Files
UnrealEngineUWP/Engine/Source/Editor/DataLayerEditor/Private/DataLayer/DataLayerHierarchy.cpp
richard malo 0a5cd75ed9 - Added Data Layer highlighting based on editor selection
- Added Data Layer / Actor filtering based on editor selection
#jira UE-135846
#jira UE-135848
#rb patrick.enfedaque
#preflight 619fb87647752856c9ab1b76

#ROBOMERGE-AUTHOR: richard.malo
#ROBOMERGE-SOURCE: CL 18296131 in //UE5/Release-5.0/... via CL 18296191
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18296199 by richard malo in ue5-release-engine-test branch]
2021-11-25 13:51:47 -05:00

497 lines
16 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DataLayerHierarchy.h"
#include "DataLayerMode.h"
#include "DataLayerActorTreeItem.h"
#include "DataLayersActorDescTreeItem.h"
#include "DataLayerTreeItem.h"
#include "DataLayerMode.h"
#include "DataLayer/DataLayerEditorSubsystem.h"
#include "WorldPartition/DataLayer/DataLayer.h"
#include "WorldPartition/DataLayer/WorldDataLayers.h"
#include "Engine/Engine.h"
#include "Engine/World.h"
#include "EngineUtils.h"
#include "Editor.h"
#include "Modules/ModuleManager.h"
#include "WorldPartition/WorldPartitionHelpers.h"
#include "WorldPartition/IWorldPartitionEditorModule.h"
TUniquePtr<FDataLayerHierarchy> FDataLayerHierarchy::Create(FDataLayerMode* Mode, const TWeakObjectPtr<UWorld>& World)
{
return TUniquePtr<FDataLayerHierarchy>(new FDataLayerHierarchy(Mode, World));
}
FDataLayerHierarchy::FDataLayerHierarchy(FDataLayerMode* Mode, const TWeakObjectPtr<UWorld>& World)
: ISceneOutlinerHierarchy(Mode)
, RepresentingWorld(World)
, bShowEditorDataLayers(true)
, bShowRuntimeDataLayers(true)
, bShowDataLayerActors(true)
, bShowUnloadedActors(true)
, bShowOnlySelectedActors(false)
, bHighlightSelectedDataLayers(false)
{
if (GEngine)
{
GEngine->OnLevelActorAdded().AddRaw(this, &FDataLayerHierarchy::OnLevelActorAdded);
GEngine->OnLevelActorDeleted().AddRaw(this, &FDataLayerHierarchy::OnLevelActorDeleted);
GEngine->OnLevelActorListChanged().AddRaw(this, &FDataLayerHierarchy::OnLevelActorListChanged);
}
IWorldPartitionEditorModule& WorldPartitionEditorModule = FModuleManager::LoadModuleChecked<IWorldPartitionEditorModule>("WorldPartitionEditor");
WorldPartitionEditorModule.OnWorldPartitionCreated().AddRaw(this, &FDataLayerHierarchy::OnWorldPartitionCreated);
if (World.IsValid())
{
if (World->PersistentLevel)
{
World->PersistentLevel->OnLoadedActorAddedToLevelEvent.AddRaw(this, &FDataLayerHierarchy::OnLoadedActorAdded);
World->PersistentLevel->OnLoadedActorRemovedFromLevelEvent.AddRaw(this, &FDataLayerHierarchy::OnLoadedActorRemoved);
}
if (UWorldPartition* WorldPartition = World->GetWorldPartition())
{
WorldPartition->OnActorDescAddedEvent.AddRaw(this, &FDataLayerHierarchy::OnActorDescAdded);
WorldPartition->OnActorDescRemovedEvent.AddRaw(this, &FDataLayerHierarchy::OnActorDescRemoved);
}
}
UDataLayerEditorSubsystem::Get()->OnDataLayerChanged().AddRaw(this, &FDataLayerHierarchy::OnDataLayerChanged);
UDataLayerEditorSubsystem::Get()->OnActorDataLayersChanged().AddRaw(this, &FDataLayerHierarchy::OnActorDataLayersChanged);
FWorldDelegates::LevelAddedToWorld.AddRaw(this, &FDataLayerHierarchy::OnLevelAdded);
FWorldDelegates::LevelRemovedFromWorld.AddRaw(this, &FDataLayerHierarchy::OnLevelRemoved);
}
FDataLayerHierarchy::~FDataLayerHierarchy()
{
if (GEngine)
{
GEngine->OnLevelActorAdded().RemoveAll(this);
GEngine->OnLevelActorDeleted().RemoveAll(this);
GEngine->OnLevelActorListChanged().RemoveAll(this);
}
IWorldPartitionEditorModule& WorldPartitionEditorModule = FModuleManager::LoadModuleChecked<IWorldPartitionEditorModule>("WorldPartitionEditor");
WorldPartitionEditorModule.OnWorldPartitionCreated().RemoveAll(this);
if (RepresentingWorld.IsValid())
{
if (RepresentingWorld->PersistentLevel)
{
RepresentingWorld->PersistentLevel->OnLoadedActorAddedToLevelEvent.RemoveAll(this);
RepresentingWorld->PersistentLevel->OnLoadedActorRemovedFromLevelEvent.RemoveAll(this);
}
if (UWorldPartition* WorldPartition = RepresentingWorld->GetWorldPartition())
{
WorldPartition->OnActorDescAddedEvent.RemoveAll(this);
WorldPartition->OnActorDescRemovedEvent.RemoveAll(this);
}
}
UDataLayerEditorSubsystem::Get()->OnDataLayerChanged().RemoveAll(this);
UDataLayerEditorSubsystem::Get()->OnActorDataLayersChanged().RemoveAll(this);
FWorldDelegates::LevelAddedToWorld.RemoveAll(this);
FWorldDelegates::LevelRemovedFromWorld.RemoveAll(this);
}
bool FDataLayerHierarchy::IsDataLayerPartOfSelection(const UDataLayer* DataLayer) const
{
if (!bShowOnlySelectedActors)
{
return true;
}
if (UDataLayerEditorSubsystem::Get()->DoesDataLayerContainSelectedActors(DataLayer))
{
return true;
}
bool bFoundSelected = false;
DataLayer->ForEachChild([this, &bFoundSelected](const UDataLayer* Child)
{
bFoundSelected = IsDataLayerPartOfSelection(Child);
return !bFoundSelected; // Continue iterating if not found
});
return bFoundSelected;
};
FSceneOutlinerTreeItemPtr FDataLayerHierarchy::CreateDataLayerTreeItem(UDataLayer* InDataLayer, bool bInForce) const
{
FSceneOutlinerTreeItemPtr Item = Mode->CreateItemFor<FDataLayerTreeItem>(InDataLayer, bInForce);
if (FDataLayerTreeItem* DataLayerTreeItem = Item ? Item->CastTo<FDataLayerTreeItem>() : nullptr)
{
DataLayerTreeItem->SetIsHighlightedIfSelected(bHighlightSelectedDataLayers);
}
return Item;
}
void FDataLayerHierarchy::CreateItems(TArray<FSceneOutlinerTreeItemPtr>& OutItems) const
{
const AWorldDataLayers* WorldDataLayers = RepresentingWorld.Get()->GetWorldDataLayers();
if (!WorldDataLayers)
{
return;
}
auto IsDataLayerShown = [this](const UDataLayer* DataLayer)
{
const bool bIsRuntimeDataLayer = DataLayer->IsRuntime();
return ((bIsRuntimeDataLayer && bShowRuntimeDataLayers) || (!bIsRuntimeDataLayer && bShowEditorDataLayers)) && IsDataLayerPartOfSelection(DataLayer);
};
WorldDataLayers->ForEachDataLayer([this, &OutItems, IsDataLayerShown](UDataLayer* DataLayer)
{
if (IsDataLayerShown(DataLayer))
{
if (FSceneOutlinerTreeItemPtr DataLayerItem = CreateDataLayerTreeItem(DataLayer))
{
OutItems.Add(DataLayerItem);
}
}
return true;
});
if (bShowDataLayerActors)
{
for (AActor* Actor : FActorRange(RepresentingWorld.Get()))
{
if (Actor->HasDataLayers())
{
for (const UDataLayer* DataLayer : Actor->GetDataLayerObjects())
{
if (IsDataLayerShown(DataLayer))
{
if (FSceneOutlinerTreeItemPtr DataLayerActorItem = Mode->CreateItemFor<FDataLayerActorTreeItem>(FDataLayerActorTreeItemData(Actor, const_cast<UDataLayer*>(DataLayer))))
{
OutItems.Add(DataLayerActorItem);
}
}
}
}
}
if (bShowUnloadedActors)
{
if (UWorldPartition* const WorldPartition = RepresentingWorld.Get()->GetWorldPartition())
{
FWorldPartitionHelpers::ForEachActorDesc(WorldPartition, [this, WorldPartition, WorldDataLayers, IsDataLayerShown, &OutItems](const FWorldPartitionActorDesc* ActorDesc)
{
if (ActorDesc != nullptr && !ActorDesc->IsLoaded())
{
for (const FName& DataLayerName : ActorDesc->GetDataLayers())
{
if (const UDataLayer* const DataLayer = WorldDataLayers->GetDataLayerFromName(DataLayerName))
{
if (IsDataLayerShown(DataLayer))
{
if (const FSceneOutlinerTreeItemPtr ActorDescItem = Mode->CreateItemFor<FDataLayerActorDescTreeItem>(FDataLayerActorDescTreeItemData(ActorDesc->GetGuid(), WorldPartition, const_cast<UDataLayer*>(DataLayer))))
{
OutItems.Add(ActorDescItem);
}
}
}
}
}
return true;
});
}
}
}
}
FSceneOutlinerTreeItemPtr FDataLayerHierarchy::FindParent(const ISceneOutlinerTreeItem& Item, const TMap<FSceneOutlinerTreeItemID, FSceneOutlinerTreeItemPtr>& Items) const
{
if (const FDataLayerTreeItem* DataLayerTreeItem = Item.CastTo<FDataLayerTreeItem>())
{
if (const UDataLayer* DataLayer = DataLayerTreeItem->GetDataLayer())
{
if (const UDataLayer* ParentDataLayer = DataLayer->GetParent())
{
if (const FSceneOutlinerTreeItemPtr* ParentItem = Items.Find(ParentDataLayer))
{
return *ParentItem;
}
}
}
}
else if (const FDataLayerActorTreeItem* DataLayerActorTreeItem = Item.CastTo<FDataLayerActorTreeItem>())
{
if (const UDataLayer* DataLayer = DataLayerActorTreeItem->GetDataLayer())
{
if (const FSceneOutlinerTreeItemPtr* ParentItem = Items.Find(DataLayer))
{
return *ParentItem;
}
}
}
else if (const FDataLayerActorDescTreeItem* DataLayerActorDescTreeItem = Item.CastTo<FDataLayerActorDescTreeItem>())
{
if (const UDataLayer* DataLayer = DataLayerActorDescTreeItem->GetDataLayer())
{
if (const FSceneOutlinerTreeItemPtr* ParentItem = Items.Find(DataLayer))
{
return *ParentItem;
}
}
}
return nullptr;
}
FSceneOutlinerTreeItemPtr FDataLayerHierarchy::CreateParentItem(const FSceneOutlinerTreeItemPtr& Item) const
{
if (FDataLayerTreeItem* DataLayerTreeItem = Item->CastTo<FDataLayerTreeItem>())
{
if (UDataLayer* DataLayer = DataLayerTreeItem->GetDataLayer())
{
if (UDataLayer* ParentDataLayer = DataLayer->GetParent())
{
return CreateDataLayerTreeItem(ParentDataLayer, true);
}
}
}
else if (FDataLayerActorTreeItem* DataLayerActorTreeItem = Item->CastTo<FDataLayerActorTreeItem>())
{
if (UDataLayer* DataLayer = DataLayerActorTreeItem->GetDataLayer())
{
return CreateDataLayerTreeItem(DataLayer, true);
}
}
else if (FDataLayerActorDescTreeItem* DataLayerActorDescTreeItem = Item->CastTo<FDataLayerActorDescTreeItem>())
{
if (UDataLayer* DataLayer = DataLayerActorDescTreeItem->GetDataLayer())
{
return CreateDataLayerTreeItem(DataLayer, true);
}
}
return nullptr;
}
void FDataLayerHierarchy::OnWorldPartitionCreated(UWorld* InWorld)
{
if (RepresentingWorld.Get() == InWorld)
{
FullRefreshEvent();
}
}
void FDataLayerHierarchy::OnLevelActorsAdded(const TArray<AActor*>& InActors)
{
if (!bShowDataLayerActors)
{
return;
}
if (UWorld* CurrentWorld = RepresentingWorld.Get())
{
FSceneOutlinerHierarchyChangedData EventData;
EventData.Type = FSceneOutlinerHierarchyChangedData::Added;
for (AActor* Actor : InActors)
{
if (Actor != nullptr && Actor->HasDataLayers() && Actor->GetWorld() == CurrentWorld)
{
TArray<const UDataLayer*> DataLayers = Actor->GetDataLayerObjects();
EventData.Items.Reserve(DataLayers.Num());
for (const UDataLayer* DataLayer : DataLayers)
{
EventData.Items.Add(Mode->CreateItemFor<FDataLayerActorTreeItem>(FDataLayerActorTreeItemData(Actor, const_cast<UDataLayer*>(DataLayer))));
}
}
}
if (!EventData.Items.IsEmpty())
{
HierarchyChangedEvent.Broadcast(EventData);
}
}
}
void FDataLayerHierarchy::OnLevelActorsRemoved(const TArray<AActor*>& InActors)
{
if(UWorld* CurrentWorld = RepresentingWorld.Get())
{
FSceneOutlinerHierarchyChangedData EventData;
EventData.Type = FSceneOutlinerHierarchyChangedData::Removed;
if (AWorldDataLayers* WorldDataLayers = CurrentWorld->GetWorldDataLayers())
{
for (AActor* Actor : InActors)
{
if (Actor != nullptr && Actor->HasDataLayers())
{
// It is possible here that Actor doesn't have world anymore
const TArray<const UDataLayer*> DataLayers = Actor->GetDataLayerObjects(WorldDataLayers);
EventData.ItemIDs.Reserve(DataLayers.Num());
for (const UDataLayer* DataLayer : DataLayers)
{
EventData.ItemIDs.Add(FDataLayerActorTreeItem::ComputeTreeItemID(Actor, DataLayer));
}
}
}
}
if (!EventData.ItemIDs.IsEmpty())
{
HierarchyChangedEvent.Broadcast(EventData);
}
}
}
void FDataLayerHierarchy::OnLevelActorAdded(AActor* InActor)
{
OnLevelActorsAdded({ InActor });
}
void FDataLayerHierarchy::OnActorDataLayersChanged(const TWeakObjectPtr<AActor>& InActor)
{
AActor* Actor = InActor.Get();
if (Actor && RepresentingWorld.Get() == Actor->GetWorld())
{
FullRefreshEvent();
}
}
void FDataLayerHierarchy::OnDataLayerChanged(const EDataLayerAction Action, const TWeakObjectPtr<const UDataLayer>& ChangedDataLayer, const FName& ChangedProperty)
{
const UDataLayer* DataLayer = ChangedDataLayer.Get();
if ((DataLayer && (RepresentingWorld.Get() == DataLayer->GetWorld())) || (Action == EDataLayerAction::Delete) || (Action == EDataLayerAction::Reset))
{
FullRefreshEvent();
}
}
void FDataLayerHierarchy::OnLevelActorDeleted(AActor* InActor)
{
OnLevelActorsRemoved({ InActor });
}
void FDataLayerHierarchy::OnLevelActorListChanged()
{
FullRefreshEvent();
}
void FDataLayerHierarchy::OnLevelAdded(ULevel* InLevel, UWorld* InWorld)
{
if (InLevel != nullptr && RepresentingWorld.Get() == InWorld)
{
OnLevelActorsAdded(InLevel->Actors);
}
}
void FDataLayerHierarchy::OnLevelRemoved(ULevel* InLevel, UWorld* InWorld)
{
if (InLevel != nullptr && RepresentingWorld.Get() == InWorld)
{
OnLevelActorsRemoved(InLevel->Actors);
}
}
void FDataLayerHierarchy::OnLoadedActorAdded(AActor& InActor)
{
if (!bShowDataLayerActors)
{
return;
}
// Handle the actor being added to the level
OnLevelActorAdded(&InActor);
// Remove corresponding actor desc items
if (RepresentingWorld.Get() == InActor.GetWorld() && InActor.HasDataLayers())
{
FSceneOutlinerHierarchyChangedData EventData;
EventData.Type = FSceneOutlinerHierarchyChangedData::Removed;
const TArray<const UDataLayer*> DataLayers = InActor.GetDataLayerObjects();
EventData.ItemIDs.Reserve(DataLayers.Num());
for (const UDataLayer* DataLayer : DataLayers)
{
EventData.ItemIDs.Add(FDataLayerActorDescTreeItem::ComputeTreeItemID(InActor.GetActorGuid(), DataLayer));
}
HierarchyChangedEvent.Broadcast(EventData);
}
}
void FDataLayerHierarchy::OnLoadedActorRemoved(AActor& InActor)
{
// Handle the actor being removed from the level
OnLevelActorDeleted(&InActor);
// Add any corresponding actor desc items for this actor
UWorldPartition* const WorldPartition = RepresentingWorld.Get()->GetWorldPartition();
if (RepresentingWorld.Get() == InActor.GetWorld() && InActor.HasDataLayers() && WorldPartition != nullptr)
{
FSceneOutlinerHierarchyChangedData EventData;
EventData.Type = FSceneOutlinerHierarchyChangedData::Added;
const TArray<const UDataLayer*> DataLayers = InActor.GetDataLayerObjects();
EventData.Items.Reserve(DataLayers.Num());
for (const UDataLayer* DataLayer : DataLayers)
{
EventData.Items.Add(Mode->CreateItemFor<FDataLayerActorDescTreeItem>(FDataLayerActorDescTreeItemData(InActor.GetActorGuid(), WorldPartition, const_cast<UDataLayer*>(DataLayer))));
}
HierarchyChangedEvent.Broadcast(EventData);
}
}
void FDataLayerHierarchy::OnActorDescAdded(FWorldPartitionActorDesc* InActorDesc)
{
if (!bShowUnloadedActors || !InActorDesc || InActorDesc->IsLoaded(true))
{
return;
}
UWorldPartition* const WorldPartition = RepresentingWorld.Get()->GetWorldPartition();
const AWorldDataLayers* const WorldDataLayers = RepresentingWorld.Get()->GetWorldDataLayers();
const TArray<FName>& DataLayerNames = InActorDesc->GetDataLayers();
if (WorldDataLayers != nullptr && RepresentingWorld->GetWorldPartition() == WorldPartition && DataLayerNames.Num() > 0)
{
FSceneOutlinerHierarchyChangedData EventData;
EventData.Type = FSceneOutlinerHierarchyChangedData::Added;
EventData.Items.Reserve(DataLayerNames.Num());
for (const FName& DataLayerName : DataLayerNames)
{
const UDataLayer* const DataLayer = WorldDataLayers->GetDataLayerFromName(DataLayerName);
EventData.Items.Add(Mode->CreateItemFor<FDataLayerActorDescTreeItem>(FDataLayerActorDescTreeItemData(InActorDesc->GetGuid(), WorldPartition, const_cast<UDataLayer*>(DataLayer))));
}
HierarchyChangedEvent.Broadcast(EventData);
}
}
void FDataLayerHierarchy::OnActorDescRemoved(FWorldPartitionActorDesc* InActorDesc)
{
if (!bShowUnloadedActors || (InActorDesc == nullptr))
{
return;
}
const AWorldDataLayers* const WorldDataLayers = RepresentingWorld.Get()->GetWorldDataLayers();
const TArray<FName>& DataLayerNames = InActorDesc->GetDataLayers();
if (WorldDataLayers != nullptr && DataLayerNames.Num() > 0)
{
FSceneOutlinerHierarchyChangedData EventData;
EventData.Type = FSceneOutlinerHierarchyChangedData::Removed;
EventData.ItemIDs.Reserve(DataLayerNames.Num());
for (const FName& DataLayerName : DataLayerNames)
{
const UDataLayer* const DataLayer = WorldDataLayers->GetDataLayerFromName(DataLayerName);
EventData.ItemIDs.Add(FDataLayerActorDescTreeItem::ComputeTreeItemID(InActorDesc->GetGuid(), DataLayer));
}
HierarchyChangedEvent.Broadcast(EventData);
}
}
void FDataLayerHierarchy::FullRefreshEvent()
{
FSceneOutlinerHierarchyChangedData EventData;
EventData.Type = FSceneOutlinerHierarchyChangedData::FullRefresh;
HierarchyChangedEvent.Broadcast(EventData);
}