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950 lines
29 KiB
C++
950 lines
29 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "SDetailsView.h"
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#include "GameFramework/Actor.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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#include "Misc/ConfigCacheIni.h"
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#include "ObjectPropertyNode.h"
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#include "Modules/ModuleManager.h"
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#include "Widgets/Images/SImage.h"
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#include "Widgets/Input/SButton.h"
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#include "Widgets/Input/SComboButton.h"
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#include "SDetailNameArea.h"
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#include "PropertyEditorHelpers.h"
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#include "UserInterface/PropertyDetails/PropertyDetailsUtilities.h"
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#include "Widgets/Colors/SColorPicker.h"
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#include "Widgets/Input/SSearchBox.h"
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#include "Classes/EditorStyleSettings.h"
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#include "DetailLayoutBuilderImpl.h"
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#include "DetailsViewPropertyGenerationUtilities.h"
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#define LOCTEXT_NAMESPACE "SDetailsView"
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SDetailsView::~SDetailsView()
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{
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const FRootPropertyNodeList& RootNodes = GetRootNodes();
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for(const TSharedPtr<FComplexPropertyNode>& RootNode : RootNodes)
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{
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SaveExpandedItems(RootNode.ToSharedRef());
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}
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};
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/**
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* Constructs the widget
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*
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* @param InArgs Declaration from which to construct this widget.
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*/
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void SDetailsView::Construct(const FArguments& InArgs)
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{
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DetailsViewArgs = InArgs._DetailsViewArgs;
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bViewingClassDefaultObject = false;
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PropertyUtilities = MakeShareable( new FPropertyDetailsUtilities( *this ) );
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PropertyGenerationUtilities = MakeShareable( new FDetailsViewPropertyGenerationUtilities(*this) );
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ColumnWidth = DetailsViewArgs.ColumnWidth;
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ColumnSizeData.LeftColumnWidth = TAttribute<float>( this, &SDetailsView::OnGetLeftColumnWidth );
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ColumnSizeData.RightColumnWidth = TAttribute<float>( this, &SDetailsView::OnGetRightColumnWidth );
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ColumnSizeData.OnWidthChanged = SSplitter::FOnSlotResized::CreateSP( this, &SDetailsView::OnSetColumnWidth );
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// We want the scrollbar to always be visible when objects are selected, but not when there is no selection - however:
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// - We can't use AlwaysShowScrollbar for this, as this will also show the scrollbar when nothing is selected
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// - We can't use the Visibility construction parameter, as it gets translated into user visibility and can hide the scrollbar even when objects are selected
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// We instead have to explicitly set the visibility after the scrollbar has been constructed to get the exact behavior we want
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TSharedRef<SScrollBar> ExternalScrollbar = SNew(SScrollBar);
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ExternalScrollbar->SetVisibility( TAttribute<EVisibility>( this, &SDetailsView::GetScrollBarVisibility ) );
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FMenuBuilder DetailViewOptions( true, nullptr);
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if (DetailsViewArgs.bShowModifiedPropertiesOption)
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{
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DetailViewOptions.AddMenuEntry(
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LOCTEXT("ShowOnlyModified", "Show Only Modified Properties"),
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LOCTEXT("ShowOnlyModified_ToolTip", "Displays only properties which have been changed from their default"),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP( this, &SDetailsView::OnShowOnlyModifiedClicked ),
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FCanExecuteAction(),
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FIsActionChecked::CreateSP( this, &SDetailsView::IsShowOnlyModifiedChecked )
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),
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NAME_None,
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EUserInterfaceActionType::ToggleButton
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);
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}
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if (DetailsViewArgs.bShowCustomFilterOption)
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{
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TAttribute<FText> CustomFilterLabelDelegate;
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CustomFilterLabelDelegate.BindRaw(this, &SDetailsView::GetCustomFilterLabel);
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DetailViewOptions.AddMenuEntry(
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CustomFilterLabelDelegate,
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FText(),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP(this, &SDetailsView::OnCustomFilterClicked),
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FCanExecuteAction(),
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FIsActionChecked::CreateSP(this, &SDetailsView::IsCustomFilterChecked)
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),
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NAME_None,
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EUserInterfaceActionType::ToggleButton
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);
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}
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if( DetailsViewArgs.bShowDifferingPropertiesOption )
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{
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DetailViewOptions.AddMenuEntry(
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LOCTEXT("ShowOnlyDiffering", "Show Only Differing Properties"),
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LOCTEXT("ShowOnlyDiffering_ToolTip", "Displays only properties in this instance which have been changed or added from the instance being compared"),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP(this, &SDetailsView::OnShowOnlyDifferingClicked),
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FCanExecuteAction(),
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FIsActionChecked::CreateSP(this, &SDetailsView::IsShowOnlyDifferingChecked)
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),
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NAME_None,
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EUserInterfaceActionType::ToggleButton
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);
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}
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if (DetailsViewArgs.bShowKeyablePropertiesOption)
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{
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DetailViewOptions.AddMenuEntry(
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LOCTEXT("ShowOnlyKeyable", "Show Only Keyable Properties"),
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LOCTEXT("ShowOnlyKeyable_ToolTip", "Displays only properties which are keyable"),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP(this, &SDetailsView::OnShowKeyableClicked),
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FCanExecuteAction(),
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FIsActionChecked::CreateSP(this, &SDetailsView::IsShowKeyableChecked)
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),
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NAME_None,
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EUserInterfaceActionType::ToggleButton
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);
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}
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if (DetailsViewArgs.bShowAnimatedPropertiesOption)
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{
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DetailViewOptions.AddMenuEntry(
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LOCTEXT("ShowAnimated", "Show Only Animated Properties"),
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LOCTEXT("ShowAnimated_ToolTip", "Displays only properties which are animated (have tracks)"),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP(this, &SDetailsView::OnShowAnimatedClicked),
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FCanExecuteAction(),
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FIsActionChecked::CreateSP(this, &SDetailsView::IsShowAnimatedChecked)
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),
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NAME_None,
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EUserInterfaceActionType::ToggleButton
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);
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}
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DetailViewOptions.AddMenuEntry(
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LOCTEXT("ShowAllAdvanced", "Show All Advanced Details"),
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LOCTEXT("ShowAllAdvanced_ToolTip", "Shows all advanced detail sections in each category"),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP( this, &SDetailsView::OnShowAllAdvancedClicked ),
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FCanExecuteAction(),
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FIsActionChecked::CreateSP( this, &SDetailsView::IsShowAllAdvancedChecked )
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),
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NAME_None,
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EUserInterfaceActionType::ToggleButton
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);
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DetailViewOptions.AddMenuEntry(
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LOCTEXT("ShowHiddenPropertiesWhilePlaying", "Show Hidden Properties while Playing"),
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LOCTEXT("ShowHiddenPropertiesWhilePlaying_ToolTip", "When Playing or Simulating, shows all properties (even non-visible and non-editable properties), if the object belongs to a simulating world. This is useful for debugging."),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP( this, &SDetailsView::OnShowHiddenPropertiesWhilePlayingClicked ),
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FCanExecuteAction(),
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FIsActionChecked::CreateSP( this, &SDetailsView::IsShowHiddenPropertiesWhilePlayingChecked )
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),
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NAME_None,
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EUserInterfaceActionType::ToggleButton
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);
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DetailViewOptions.AddMenuEntry(
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LOCTEXT("ShowAllChildrenIfCategoryMatches", "Show Child On Category Match"),
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LOCTEXT("ShowAllChildrenIfCategoryMatches_ToolTip", "Shows children if their category matches the search criteria"),
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FSlateIcon(),
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FUIAction(
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FExecuteAction::CreateSP( this, &SDetailsView::OnShowAllChildrenIfCategoryMatchesClicked ),
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FCanExecuteAction(),
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FIsActionChecked::CreateSP( this, &SDetailsView::IsShowAllChildrenIfCategoryMatchesChecked )
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),
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NAME_None,
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EUserInterfaceActionType::ToggleButton
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);
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DetailViewOptions.AddMenuEntry(
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LOCTEXT("CollapseAll", "Collapse All Categories"),
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LOCTEXT("CollapseAll_ToolTip", "Collapses all root level categories"),
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FSlateIcon(),
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FUIAction(FExecuteAction::CreateSP(this, &SDetailsView::SetRootExpansionStates, /*bExpanded=*/false, /*bRecurse=*/false )));
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DetailViewOptions.AddMenuEntry(
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LOCTEXT("ExpandAll", "Expand All Categories"),
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LOCTEXT("ExpandAll_ToolTip", "Expands all root level categories"),
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FSlateIcon(),
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FUIAction(FExecuteAction::CreateSP(this, &SDetailsView::SetRootExpansionStates, /*bExpanded=*/true, /*bRecurse=*/false )));
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FilterRow =
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SNew( SHorizontalBox )
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.Visibility( this, &SDetailsView::GetFilterBoxVisibility )
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+SHorizontalBox::Slot()
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.FillWidth( 1 )
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[
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SNew(SOverlay)
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+SOverlay::Slot()
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.Padding(0.0f, 0.0f, 0.0f, 0.0f)
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[
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SNew(SImage)
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.Image(FEditorStyle::GetBrush("Searching.SearchActiveTab"))
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.Visibility_Lambda([&](){ return this->bHasActiveFilter ? EVisibility::Visible : EVisibility::Collapsed; })
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]
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+SOverlay::Slot()
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.Padding(2.f, 2.0f, 4.f, 2.f)
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.VAlign( VAlign_Center )
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[
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// Create the search box
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SAssignNew(SearchBox, SSearchBox)
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.HintText(LOCTEXT("SearchDetailsHint", "Search Details"))
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.OnTextChanged(this, &SDetailsView::OnFilterTextChanged)
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.OnTextCommitted(this, &SDetailsView::OnFilterTextCommitted)
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.AddMetaData<FTagMetaData>(TEXT("Details.Search"))
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]
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];
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if (DetailsViewArgs.bShowPropertyMatrixButton)
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{
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FilterRow->AddSlot()
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.Padding(4.0f, 0.0f, 0.0f, 0.0f)
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.AutoWidth()
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[
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// Create the property matrix button
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SNew(SButton)
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.OnClicked(this, &SDetailsView::OnOpenRawPropertyEditorClicked)
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.IsEnabled(this, &SDetailsView::CanOpenRawPropertyEditor)
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.ToolTipText(LOCTEXT("RawPropertyEditorButtonLabel", "Open Selection in Property Matrix"))
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[
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SNew(SImage)
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.Image(FEditorStyle::GetBrush("DetailsView.EditRawProperties"))
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]
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];
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}
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if (DetailsViewArgs.bShowOptions)
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{
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FilterRow->AddSlot()
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.HAlign(HAlign_Right)
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.AutoWidth()
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[
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SNew( SComboButton )
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.ContentPadding(0)
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.ForegroundColor( FSlateColor::UseForeground() )
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.ButtonStyle( FEditorStyle::Get(), "ToggleButton" )
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.AddMetaData<FTagMetaData>(FTagMetaData(TEXT("ViewOptions")))
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.MenuContent()
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[
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DetailViewOptions.MakeWidget()
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]
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.ButtonContent()
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[
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SNew(SImage)
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.Image( FEditorStyle::GetBrush("GenericViewButton") )
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]
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];
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}
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// Create the name area which does not change when selection changes
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SAssignNew(NameArea, SDetailNameArea, &SelectedObjects)
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// the name area is only for actors
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.Visibility(this, &SDetailsView::GetActorNameAreaVisibility)
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.OnLockButtonClicked(this, &SDetailsView::OnLockButtonClicked)
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.IsLocked(this, &SDetailsView::IsLocked)
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.ShowLockButton(DetailsViewArgs.bLockable)
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.ShowActorLabel(DetailsViewArgs.bShowActorLabel)
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// only show the selection tip if we're not selecting objects
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.SelectionTip(!DetailsViewArgs.bHideSelectionTip);
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TSharedRef<SVerticalBox> VerticalBox = SNew(SVerticalBox);
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if( !DetailsViewArgs.bCustomNameAreaLocation )
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{
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VerticalBox->AddSlot()
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.AutoHeight()
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.Padding(0.0f, 0.0f, 0.0f, 4.0f)
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[
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NameArea.ToSharedRef()
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];
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}
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if( !DetailsViewArgs.bCustomFilterAreaLocation )
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{
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VerticalBox->AddSlot()
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.AutoHeight()
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[
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FilterRow.ToSharedRef()
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];
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}
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VerticalBox->AddSlot()
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.FillHeight(1)
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.Padding(0)
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[
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SNew(SOverlay)
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+ SOverlay::Slot()
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[
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ConstructTreeView(ExternalScrollbar)
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]
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+ SOverlay::Slot()
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.HAlign(HAlign_Right)
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[
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SNew(SBox)
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.WidthOverride(16.0f)
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[
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ExternalScrollbar
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]
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]
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+ SOverlay::Slot()
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[
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SNew(SImage)
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.Image(FEditorStyle::GetBrush("Searching.SearchActiveBorder"))
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.Visibility_Lambda([&]() { return this->bHasActiveFilter ? EVisibility::HitTestInvisible : EVisibility::Collapsed; })
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]
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];
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ChildSlot
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[
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VerticalBox
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];
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}
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TSharedRef<SDetailTree> SDetailsView::ConstructTreeView( TSharedRef<SScrollBar>& ScrollBar )
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{
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check( !DetailTree.IsValid() || DetailTree.IsUnique() );
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return
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SAssignNew(DetailTree, SDetailTree)
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.Visibility(this, &SDetailsView::GetTreeVisibility)
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.TreeItemsSource(&RootTreeNodes)
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.OnGetChildren(this, &SDetailsView::OnGetChildrenForDetailTree)
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.OnSetExpansionRecursive(this, &SDetailsView::SetNodeExpansionStateRecursive)
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.OnGenerateRow(this, &SDetailsView::OnGenerateRowForDetailTree)
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.OnExpansionChanged(this, &SDetailsView::OnItemExpansionChanged)
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.SelectionMode(ESelectionMode::None)
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.HandleDirectionalNavigation(false)
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.AllowOverscroll(DetailsViewArgs.bShowScrollBar ? EAllowOverscroll::Yes : EAllowOverscroll::No)
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.ExternalScrollbar(ScrollBar);
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}
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bool SDetailsView::CanOpenRawPropertyEditor() const
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{
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return SelectedObjects.Num() > 0 && IsPropertyEditingEnabled();
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}
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FReply SDetailsView::OnOpenRawPropertyEditorClicked()
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{
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FPropertyEditorModule& PropertyEditorModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>( "PropertyEditor" );
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PropertyEditorModule.CreatePropertyEditorToolkit( EToolkitMode::Standalone, TSharedPtr<IToolkitHost>(), SelectedObjects );
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return FReply::Handled();
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}
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EVisibility SDetailsView::GetActorNameAreaVisibility() const
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{
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const bool bVisible = DetailsViewArgs.NameAreaSettings != FDetailsViewArgs::HideNameArea && !bViewingClassDefaultObject;
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return bVisible ? EVisibility::Visible : EVisibility::Collapsed;
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}
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EVisibility SDetailsView::GetScrollBarVisibility() const
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{
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const bool bHasAnythingToShow = RootTreeNodes.Num() > 0;
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const bool bShowScrollBar = DetailsViewArgs.bShowScrollBar && bHasAnythingToShow;
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return bShowScrollBar ? EVisibility::Visible : EVisibility::Collapsed;
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}
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void SDetailsView::ForceRefresh()
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{
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TArray< TWeakObjectPtr< UObject > > NewObjectList;
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const FRootPropertyNodeList& RootNodes = GetRootNodes();
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for(const TSharedPtr<FComplexPropertyNode>& ComplexRootNode : RootNodes)
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{
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FObjectPropertyNode* RootNode = ComplexRootNode->AsObjectNode();
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if(RootNode)
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{
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// Simply re-add the same existing objects to cause a refresh
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for(TPropObjectIterator Itor(RootNode->ObjectIterator()); Itor; ++Itor)
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{
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TWeakObjectPtr<UObject> Object = *Itor;
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if(Object.IsValid())
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{
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NewObjectList.Add(Object.Get());
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}
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}
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}
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}
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SetObjectArrayPrivate( NewObjectList );
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}
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void SDetailsView::MoveScrollOffset(int32 DeltaOffset)
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{
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DetailTree->AddScrollOffset((float)DeltaOffset);
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}
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void SDetailsView::SetObjects( const TArray<UObject*>& InObjects, bool bForceRefresh/* = false*/, bool bOverrideLock/* = false*/ )
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{
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if (!IsLocked() || bOverrideLock)
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{
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TArray< TWeakObjectPtr< UObject > > ObjectWeakPtrs;
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for( auto ObjectIter = InObjects.CreateConstIterator(); ObjectIter; ++ObjectIter )
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{
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ObjectWeakPtrs.Add( *ObjectIter );
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}
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if( bForceRefresh || ShouldSetNewObjects( ObjectWeakPtrs ) )
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{
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SetObjectArrayPrivate( ObjectWeakPtrs );
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}
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}
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}
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void SDetailsView::SetObjects( const TArray< TWeakObjectPtr< UObject > >& InObjects, bool bForceRefresh/* = false*/, bool bOverrideLock/* = false*/ )
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{
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if (!IsLocked() || bOverrideLock)
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{
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if( bForceRefresh || ShouldSetNewObjects( InObjects ) )
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{
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SetObjectArrayPrivate( InObjects );
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}
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}
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}
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void SDetailsView::SetObject( UObject* InObject, bool bForceRefresh )
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{
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TArray< TWeakObjectPtr< UObject > > ObjectWeakPtrs;
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ObjectWeakPtrs.Add( InObject );
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SetObjects( ObjectWeakPtrs, bForceRefresh );
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}
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void SDetailsView::RemoveInvalidObjects()
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{
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TArray< TWeakObjectPtr< UObject > > ResetArray;
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bool bAllFound = true;
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for(const TSharedPtr<FComplexPropertyNode>& ComplexRootNode : RootPropertyNodes)
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{
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FObjectPropertyNode* RootPropertyNode = ComplexRootNode->AsObjectNode();
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if(RootPropertyNode)
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{
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for(TPropObjectIterator Itor(RootPropertyNode->ObjectIterator()); Itor; ++Itor)
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{
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TWeakObjectPtr<UObject> Object = *Itor;
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if(Object.IsValid() && !Object->IsPendingKill())
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{
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ResetArray.Add(Object);
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}
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else
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{
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bAllFound = false;
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}
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}
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}
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}
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if (!bAllFound)
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{
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SetObjectArrayPrivate(ResetArray);
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}
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}
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void SDetailsView::SetObjectPackageOverrides(const TMap<TWeakObjectPtr<UObject>, TWeakObjectPtr<UPackage>>& InMapping)
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{
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for(TSharedPtr<FComplexPropertyNode>& ComplexRootNode : RootPropertyNodes)
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{
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FObjectPropertyNode* RootNode = ComplexRootNode->AsObjectNode();
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if(RootNode)
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{
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RootNode->SetObjectPackageOverrides(InMapping);
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}
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}
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}
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void SDetailsView::SetRootObjectCustomizationInstance(TSharedPtr<IDetailRootObjectCustomization> InRootObjectCustomization)
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{
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RootObjectCustomization = InRootObjectCustomization;
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RerunCurrentFilter();
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}
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void SDetailsView::ClearSearch()
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{
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CurrentFilter.FilterStrings.Empty();
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SearchBox->SetText(FText::GetEmpty());
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RerunCurrentFilter();
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}
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bool SDetailsView::ShouldSetNewObjects(const TArray< TWeakObjectPtr< UObject > >& InObjects) const
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{
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bool bShouldSetObjects = false;
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const bool bHadBSPBrushSelected = SelectedActorInfo.bHaveBSPBrush;
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if( bHadBSPBrushSelected == true )
|
|
{
|
|
// If a BSP brush was selected we need to refresh because surface could have been selected and the object set not updated
|
|
bShouldSetObjects = true;
|
|
}
|
|
else if( InObjects.Num() != GetNumObjects() )
|
|
{
|
|
// If the object arrays differ in size then at least one object is different so we must reset
|
|
bShouldSetObjects = true;
|
|
}
|
|
else if(InObjects.Num() == 0)
|
|
{
|
|
// User is likely resetting details panel
|
|
bShouldSetObjects = true;
|
|
}
|
|
else
|
|
{
|
|
// Check to see if the objects passed in are different. If not we do not need to set anything
|
|
TSet< TWeakObjectPtr< UObject > > NewObjects;
|
|
NewObjects.Append(InObjects);
|
|
|
|
if(DetailsViewArgs.bAllowMultipleTopLevelObjects)
|
|
{
|
|
|
|
// For multiple top level node support, if the single object in each node is not found in the new object set
|
|
// then we need to refresh
|
|
for(int32 RootNodeIndex = 0; RootNodeIndex < RootPropertyNodes.Num(); ++RootNodeIndex)
|
|
{
|
|
FObjectPropertyNode* RootPropertyNode = RootPropertyNodes[RootNodeIndex]->AsObjectNode();
|
|
|
|
if(RootPropertyNode && RootPropertyNode->GetNumObjects() > 0)
|
|
{
|
|
if(!NewObjects.Contains(RootPropertyNode->GetUObject(0)))
|
|
{
|
|
bShouldSetObjects = true;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bShouldSetObjects = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
|
|
ensure(RootPropertyNodes.Num() == 1);
|
|
FObjectPropertyNode* RootPropertyNode = RootPropertyNodes[0]->AsObjectNode();
|
|
if( RootPropertyNode )
|
|
{
|
|
for(TPropObjectIterator Itor(RootPropertyNode->ObjectIterator()); Itor; ++Itor)
|
|
{
|
|
TWeakObjectPtr<UObject> Object = *Itor;
|
|
if(Object.IsValid() && !NewObjects.Contains(Object))
|
|
{
|
|
// An existing object is not in the list of new objects to set
|
|
bShouldSetObjects = true;
|
|
break;
|
|
}
|
|
else if(!Object.IsValid())
|
|
{
|
|
// An existing object is invalid
|
|
bShouldSetObjects = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bShouldSetObjects = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!bShouldSetObjects && AssetSelectionUtils::IsAnySurfaceSelected(nullptr))
|
|
{
|
|
bShouldSetObjects = true;
|
|
}
|
|
|
|
return bShouldSetObjects;
|
|
}
|
|
|
|
int32 SDetailsView::GetNumObjects() const
|
|
{
|
|
if(DetailsViewArgs.bAllowMultipleTopLevelObjects)
|
|
{
|
|
return RootPropertyNodes.Num();
|
|
}
|
|
else if( RootPropertyNodes.Num() > 0 && RootPropertyNodes[0]->AsObjectNode())
|
|
{
|
|
return RootPropertyNodes[0]->AsObjectNode()->GetNumObjects();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void SDetailsView::SetObjectArrayPrivate(const TArray< TWeakObjectPtr< UObject > >& InObjects)
|
|
{
|
|
double StartTime = FPlatformTime::Seconds();
|
|
|
|
PreSetObject(InObjects.Num());
|
|
|
|
// Selected actors for building SelectedActorInfo
|
|
TArray<AActor*> SelectedRawActors;
|
|
|
|
bViewingClassDefaultObject = InObjects.Num() > 0 ? true : false;
|
|
bool bOwnedByLockedLevel = false;
|
|
for( int32 ObjectIndex = 0 ; ObjectIndex < InObjects.Num(); ++ObjectIndex )
|
|
{
|
|
TWeakObjectPtr< UObject > Object = InObjects[ObjectIndex];
|
|
|
|
if( Object.IsValid() )
|
|
{
|
|
bViewingClassDefaultObject &= Object->HasAnyFlags( RF_ClassDefaultObject );
|
|
|
|
if(DetailsViewArgs.bAllowMultipleTopLevelObjects)
|
|
{
|
|
check(RootPropertyNodes.Num() == InObjects.Num());
|
|
RootPropertyNodes[ObjectIndex]->AsObjectNode()->AddObject( Object.Get() );
|
|
}
|
|
else
|
|
{
|
|
RootPropertyNodes[0]->AsObjectNode()->AddObject( Object.Get() );
|
|
}
|
|
|
|
SelectedObjects.Add( Object );
|
|
AActor* Actor = Cast<AActor>( Object.Get() );
|
|
if( Actor )
|
|
{
|
|
SelectedActors.Add( Actor );
|
|
SelectedRawActors.Add( Actor );
|
|
}
|
|
}
|
|
}
|
|
|
|
if( InObjects.Num() == 0 )
|
|
{
|
|
// Unlock the view automatically if we are viewing nothing
|
|
bIsLocked = false;
|
|
}
|
|
|
|
// Selection changed, refresh the detail area
|
|
if ( DetailsViewArgs.NameAreaSettings != FDetailsViewArgs::ActorsUseNameArea && DetailsViewArgs.NameAreaSettings != FDetailsViewArgs::ComponentsAndActorsUseNameArea )
|
|
{
|
|
NameArea->Refresh( SelectedObjects );
|
|
}
|
|
else
|
|
{
|
|
NameArea->Refresh( SelectedActors, SelectedObjects, DetailsViewArgs.NameAreaSettings );
|
|
}
|
|
|
|
// When selection changes rebuild information about the selection
|
|
SelectedActorInfo = AssetSelectionUtils::BuildSelectedActorInfo( SelectedRawActors );
|
|
|
|
// @todo Slate Property Window
|
|
//SetFlags(EPropertyWindowFlags::ReadOnly, bOwnedByLockedLevel);
|
|
|
|
|
|
PostSetObject();
|
|
|
|
// Set the title of the window based on the objects we are viewing
|
|
// Or call the delegate for handling when the title changed
|
|
FString Title;
|
|
|
|
if( GetNumObjects() == 0 )
|
|
{
|
|
Title = NSLOCTEXT("PropertyView", "NothingSelectedTitle", "Nothing selected").ToString();
|
|
}
|
|
else if( GetNumObjects() == 1 && RootPropertyNodes[0]->AsObjectNode()->GetNumObjects() > 0)
|
|
{
|
|
// if the object is the default metaobject for a UClass, use the UClass's name instead
|
|
UObject* Object = RootPropertyNodes[0]->AsObjectNode()->GetUObject(0);
|
|
|
|
FString ObjectName;
|
|
if ( Object && Object->GetClass()->GetDefaultObject() == Object )
|
|
{
|
|
ObjectName = Object->GetClass()->GetName();
|
|
}
|
|
else if( Object )
|
|
{
|
|
ObjectName = Object->GetName();
|
|
// Is this an actor? If so, it might have a friendly name to display
|
|
const AActor* Actor = Cast<const AActor >( Object );
|
|
if( Actor != nullptr)
|
|
{
|
|
// Use the friendly label for this actor
|
|
ObjectName = Actor->GetActorLabel();
|
|
}
|
|
}
|
|
|
|
Title = ObjectName;
|
|
}
|
|
else if(DetailsViewArgs.bAllowMultipleTopLevelObjects)
|
|
{
|
|
Title = FText::Format(NSLOCTEXT("PropertyView", "MultipleToLevelObjectsSelectedFmt", "{0} selected"), GetNumObjects()).ToString();
|
|
}
|
|
else
|
|
{
|
|
FObjectPropertyNode* RootPropertyNode = RootPropertyNodes[0]->AsObjectNode();
|
|
Title = FText::Format( NSLOCTEXT("PropertyView", "MultipleSelected", "{0} ({1} selected)"), FText::FromString(RootPropertyNode->GetObjectBaseClass()->GetName()), RootPropertyNode->GetNumObjects() ).ToString();
|
|
}
|
|
|
|
OnObjectArrayChanged.ExecuteIfBound(Title, InObjects);
|
|
|
|
double ElapsedTime = FPlatformTime::Seconds() - StartTime;
|
|
}
|
|
|
|
void SDetailsView::ReplaceObjects( const TMap<UObject*, UObject*>& OldToNewObjectMap )
|
|
{
|
|
TArray< TWeakObjectPtr< UObject > > NewObjectList;
|
|
bool bObjectsReplaced = false;
|
|
|
|
TArray< FObjectPropertyNode* > ObjectNodes;
|
|
for(TSharedPtr<FComplexPropertyNode>& RootNode : RootPropertyNodes)
|
|
{
|
|
PropertyEditorHelpers::CollectObjectNodes(RootNode, ObjectNodes );
|
|
}
|
|
|
|
for( int32 ObjectNodeIndex = 0; ObjectNodeIndex < ObjectNodes.Num(); ++ObjectNodeIndex )
|
|
{
|
|
FObjectPropertyNode* CurrentNode = ObjectNodes[ObjectNodeIndex];
|
|
|
|
// Scan all objects and look for objects which need to be replaced
|
|
for ( TPropObjectIterator Itor( CurrentNode->ObjectIterator() ); Itor; ++Itor )
|
|
{
|
|
UObject* Replacement = OldToNewObjectMap.FindRef( Itor->Get() );
|
|
if( Replacement && Replacement->GetClass() == Itor->Get()->GetClass() )
|
|
{
|
|
bObjectsReplaced = true;
|
|
if( CurrentNode->IsRootNode() )
|
|
{
|
|
// Note: only root objects count for the new object list. Sub-Objects (i.e components count as needing to be replaced but they don't belong in the top level object list
|
|
NewObjectList.Add( Replacement );
|
|
}
|
|
}
|
|
else if( CurrentNode->IsRootNode() )
|
|
{
|
|
// Note: only root objects count for the new object list. Sub-Objects (i.e components count as needing to be replaced but they don't belong in the top level object list
|
|
NewObjectList.Add( Itor->Get() );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if( bObjectsReplaced )
|
|
{
|
|
SetObjectArrayPrivate( NewObjectList );
|
|
}
|
|
|
|
}
|
|
|
|
void SDetailsView::RemoveDeletedObjects( const TArray<UObject*>& DeletedObjects )
|
|
{
|
|
TArray< TWeakObjectPtr< UObject > > NewObjectList;
|
|
bool bObjectsRemoved = false;
|
|
|
|
for(const TSharedPtr<FComplexPropertyNode>& ComplexRootNode : RootPropertyNodes)
|
|
{
|
|
FObjectPropertyNode* RootPropertyNode = ComplexRootNode->AsObjectNode();
|
|
// Scan all objects and look for objects which need to be replaced
|
|
for ( TPropObjectIterator Itor( RootPropertyNode->ObjectIterator() ); Itor; ++Itor )
|
|
{
|
|
if( DeletedObjects.Contains( Itor->Get() ) )
|
|
{
|
|
// An object we had needs to be removed
|
|
bObjectsRemoved = true;
|
|
}
|
|
else
|
|
{
|
|
// If the deleted object list does not contain the current object, its ok to keep it in the list
|
|
NewObjectList.Add( Itor->Get() );
|
|
}
|
|
}
|
|
}
|
|
|
|
// if any objects were replaced update the observed objects
|
|
if( bObjectsRemoved )
|
|
{
|
|
SetObjectArrayPrivate( NewObjectList );
|
|
}
|
|
}
|
|
|
|
/** Called before during SetObjectArray before we change the objects being observed */
|
|
void SDetailsView::PreSetObject(int32 InNewNumObjects)
|
|
{
|
|
// Save existing expanded items first
|
|
for(TSharedPtr<FComplexPropertyNode>& RootNode : RootPropertyNodes)
|
|
{
|
|
SaveExpandedItems(RootNode.ToSharedRef());
|
|
|
|
RootNodesPendingKill.Add(RootNode);
|
|
FObjectPropertyNode* RootObjectNode = RootNode->AsObjectNode();
|
|
RootObjectNode->RemoveAllObjects();
|
|
RootObjectNode->ClearCachedReadAddresses(true);
|
|
RootObjectNode->ClearObjectPackageOverrides();
|
|
}
|
|
|
|
for(const FDetailLayoutData& Layout : DetailLayouts)
|
|
{
|
|
FRootPropertyNodeList& ExternalRootPropertyNodes = Layout.DetailLayout->GetExternalRootPropertyNodes();
|
|
for (auto ExternalRootNode : ExternalRootPropertyNodes)
|
|
{
|
|
if (ExternalRootNode.IsValid())
|
|
{
|
|
SaveExpandedItems(ExternalRootNode.ToSharedRef());
|
|
|
|
FComplexPropertyNode* ComplexNode = ExternalRootNode->AsComplexNode();
|
|
if (ComplexNode)
|
|
{
|
|
ComplexNode->Disconnect();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
RootPropertyNodes.Empty(InNewNumObjects);
|
|
ExpandedDetailNodes.Empty();
|
|
|
|
if(DetailsViewArgs.bAllowMultipleTopLevelObjects)
|
|
{
|
|
for(int32 NewRootIndex = 0; NewRootIndex < InNewNumObjects; ++NewRootIndex)
|
|
{
|
|
RootPropertyNodes.Add(MakeShareable(new FObjectPropertyNode));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
RootPropertyNodes.Add(MakeShareable(new FObjectPropertyNode));
|
|
}
|
|
|
|
|
|
SelectedActors.Empty();
|
|
SelectedObjects.Empty();
|
|
}
|
|
|
|
|
|
/** Called at the end of SetObjectArray after we change the objects being observed */
|
|
void SDetailsView::PostSetObject()
|
|
{
|
|
TSharedPtr<SColorPicker> ExistingColorPicker = GetColorPicker();
|
|
if (ExistingColorPicker.IsValid()
|
|
&& (!ExistingColorPicker->GetOptionalOwningDetailsView().IsValid()
|
|
|| ExistingColorPicker->GetOptionalOwningDetailsView().Get() == this))
|
|
{
|
|
DestroyColorPicker();
|
|
}
|
|
|
|
ColorPropertyNode = nullptr;
|
|
|
|
// Are we editing PIE objects? If the bShowHiddenPropertiesWhilePlaying setting is enabled, we may want to
|
|
// show all of the properties that would normally be hidden for objects that are part of the PIE world.
|
|
bool bAnyPIEObjects = false;
|
|
{
|
|
for( int32 RootNodeIndex = 0; RootNodeIndex < RootPropertyNodes.Num(); ++RootNodeIndex )
|
|
{
|
|
FObjectPropertyNode* RootPropertyNode = RootPropertyNodes[ RootNodeIndex ]->AsObjectNode();
|
|
if( RootPropertyNode != nullptr )
|
|
{
|
|
const int32 ObjectCount = RootPropertyNode->GetNumObjects();
|
|
for( int32 ObjectIndex = 0; ObjectIndex < ObjectCount; ++ObjectIndex )
|
|
{
|
|
UObject* Object = RootPropertyNode->GetUObject( ObjectIndex );
|
|
if( Object->GetOutermost()->HasAnyPackageFlags( PKG_PlayInEditor ) )
|
|
{
|
|
bAnyPIEObjects = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
FPropertyNodeInitParams InitParams;
|
|
InitParams.ParentNode = nullptr;
|
|
InitParams.Property = nullptr;
|
|
InitParams.ArrayOffset = 0;
|
|
InitParams.ArrayIndex = INDEX_NONE;
|
|
InitParams.bAllowChildren = true;
|
|
InitParams.bForceHiddenPropertyVisibility =
|
|
FPropertySettings::Get().ShowHiddenProperties() ||
|
|
( GetDefault<UEditorStyleSettings>()->bShowHiddenPropertiesWhilePlaying && bAnyPIEObjects ) ||
|
|
DetailsViewArgs.bForceHiddenPropertyVisibility;
|
|
|
|
switch ( DetailsViewArgs.DefaultsOnlyVisibility )
|
|
{
|
|
case EEditDefaultsOnlyNodeVisibility::Hide:
|
|
InitParams.bCreateDisableEditOnInstanceNodes = false;
|
|
break;
|
|
case EEditDefaultsOnlyNodeVisibility::Show:
|
|
InitParams.bCreateDisableEditOnInstanceNodes = true;
|
|
break;
|
|
case EEditDefaultsOnlyNodeVisibility::Automatic:
|
|
InitParams.bCreateDisableEditOnInstanceNodes = HasClassDefaultObject();
|
|
break;
|
|
default:
|
|
check(false);
|
|
}
|
|
|
|
for( TSharedPtr<FComplexPropertyNode>& ComplexRootNode : RootPropertyNodes )
|
|
{
|
|
FObjectPropertyNode* RootPropertyNode = ComplexRootNode->AsObjectNode();
|
|
|
|
RootPropertyNode->InitNode( InitParams );
|
|
|
|
RestoreExpandedItems(ComplexRootNode.ToSharedRef());
|
|
}
|
|
|
|
UpdatePropertyMaps();
|
|
UpdateFilteredDetails();
|
|
}
|
|
|
|
void SDetailsView::SetOnObjectArrayChanged(FOnObjectArrayChanged OnObjectArrayChangedDelegate)
|
|
{
|
|
OnObjectArrayChanged = OnObjectArrayChangedDelegate;
|
|
}
|
|
|
|
bool SDetailsView::IsConnected() const
|
|
{
|
|
return GetNumObjects() > 0;
|
|
}
|
|
|
|
const FSlateBrush* SDetailsView::OnGetLockButtonImageResource() const
|
|
{
|
|
if (bIsLocked)
|
|
{
|
|
return FEditorStyle::GetBrush(TEXT("PropertyWindow.Locked"));
|
|
}
|
|
else
|
|
{
|
|
return FEditorStyle::GetBrush(TEXT("PropertyWindow.Unlocked"));
|
|
}
|
|
}
|
|
|
|
bool SDetailsView::IsShowHiddenPropertiesWhilePlayingChecked() const
|
|
{
|
|
return GetDefault<UEditorStyleSettings>()->bShowHiddenPropertiesWhilePlaying;
|
|
}
|
|
|
|
void SDetailsView::OnShowHiddenPropertiesWhilePlayingClicked()
|
|
{
|
|
GetMutableDefault<UEditorStyleSettings>()->bShowHiddenPropertiesWhilePlaying = !GetDefault<UEditorStyleSettings>()->bShowHiddenPropertiesWhilePlaying;
|
|
GConfig->SetBool(TEXT("/Script/EditorStyle.EditorStyleSettings"), TEXT("bShowHiddenPropertiesWhilePlaying"), GetMutableDefault<UEditorStyleSettings>()->bShowHiddenPropertiesWhilePlaying, GEditorPerProjectIni);
|
|
|
|
// Force a refresh of the whole details panel, as the entire set of visible properties may be different
|
|
ForceRefresh();
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|