Files
UnrealEngineUWP/Engine/Source/Editor/SceneOutliner/Private/SceneOutlinerItemLabelColumn.h
Phillip Kavan 1d4f615687 [UE-8455] Remove level blueprint items from the World Outliner view.
change summary:
- removed FLevelBlueprintTreeItem.h/cpp and related code (per discussion threads)

#codereview Andrew.Rodham

[CL 2472915 by Phillip Kavan in Main branch]
2015-03-09 15:55:02 -04:00

65 lines
2.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "SceneOutlinerFwd.h"
#include "ISceneOutliner.h"
#include "ISceneOutlinerColumn.h"
namespace SceneOutliner
{
/** A column for the SceneOutliner that displays the item label */
class FItemLabelColumn : public ISceneOutlinerColumn
{
public:
FItemLabelColumn(ISceneOutliner& SceneOutliner) : WeakSceneOutliner(StaticCastSharedRef<ISceneOutliner>(SceneOutliner.AsShared())) {}
virtual ~FItemLabelColumn() {}
static FName GetID() { return FBuiltInColumnTypes::Label(); }
//////////////////////////////////////////////////////////////////////////
// Begin ISceneOutlinerColumn Implementation
virtual FName GetColumnID() override;
virtual SHeaderRow::FColumn::FArguments ConstructHeaderRowColumn() override;
virtual const TSharedRef< SWidget > ConstructRowWidget( FTreeItemRef TreeItem, const STableRow<FTreeItemPtr>& Row ) override;
virtual void PopulateSearchStrings( const ITreeItem& Item, TArray< FString >& OutSearchStrings ) const override;
virtual bool SupportsSorting() const override { return true; }
virtual void SortItems(TArray<FTreeItemPtr>& RootItems, const EColumnSortMode::Type SortMode) const override;
// End ISceneOutlinerColumn Implementation
//////////////////////////////////////////////////////////////////////////
private:
TWeakPtr<ISceneOutliner> WeakSceneOutliner;
private:
TSharedRef<SWidget> GenerateWidget( FActorTreeItem& TreeItem, const STableRow<FTreeItemPtr>& InRow );
TSharedRef<SWidget> GenerateWidget( FWorldTreeItem& TreeItem, const STableRow<FTreeItemPtr>& InRow );
TSharedRef<SWidget> GenerateWidget( FFolderTreeItem& TreeItem, const STableRow<FTreeItemPtr>& InRow );
struct FColumnWidgetGenerator : FColumnGenerator
{
FItemLabelColumn& Column;
const STableRow<FTreeItemPtr>& Row;
FColumnWidgetGenerator(FItemLabelColumn& InColumn, const STableRow<FTreeItemPtr>& InRow) : Column(InColumn), Row(InRow) {}
virtual TSharedRef<SWidget> GenerateWidget(FFolderTreeItem& Item) const override { return Column.GenerateWidget(Item, Row); }
virtual TSharedRef<SWidget> GenerateWidget(FWorldTreeItem& Item) const override { return Column.GenerateWidget(Item, Row); }
virtual TSharedRef<SWidget> GenerateWidget(FActorTreeItem& Item) const override { return Column.GenerateWidget(Item, Row); }
};
friend FColumnWidgetGenerator;
};
} // namespace SceneOutliner