Files
UnrealEngineUWP/Engine/Source/Editor/PropertyEditor/Private/SDetailNameArea.cpp
2014-03-14 14:13:41 -04:00

266 lines
7.6 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "PropertyEditorPrivatePCH.h"
#include "SDetailNameArea.h"
#include "ClassIconFinder.h"
#include "Editor/EditorWidgets/Public/EditorWidgets.h"
#include "SourceCodeNavigation.h"
#define LOCTEXT_NAMESPACE "SDetailsView"
void SDetailNameArea::Construct( const FArguments& InArgs, const TArray< TWeakObjectPtr<UObject> >* SelectedObjects )
{
OnLockButtonClicked = InArgs._OnLockButtonClicked;
IsLocked = InArgs._IsLocked;
SelectionTip = InArgs._SelectionTip;
bShowLockButton = InArgs._ShowLockButton;
bShowActorLabel = InArgs._ShowActorLabel;
Refresh( *SelectedObjects );
}
void SDetailNameArea::Refresh( const TArray< TWeakObjectPtr<UObject> >& SelectedObjects )
{
ChildSlot
[
BuildObjectNameArea( SelectedObjects )
];
}
void SDetailNameArea::Refresh( const TArray< TWeakObjectPtr<AActor> >& SelectedActors )
{
// Convert the actor array to base object type
TArray< TWeakObjectPtr<UObject> > SelectedObjects;
for( int32 ActorIndex = 0 ; ActorIndex < SelectedActors.Num() ; ++ActorIndex )
{
const TWeakObjectPtr<UObject> ObjectWeakPtr = SelectedActors[ActorIndex].Get();
SelectedObjects.Add( ObjectWeakPtr );
}
Refresh( SelectedObjects );
}
const FSlateBrush* SDetailNameArea::OnGetLockButtonImageResource() const
{
if( IsLocked.Get() )
{
return FEditorStyle::GetBrush(TEXT("PropertyWindow.Locked"));
}
else
{
return FEditorStyle::GetBrush(TEXT("PropertyWindow.Unlocked"));
}
}
TSharedRef< SWidget > SDetailNameArea::BuildObjectNameArea( const TArray< TWeakObjectPtr<UObject> >& SelectedObjects )
{
// Get the common base class of the selected objects
UClass* BaseClass = NULL;
for( int32 ObjectIndex = 0; ObjectIndex < SelectedObjects.Num(); ++ObjectIndex )
{
TWeakObjectPtr<UObject> ObjectWeakPtr = SelectedObjects[ObjectIndex];
if( ObjectWeakPtr.IsValid() )
{
UClass* ObjClass = ObjectWeakPtr->GetClass();
if (!BaseClass)
{
BaseClass = ObjClass;
}
while (!ObjClass->IsChildOf(BaseClass))
{
BaseClass = BaseClass->GetSuperClass();
}
}
}
TSharedRef< SHorizontalBox > ObjectNameArea = SNew( SHorizontalBox );
if (BaseClass)
{
// Get selection icon based on actor(s) classes and add before the selection label
const FSlateBrush* ActorIcon = FClassIconFinder::FindIconForClass(BaseClass);
ObjectNameArea->AddSlot()
.AutoWidth()
.HAlign(HAlign_Left)
.VAlign(VAlign_Center)
.Padding(0,0,0,0)
.AspectRatio()
[
SNew(SImage)
.Image(ActorIcon)
.ToolTipText( FText::FromString( BaseClass->GetName() ) )
];
}
// Add the selected object(s) type name, along with buttons for either opening C++ code or editing blueprints
const int32 NumSelectedSurfaces = AssetSelectionUtils::GetNumSelectedSurfaces( GWorld );
if( SelectedObjects.Num() > 0 )
{
if ( bShowActorLabel )
{
FEditorWidgetsModule& EdWidgetsModule = FModuleManager::LoadModuleChecked<FEditorWidgetsModule>(TEXT("EditorWidgets"));
TSharedRef<IObjectNameEditableTextBox> ObjectNameBox = EdWidgetsModule.CreateObjectNameEditableTextBox(SelectedObjects);
ObjectNameArea->AddSlot()
.AutoWidth()
.Padding(0,0,6,0)
[
SNew(SBox)
.WidthOverride( 200.0f )
.VAlign(VAlign_Center)
[
ObjectNameBox
]
];
}
const TWeakObjectPtr< UObject > ObjectWeakPtr = SelectedObjects.Num() == 1 ? SelectedObjects[0] : NULL;
BuildObjectNameAreaSelectionLabel( ObjectNameArea, ObjectWeakPtr, SelectedObjects.Num() );
if( bShowLockButton )
{
ObjectNameArea->AddSlot()
.AutoWidth()
.HAlign(HAlign_Right)
[
SNew( SButton )
.ButtonStyle( FEditorStyle::Get(), "NoBorder" )
.OnClicked( OnLockButtonClicked )
.ToolTipText( LOCTEXT("LockSelectionButton_ToolTip", "Locks the current selection into the Details panel") )
[
SNew( SImage )
.Image( this, &SDetailNameArea::OnGetLockButtonImageResource )
]
];
}
}
else
{
if ( SelectionTip.Get() && NumSelectedSurfaces == 0 )
{
ObjectNameArea->AddSlot()
.FillWidth( 1.0f )
.HAlign( HAlign_Center )
.Padding( 2.0f, 24.0f, 2.0f, 2.0f )
[
SNew( STextBlock )
.Text( LOCTEXT("NoObjectsSelected", "Select an object to view details.") )
];
}
else
{
// Fill the empty space
ObjectNameArea->AddSlot();
}
}
return ObjectNameArea;
}
void SDetailNameArea::OnEditBlueprintClicked( TWeakObjectPtr<UBlueprint> InBlueprint, TWeakObjectPtr<UObject> InAsset )
{
if (UBlueprint* Blueprint = InBlueprint.Get())
{
// Set the object being debugged if given an actor reference (if we don't do this before we edit the object the editor wont know we are debugging something)
if (UObject* Asset = InAsset.Get())
{
check(Asset->GetClass()->ClassGeneratedBy == Blueprint);
Blueprint->SetObjectBeingDebugged(Asset);
}
// Open the blueprint
GEditor->EditObject( Blueprint );
}
}
void SDetailNameArea::BuildObjectNameAreaSelectionLabel( TSharedRef< SHorizontalBox > SelectionLabelBox, const TWeakObjectPtr<UObject> ObjectWeakPtr, const int32 NumSelectedObjects )
{
check( NumSelectedObjects > 1 || ObjectWeakPtr.IsValid() );
if( NumSelectedObjects == 1 )
{
UClass* ObjectClass = ObjectWeakPtr.Get()->GetClass();
if( ObjectClass != nullptr )
{
if (UBlueprint* Blueprint = Cast<UBlueprint>(ObjectClass->ClassGeneratedBy))
{
TWeakObjectPtr<UBlueprint> BlueprintPtr = Blueprint;
SelectionLabelBox->AddSlot()
.VAlign( VAlign_Center )
.HAlign( HAlign_Left )
.Padding( 6.0f, 1.0f, 0.0f, 0.0f )
.FillWidth( 1.0f )
[
SNew(SHyperlink)
.Style(FEditorStyle::Get(), "HoverOnlyHyperlink")
.TextStyle(FEditorStyle::Get(), "DetailsView.EditBlueprintHyperlinkStyle")
.OnNavigate(this, &SDetailNameArea::OnEditBlueprintClicked, BlueprintPtr, ObjectWeakPtr)
.Text(FText::Format(LOCTEXT("EditBlueprint", "(Edit {0})"), FText::FromString( Blueprint->GetName() ) ))
.ToolTipText(LOCTEXT("EditBlueprint_ToolTip", "Click to edit the blueprint"))
];
}
else if( FSourceCodeNavigation::IsCompilerAvailable() )
{
FString ClassHeaderPath;
if( FSourceCodeNavigation::FindClassHeaderPath( ObjectClass, ClassHeaderPath ) && IFileManager::Get().FileSize( *ClassHeaderPath ) != INDEX_NONE )
{
struct Local
{
static void OnEditCodeClicked( FString InClassHeaderPath )
{
FString AbsoluteHeaderPath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead(*InClassHeaderPath);
FSourceCodeNavigation::OpenSourceFile( AbsoluteHeaderPath );
}
};
SelectionLabelBox->AddSlot()
.VAlign( VAlign_Center )
.HAlign( HAlign_Left )
.Padding( 6.0f, 1.0f, 0.0f, 0.0f )
.FillWidth( 1.0f )
[
SNew(SHyperlink)
.Style(FEditorStyle::Get(), "HoverOnlyHyperlink")
.TextStyle(FEditorStyle::Get(), "DetailsView.GoToCodeHyperlinkStyle")
.OnNavigate_Static(&Local::OnEditCodeClicked, ClassHeaderPath)
// .Text(LOCTEXT("GoToCode", "(C++)" ))
.Text(FText::Format(LOCTEXT("GoToCode", "({0})" ), FText::FromString(FPaths::GetCleanFilename( *ClassHeaderPath ) ) ) )
.ToolTipText(LOCTEXT("GoToCode_ToolTip", "Click to open this source file in a text editor"))
];
}
}
else
{
// Fill the empty space
SelectionLabelBox->AddSlot();
}
}
else
{
// Fill the empty space
SelectionLabelBox->AddSlot();
}
}
else
{
const FString SelectionText = FString::Printf( *LOCTEXT("MultipleObjectsSelected", "%d objects").ToString(), NumSelectedObjects );
SelectionLabelBox->AddSlot()
.VAlign(VAlign_Center)
.HAlign( HAlign_Left )
.FillWidth( 1.0f )
[
SNew(STextBlock)
.Text( SelectionText )
];
}
}
#undef LOCTEXT_NAMESPACE