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- Also removed some unreferenced functions that adding 'override' revealed PR #1002 -- Thank you, Omar007! [CL 2498415 by Mike Fricker in Main branch]
119 lines
4.0 KiB
C++
119 lines
4.0 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ISocketManager.h"
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class SSocketManager : public ISocketManager, public FNotifyHook
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{
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public:
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SLATE_BEGIN_ARGS( SSocketManager ) :
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_StaticMeshEditorPtr(){}
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SLATE_ARGUMENT( TSharedPtr< IStaticMeshEditor >, StaticMeshEditorPtr )
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SLATE_EVENT( FSimpleDelegate, OnSocketSelectionChanged )
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SLATE_END_ARGS()
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virtual void Construct(const FArguments& InArgs);
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virtual ~SSocketManager();
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// ISocketManager interface
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virtual UStaticMeshSocket* GetSelectedSocket() const override;
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virtual void SetSelectedSocket(UStaticMeshSocket* InSelectedSocket) override;
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virtual void DeleteSelectedSocket() override;
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virtual void DuplicateSelectedSocket() override;
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virtual void RequestRenameSelectedSocket() override;
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virtual void UpdateStaticMesh() override;
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// End of ISocketManager
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/**
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* Checks for a duplicate socket using the name for comparison.
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*
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* @param InSocketName The name to compare.
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*
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* @return TRUE if another socket already exists with that name.
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*/
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bool CheckForDuplicateSocket(const FString& InSocketName);
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private:
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/** Creates a widget from the list item. */
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TSharedRef< ITableRow > MakeWidgetFromOption( TSharedPtr< struct SocketListItem> InItem, const TSharedRef< STableViewBase >& OwnerTable );
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/** Creates a socket with a specified name. */
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void CreateSocket();
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/** Refreshes the socket list. */
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void RefreshSocketList();
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/** Gets the visibility of the select a socket message */
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EVisibility GetSelectSocketMessageVisibility() const;
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/**
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* Updates the details to the selected socket.
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*
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* @param InSocket The newly selected socket.
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*/
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void SocketSelectionChanged(UStaticMeshSocket* InSocket);
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/** Callback for the list view when an item is selected. */
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void SocketSelectionChanged_Execute( TSharedPtr<SocketListItem> InItem, ESelectInfo::Type SelectInfo );
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/** Callback for the Create Socket button. */
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FReply CreateSocket_Execute();
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FText GetSocketHeaderText() const;
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/** Callback for when the socket name textbox is changed, verifies the name is not a duplicate. */
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void SocketName_TextChanged(const FText& InText);
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/** Callback to retrieve the context menu for the list view */
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TSharedPtr<SWidget> OnContextMenuOpening();
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/** FNotifyHook interface */
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virtual void NotifyPostChange( const FPropertyChangedEvent& PropertyChangedEvent, UProperty* PropertyThatChanged ) override;
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/** Post undo */
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void PostUndo();
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/** Callback when an item is scrolled into view, handling calls to rename items */
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void OnItemScrolledIntoView( TSharedPtr<SocketListItem> InItem, const TSharedPtr<ITableRow>& InWidget);
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private:
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/** Add a property change listener to each socket. */
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void AddPropertyChangeListenerToSockets();
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/** Remove the property change listener from the sockets. */
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void RemovePropertyChangeListenerFromSockets();
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/** Called when a socket property has changed. */
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void OnSocketPropertyChanged( const UStaticMeshSocket* Socket, const UProperty* ChangedProperty );
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/** Called when socket selection changes */
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FSimpleDelegate OnSocketSelectionChanged;
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/** Pointer back to the static mesh editor, used for */
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TWeakPtr< IStaticMeshEditor > StaticMeshEditorPtr;
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/** Details panel for the selected socket. */
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TSharedPtr<class IDetailsView> SocketDetailsView;
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/** List of sockets for for the associated static mesh or anim set. */
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TArray< TSharedPtr<SocketListItem> > SocketList;
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/** Listview for displaying the sockets. */
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TSharedPtr< SListView<TSharedPtr< SocketListItem > > > SocketListView;
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/** Helper variable for rotating in world space. */
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FVector WorldSpaceRotation;
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/** The static mesh being edited. */
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TWeakObjectPtr< UStaticMesh > StaticMesh;
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/** Widgets for the World Space Rotation */
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TSharedPtr< SSpinBox<float> > PitchRotation;
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TSharedPtr< SSpinBox<float> > YawRotation;
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TSharedPtr< SSpinBox<float> > RollRotation;
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/** Points to an item that is being requested to be renamed */
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TWeakPtr<SocketListItem> DeferredRenameRequest;
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};
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