Files
UnrealEngineUWP/Engine/Source/Editor/DataTableEditor/Private/DataTableEditor.cpp
Marc Audy 67e3197eff Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2945310 on 2016/04/15 by Jon.Nabozny

	Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked.
	#JIRA UE-29368

Change 2945490 on 2016/04/15 by Jon.Nabozny

	Remove extraneous changes introduced in CL-2945310.

Change 2946706 on 2016/04/18 by James.Golding

	Checkin of slice test assets

Change 2947895 on 2016/04/19 by Benn.Gallagher

	PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom)
	#jira UE-29567

Change 2947944 on 2016/04/19 by Benn.Gallagher

	Fixed a few extra needless bone container copies

Change 2948279 on 2016/04/19 by Marc.Audy

	Add well defined Map and Set Property names

Change 2948280 on 2016/04/19 by Marc.Audy

	Properly name parameters

Change 2948792 on 2016/04/19 by Marc.Audy

	Remove unused ini class name settings

Change 2948917 on 2016/04/19 by Aaron.McLeran

	UE-29654 FadeIn invalidates Audio Components in 4.11

Change 2949567 on 2016/04/20 by James.Golding

	- Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half
	- Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used
	- Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace.
	- Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary
	- Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function

Change 2950482 on 2016/04/20 by Aaron.McLeran

	FORT-22973  SoundMix Fade Time not fading audio properly

	- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.

Change 2951102 on 2016/04/21 by Thomas.Sarkanen

	Un-deprecated blueprint functions for attachment/detachment

	Renamed functions to <FuncName> (Deprecated).
	Hid functions in the BP context menu so new ones cant be added.

	#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.

Change 2951173 on 2016/04/21 by James.Golding

	Fix cap geom generation when more than one polygon is generated
	Fix CIS warning in KismetProceduralMeshLibrary.cpp

Change 2951334 on 2016/04/21 by Osman.Tsjardiwal

	Add CapMaterial param to SliceProceduralMesh util

Change 2951528 on 2016/04/21 by Marc.Audy

	Fix spelling errors in comments

Change 2952933 on 2016/04/22 by Lukasz.Furman

	fixed behavior tree getting stuck on instantly finished gameplay tasks
	copy of CL# 2952930

Change 2953948 on 2016/04/24 by James.Golding

	Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor)

Change 2954558 on 2016/04/25 by Marc.Audy

	Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp
	#jira UE-29038

Change 2954865 on 2016/04/25 by Aaron.McLeran

	UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.

Change 2955009 on 2016/04/25 by Zak.Middleton

	#ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf.

Change 2955878 on 2016/04/26 by Benn.Gallagher

	[Epic Friday] - Added spherical constraints to anim dynamics

Change 2956380 on 2016/04/26 by Lina.Halper

	PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance)

Change 2956383 on 2016/04/26 by Lina.Halper

	Fixed to match coding standard

Change 2957866 on 2016/04/27 by Zak.Middleton

	#ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log.

	- Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update.

	- "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging.

	#tests QA-Surfaces multiplayer, walking in to moving objects and pawns.

Change 2957953 on 2016/04/27 by Aaron.McLeran

	UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.

Change 2958011 on 2016/04/27 by Jon.Nabozny

	CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results.
	#JIRA UE-29525

Change 2958321 on 2016/04/27 by Lukasz.Furman

	path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests

Change 2959506 on 2016/04/28 by Aaron.McLeran

	PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)

Change 2959686 on 2016/04/28 by Marc.Audy

	Correctly handle multiple viewpoints when significance is being sorted descending

Change 2959773 on 2016/04/28 by Marc.Audy

	Fix shadowing warning

Change 2959785 on 2016/04/28 by Aaron.McLeran

	UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances

Change 2960852 on 2016/04/29 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738

Change 2960946 on 2016/04/29 by Marc.Audy

	Fix post merge compile error

Change 2962501 on 2016/05/02 by Marc.Audy

	Remove interim GetMutableAttach accessors and use the variables directly now that they are private

Change 2962535 on 2016/05/02 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478

Change 2962578 on 2016/05/02 by Marc.Audy

	Switch ObjectGraphMove to using UserFlags instead of custom move data

Change 2962651 on 2016/05/02 by Marc.Audy

	VS2015 shadow variable fixes

Change 2962662 on 2016/05/02 by Lukasz.Furman

	deprecated old implementation of gameplay debugger
	#jira UE-30011

Change 2962919 on 2016/05/02 by Marc.Audy

	VS2015 shadow variable fixes

Change 2963475 on 2016/05/02 by Mieszko.Zielinski

	Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4

	#jira UE-30176

Change 2964098 on 2016/05/03 by Marc.Audy

	Spelling fix

Change 2964099 on 2016/05/03 by Marc.Audy

	VS2015 shadow variable fixes

Change 2964156 on 2016/05/03 by Marc.Audy

	VS2015 shadow variable fixes

Change 2964272 on 2016/05/03 by Marc.Audy

	VS2015 Shadow Variable fixes

Change 2964395 on 2016/05/03 by Marc.Audy

	VS2015 Shadow Variable Fixes

Change 2964460 on 2016/05/03 by Marc.Audy

	Reschedule coolingdown tick functions during pause frames.
	#jira UE-30221

Change 2964666 on 2016/05/03 by Marc.Audy

	Fix shipping compile error

[CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00

739 lines
21 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "DataTableEditorPrivatePCH.h"
#include "DataTableEditor.h"
#include "Toolkits/IToolkitHost.h"
#include "Editor/WorkspaceMenuStructure/Public/WorkspaceMenuStructureModule.h"
#include "SSearchBox.h"
#include "SDockTab.h"
#include "SRowEditor.h"
#include "Engine/DataTable.h"
#include "Json.h"
#include "Engine/UserDefinedStruct.h"
#define LOCTEXT_NAMESPACE "DataTableEditor"
const FName FDataTableEditor::DataTableTabId("DataTableEditor_DataTable");
const FName FDataTableEditor::RowEditorTabId("DataTableEditor_RowEditor");
const FName FDataTableEditor::RowNameColumnId("RowName");
class SDataTableListViewRow : public SMultiColumnTableRow<FDataTableEditorRowListViewDataPtr>
{
public:
SLATE_BEGIN_ARGS(SDataTableListViewRow) {}
/** The widget that owns the tree. We'll only keep a weak reference to it. */
SLATE_ARGUMENT(TSharedPtr<FDataTableEditor>, DataTableEditor)
/** The list item for this row */
SLATE_ARGUMENT(FDataTableEditorRowListViewDataPtr, Item)
SLATE_END_ARGS()
/** Construct function for this widget */
void Construct(const FArguments& InArgs, const TSharedRef<STableViewBase>& InOwnerTableView)
{
DataTableEditor = InArgs._DataTableEditor;
Item = InArgs._Item;
SMultiColumnTableRow<FDataTableEditorRowListViewDataPtr>::Construct(
FSuperRowType::FArguments()
.Style(FEditorStyle::Get(), "DataTableEditor.CellListViewRow"),
InOwnerTableView
);
}
/** Overridden from SMultiColumnTableRow. Generates a widget for this column of the list view. */
virtual TSharedRef<SWidget> GenerateWidgetForColumn(const FName& ColumnName) override
{
TSharedPtr<FDataTableEditor> DataTableEditorPtr = DataTableEditor.Pin();
return (DataTableEditorPtr.IsValid())
? DataTableEditorPtr->MakeCellWidget(Item, IndexInList, ColumnName)
: SNullWidget::NullWidget;
}
private:
/** Weak reference to the data table editor that owns our list */
TWeakPtr<FDataTableEditor> DataTableEditor;
/** The item associated with this row of data */
FDataTableEditorRowListViewDataPtr Item;
};
void FDataTableEditor::RegisterTabSpawners(const TSharedRef<class FTabManager>& InTabManager)
{
WorkspaceMenuCategory = InTabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("WorkspaceMenu_Data Table Editor", "Data Table Editor"));
InTabManager->RegisterTabSpawner( DataTableTabId, FOnSpawnTab::CreateSP(this, &FDataTableEditor::SpawnTab_DataTable) )
.SetDisplayName( LOCTEXT("DataTableTab", "Data Table") )
.SetGroup( WorkspaceMenuCategory.ToSharedRef() );
InTabManager->RegisterTabSpawner(RowEditorTabId, FOnSpawnTab::CreateSP(this, &FDataTableEditor::SpawnTab_RowEditor))
.SetDisplayName(LOCTEXT("RowEditorTab", "Row Editor"))
.SetGroup(WorkspaceMenuCategory.ToSharedRef());
}
void FDataTableEditor::UnregisterTabSpawners(const TSharedRef<class FTabManager>& InTabManager)
{
InTabManager->UnregisterTabSpawner( DataTableTabId );
InTabManager->UnregisterTabSpawner(RowEditorTabId);
}
FDataTableEditor::FDataTableEditor()
{
}
FDataTableEditor::~FDataTableEditor()
{
GEditor->UnregisterForUndo(this);
const UDataTable* Table = GetDataTable();
if (Table)
{
SaveLayoutData();
}
}
void FDataTableEditor::PostUndo(bool bSuccess)
{
HandleUndoRedo();
}
void FDataTableEditor::PostRedo(bool bSuccess)
{
HandleUndoRedo();
}
void FDataTableEditor::HandleUndoRedo()
{
const UDataTable* Table = GetDataTable();
if (Table)
{
HandlePostChange();
CallbackOnDataTableUndoRedo.ExecuteIfBound();
}
}
void FDataTableEditor::PreChange(const class UUserDefinedStruct* Struct, FStructureEditorUtils::EStructureEditorChangeInfo Info)
{
}
void FDataTableEditor::PostChange(const class UUserDefinedStruct* Struct, FStructureEditorUtils::EStructureEditorChangeInfo Info)
{
const UDataTable* Table = GetDataTable();
if (Struct && Table && (Table->RowStruct == Struct))
{
HandlePostChange();
}
}
void FDataTableEditor::PreChange(const UDataTable* Changed, FDataTableEditorUtils::EDataTableChangeInfo Info)
{
}
void FDataTableEditor::PostChange(const UDataTable* Changed, FDataTableEditorUtils::EDataTableChangeInfo Info)
{
const UDataTable* Table = GetDataTable();
if (Changed == Table)
{
HandlePostChange();
}
}
const UDataTable* FDataTableEditor::GetDataTable() const
{
return Cast<const UDataTable>(GetEditingObject());
}
void FDataTableEditor::HandlePostChange()
{
// We need to cache and restore the selection here as RefreshCachedDataTable will re-create the list view items
const FName CachedSelection = HighlightedRowName;
HighlightedRowName = NAME_None;
RefreshCachedDataTable();
RestoreCachedSelection(CachedSelection, true/*bUpdateEvenIfValid*/);
}
void FDataTableEditor::InitDataTableEditor( const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, UDataTable* Table )
{
TSharedRef<FTabManager::FLayout> StandaloneDefaultLayout = FTabManager::NewLayout( "Standalone_DataTableEditor_Layout" )
->AddArea
(
FTabManager::NewPrimaryArea()->SetOrientation(Orient_Vertical)
->Split
(
FTabManager::NewStack()
->AddTab( DataTableTabId, ETabState::OpenedTab )
)
->Split
(
FTabManager::NewStack()
->AddTab(RowEditorTabId, ETabState::OpenedTab)
)
);
const bool bCreateDefaultStandaloneMenu = true;
const bool bCreateDefaultToolbar = false;
FAssetEditorToolkit::InitAssetEditor( Mode, InitToolkitHost, FDataTableEditorModule::DataTableEditorAppIdentifier, StandaloneDefaultLayout, bCreateDefaultStandaloneMenu, bCreateDefaultToolbar, Table );
FDataTableEditorModule& DataTableEditorModule = FModuleManager::LoadModuleChecked<FDataTableEditorModule>( "DataTableEditor" );
AddMenuExtender(DataTableEditorModule.GetMenuExtensibilityManager()->GetAllExtenders(GetToolkitCommands(), GetEditingObjects()));
// Support undo/redo
GEditor->RegisterForUndo(this);
// @todo toolkit world centric editing
/*// Setup our tool's layout
if( IsWorldCentricAssetEditor() )
{
const FString TabInitializationPayload(TEXT("")); // NOTE: Payload not currently used for table properties
SpawnToolkitTab( DataTableTabId, TabInitializationPayload, EToolkitTabSpot::Details );
}*/
// NOTE: Could fill in asset editor commands here!
}
FName FDataTableEditor::GetToolkitFName() const
{
return FName("DataTableEditor");
}
FText FDataTableEditor::GetBaseToolkitName() const
{
return LOCTEXT( "AppLabel", "DataTable Editor" );
}
FString FDataTableEditor::GetWorldCentricTabPrefix() const
{
return LOCTEXT("WorldCentricTabPrefix", "DataTable ").ToString();
}
FLinearColor FDataTableEditor::GetWorldCentricTabColorScale() const
{
return FLinearColor( 0.0f, 0.0f, 0.2f, 0.5f );
}
FSlateColor FDataTableEditor::GetRowTextColor(FName RowName) const
{
if (RowName == HighlightedRowName)
{
return FSlateColor(FColorList::Orange);
}
return FSlateColor::UseForeground();
}
FOptionalSize FDataTableEditor::GetRowNameColumnWidth() const
{
return FOptionalSize(RowNameColumnWidth);
}
float FDataTableEditor::GetColumnWidth(const int32 ColumnIndex) const
{
if (ColumnWidths.IsValidIndex(ColumnIndex))
{
return ColumnWidths[ColumnIndex].CurrentWidth;
}
return 0.0f;
}
void FDataTableEditor::OnColumnResized(const float NewWidth, const int32 ColumnIndex)
{
if (ColumnWidths.IsValidIndex(ColumnIndex))
{
FColumnWidth& ColumnWidth = ColumnWidths[ColumnIndex];
ColumnWidth.bIsAutoSized = false;
ColumnWidth.CurrentWidth = NewWidth;
// Update the persistent column widths in the layout data
{
if (!LayoutData.IsValid())
{
LayoutData = MakeShareable(new FJsonObject());
}
TSharedPtr<FJsonObject> LayoutColumnWidths;
if (!LayoutData->HasField(TEXT("ColumnWidths")))
{
LayoutColumnWidths = MakeShareable(new FJsonObject());
LayoutData->SetObjectField(TEXT("ColumnWidths"), LayoutColumnWidths);
}
else
{
LayoutColumnWidths = LayoutData->GetObjectField(TEXT("ColumnWidths"));
}
const FString& ColumnName = AvailableColumns[ColumnIndex]->ColumnId.ToString();
LayoutColumnWidths->SetNumberField(ColumnName, NewWidth);
}
}
}
void FDataTableEditor::LoadLayoutData()
{
LayoutData.Reset();
const UDataTable* Table = GetDataTable();
if (!Table)
{
return;
}
const FString LayoutDataFilename = FPaths::GameSavedDir() / TEXT("AssetData") / TEXT("DataTableEditorLayout") / Table->GetName() + TEXT(".json");
FString JsonText;
if (FFileHelper::LoadFileToString(JsonText, *LayoutDataFilename))
{
TSharedRef< TJsonReader<TCHAR> > JsonReader = TJsonReaderFactory<TCHAR>::Create(JsonText);
FJsonSerializer::Deserialize(JsonReader, LayoutData);
}
}
void FDataTableEditor::SaveLayoutData()
{
const UDataTable* Table = GetDataTable();
if (!Table || !LayoutData.IsValid())
{
return;
}
const FString LayoutDataFilename = FPaths::GameSavedDir() / TEXT("AssetData") / TEXT("DataTableEditorLayout") / Table->GetName() + TEXT(".json");
FString JsonText;
TSharedRef< TJsonWriter< TCHAR, TPrettyJsonPrintPolicy<TCHAR> > > JsonWriter = TJsonWriterFactory< TCHAR, TPrettyJsonPrintPolicy<TCHAR> >::Create(&JsonText);
if (FJsonSerializer::Serialize(LayoutData.ToSharedRef(), JsonWriter))
{
FFileHelper::SaveStringToFile(JsonText, *LayoutDataFilename);
}
}
TSharedRef<ITableRow> FDataTableEditor::MakeRowNameWidget(FDataTableEditorRowListViewDataPtr InRowDataPtr, const TSharedRef<STableViewBase>& OwnerTable)
{
return
SNew(STableRow<FDataTableEditorRowListViewDataPtr>, OwnerTable)
.Style(FEditorStyle::Get(), "DataTableEditor.NameListViewRow")
[
SNew(SBox)
.Padding(FMargin(4, 2, 4, 2))
[
SNew(SBox)
.HeightOverride(InRowDataPtr->DesiredRowHeight)
[
SNew(STextBlock)
.ColorAndOpacity(this, &FDataTableEditor::GetRowTextColor, InRowDataPtr->RowId)
.Text(InRowDataPtr->DisplayName)
.HighlightText(this, &FDataTableEditor::GetFilterText)
]
]
];
}
TSharedRef<ITableRow> FDataTableEditor::MakeRowWidget(FDataTableEditorRowListViewDataPtr InRowDataPtr, const TSharedRef<STableViewBase>& OwnerTable)
{
return
SNew(SDataTableListViewRow, OwnerTable)
.DataTableEditor(SharedThis(this))
.Item(InRowDataPtr);
}
TSharedRef<SWidget> FDataTableEditor::MakeCellWidget(FDataTableEditorRowListViewDataPtr InRowDataPtr, const int32 InRowIndex, const FName& InColumnId)
{
int32 ColumnIndex = 0;
for (; ColumnIndex < AvailableColumns.Num(); ++ColumnIndex)
{
const FDataTableEditorColumnHeaderDataPtr& ColumnData = AvailableColumns[ColumnIndex];
if (ColumnData->ColumnId == InColumnId)
{
break;
}
}
// Valid column ID?
if (AvailableColumns.IsValidIndex(ColumnIndex) && InRowDataPtr->CellData.IsValidIndex(ColumnIndex))
{
return SNew(SBox)
.Padding(FMargin(4, 2, 4, 2))
[
SNew(STextBlock)
.TextStyle(FEditorStyle::Get(), "DataTableEditor.CellText")
.ColorAndOpacity(this, &FDataTableEditor::GetRowTextColor, InRowDataPtr->RowId)
.Text(InRowDataPtr->CellData[ColumnIndex])
.HighlightText(this, &FDataTableEditor::GetFilterText)
.ToolTipText(FText::Format(LOCTEXT("ColumnRowNameFmt", "{0}: {1}"), AvailableColumns[ColumnIndex]->DisplayName, InRowDataPtr->CellData[ColumnIndex]))
];
}
return SNullWidget::NullWidget;
}
void FDataTableEditor::OnRowNamesListViewScrolled(double InScrollOffset)
{
// Synchronize the list views
CellsListView->SetScrollOffset(InScrollOffset);
}
void FDataTableEditor::OnCellsListViewScrolled(double InScrollOffset)
{
// Synchronize the list views
RowNamesListView->SetScrollOffset(InScrollOffset);
}
void FDataTableEditor::OnRowSelectionChanged(FDataTableEditorRowListViewDataPtr InNewSelection, ESelectInfo::Type InSelectInfo)
{
const bool bSelectionChanged = !InNewSelection.IsValid() || InNewSelection->RowId != HighlightedRowName;
const FName NewRowName = (InNewSelection.IsValid()) ? InNewSelection->RowId : NAME_None;
SetHighlightedRow(NewRowName);
if (bSelectionChanged)
{
CallbackOnRowHighlighted.ExecuteIfBound(HighlightedRowName);
}
}
FText FDataTableEditor::GetFilterText() const
{
return ActiveFilterText;
}
void FDataTableEditor::OnFilterTextChanged(const FText& InFilterText)
{
ActiveFilterText = InFilterText;
UpdateVisibleRows();
}
void FDataTableEditor::RefreshCachedDataTable()
{
const UDataTable* Table = GetDataTable();
FDataTableEditorUtils::CacheDataTableForEditing(Table, AvailableColumns, AvailableRows);
// Update the desired width of the row names column
// This prevents it growing or shrinking as you scroll the list view
{
TSharedRef<FSlateFontMeasure> FontMeasure = FSlateApplication::Get().GetRenderer()->GetFontMeasureService();
const FTextBlockStyle& CellTextStyle = FEditorStyle::GetWidgetStyle<FTextBlockStyle>("DataTableEditor.CellText");
static const float CellPadding = 10.0f;
RowNameColumnWidth = 10.0f;
for (const FDataTableEditorRowListViewDataPtr& RowData : AvailableRows)
{
const float RowNameWidth = FontMeasure->Measure(RowData->DisplayName, CellTextStyle.Font).X + CellPadding;
RowNameColumnWidth = FMath::Max(RowNameColumnWidth, RowNameWidth);
}
}
// Setup the default auto-sized columns
ColumnWidths.SetNum(AvailableColumns.Num());
for (int32 ColumnIndex = 0; ColumnIndex < AvailableColumns.Num(); ++ColumnIndex)
{
const FDataTableEditorColumnHeaderDataPtr& ColumnData = AvailableColumns[ColumnIndex];
FColumnWidth& ColumnWidth = ColumnWidths[ColumnIndex];
ColumnWidth.CurrentWidth = FMath::Clamp(ColumnData->DesiredColumnWidth, 10.0f, 400.0f); // Clamp auto-sized columns to a reasonable limit
}
// Load the persistent column widths from the layout data
{
const TSharedPtr<FJsonObject>* LayoutColumnWidths = nullptr;
if (LayoutData.IsValid() && LayoutData->TryGetObjectField(TEXT("ColumnWidths"), LayoutColumnWidths))
{
for(int32 ColumnIndex = 0; ColumnIndex < AvailableColumns.Num(); ++ColumnIndex)
{
const FDataTableEditorColumnHeaderDataPtr& ColumnData = AvailableColumns[ColumnIndex];
double LayoutColumnWidth = 0.0f;
if ((*LayoutColumnWidths)->TryGetNumberField(ColumnData->ColumnId.ToString(), LayoutColumnWidth))
{
FColumnWidth& ColumnWidth = ColumnWidths[ColumnIndex];
ColumnWidth.bIsAutoSized = false;
ColumnWidth.CurrentWidth = static_cast<float>(LayoutColumnWidth);
}
}
}
}
ColumnNamesHeaderRow->ClearColumns();
for (int32 ColumnIndex = 0; ColumnIndex < AvailableColumns.Num(); ++ColumnIndex)
{
const FDataTableEditorColumnHeaderDataPtr& ColumnData = AvailableColumns[ColumnIndex];
ColumnNamesHeaderRow->AddColumn(
SHeaderRow::Column(ColumnData->ColumnId)
.DefaultLabel(ColumnData->DisplayName)
.ManualWidth(TAttribute<float>::Create(TAttribute<float>::FGetter::CreateSP(this, &FDataTableEditor::GetColumnWidth, ColumnIndex)))
.OnWidthChanged(this, &FDataTableEditor::OnColumnResized, ColumnIndex)
);
}
UpdateVisibleRows();
}
void FDataTableEditor::UpdateVisibleRows()
{
if (ActiveFilterText.IsEmptyOrWhitespace())
{
VisibleRows = AvailableRows;
}
else
{
VisibleRows.Empty(AvailableRows.Num());
const FString& ActiveFilterString = ActiveFilterText.ToString();
for (const FDataTableEditorRowListViewDataPtr& RowData : AvailableRows)
{
bool bPassesFilter = false;
if (RowData->DisplayName.ToString().Contains(ActiveFilterString))
{
bPassesFilter = true;
}
else
{
for (const FText& CellText : RowData->CellData)
{
if (CellText.ToString().Contains(ActiveFilterString))
{
bPassesFilter = true;
break;
}
}
}
if (bPassesFilter)
{
VisibleRows.Add(RowData);
}
}
}
RowNamesListView->RequestListRefresh();
CellsListView->RequestListRefresh();
RestoreCachedSelection(HighlightedRowName);
}
void FDataTableEditor::RestoreCachedSelection(const FName InCachedSelection, const bool bUpdateEvenIfValid)
{
// Validate the requested selection to see if it matches a known row
bool bSelectedRowIsValid = false;
if (!InCachedSelection.IsNone())
{
bSelectedRowIsValid = VisibleRows.ContainsByPredicate([&InCachedSelection](const FDataTableEditorRowListViewDataPtr& RowData) -> bool
{
return RowData->RowId == InCachedSelection;
});
}
// Apply the new selection (if required)
if (!bSelectedRowIsValid)
{
SetHighlightedRow((VisibleRows.Num() > 1) ? VisibleRows[0]->RowId : NAME_None);
CallbackOnRowHighlighted.ExecuteIfBound(HighlightedRowName);
}
else if (bUpdateEvenIfValid)
{
SetHighlightedRow(InCachedSelection);
CallbackOnRowHighlighted.ExecuteIfBound(HighlightedRowName);
}
}
TSharedRef<SVerticalBox> FDataTableEditor::CreateContentBox()
{
TSharedRef<SScrollBar> HorizontalScrollBar = SNew(SScrollBar)
.Orientation(Orient_Horizontal)
.Thickness(FVector2D(8.0f, 8.0f));
TSharedRef<SScrollBar> VerticalScrollBar = SNew(SScrollBar)
.Orientation(Orient_Vertical)
.Thickness(FVector2D(8.0f, 8.0f));
TSharedRef<SHeaderRow> RowNamesHeaderRow = SNew(SHeaderRow);
RowNamesHeaderRow->AddColumn(
SHeaderRow::Column(RowNameColumnId)
.DefaultLabel(FText::GetEmpty())
);
ColumnNamesHeaderRow = SNew(SHeaderRow);
RowNamesListView = SNew(SListView<FDataTableEditorRowListViewDataPtr>)
.ListItemsSource(&VisibleRows)
.HeaderRow(RowNamesHeaderRow)
.OnGenerateRow(this, &FDataTableEditor::MakeRowNameWidget)
.OnListViewScrolled(this, &FDataTableEditor::OnRowNamesListViewScrolled)
.OnSelectionChanged(this, &FDataTableEditor::OnRowSelectionChanged)
.ScrollbarVisibility(EVisibility::Collapsed)
.ConsumeMouseWheel(EConsumeMouseWheel::Always)
.SelectionMode(ESelectionMode::Single)
.AllowOverscroll(EAllowOverscroll::No);
CellsListView = SNew(SListView<FDataTableEditorRowListViewDataPtr>)
.ListItemsSource(&VisibleRows)
.HeaderRow(ColumnNamesHeaderRow)
.OnGenerateRow(this, &FDataTableEditor::MakeRowWidget)
.OnListViewScrolled(this, &FDataTableEditor::OnCellsListViewScrolled)
.OnSelectionChanged(this, &FDataTableEditor::OnRowSelectionChanged)
.ExternalScrollbar(VerticalScrollBar)
.ConsumeMouseWheel(EConsumeMouseWheel::Always)
.SelectionMode(ESelectionMode::Single)
.AllowOverscroll(EAllowOverscroll::No);
RefreshCachedDataTable();
return SNew(SVerticalBox)
+SVerticalBox::Slot()
.AutoHeight()
[
SNew(SSearchBox)
.InitialText(this, &FDataTableEditor::GetFilterText)
.OnTextChanged(this, &FDataTableEditor::OnFilterTextChanged)
]
+SVerticalBox::Slot()
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.AutoWidth()
[
SNew(SBox)
.WidthOverride(this, &FDataTableEditor::GetRowNameColumnWidth)
[
RowNamesListView.ToSharedRef()
]
]
+SHorizontalBox::Slot()
[
SNew(SScrollBox)
.Orientation(Orient_Horizontal)
.ExternalScrollbar(HorizontalScrollBar)
+SScrollBox::Slot()
[
CellsListView.ToSharedRef()
]
]
+SHorizontalBox::Slot()
.AutoWidth()
[
VerticalScrollBar
]
]
+SVerticalBox::Slot()
.AutoHeight()
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.AutoWidth()
[
SNew(SBox)
.WidthOverride(this, &FDataTableEditor::GetRowNameColumnWidth)
[
SNullWidget::NullWidget
]
]
+SHorizontalBox::Slot()
[
HorizontalScrollBar
]
];
}
TSharedRef<SWidget> FDataTableEditor::CreateRowEditorBox()
{
UDataTable* Table = Cast<UDataTable>(GetEditingObject());
// Support undo/redo
if (Table)
{
Table->SetFlags(RF_Transactional);
}
auto RowEditor = SNew(SRowEditor, Table);
RowEditor->RowSelectedCallback.BindSP(this, &FDataTableEditor::SetHighlightedRow);
CallbackOnRowHighlighted.BindSP(RowEditor, &SRowEditor::SelectRow);
CallbackOnDataTableUndoRedo.BindSP(RowEditor, &SRowEditor::HandleUndoRedo);
return RowEditor;
}
TSharedRef<SDockTab> FDataTableEditor::SpawnTab_RowEditor(const FSpawnTabArgs& Args)
{
check(Args.GetTabId().TabType == RowEditorTabId);
return SNew(SDockTab)
.Icon(FEditorStyle::GetBrush("DataTableEditor.Tabs.Properties"))
.Label(LOCTEXT("RowEditorTitle", "Row Editor"))
.TabColorScale(GetTabColorScale())
[
SNew(SBorder)
.Padding(2)
.VAlign(VAlign_Top)
.HAlign(HAlign_Fill)
.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))
[
CreateRowEditorBox()
]
];
}
TSharedRef<SDockTab> FDataTableEditor::SpawnTab_DataTable( const FSpawnTabArgs& Args )
{
check( Args.GetTabId().TabType == DataTableTabId );
UDataTable* Table = Cast<UDataTable>(GetEditingObject());
// Support undo/redo
if (Table)
{
Table->SetFlags(RF_Transactional);
}
LoadLayoutData();
return SNew(SDockTab)
.Icon( FEditorStyle::GetBrush("DataTableEditor.Tabs.Properties") )
.Label( LOCTEXT("DataTableTitle", "Data Table") )
.TabColorScale( GetTabColorScale() )
[
SNew(SBorder)
.Padding(2)
.BorderImage( FEditorStyle::GetBrush( "ToolPanel.GroupBorder" ) )
[
CreateContentBox()
]
];
}
void FDataTableEditor::SetHighlightedRow(FName Name)
{
if (Name == HighlightedRowName)
{
return;
}
if (Name.IsNone())
{
HighlightedRowName = NAME_None;
// Synchronize the list views
RowNamesListView->ClearSelection();
CellsListView->ClearSelection();
}
else
{
HighlightedRowName = Name;
FDataTableEditorRowListViewDataPtr* NewSelectionPtr = VisibleRows.FindByPredicate([&Name](const FDataTableEditorRowListViewDataPtr& RowData) -> bool
{
return RowData->RowId == Name;
});
// Synchronize the list views
if (NewSelectionPtr)
{
RowNamesListView->SetSelection(*NewSelectionPtr);
CellsListView->SetSelection(*NewSelectionPtr);
CellsListView->RequestScrollIntoView(*NewSelectionPtr);
}
else
{
RowNamesListView->ClearSelection();
CellsListView->ClearSelection();
}
}
}
#undef LOCTEXT_NAMESPACE