayThumbnailString == TEXT("true");
}
// check if the property metadata has an override to the thumbnail size
FString ThumbnailSizeString = PropertyHandle->GetProperty()->GetMetaData(TEXT("ThumbnailSize"));
if ( ThumbnailSizeString.Len() > 0 )
{
FVector2D ParsedVector;
if ( ParsedVector.InitFromString(ThumbnailSizeString) )
{
ThumbnailSize.X = (int32)ParsedVector.X;
ThumbnailSize.Y = (int32)ParsedVector.Y;
}
}
// if being used with an object property, check the allowed class is valid for the property
UObjectPropertyBase* ObjectProperty = Cast<UObjectPropertyBase>(PropertyHandle->GetProperty());
if (ObjectProperty != NULL)
{
checkSlow(InArgs._AllowedClass->IsChildOf(ObjectProperty->PropertyClass));
}
}
ChildSlot
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.FillWidth(1)
.VAlign(VAlign_Center)
[
SAssignNew(PropertyEditorAsset, SPropertyEditorAsset)
.ObjectPath( this, &SObjectPropertyEntryBox::OnGetObjectPath )
.Class( InArgs._AllowedClass )
.NewAssetFactories( InArgs._NewAssetFactories )
.OnSetObject(this, &SObjectPropertyEntryBox::OnSetObject)
.ThumbnailPool(InArgs._ThumbnailPool)
.DisplayThumbnail(bDisplayThumbnail)
.OnShouldFilterAsset(InArgs._OnShouldFilterAsset)
.AllowClear(InArgs._AllowClear)
.DisplayUseSelected(InArgs._DisplayUseSelected)
.DisplayBrowse(InArgs._DisplayBrowse)
.PropertyHandle(PropertyHandle)
.ThumbnailSize(ThumbnailSize)
]
];
}
FString SObjectPropertyEntryBox::OnGetObjectPath() const
{
FString StringReference;
if( PropertyHandle.IsValid() )
{
PropertyHandle->GetValueAsFormattedString( StringReference );
}
else
{
StringReference = ObjectPath.Get();
}
return StringReference;
}
void SObjectPropertyEntryBox::OnSetObject(const FAssetData& AssetData)
{
if( PropertyHandle.IsValid() && PropertyHandle->IsValidHandle() )
{
if (!OnShouldSetAsset.IsBound() || OnShouldSetAsset.Execute(AssetData))
{
FString ObjectPathName = TEXT("None");
if (AssetData.IsValid())
{
ObjectPathName = AssetData.ObjectPath.ToString();
}
PropertyHandle->SetValueFromFormattedString(ObjectPathName);
}
}
OnObjectChanged.ExecuteIfBound(AssetData);
}
void SClassPropertyEntryBox::Construct(const FArguments& InArgs)
{
ChildSlot
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.VAlign(VAlign_Center)
[
SAssignNew(PropertyEditorClass, SPropertyEditorClass)
.MetaClass(InArgs._MetaClass)
.RequiredInterface(InArgs._RequiredInterface)
.AllowAbstract(InArgs._AllowAbstract)
.IsBlueprintBaseOnly(InArgs._IsBlueprintBaseOnly)
.AllowNone(InArgs._AllowNone)
.SelectedClass(InArgs._SelectedClass)
.OnSetClass(InArgs._OnSetClass)
]
];
}
void SProperty::Construct( const FArguments& InArgs, TSharedPtr<IPropertyHandle> InPropertyHandle )
{
TSharedPtr<SWidget> ChildSlotContent;
const FText& DisplayName = InArgs._DisplayName.Get();
PropertyHandle = InPropertyHandle;
if( PropertyHandle->IsValidHandle() )
{
InPropertyHandle->MarkHiddenByCustomization();
if( InArgs._CustomWidget.Widget != SNullWidget::NullWidget )
{
TSharedRef<SWidget> CustomWidget = InArgs._CustomWidget.Widget;
// If the name should be displayed create it now
if( InArgs._ShouldDisplayName )
{
CustomWidget =
SNew( SHorizontalBox )
+ SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.HAlign(HAlign_Right)
.Padding( 4.0f, 0.0f )
.FillWidth(1.0f)
[
InPropertyHandle->CreatePropertyNameWidget( DisplayName )
]
+ SHorizontalBox::Slot()
.Padding( 0.0f, 0.0f )
.VAlign(VAlign_Center)
.FillWidth(1.0f)
[
CustomWidget
];
}
ChildSlotContent = CustomWidget;
}
else
{
if( InArgs._ShouldDisplayName )
{
ChildSlotContent =
SNew( SHorizontalBox )
+ SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.HAlign(HAlign_Right)
.Padding( 3.0f, 0.0f )
.FillWidth(1.0f)
[
InPropertyHandle->CreatePropertyNameWidget( DisplayName )
]
+ SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.FillWidth(1.0f)
[
InPropertyHandle->CreatePropertyValueWidget()
];
}
else
{
ChildSlotContent = InPropertyHandle->CreatePropertyValueWidget();
}
}
}
else
{
// The property was not found, just filter out this widget completely
// Note a spacer widget is used instead of setting the visibility of this widget in the case that a user overrides the visibility of this widget
ChildSlotContent =
SNew( SSpacer )
.Visibility( EVisibility::Collapsed );
}
ChildSlot
[
ChildSlotContent.ToSharedRef()
];
}
void SProperty::ResetToDefault()
{
if( PropertyHandle->IsValidHandle() )
{
PropertyHandle->ResetToDefault();
}
}
FText SProperty::GetResetToDefaultLabel() const
{
if( PropertyHandle->IsValidHandle() )
{
return PropertyHandle->GetResetToDefaultLabel();
}
return FText();
}
bool SProperty::ShouldShowResetToDefault() const
{
return PropertyHandle->IsValidHandle() && !PropertyHandle->IsEditConst() && PropertyHandle->DiffersFromDefault();
}
bool SProperty::IsValidProperty() const
{
return PropertyHandle.IsValid() && PropertyHandle->IsValidHandle();
}
/**
* Builds up a list of unique materials while creating some information about the materials
*/
class FMaterialListBuilder : public IMaterialListBuilder
{
friend class FMaterialList;
public:
/**
* Adds a new material to the list
*
* @param SlotIndex The slot (usually mesh element index) where the material is located on the component
* @param Material The material being used
* @param bCanBeReplced Whether or not the material can be replaced by a user
*/
virtual void AddMaterial( uint32 SlotIndex, UMaterialInterface* Material, bool bCanBeReplaced ) override
{
int32 NumMaterials = MaterialSlots.Num();
FMaterialListItem MaterialItem( Material, SlotIndex, bCanBeReplaced );
if( !UniqueMaterials.Contains( MaterialItem ) )
{
MaterialSlots.Add( MaterialItem );
UniqueMaterials.Add( MaterialItem );
}
// Did we actually add material? If we did then we need to increment the number of materials in the element
if( MaterialSlots.Num() > NumMaterials )
{
// Resize the array to support the slot if needed
if( !MaterialCount.IsValidIndex(SlotIndex) )
{
int32 NumToAdd = (SlotIndex - MaterialCount.Num()) + 1;
if( NumToAdd > 0 )
{
MaterialCount.AddZeroed( NumToAdd );
}
}
++MaterialCount[SlotIndex];
}
}
/** Empties the list */
void Empty()
{
UniqueMaterials.Empty();
MaterialSlots.Reset();
MaterialCount.Reset();
}
/** Sorts the list by slot index */
void Sort()
{
struct FSortByIndex
{
bool operator()( const FMaterialListItem& A, const FMaterialListItem& B ) const
{
return A.SlotIndex < B.SlotIndex;
}
};
MaterialSlots.Sort( FSortByIndex() );
}
/** @return The number of materials in the list */
uint32 GetNumMaterials() const { return MaterialSlots.Num(); }
/** @return The number of materials in the list at a given slot */
uint32 GetNumMaterialsInSlot( uint32 Index ) const { return MaterialCount[Index]; }
private:
/** All unique materials */
TSet<FMaterialListItem> UniqueMaterials;
/** All material items in the list */
TArray<FMaterialListItem> MaterialSlots;
/** Material counts for each slot. The slot is the index and the value at that index is the count */
TArray<uint32> MaterialCount;
};
/**
* A view of a single item in an FMaterialList
*/
class FMaterialItemView : public TSharedFromThis<FMaterialItemView>
{
public:
/**
* Creates a new instance of this class
*
* @param Material The material to view
* @param InOnMaterialChanged Delegate for when the material changes
*/
static TSharedRef<FMaterialItemView> Create(
const FMaterialListItem& Material,
FOnMaterialChanged InOnMaterialChanged,
FOnGenerateWidgetsForMaterial InOnGenerateNameWidgetsForMaterial,
FOnGenerateWidgetsForMaterial InOnGenerateWidgetsForMaterial,
FOnResetMaterialToDefaultClicked InOnResetToDefaultClicked,
int32 InMultipleMaterialCount )
{
return MakeShareable( new FMaterialItemView( Material, InOnMaterialChanged, InOnGenerateNameWidgetsForMaterial, InOnGenerateWidgetsForMaterial, InOnResetToDefaultClicked, InMultipleMaterialCount ) );
}
TSharedRef<SWidget> CreateNameContent()
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("ElementIndex"), MaterialItem.SlotIndex);
return
SNew(SVerticalBox)
+SVerticalBox::Slot()
.VAlign(VAlign_Center)
[
SNew( STextBlock )
.Font( IDetailLayoutBuilder::GetDetailFont() )
.Text( FText::Format(LOCTEXT("ElementIndex", "Element {ElementIndex}"), Arguments ) )
]
+SVerticalBox::Slot()
.Padding(0.0f,4.0f)
.AutoHeight()
[
OnGenerateCustomNameWidgets.IsBound() ? OnGenerateCustomNameWidgets.Execute( MaterialItem.Material.Get(), MaterialItem.SlotIndex ) : StaticCastSharedRef<SWidget>( SNullWidget::NullWidget )
];
}
TSharedRef<SWidget> CreateValueContent( const TSharedPtr<FAssetThumbnailPool>& ThumbnailPool )
{
return
SNew(SVerticalBox)
+SVerticalBox::Slot()
.AutoHeight()
.Padding( 0.0f )
.VAlign(VAlign_Center)
.HAlign(HAlign_Fill)
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.FillWidth(1.0f)
[
SNew( SPropertyEditorAsset )
.ObjectPath(MaterialItem.Material->GetPathName())
.Class(UMaterialInterface::StaticClass())
.OnSetObject(this, &FMaterialItemView::OnSetObject)
.DisplayThumbnail(true)
.ThumbnailPool(ThumbnailPool)
.CustomContentSlot()
[
SNew( SBox )
.HAlign(HAlign_Left)
[
// Add a menu for displaying all textures
SNew( SComboButton )
.OnGetMenuContent( this, &FMaterialItemView::OnGetTexturesMenuForMaterial )
.VAlign( VAlign_Center )
.ContentPadding(2)
.IsEnabled( this, &FMaterialItemView::IsTexturesMenuEnabled )
.ButtonContent()
[
SNew( STextBlock )
.Font( IDetailLayoutBuilder::GetDetailFont() )
.ToolTipText( LOCTEXT("ViewTexturesToolTip", "View the textures used by this material" ) )
.Text( LOCTEXT("ViewTextures","Textures") )
]
]
]
.ResetToDefaultSlot()
[
// Add a button to reset the material to the base material
SNew(SButton)
.ToolTipText(LOCTEXT( "ResetToBase", "Reset to base material" ))
.ButtonStyle( FEditorStyle::Get(), "NoBorder" )
.ContentPadding(0)
.Visibility( this, &FMaterialItemView::GetReplaceVisibility )
.OnClicked( this, &FMaterialItemView::OnResetToBaseClicked )
[
SNew(SImage)
.Image( FEditorStyle::GetBrush("PropertyWindow.DiffersFromDefault") )
]
]
]
]
+SVerticalBox::Slot()
.AutoHeight()
.Padding(2)
.VAlign( VAlign_Center )
[
OnGenerateCustomMaterialWidgets.IsBound() ? OnGenerateCustomMaterialWidgets.Execute( MaterialItem.Material.Get(), MaterialItem.SlotIndex ) : StaticCastSharedRef<SWidget>( SNullWidget::NullWidget )
];
}
private:
FMaterialItemView( const FMaterialListItem& InMaterial,
FOnMaterialChanged& InOnMaterialChanged,
FOnGenerateWidgetsForMaterial& InOnGenerateNameWidgets,
FOnGenerateWidgetsForMaterial& InOnGenerateMaterialWidgets,
FOnResetMaterialToDefaultClicked& InOnResetToDefaultClicked,
int32 InMultipleMaterialCount )
: MaterialItem( InMaterial )
, OnMaterialChanged( InOnMaterialChanged )
, OnGenerateCustomNameWidgets( InOnGenerateNameWidgets )
, OnGenerateCustomMaterialWidgets( InOnGenerateMaterialWidgets )
, OnResetToDefaultClicked( InOnResetToDefaultClicked )
, MultipleMaterialCount( InMultipleMaterialCount )
{
}
void ReplaceMaterial( UMaterialInterface* NewMaterial, bool bReplaceAll = false )
{
UMaterialInterface* PrevMaterial = NULL;
if( MaterialItem.Material.IsValid() )
{
PrevMaterial = MaterialItem.Material.Get();
}
if( NewMaterial != PrevMaterial )
{
// Replace the material
OnMaterialChanged.ExecuteIfBound( NewMaterial, PrevMaterial, MaterialItem.SlotIndex, bReplaceAll );
}
}
void OnSetObject( const FAssetData& AssetData )
{
const bool bReplaceAll = false;
UMaterialInterface* NewMaterial = Cast<UMaterialInterface>(AssetData.GetAsset());
ReplaceMaterial( NewMaterial, bReplaceAll );
}
/**
* @return Whether or not the textures menu is enabled
*/
bool IsTexturesMenuEnabled() const
{
return MaterialItem.Material.Get() != NULL;
}
TSharedRef<SWidget> OnGetTexturesMenuForMaterial()
{
FMenuBuilder MenuBuilder( true, NULL );
if( MaterialItem.Material.IsValid() )
{
UMaterialInterface* Material = MaterialItem.Material.Get();
TArray< UTexture* > Textures;
Material->GetUsedTextures(Textures, EMaterialQualityLevel::Num, false, ERHIFeatureLevel::Num, true);
// Add a menu item for each texture. Clicking on the texture will display it in the content browser
for( int32 TextureIndex = 0; TextureIndex < Textures.Num(); ++TextureIndex )
{
// UObject for delegate compatibility
UObject* Texture = Textures[TextureIndex];
FUIAction Action( FExecuteAction::CreateSP( this, &FMaterialItemView::GoToAssetInContentBrowser, TWeakObjectPtr<UObject>(Texture) ) );
MenuBuilder.AddMenuEntry( FText::FromString( Texture->GetName() ), LOCTEXT( "BrowseTexture_ToolTip", "Find this texture in the content browser" ), FSlateIcon(), Action );
}
}
return MenuBuilder.MakeWidget();
}
/**
* Finds the asset in the content browser
*/
void GoToAssetInContentBrowser( TWeakObjectPtr<UObject> Object )
{
if( Object.IsValid() )
{
TArray< UObject* > Objects;
Objects.Add( Object.Get() );
GEditor->SyncBrowserToObjects( Objects );
}
}
/**
* Called to get the visibility of the replace button
*/
EVisibility GetReplaceVisibility() const
{
// Only show the replace button if the current material can be replaced
if( OnMaterialChanged.IsBound() && MaterialItem.bCanBeReplaced )
{
return EVisibility::Visible;
}
return EVisibility::Collapsed;
}
/**
* Called when reset to base is clicked
*/
FReply OnResetToBaseClicked()
{
// Only allow reset to base if the current material can be replaced
if( MaterialItem.Material.IsValid() && MaterialItem.bCanBeReplaced )
{
bool bReplaceAll = false;
ReplaceMaterial( NULL, bReplaceAll );
OnResetToDefaultClicked.ExecuteIfBound( MaterialItem.Material.Get(), MaterialItem.SlotIndex );
}
return FReply::Handled();
}
private:
FMaterialListItem MaterialItem;
FOnMaterialChanged OnMaterialChanged;
FOnGenerateWidgetsForMaterial OnGenerateCustomNameWidgets;
FOnGenerateWidgetsForMaterial OnGenerateCustomMaterialWidgets;
FOnResetMaterialToDefaultClicked OnResetToDefaultClicked;
int32 MultipleMaterialCount;
};
FMaterialList::FMaterialList( IDetailLayoutBuilder& InDetailLayoutBuilder, FMaterialListDelegates& InMaterialListDelegates )
: MaterialListDelegates( InMaterialListDelegates )
, DetailLayoutBuilder( InDetailLayoutBuilder )
, MaterialListBuilder( new FMaterialListBuilder )
{
}
void FMaterialList::OnDisplayMaterialsForElement( int32 SlotIndex )
{
// We now want to display all the materials in the element
ExpandedSlots.Add( SlotIndex );
MaterialListBuilder->Empty();
MaterialListDelegates.OnGetMaterials.ExecuteIfBound( *MaterialListBuilder );
OnRebuildChildren.ExecuteIfBound();
}
void FMaterialList::OnHideMaterialsForElement( int32 SlotIndex )
{
// No longer want to expand the element
ExpandedSlots.Remove( SlotIndex );
// regenerate the materials
MaterialListBuilder->Empty();
MaterialListDelegates.OnGetMaterials.ExecuteIfBound( *MaterialListBuilder );
OnRebuildChildren.ExecuteIfBound();
}
void FMaterialList::Tick( float DeltaTime )
{
// Check each material to see if its still valid. This allows the material list to stay up to date when materials are changed out from under us
if( MaterialListDelegates.OnGetMaterials.IsBound() )
{
// Whether or not to refresh the material list
bool bRefrestMaterialList = false;
// Get the current list of materials from the user
MaterialListBuilder->Empty();
MaterialListDelegates.OnGetMaterials.ExecuteIfBound( *MaterialListBuilder );
if( MaterialListBuilder->GetNumMaterials() != DisplayedMaterials.Num() )
{
// The array sizes differ so we need to refresh the list
bRefrestMaterialList = true;
}
else
{
// Compare the new list against the currently displayed list
for( int32 MaterialIndex = 0; MaterialIndex < MaterialListBuilder->MaterialSlots.Num(); ++MaterialIndex )
{
const FMaterialListItem& Item = MaterialListBuilder->MaterialSlots[MaterialIndex];
// The displayed materials is out of date if there isn't a 1:1 mapping between the material sets
if( !DisplayedMaterials.IsValidIndex( MaterialIndex ) || DisplayedMaterials[ MaterialIndex ] != Item )
{
bRefrestMaterialList = true;
break;
}
}
}
if( bRefrestMaterialList )
{
OnRebuildChildren.ExecuteIfBound();
}
}
}
void FMaterialList::GenerateHeaderRowContent( FDetailWidgetRow& NodeRow )
{
}
void FMaterialList::GenerateChildContent( IDetailChildrenBuilder& ChildrenBuilder )
{
ViewedMaterials.Empty();
DisplayedMaterials.Empty();
if( MaterialListBuilder->GetNumMaterials() > 0 )
{
DisplayedMaterials = MaterialListBuilder->MaterialSlots;
MaterialListBuilder->Sort();
TArray<FMaterialListItem>& MaterialSlots = MaterialListBuilder->MaterialSlots;
int32 CurrentSlot = INDEX_NONE;
bool bDisplayAllMaterialsInSlot = true;
for( auto It = MaterialSlots.CreateConstIterator(); It; ++It )
{
const FMaterialListItem& Material = *It;
if( CurrentSlot != Material.SlotIndex )
{
// We've encountered a new slot. Make a widget to display that
CurrentSlot = Material.SlotIndex;
uint32 NumMaterials = MaterialListBuilder->GetNumMaterialsInSlot(CurrentSlot);
// If an element is expanded we want to display all its materials
bool bWantToDisplayAllMaterials = NumMaterials > 1 && ExpandedSlots.Contains(CurrentSlot);
// If we are currently displaying an expanded set of materials for an element add a link to collapse all of them
if( bWantToDisplayAllMaterials )
{
FDetailWidgetRow& ChildRow = ChildrenBuilder.AddChildContent( LOCTEXT( "HideAllMaterialSearchString", "Hide All Materials") );
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("ElementSlot"), CurrentSlot);
ChildRow
.ValueContent()
.MaxDesiredWidth(0.0f)// No Max Width
[
SNew( SBox )
.HAlign( HAlign_Center )
[
SNew( SHyperlink )
.TextStyle( FEditorStyle::Get(), "MaterialList.HyperlinkStyle" )
.Text( FText::Format(LOCTEXT("HideAllMaterialLinkText", "Hide All Materials on Element {ElementSlot}"), Arguments ) )
.OnNavigate( this, &FMaterialList::OnHideMaterialsForElement, CurrentSlot )
]
];
}
if( NumMaterials > 1 && !bWantToDisplayAllMaterials )
{
// The current slot has multiple elements to view
bDisplayAllMaterialsInSlot = false;
FDetailWidgetRow& ChildRow = ChildrenBuilder.AddChildContent( FText::GetEmpty() );
AddMaterialItem( ChildRow, CurrentSlot, FMaterialListItem( NULL, CurrentSlot, true ), !bDisplayAllMaterialsInSlot );
}
else
{
bDisplayAllMaterialsInSlot = true;
}
}
// Display each thumbnail element unless we shouldn't display multiple materials for one slot
if( bDisplayAllMaterialsInSlot )
{
FDetailWidgetRow& ChildRow = ChildrenBuilder.AddChildContent( Material.Material.IsValid()? FText::FromString(Material.Material->GetName()) : FText::GetEmpty() );
AddMaterialItem( ChildRow, CurrentSlot, Material, !bDisplayAllMaterialsInSlot );
}
}
}
else
{
FDetailWidgetRow& ChildRow = ChildrenBuilder.AddChildContent( LOCTEXT("NoMaterials", "No Materials") );
ChildRow
[
SNew( SBox )
.HAlign( HAlign_Center )
[
SNew( STextBlock )
.Text( LOCTEXT("NoMaterials", "No Materials") )
.Font( IDetailLayoutBuilder::GetDetailFont() )
]
];
}
}
void FMaterialList::AddMaterialItem( FDetailWidgetRow& Row, int32 CurrentSlot, const FMaterialListItem& Item, bool bDisplayLink )
{
uint32 NumMaterials = MaterialListBuilder->GetNumMaterialsInSlot(CurrentSlot);
TSharedRef<FMaterialItemView> NewView = FMaterialItemView::Create( Item, MaterialListDelegates.OnMaterialChanged, MaterialListDelegates.OnGenerateCustomNameWidgets, MaterialListDelegates.OnGenerateCustomMaterialWidgets, MaterialListDelegates.OnResetMaterialToDefaultClicked, NumMaterials );
TSharedPtr<SWidget> RightSideContent;
if( bDisplayLink )
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("NumMaterials"), NumMaterials);
RightSideContent =
SNew( SBox )
.HAlign(HAlign_Left)
.VAlign(VAlign_Top)
[
SNew( SHyperlink )
.TextStyle( FEditorStyle::Get(), "MaterialList.HyperlinkStyle" )
.Text( FText::Format(LOCTEXT("DisplayAllMaterialLinkText", "Display {NumMaterials} materials"), Arguments) )
.ToolTipText( LOCTEXT("DisplayAllMaterialLink_ToolTip","Display all materials. Drag and drop a material here to replace all materials.") )
.OnNavigate( this, &FMaterialList::OnDisplayMaterialsForElement, CurrentSlot )
];
}
else
{
RightSideContent = NewView->CreateValueContent( DetailLayoutBuilder.GetThumbnailPool() );
ViewedMaterials.Add( NewView );
}
Row.NameContent()
[
NewView->CreateNameContent()
]
.ValueContent()
.MinDesiredWidth(250.0f)
.MaxDesiredWidth(0.0f) // no maximum
[
RightSideContent.ToSharedRef()
];
}
TSharedRef<SWidget> PropertyCustomizationHelpers::MakeTextLocalizationButton(const TSharedRef<IPropertyHandle>& InPropertyHandle)
{
class STextPropertyLocalizationMenuContent : public SCompoundWidget
{
SLATE_BEGIN_ARGS(STextPropertyLocalizationMenuContent) {}
SLATE_END_ARGS()
public:
STextPropertyLocalizationMenuContent()
: HasNamespaceAndKey(false)
{
}
void Construct(const FArguments& InArgs, const TSharedRef<IPropertyHandle>& InPropHandle)
{
PropertyHandle = InPropHandle;
FText DisplayText;
if (PropertyHandle->GetValueAsDisplayText(DisplayText) == FPropertyAccess::Success)
{
const FTextDisplayStringRef DisplayString = FTextInspector::GetSharedDisplayString(DisplayText);
CacheNamespaceAndKey(DisplayString);
}
FMenuBuilder MenuContentBuilder(true, NULL);
{
MenuContentBuilder.BeginSection(TEXT("Localization"), LOCTEXT("LocalizationSectionHeading", "Localization"));
{
TSharedPtr<SGridPanel> GridPanel;
TSharedRef<SWidgetSwitcher> WidgetSwitcher = SNew(SWidgetSwitcher)
.WidgetIndex_Lambda( [this](){return HasNamespaceAndKey ? 0 : 1;} )
+SWidgetSwitcher::Slot()
[
SAssignNew(GridPanel, SGridPanel)
]
+SWidgetSwitcher::Slot()
[
SNew(STextBlock)
.Text(LOCTEXT("NoLocWarning", "No localization information available."))
];
GridPanel->AddSlot(0, 0)
.VAlign(VAlign_Center)
.Padding(1.0f)
[
SNew(STextBlock)
.Text(LOCTEXT("KeyLabel", "Key"))
.ToolTipText(LOCTEXT("KeyTooltip", "The localization key of the text property."))
];
const auto& GetKeyAsText = [this](){ return KeyAsText; };
GridPanel->AddSlot(1, 0)
.VAlign(VAlign_Center)
.Padding(1.0f)
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.FillWidth(1.0f)
[
SNew(SEditableTextBox)
.Text_Lambda(GetKeyAsText)
.OnTextCommitted(FOnTextCommitted::CreateSP(this, &STextPropertyLocalizationMenuContent::HandleKeyTextCommitted))
]
+ SHorizontalBox::Slot()
.AutoWidth()
.HAlign(HAlign_Center)
.Padding(2.0f, 0.0f, 0.0f, 0.0f)
[
SNew(SButton)
.ToolTipText(LOCTEXT("RefreshKeyTooltip", "Generate a new random key."))
.ButtonStyle(FEditorStyle::Get(), "HoverHintOnly")
.OnClicked(FOnClicked::CreateSP(this, &STextPropertyLocalizationMenuContent::HandleGenerateKeyClicked))
.Content()
[
SNew(SImage)
.Image(FEditorStyle::GetBrush("PropertyWindow.Button_Refresh"))
]
]
];
GridPanel->AddSlot(0, 1)
.VAlign(VAlign_Center)
.Padding(1.0f, 1.0f, 5.0f, 1.0f)
[
SNew(STextBlock)
.Text(LOCTEXT("NamespaceLabel", "Namespace"))
.ToolTipText(LOCTEXT("NamespaceTooltip", "The localization namespace of the text property."))
];
const auto& GetNamespaceAsText = [this](){ return NamespaceAsText; };
GridPanel->AddSlot(1, 1)
.VAlign(VAlign_Center)
.Padding(1.0f)
[
SNew(SEditableTextBox)
.Text_Lambda(GetNamespaceAsText)
.OnTextCommitted(FOnTextCommitted::CreateSP(this, &STextPropertyLocalizationMenuContent::HandleNamespaceTextCommitted))
];
MenuContentBuilder.AddWidget(WidgetSwitcher, FText::GetEmpty());
}
MenuContentBuilder.EndSection();
}
ChildSlot
[
MenuContentBuilder.MakeWidget()
];
}
private:
FReply HandleGenerateKeyClicked()
{
FText DisplayText;
if (PropertyHandle->GetValueAsDisplayText(DisplayText) == FPropertyAccess::Success)
{
const FTextDisplayStringRef DisplayString = FTextInspector::GetSharedDisplayString(DisplayText);
CacheNamespaceAndKey(DisplayString);
PropertyHandle->NotifyPreChange();
FTextLocalizationManager::Get().UpdateDisplayString(DisplayString, *DisplayString, CachedNamespace, FGuid::NewGuid().ToString());
PropertyHandle->NotifyPostChange();
CacheNamespaceAndKey(DisplayString);
}
return FReply::Handled();
}
void HandleKeyTextCommitted(const FText& NewKeyAsText, ETextCommit::Type InCommitType)
{
FText DisplayText;
if (PropertyHandle->GetValueAsDisplayText(DisplayText) == FPropertyAccess::Success)
{
const FTextDisplayStringRef DisplayString = FTextInspector::GetSharedDisplayString(DisplayText);
CacheNamespaceAndKey(DisplayString);
PropertyHandle->NotifyPreChange();
FTextLocalizationManager::Get().UpdateDisplayString(DisplayString, *DisplayString, CachedNamespace, NewKeyAsText.ToString());
PropertyHandle->NotifyPostChange();
CacheNamespaceAndKey(DisplayString);
}
}
void HandleNamespaceTextCommitted(const FText& NewNamespaceAsText, ETextCommit::Type InCommitType)
{
FText DisplayText;
if (PropertyHandle->GetValueAsDisplayText(DisplayText) == FPropertyAccess::Success)
{
const FTextDisplayStringRef DisplayString = FTextInspector::GetSharedDisplayString(DisplayText);
CacheNamespaceAndKey(DisplayString);
PropertyHandle->NotifyPreChange();
FTextLocalizationManager::Get().UpdateDisplayString(DisplayString, *DisplayString, NewNamespaceAsText.ToString(), CachedKey);
PropertyHandle->NotifyPostChange();
CacheNamespaceAndKey(DisplayString);
}
}
void CacheNamespaceAndKey(const FTextDisplayStringRef& DisplayString)
{
HasNamespaceAndKey = FTextLocalizationManager::Get().FindNamespaceAndKeyFromDisplayString(DisplayString, CachedNamespace, CachedKey);
NamespaceAsText = FText::FromString(CachedNamespace);
KeyAsText = FText::FromString(CachedKey);
}
private:
TSharedPtr<IPropertyHandle> PropertyHandle;
bool HasNamespaceAndKey;
FText NamespaceAsText;
FText KeyAsText;
FString CachedNamespace;
FString CachedKey;
};
const auto& GetLocalizationMenuContent = [=]() -> TSharedRef<SWidget>
{
return SNew(STextPropertyLocalizationMenuContent, InPropertyHandle);
};
return SNew(SComboButton)
.ToolTipText(LOCTEXT("LocalizationUtilitiesTooltip", "Localization Utilities"))
.ButtonStyle(FEditorStyle::Get(), "HoverHintOnly")
.ContentPadding(2)
.ForegroundColor(FSlateColor::UseForeground())
.HasDownArrow(true)
.OnGetMenuContent(FOnGetContent::CreateLambda(GetLocalizationMenuContent));
}
#undef LOCTEXT_NAMESPACE