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==========================
MAJOR FEATURES + CHANGES
==========================
Change 2717513 on 2015/10/06 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1
GC and WeakObjectPtr performance optimizations.
- Moved some of the EObjectFlags to EInternalObjectFlags and merged them with FUObjectArray
- Moved WeakObjectPtr serial numbersto FUObjectArray
- Added pre-allocated UObject array
Change 2716517 on 2015/10/05 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1
Make SavePackage thread safe UObject-wise so that StaticFindObject etc can't run in parallel when packages are being saved.
Change 2721142 on 2015/10/08 by Mikolaj.Sieluzycki@Dev-Core_D0920
UHT will now use makefiles to speed up iterative runs.
Change 2726320 on 2015/10/13 by Jaroslaw.Palczynski@jaroslaw.palczynski_D1732_2963
Hot-reload performance optimizations:
1. Got rid of redundant touched BPs optimization (which was necessary before major HR fixes submitted earlier).
2. Parallelized search for old CDOs referencers.
Change 2759032 on 2015/11/09 by Graeme.Thornton@GThornton_DesktopMaster
Dependency preloading improvements
- Asset registry dependencies now resolve asset redirectors
- Rearrange runtime loading to put dependency preloads within BeginLoad/EndLoad for the source package
Change 2754342 on 2015/11/04 by Robert.Manuszewski@Robert_Manuszewski_Stream1
Allow UnfocusedVolumeMultiplier to be set programmatically
Change 2764008 on 2015/11/12 by Robert.Manuszewski@Robert_Manuszewski_Stream1
When cooking, don't add imports that are outers of objects excluded from the current cook target.
Change 2755562 on 2015/11/05 by Steve.Robb@Dev-Core
Inline storage for TFunction.
Fix for delegate inline storage on Win64.
Some build fixes.
Visualizer fixes for new TFunction format.
Change 2735084 on 2015/10/20 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
CrashReporter Web - Search by Platform
Added initial support for streams (GetBranchesAsListItems, CopyToJira)
Change 2762387 on 2015/11/11 by Steve.Robb@Dev-Core
Unnecessary allocation removed when loading empty files in FFileHelper::LoadFileToString.
Change 2762632 on 2015/11/11 by Steve.Robb@Dev-Core
Some TSet function optimisations:
Avoiding unnecessary hashing of function arguments if the container is empty (rather than the hash being empty, which is not necessarily equivalent).
Taking local copies of HashSize during iterations.
Change 2762936 on 2015/11/11 by Steve.Robb@Dev-Core
BulkData zero byte allocations are now handled by an RAII object which owns the memory.
Change 2765758 on 2015/11/13 by Steve.Robb@Dev-Core
FName::operator== and != optimised to be a single comparison.
Change 2757195 on 2015/11/06 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
PR #1305: Improvements in CrashReporter for Symbol Server usage (Contributed by bozaro)
Change 2760778 on 2015/11/10 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
PR #1725: Fixed typos in ProfilerCommon.h; Added comments (Contributed by BGR360)
Also fixed starting condition.
Change 2739804 on 2015/10/23 by Robert.Manuszewski@Robert_Manuszewski_Stream1
PR #1470: [UObjectGlobals] Do not overwrite instanced subobjects with ones from CDO (Contributed by slonopotamus)
Change 2744733 on 2015/10/28 by Steve.Robb@Dev-Core
PR #1540 - Specifying a different Saved folder at launch through a command line parameter
Integrated and optimized.
#lockdown Nick.Penwarden
[CL 2772222 by Robert Manuszewski in Main branch]
565 lines
17 KiB
C++
565 lines
17 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "PropertyEditorPrivatePCH.h"
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#include "PropertyNode.h"
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#include "ObjectPropertyNode.h"
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#include "CategoryPropertyNode.h"
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#include "ItemPropertyNode.h"
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#include "ObjectEditorUtils.h"
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#include "EditorCategoryUtils.h"
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FObjectPropertyNode::FObjectPropertyNode(void)
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: FComplexPropertyNode()
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, BaseClass(NULL)
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{
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}
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FObjectPropertyNode::~FObjectPropertyNode(void)
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{
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}
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UObject* FObjectPropertyNode::GetUObject(int32 InIndex)
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{
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check(Objects.IsValidIndex(InIndex));
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return Objects[InIndex].Get();
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}
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const UObject* FObjectPropertyNode::GetUObject(int32 InIndex) const
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{
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check(Objects.IsValidIndex(InIndex));
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return Objects[InIndex].Get();
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}
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// Adds a new object to the list.
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void FObjectPropertyNode::AddObject( UObject* InObject )
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{
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Objects.AddUnique( InObject );
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}
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// Removes an object from the list.
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void FObjectPropertyNode::RemoveObject( UObject* InObject )
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{
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const int32 idx = Objects.Find( InObject );
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if( idx != INDEX_NONE )
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{
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Objects.RemoveAt( idx, 1 );
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}
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}
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// Removes all objects from the list.
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void FObjectPropertyNode::RemoveAllObjects()
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{
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Objects.Empty();
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}
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// Purges any objects marked pending kill from the object list
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void FObjectPropertyNode::PurgeKilledObjects()
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{
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// Purge any objects that are marked pending kill from the object list
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for (int32 Index = 0; Index < Objects.Num(); )
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{
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TWeakObjectPtr<UObject> Object = Objects[Index];
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if ( !Object.IsValid() || Object->IsPendingKill() )
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{
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Objects.RemoveAt(Index, 1);
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}
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else
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{
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++Index;
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}
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}
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}
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// Called when the object list is finalized, Finalize() finishes the property window setup.
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void FObjectPropertyNode::Finalize()
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{
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// May be NULL...
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UClass* OldBase = GetObjectBaseClass();
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// Find an appropriate base class.
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SetBestBaseClass();
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if (BaseClass.IsValid() && BaseClass->HasAnyClassFlags(CLASS_CollapseCategories) )
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{
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SetNodeFlags(EPropertyNodeFlags::ShowCategories, false );
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}
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}
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bool FObjectPropertyNode::GetReadAddressUncached(FPropertyNode& InNode,
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bool InRequiresSingleSelection,
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FReadAddressListData& OutAddresses,
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bool bComparePropertyContents,
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bool bObjectForceCompare,
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bool bArrayPropertiesCanDifferInSize) const
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{
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// Are any objects selected for property editing?
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if( !GetNumObjects())
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{
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return false;
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}
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UProperty* InItemProperty = InNode.GetProperty();
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// Is there a InItemProperty bound to the InItemProperty window?
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if( !InItemProperty )
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{
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return false;
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}
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// Requesting a single selection?
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if( InRequiresSingleSelection && GetNumObjects() > 1)
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{
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// Fail: we're editing properties for multiple objects.
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return false;
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}
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//assume all properties are the same unless proven otherwise
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bool bAllTheSame = true;
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//////////////////////////////////////////
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// If this item is the child of an array, return NULL if there is a different number
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// of items in the array in different objects, when multi-selecting.
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if( Cast<UArrayProperty>(InItemProperty->GetOuter()) )
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{
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FPropertyNode* ParentNode = InNode.GetParentNode();
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check(ParentNode);
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const UObject* TempObject = GetUObject(0);
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if( TempObject )
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{
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uint8* BaseAddr = ParentNode->GetValueBaseAddress( (uint8*)TempObject );
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if( BaseAddr )
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{
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const int32 Num = FScriptArrayHelper::Num(BaseAddr);
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for( int32 ObjIndex = 1 ; ObjIndex < GetNumObjects(); ObjIndex++ )
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{
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TempObject = GetUObject(ObjIndex);
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BaseAddr = ParentNode->GetValueBaseAddress( (uint8*)TempObject );
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if( BaseAddr && Num != FScriptArrayHelper::Num( BaseAddr ) )
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{
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bAllTheSame = false;
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}
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}
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}
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}
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}
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uint8* Base = GetUObject(0) ? InNode.GetValueBaseAddress( (uint8*)(GetUObject(0)) ) : NULL;
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if (Base)
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{
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// If the item is an array itself, return NULL if there are a different number of
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// items in the array in different objects, when multi-selecting.
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if( Cast<UArrayProperty>(InItemProperty) )
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{
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// This flag is an override for array properties which want to display e.g. the "Clear" and "Empty"
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// buttons, even though the array properties may differ in the number of elements.
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if ( !bArrayPropertiesCanDifferInSize )
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{
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const UObject* TempObject = GetUObject(0);
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int32 const Num = FScriptArrayHelper::Num(InNode.GetValueBaseAddress( (uint8*)TempObject));
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for( int32 ObjIndex = 1 ; ObjIndex < GetNumObjects() ; ObjIndex++ )
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{
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TempObject = GetUObject(ObjIndex);
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if( TempObject && Num != FScriptArrayHelper::Num(InNode.GetValueBaseAddress((uint8*)TempObject)) )
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{
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bAllTheSame = false;
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}
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}
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}
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}
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else
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{
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if ( bComparePropertyContents || !Cast<UObjectPropertyBase>(InItemProperty) || bObjectForceCompare )
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{
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// Make sure the value of this InItemProperty is the same in all selected objects.
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for( int32 ObjIndex = 1 ; ObjIndex < GetNumObjects() ; ObjIndex++ )
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{
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const UObject* TempObject = GetUObject(ObjIndex);
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if( !InItemProperty->Identical( Base, InNode.GetValueBaseAddress( (uint8*)TempObject ) ) )
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{
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bAllTheSame = false;
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}
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}
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}
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else
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{
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if ( Cast<UObjectPropertyBase>(InItemProperty) )
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{
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// We don't want to exactly compare component properties. However, we
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// need to be sure that all references are either valid or invalid.
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// If BaseObj is NON-NULL, all other objects' properties should also be non-NULL.
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// If BaseObj is NULL, all other objects' properties should also be NULL.
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UObject* BaseObj = Cast<UObjectPropertyBase>(InItemProperty)->GetObjectPropertyValue(Base);
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for( int32 ObjIndex = 1 ; ObjIndex < GetNumObjects() ; ObjIndex++ )
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{
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const UObject* TempObject = GetUObject(ObjIndex);
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UObject* CurObj = Cast<UObjectPropertyBase>(InItemProperty)->GetObjectPropertyValue(InNode.GetValueBaseAddress( (uint8*)TempObject ));
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if ( ( !BaseObj && CurObj ) // BaseObj is NULL, but this InItemProperty is non-NULL!
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|| ( BaseObj && !CurObj ) ) // BaseObj is non-NULL, but this InItemProperty is NULL!
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{
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bAllTheSame = false;
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}
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}
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}
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}
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}
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}
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// Write addresses to the output.
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for ( int32 ObjIndex = 0 ; ObjIndex < GetNumObjects(); ++ObjIndex )
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{
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const UObject* TempObject = GetUObject(ObjIndex);
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if( TempObject )
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{
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OutAddresses.Add( TempObject, InNode.GetValueBaseAddress( (uint8*)(TempObject) ) );
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}
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}
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// Everything checked out and we have usable addresses.
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return bAllTheSame;
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}
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/**
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* fills in the OutAddresses array with the addresses of all of the available objects.
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* @param InItem The property to get objects from.
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* @param OutAddresses Storage array for all of the objects' addresses.
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*/
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bool FObjectPropertyNode::GetReadAddressUncached( FPropertyNode& InNode, FReadAddressListData& OutAddresses ) const
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{
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// Are any objects selected for property editing?
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if( !GetNumObjects())
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{
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return false;
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}
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UProperty* InItemProperty = InNode.GetProperty();
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// Is there a InItemProperty bound to the InItemProperty window?
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if( !InItemProperty )
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{
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return false;
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}
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// Write addresses to the output.
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for ( int32 ObjectIdx = 0 ; ObjectIdx < GetNumObjects() ; ++ObjectIdx )
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{
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const UObject* TempObject = GetUObject(ObjectIdx);
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if( TempObject != NULL )
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{
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OutAddresses.Add( TempObject, InNode.GetValueBaseAddress( (uint8*)(TempObject) ) );
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}
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}
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// Everything checked out and we have usable addresses.
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return true;
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}
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/**
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* Calculates the memory address for the data associated with this item's property. This is typically the value of a UProperty or a UObject address.
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*
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* @param StartAddress the location to use as the starting point for the calculation; typically the address of the object that contains this property.
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*
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* @return a pointer to a UProperty value or UObject. (For dynamic arrays, you'd cast this value to an FArray*)
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*/
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uint8* FObjectPropertyNode::GetValueBaseAddress( uint8* StartAddress )
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{
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uint8* Result = StartAddress;
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UClass* ClassObject;
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if ( (ClassObject=Cast<UClass>((UObject*)Result)) != NULL )
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{
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Result = (uint8*)ClassObject->GetDefaultObject();
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}
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return Result;
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}
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void FObjectPropertyNode::InitBeforeNodeFlags()
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{
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StoredProperty = Property;
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Property = NULL;
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Finalize();
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}
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void FObjectPropertyNode::InitChildNodes()
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{
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InternalInitChildNodes();
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}
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void FObjectPropertyNode::InternalInitChildNodes( FName SinglePropertyName )
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{
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HiddenCategories.Empty();
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// Assemble a list of category names by iterating over all fields of BaseClass.
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// build a list of classes that we need to look at
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TSet<UClass*> ClassesToConsider;
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for( int32 i = 0; i < GetNumObjects(); ++i )
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{
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UObject* TempObject = GetUObject( i );
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if( TempObject )
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{
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ClassesToConsider.Add( TempObject->GetClass() );
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}
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}
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const bool bShouldShowHiddenProperties = !!HasNodeFlags(EPropertyNodeFlags::ShouldShowHiddenProperties);
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const bool bShouldShowDisableEditOnInstance = !!HasNodeFlags(EPropertyNodeFlags::ShouldShowDisableEditOnInstance);
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TSet<FName> Categories;
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for( TFieldIterator<UProperty> It(BaseClass.Get()); It; ++It )
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{
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bool bHidden = false;
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FName CategoryName = FObjectEditorUtils::GetCategoryFName(*It);
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for( UClass* Class : ClassesToConsider )
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{
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if( FEditorCategoryUtils::IsCategoryHiddenFromClass(Class, CategoryName.ToString()) )
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{
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HiddenCategories.Add( CategoryName );
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bHidden = true;
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break;
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}
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}
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bool bMetaDataAllowVisible = true;
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FString MetaDataVisibilityCheckString = It->GetMetaData(TEXT("bShowOnlyWhenTrue"));
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if (MetaDataVisibilityCheckString.Len())
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{
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//ensure that the metadata visibility string is actually set to true in order to show this property
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GConfig->GetBool(TEXT("UnrealEd.PropertyFilters"), *MetaDataVisibilityCheckString, bMetaDataAllowVisible, GEditorPerProjectIni);
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}
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if (bMetaDataAllowVisible)
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{
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const bool bShowIfNonHiddenEditableProperty = (*It)->HasAnyPropertyFlags(CPF_Edit) && !bHidden;
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const bool bShowIfDisableEditOnInstance = !(*It)->HasAnyPropertyFlags(CPF_DisableEditOnInstance) || bShouldShowDisableEditOnInstance;
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if( bShouldShowHiddenProperties || (bShowIfNonHiddenEditableProperty && bShowIfDisableEditOnInstance) )
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{
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Categories.Add( CategoryName );
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}
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}
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}
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//////////////////////////////////////////
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// Add the category headers and the child items that belong inside of them.
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// Only show category headers if this is the top level object window and the parent window allows headers.
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if( HasNodeFlags(EPropertyNodeFlags::ShowCategories) )
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{
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FString CategoryDelimiterString;
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CategoryDelimiterString.AppendChar( FPropertyNodeConstants::CategoryDelimiterChar );
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TArray< FPropertyNode* > ParentNodesToSort;
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for( const FName& FullCategoryPath : Categories )
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{
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// Figure out the nesting level for this category
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TArray< FString > FullCategoryPathStrings;
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FullCategoryPath.ToString().ParseIntoArray( FullCategoryPathStrings, *CategoryDelimiterString, true );
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TSharedPtr<FPropertyNode> ParentLevelNode = SharedThis(this);
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FString CurCategoryPathString;
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for( int32 PathLevelIndex = 0; PathLevelIndex < FullCategoryPathStrings.Num(); ++PathLevelIndex )
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{
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// Build up the category path name for the current path level index
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if( CurCategoryPathString.Len() != 0 )
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{
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CurCategoryPathString += FPropertyNodeConstants::CategoryDelimiterChar;
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}
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CurCategoryPathString += FullCategoryPathStrings[ PathLevelIndex ];
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const FName CategoryName( *CurCategoryPathString );
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// Check to see if we've already created a category at the specified path level
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bool bFoundMatchingCategory = false;
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{
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for( int32 CurNodeIndex = 0; CurNodeIndex < ParentLevelNode->GetNumChildNodes(); ++CurNodeIndex )
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{
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TSharedPtr<FPropertyNode>& ChildNode = ParentLevelNode->GetChildNode( CurNodeIndex );
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check( ChildNode.IsValid() );
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// Is this a category node?
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FCategoryPropertyNode* ChildCategoryNode = ChildNode->AsCategoryNode();
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if( ChildCategoryNode != NULL )
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{
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// Does the name match?
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if( ChildCategoryNode->GetCategoryName() == CategoryName )
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{
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// Descend by using the child node as the new parent
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bFoundMatchingCategory = true;
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ParentLevelNode = ChildNode;
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break;
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}
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}
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}
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}
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// If we didn't find the category, then we'll need to create it now!
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if( !bFoundMatchingCategory )
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{
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// Create the category node and assign it to its parent node
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TSharedPtr<FCategoryPropertyNode> NewCategoryNode( new FCategoryPropertyNode );
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{
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NewCategoryNode->SetCategoryName( CategoryName );
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FPropertyNodeInitParams InitParams;
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InitParams.ParentNode = ParentLevelNode;
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InitParams.Property = NULL;
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InitParams.ArrayOffset = 0;
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InitParams.ArrayIndex = INDEX_NONE;
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InitParams.bAllowChildren = true;
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InitParams.bForceHiddenPropertyVisibility = bShouldShowHiddenProperties;
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InitParams.bCreateDisableEditOnInstanceNodes = bShouldShowDisableEditOnInstance;
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NewCategoryNode->InitNode( InitParams );
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// Recursively expand category properties if the category has been flagged for auto-expansion.
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if (BaseClass->IsAutoExpandCategory(*CategoryName.ToString())
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&& !BaseClass->IsAutoCollapseCategory(*CategoryName.ToString()))
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{
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NewCategoryNode->SetNodeFlags(EPropertyNodeFlags::Expanded, true);
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}
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// Add this node to it's parent. Note that no sorting happens here, so the parent's
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// list of child nodes will not be in the correct order. We'll keep track of which
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// nodes we added children to so we can sort them after we're finished adding new nodes.
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ParentLevelNode->AddChildNode(NewCategoryNode);
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ParentNodesToSort.AddUnique( ParentLevelNode.Get() );
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}
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// Descend into the newly created category by using this node as the new parent
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ParentLevelNode = NewCategoryNode;
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}
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}
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}
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}
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else
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{
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// Iterate over all fields, creating items.
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for( TFieldIterator<UProperty> It(BaseClass.Get()); It; ++It )
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{
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const bool bShowIfNonHiddenEditableProperty = (*It)->HasAnyPropertyFlags(CPF_Edit) && !FEditorCategoryUtils::IsCategoryHiddenFromClass(BaseClass.Get(), FObjectEditorUtils::GetCategory(*It));
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const bool bShowIfDisableEditOnInstance = !(*It)->HasAnyPropertyFlags(CPF_DisableEditOnInstance) || bShouldShowDisableEditOnInstance;
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if (bShouldShowHiddenProperties || (bShowIfNonHiddenEditableProperty && bShowIfDisableEditOnInstance))
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{
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UProperty* CurProp = *It;
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if( SinglePropertyName == NAME_None || CurProp->GetFName() == SinglePropertyName )
|
|
{
|
|
TSharedPtr<FItemPropertyNode> NewItemNode( new FItemPropertyNode );
|
|
|
|
FPropertyNodeInitParams InitParams;
|
|
InitParams.ParentNode = SharedThis(this);
|
|
InitParams.Property = CurProp;
|
|
InitParams.ArrayOffset = 0;
|
|
InitParams.ArrayIndex = INDEX_NONE;
|
|
InitParams.bAllowChildren = SinglePropertyName == NAME_None;
|
|
InitParams.bForceHiddenPropertyVisibility = bShouldShowHiddenProperties;
|
|
InitParams.bCreateDisableEditOnInstanceNodes = bShouldShowDisableEditOnInstance;
|
|
|
|
NewItemNode->InitNode( InitParams );
|
|
|
|
AddChildNode(NewItemNode);
|
|
|
|
if( SinglePropertyName != NAME_None )
|
|
{
|
|
// Generate no other children
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
TSharedPtr<FPropertyNode> FObjectPropertyNode::GenerateSingleChild( FName ChildPropertyName )
|
|
{
|
|
bool bDestroySelf = false;
|
|
DestroyTree(bDestroySelf);
|
|
|
|
// No category nodes should be created in single property mode
|
|
SetNodeFlags( EPropertyNodeFlags::ShowCategories, false );
|
|
|
|
InternalInitChildNodes( ChildPropertyName );
|
|
|
|
if( ChildNodes.Num() > 0 )
|
|
{
|
|
// only one node should be been created
|
|
check( ChildNodes.Num() == 1);
|
|
|
|
return ChildNodes[0];
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/**
|
|
* Appends my path, including an array index (where appropriate)
|
|
*/
|
|
bool FObjectPropertyNode::GetQualifiedName(FString& PathPlusIndex, bool bWithArrayIndex, const FPropertyNode* StopParent, bool bIgnoreCategories ) const
|
|
{
|
|
bool bAddedAnything = false;
|
|
if( ParentNode && ParentNode != StopParent )
|
|
{
|
|
bAddedAnything = ParentNode->GetQualifiedName(PathPlusIndex, bWithArrayIndex, StopParent, bIgnoreCategories);
|
|
if( bAddedAnything )
|
|
{
|
|
PathPlusIndex += TEXT(".");
|
|
}
|
|
}
|
|
|
|
bAddedAnything = true;
|
|
PathPlusIndex += TEXT("Object");
|
|
|
|
return bAddedAnything;
|
|
}
|
|
|
|
// Looks at the Objects array and returns the best base class. Called by
|
|
// Finalize(); that is, when the list of selected objects is being finalized.
|
|
void FObjectPropertyNode::SetBestBaseClass()
|
|
{
|
|
BaseClass = NULL;
|
|
|
|
for( int32 x = 0 ; x < Objects.Num() ; ++x )
|
|
{
|
|
UObject* Obj = Objects[x].Get();
|
|
|
|
if( Obj )
|
|
{
|
|
UClass* ObjClass = Cast<UClass>(Obj);
|
|
if (ObjClass == NULL)
|
|
{
|
|
ObjClass = Obj->GetClass();
|
|
}
|
|
check( ObjClass );
|
|
|
|
// Initialize with the class of the first object we encounter.
|
|
if( BaseClass == NULL )
|
|
{
|
|
BaseClass = ObjClass;
|
|
}
|
|
|
|
// If we've encountered an object that's not a subclass of the current best baseclass,
|
|
// climb up a step in the class hierarchy.
|
|
while( !ObjClass->IsChildOf( BaseClass.Get() ) )
|
|
{
|
|
BaseClass = BaseClass->GetSuperClass();
|
|
}
|
|
}
|
|
}
|
|
}
|