Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/DetailCustomizations.cpp
Matt Kuhlenschmidt 35c8a25c6d Deprecated RegisterCustomPropertyLayout and fixed up use cases. Use RegisterCustomClassLayout instead
[CL 2094538 by Matt Kuhlenschmidt in Main branch]
2014-06-04 12:11:33 -04:00

268 lines
19 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "DetailCustomizationsPrivatePCH.h"
#include "DetailCustomizations.h"
#include "StaticMeshComponentDetails.h"
#include "LightComponentDetails.h"
#include "PointLightComponentDetails.h"
#include "DirectionalLightComponentDetails.h"
#include "SceneComponentDetails.h"
#include "PrimitiveComponentDetails.h"
#include "StaticMeshActorDetails.h"
#include "SkinnedMeshComponentDetails.h"
#include "SkeletalMeshComponentDetails.h"
#include "MeshComponentDetails.h"
#include "WheeledVehicleMovementComponent4WDetails.h"
#include "MatineeActorDetails.h"
#include "ReflectionCaptureDetails.h"
#include "SkyLightComponentDetails.h"
#include "BrushDetails.h"
#include "ActorDetails.h"
#include "SkeletalControlNodeDetails.h"
#include "AnimMontageSegmentDetails.h"
#include "AnimSequenceDetails.h"
#include "AnimStateNodeDetails.h"
#include "AnimTransitionNodeDetails.h"
#include "AmbientSoundDetails.h"
#include "ModuleManager.h"
#include "AnimGraphDefinitions.h"
#include "SoundDefinitions.h"
#include "TransitionPoseEvaluatorNodeDetails.h"
#include "LandscapeSplineDetails.h"
#include "MathStructCustomizations.h"
#include "MathStructProxyCustomizations.h"
#include "RangeStructCustomization.h"
#include "StringAssetReferenceCustomization.h"
#include "StringClassReferenceCustomization.h"
#include "AttenuationSettingsCustomizations.h"
#include "WorldSettingsDetails.h"
#include "DialogueStructsCustomizations.h"
#include "DataTableCustomization.h"
#include "DataTableCategoryCustomization.h"
#include "CurveTableCustomization.h"
#include "DialogueWaveDetails.h"
#include "BodyInstanceCustomization.h"
#include "VehicleTransmissionDataCustomization.h"
#include "BodySetupDetails.h"
#include "Runtime/Engine/Classes/PhysicsEngine/BodySetup.h"
#include "SlateBrushCustomization.h"
#include "SlateSoundCustomization.h"
#include "MarginCustomization.h"
#include "SceneComponentDetails.h"
#include "PhysicsConstraintComponentDetails.h"
#include "Runtime/Engine/Classes/PhysicsEngine/PhysicsConstraintTemplate.h"
#include "Runtime/Engine/Classes/PhysicsEngine/PhysicsConstraintComponent.h"
#include "GuidStructCustomization.h"
#include "ParticleModuleDetails.h"
#include "CameraDetails.h"
#include "BlackboardEntryDetails.h"
#include "EnvQueryParamInstanceCustomization.h"
#include "SkeletonNotifyDetails.h"
#include "SlateColorCustomization.h"
#include "CurveStructCustomization.h"
#include "NavLinkStructCustomization.h"
#include "DirectoryPathStructCustomization.h"
#include "FilePathStructCustomization.h"
#include "DeviceProfileDetails.h"
#include "KeyStructCustomization.h"
#include "InternationalizationSettingsModelDetails.h"
#include "InputSettingsDetails.h"
#include "InputStructCustomization.h"
#include "CollisionProfileDetails.h"
#include "PhysicsSettingsDetails.h"
#include "GeneralProjectSettingsDetails.h"
#include "WindowsTargetSettingsDetails.h"
#include "MoviePlayerSettingsDetails.h"
#include "SourceCodeAccessSettingsDetails.h"
#include "ParticleSystemComponentDetails.h"
IMPLEMENT_MODULE( FDetailCustomizationsModule, DetailCustomizations );
void FDetailCustomizationsModule::StartupModule()
{
FPropertyEditorModule& PropertyModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
RegisterPropertyTypeCustomizations();
RegisterObjectCustomizations();
PropertyModule.NotifyCustomizationModuleChanged();
}
void FDetailCustomizationsModule::ShutdownModule()
{
if( FModuleManager::Get().IsModuleLoaded( "PropertyEditor" ) )
{
FPropertyEditorModule& PropertyModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
// Unregister all classes customized by name
for( auto It = RegisteredClassNames.CreateConstIterator(); It; ++It )
{
if( It->IsValid() )
{
PropertyModule.UnregisterCustomClassLayout( *It );
}
}
// Unregister all structs
for(auto It = RegisteredPropertyTypes.CreateConstIterator(); It; ++It)
{
if(It->IsValid())
{
PropertyModule.UnregisterCustomPropertyTypeLayout(*It);
}
}
PropertyModule.NotifyCustomizationModuleChanged();
}
}
void FDetailCustomizationsModule::RegisterPropertyTypeCustomizations()
{
// Structs
RegisterCustomPropertyTypeLayout("StringAssetReference", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FStringAssetReferenceCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("StringClassReference", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FStringClassReferenceCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("DataTableRowHandle", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FDataTableCustomizationLayout::MakeInstance));
RegisterCustomPropertyTypeLayout("DataTableCategoryHandle", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FDataTableCategoryCustomizationLayout::MakeInstance));
RegisterCustomPropertyTypeLayout("CurveTableRowHandle", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FCurveTableCustomizationLayout::MakeInstance));
RegisterCustomPropertyTypeLayout(NAME_Vector, FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FMathStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout(NAME_Vector4, FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FMathStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout(NAME_Vector2D, FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FMathStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout(NAME_IntPoint, FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FMathStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout(NAME_Rotator, FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FRotatorStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout(NAME_LinearColor, FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FColorStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout(NAME_Color, FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FColorStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout(NAME_Matrix, FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FMatrixStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout(NAME_Transform, FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FTransformStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("SlateColor", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FSlateColorCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("AttenuationSettings", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FAttenuationSettingsCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("DialogueContext", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FDialogueContextStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("DialogueWaveParameter", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FDialogueWaveParameterStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("BodyInstance", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FBodyInstanceCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("VehicleTransmissionData", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FVehicleTransmissionDataCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("SlateBrush", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FSlateBrushStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("SlateSound", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FSlateSoundStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("Guid", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FGuidStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("Key", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FKeyStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("FloatRange", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FRangeStructCustomization<float>::MakeInstance));
RegisterCustomPropertyTypeLayout("Int32Range", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FRangeStructCustomization<int32>::MakeInstance));
RegisterCustomPropertyTypeLayout("BlackboardEntry", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FBlackboardEntryDetails::MakeInstance));
RegisterCustomPropertyTypeLayout("RuntimeFloatCurve", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FCurveStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("EnvNamedValue", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FEnvQueryParamInstanceCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("NavigationLink", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FNavLinkStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("NavigationSegmentLink", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FNavLinkStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("Margin", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FMarginStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("DirectoryPath", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FDirectoryPathStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("FilePath", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FFilePathStructCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("InputAxisConfigEntry", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FInputAxisConfigCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("InputActionKeyMapping", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FInputActionMappingCustomization::MakeInstance));
RegisterCustomPropertyTypeLayout("InputAxisKeyMapping", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FInputAxisMappingCustomization::MakeInstance));
}
void FDetailCustomizationsModule::RegisterObjectCustomizations()
{
// Note: By default properties are displayed in script defined order (i.e the order in the header). These layout detail classes are called in the order seen here which will display properties
// in the order they are customized. This is only relevant for inheritance where both a child and a parent have properties that are customized.
// In the order below, Actor will get a chance to display details first, followed by USceneComponent.
RegisterCustomClassLayout("Actor", FOnGetDetailCustomizationInstance::CreateStatic(&FActorDetails::MakeInstance));
RegisterCustomClassLayout("SceneComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FSceneComponentDetails::MakeInstance));
RegisterCustomClassLayout("PrimitiveComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FPrimitiveComponentDetails::MakeInstance));
RegisterCustomClassLayout("StaticMeshComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FStaticMeshComponentDetails::MakeInstance));
RegisterCustomClassLayout("SkeletalMeshComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FSkeletalMeshComponentDetails::MakeInstance));
RegisterCustomClassLayout("SkinnedMeshComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FSkinnedMeshComponentDetails::MakeInstance));
RegisterCustomClassLayout("WheeledVehicleMovementComponent4W", FOnGetDetailCustomizationInstance::CreateStatic(&FWheeledVehicleMovementComponent4WDetails::MakeInstance));
RegisterCustomClassLayout("LightComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FLightComponentDetails::MakeInstance));
RegisterCustomClassLayout("PointLightComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FPointLightComponentDetails::MakeInstance));
RegisterCustomClassLayout("DirectionalLightComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FDirectionalLightComponentDetails::MakeInstance));
RegisterCustomClassLayout("StaticMeshActor", FOnGetDetailCustomizationInstance::CreateStatic(&FStaticMeshActorDetails::MakeInstance));
RegisterCustomClassLayout("MeshComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FMeshComponentDetails::MakeInstance));
RegisterCustomClassLayout("MatineeActor", FOnGetDetailCustomizationInstance::CreateStatic(&FMatineeActorDetails::MakeInstance));
RegisterCustomClassLayout("ReflectionCapture", FOnGetDetailCustomizationInstance::CreateStatic(&FReflectionCaptureDetails::MakeInstance));
RegisterCustomClassLayout("SkyLight", FOnGetDetailCustomizationInstance::CreateStatic(&FSkyLightComponentDetails::MakeInstance));
RegisterCustomClassLayout("Brush", FOnGetDetailCustomizationInstance::CreateStatic(&FBrushDetails::MakeInstance));
RegisterCustomClassLayout("AmbientSound", FOnGetDetailCustomizationInstance::CreateStatic(&FAmbientSoundDetails::MakeInstance));
RegisterCustomClassLayout("WorldSettings", FOnGetDetailCustomizationInstance::CreateStatic(&FWorldSettingsDetails::MakeInstance));
RegisterCustomClassLayout("GeneralProjectSettings", FOnGetDetailCustomizationInstance::CreateStatic(&FGeneralProjectSettingsDetails::MakeInstance));
//@TODO: A2REMOVAL: Rename FSkeletalControlNodeDetails to something more generic
RegisterCustomClassLayout("K2Node_StructMemberGet", FOnGetDetailCustomizationInstance::CreateStatic(&FSkeletalControlNodeDetails::MakeInstance));
RegisterCustomClassLayout("K2Node_StructMemberSet", FOnGetDetailCustomizationInstance::CreateStatic(&FSkeletalControlNodeDetails::MakeInstance));
RegisterCustomClassLayout("AnimSequence", FOnGetDetailCustomizationInstance::CreateStatic(&FAnimSequenceDetails::MakeInstance));
RegisterCustomClassLayout("EditorAnimSegment", FOnGetDetailCustomizationInstance::CreateStatic(&FAnimMontageSegmentDetails::MakeInstance));
RegisterCustomClassLayout("EditorAnimCompositeSegment", FOnGetDetailCustomizationInstance::CreateStatic(&FAnimMontageSegmentDetails::MakeInstance));
RegisterCustomClassLayout("EditorSkeletonNotifyObj", FOnGetDetailCustomizationInstance::CreateStatic(&FSkeletonNotifyDetails::MakeInstance));
RegisterCustomClassLayout("AnimStateNode", FOnGetDetailCustomizationInstance::CreateStatic(&FAnimStateNodeDetails::MakeInstance));
RegisterCustomClassLayout("AnimStateTransitionNode", FOnGetDetailCustomizationInstance::CreateStatic(&FAnimTransitionNodeDetails::MakeInstance));
RegisterCustomClassLayout("AnimGraphNode_TransitionPoseEvaluator", FOnGetDetailCustomizationInstance::CreateStatic(&FTransitionPoseEvaluatorNodeDetails::MakeInstance));
RegisterCustomClassLayout("LandscapeSplineControlPoint", FOnGetDetailCustomizationInstance::CreateStatic(&FLandscapeSplineDetails::MakeInstance));
RegisterCustomClassLayout("LandscapeSplineSegment", FOnGetDetailCustomizationInstance::CreateStatic(&FLandscapeSplineDetails::MakeInstance));
RegisterCustomClassLayout("DialogueWave", FOnGetDetailCustomizationInstance::CreateStatic(&FDialogueWaveDetails::MakeInstance));
RegisterCustomClassLayout("BodySetup", FOnGetDetailCustomizationInstance::CreateStatic(&FBodySetupDetails::MakeInstance));
RegisterCustomClassLayout("PhysicsConstraintTemplate", FOnGetDetailCustomizationInstance::CreateStatic(&FPhysicsConstraintComponentDetails::MakeInstance));
RegisterCustomClassLayout("PhysicsConstraintComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FPhysicsConstraintComponentDetails::MakeInstance));
RegisterCustomClassLayout("CollisionProfile", FOnGetDetailCustomizationInstance::CreateStatic(&FCollisionProfileDetails::MakeInstance));
RegisterCustomClassLayout("PhysicsSettings", FOnGetDetailCustomizationInstance::CreateStatic(&FPhysicsSettingsDetails::MakeInstance));
RegisterCustomClassLayout("ParticleModuleRequired", FOnGetDetailCustomizationInstance::CreateStatic(&FParticleModuleRequiredDetails::MakeInstance));
RegisterCustomClassLayout("ParticleModuleSubUV", FOnGetDetailCustomizationInstance::CreateStatic(&FParticleModuleSubUVDetails::MakeInstance));
RegisterCustomClassLayout("ParticleModuleAccelerationDrag", FOnGetDetailCustomizationInstance::CreateStatic(&FParticleModuleAccelerationDragDetails::MakeInstance));
RegisterCustomClassLayout("ParticleModuleAcceleration", FOnGetDetailCustomizationInstance::CreateStatic(&FParticleModuleAccelerationDetails::MakeInstance));
RegisterCustomClassLayout("ParticleModuleAccelerationDragScaleOverLife", FOnGetDetailCustomizationInstance::CreateStatic(&FParticleModuleAccelerationDragScaleOverLifeDetails::MakeInstance));
RegisterCustomClassLayout("ParticleModuleCollisionGPU", FOnGetDetailCustomizationInstance::CreateStatic(&FParticleModuleCollisionGPUDetails::MakeInstance));
RegisterCustomClassLayout("ParticleModuleOrbit", FOnGetDetailCustomizationInstance::CreateStatic(&FParticleModuleOrbitDetails::MakeInstance));
RegisterCustomClassLayout("ParticleModuleSizeMultiplyLife", FOnGetDetailCustomizationInstance::CreateStatic(&FParticleModuleSizeMultiplyLifeDetails::MakeInstance));
RegisterCustomClassLayout("ParticleModuleSizeScale", FOnGetDetailCustomizationInstance::CreateStatic(&FParticleModuleSizeScaleDetails::MakeInstance));
RegisterCustomClassLayout("ParticleModuleVectorFieldScale", FOnGetDetailCustomizationInstance::CreateStatic(&FParticleModuleVectorFieldScaleDetails::MakeInstance));
RegisterCustomClassLayout("ParticleModuleVectorFieldScaleOverLife", FOnGetDetailCustomizationInstance::CreateStatic(&FParticleModuleVectorFieldScaleOverLifeDetails::MakeInstance));
RegisterCustomClassLayout("CameraComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FCameraDetails::MakeInstance));
RegisterCustomClassLayout("DeviceProfile", FOnGetDetailCustomizationInstance::CreateStatic(&FDeviceProfileDetails::MakeInstance));
RegisterCustomClassLayout("InternationalizationSettingsModel", FOnGetDetailCustomizationInstance::CreateStatic(&FInternationalizationSettingsModelDetails::MakeInstance));
RegisterCustomClassLayout("InputSettings", FOnGetDetailCustomizationInstance::CreateStatic(&FInputSettingsDetails::MakeInstance));
RegisterCustomClassLayout("WindowsTargetSettings", FOnGetDetailCustomizationInstance::CreateStatic(&FWindowsTargetSettingsDetails::MakeInstance));
RegisterCustomClassLayout("MoviePlayerSettings", FOnGetDetailCustomizationInstance::CreateStatic(&FMoviePlayerSettingsDetails::MakeInstance));
RegisterCustomClassLayout("SourceCodeAccessSettings", FOnGetDetailCustomizationInstance::CreateStatic(&FSourceCodeAccessSettingsDetails::MakeInstance));
RegisterCustomClassLayout("ParticleSystemComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FParticleSystemComponentDetails::MakeInstance));
}
void FDetailCustomizationsModule::RegisterCustomClassLayout(FName ClassName, FOnGetDetailCustomizationInstance DetailLayoutDelegate )
{
check( ClassName != NAME_None );
static FName PropertyEditor("PropertyEditor");
// Add the class to the list of classes we should unregister later
RegisteredClassNames.Add( ClassName );
FPropertyEditorModule& PropertyModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>(PropertyEditor);
PropertyModule.RegisterCustomClassLayout( ClassName, DetailLayoutDelegate );
}
void FDetailCustomizationsModule::RegisterCustomPropertyTypeLayout(FName PropertyTypeName, FOnGetPropertyTypeCustomizationInstance PropertyTypeLayoutDelegate)
{
check(PropertyTypeName != NAME_None);
static FName PropertyEditor("PropertyEditor");
RegisteredPropertyTypes.Add(PropertyTypeName);
FPropertyEditorModule& PropertyModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>(PropertyEditor);
PropertyModule.RegisterCustomPropertyTypeLayout(PropertyTypeName, PropertyTypeLayoutDelegate);
}