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92 lines
3.9 KiB
C++
92 lines
3.9 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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/** A class to represent a collection of assets */
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class FCollection
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{
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public:
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FCollection();
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FCollection(FName InCollectionName, const FString& SourceFolder, const FString& CollectionExtension, bool InUseSCC);
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/** Loads content from a file into this collection. */
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bool LoadFromFile(const FString& InFilename, bool InUseSCC);
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/** Saves this collection to SourceFilename. If false, OutError is a human readable warning depicting the error. */
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bool Save(FText& OutError);
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/** Deletes the source file for this collection. If false, OutError is a human readable warning depicting the error. */
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bool DeleteSourceFile(FText& OutError);
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/** Adds a single asset to the collection */
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bool AddAssetToCollection(FName ObjectPath);
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/** Removes a single asset from the collection */
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bool RemoveAssetFromCollection(FName ObjectPath);
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/** Gets a list of assets in the collection. Static collections only. */
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void GetAssetsInCollection(TArray<FName>& Assets) const;
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/** Gets a list of classes in the collection. Static collections only. */
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void GetClassesInCollection(TArray<FName>& Classes) const;
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/** Gets a list of objects in the collection. Static collections only. */
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void GetObjectsInCollection(TArray<FName>& Objects) const;
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/** Returns true when the specified asset is in the collection. Static collections only. */
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bool IsAssetInCollection(FName ObjectPath) const;
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/** Resets a collection to its default values */
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void Clear();
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/** Returns true if the collection contains rules instead of a flat list */
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bool IsDynamic() const;
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/** Whether the collection has any contents */
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bool IsEmpty() const;
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/** Logs the contents of the collection */
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void PrintCollection() const;
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/** Returns the name of the collection */
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FORCEINLINE const FName& GetCollectionName() const { return CollectionName; }
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private:
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/** Generates the header pairs for the collection file. */
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void GenerateHeaderPairs(TMap<FString,FString>& OutHeaderPairs);
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/**
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* Processes header pairs from the top of a collection file.
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*
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* @param InHeaderPairs The header pairs found at the start of a collection file
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* @return true if the header was valid and loaded properly
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*/
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bool LoadHeaderPairs(const TMap<FString,FString>& InHeaderPairs);
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/** Merges the assets from the specified collection with this collection */
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void MergeWithCollection(const FCollection& Other);
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/** Gets the differences between Lists A and B */
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void GetDifferencesFromDisk(TArray<FName>& AssetsAdded, TArray<FName>& AssetsRemoved);
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/** Checks the shared collection out from source control so it may be saved. If false, OutError is a human readable warning depicting the error. */
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bool CheckoutCollection(FText& OutError);
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/** Checks the shared collection in to source control after it is saved. If false, OutError is a human readable warning depicting the error. */
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bool CheckinCollection(FText& OutError);
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/** Reverts the collection in the event that the save was not successful. If false, OutError is a human readable warning depicting the error.*/
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bool RevertCollection(FText& OutError);
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/** Marks the source file for delete in source control. If false, OutError is a human readable warning depicting the error. */
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bool DeleteFromSourceControl(FText& OutError);
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private:
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/** The name of the collection */
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FName CollectionName;
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/** Source control is used if true */
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bool bUseSCC;
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/** The filename used to load this collection. Empty if it is new or never loaded from disk. */
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FString SourceFilename;
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/** A list of assets in the collection. Takes the form PackageName.AssetName */
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TArray<FName> AssetList;
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/** A set of assets in the collection. This mirrors AssetList entirely and is just used for fast lookups */
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TSet<FName> AssetSet;
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/** The list of assets that were in the collection last time it was loaded from or saved to disk */
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TArray<FName> DiskAssetList;
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/** The file version for this collection */
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int32 FileVersion;
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}; |