Files
UnrealEngine/Engine/Source/Editor/PropertyEditor/Private/ObjectPropertyNode.cpp
2025-05-18 13:04:45 +08:00

909 lines
27 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ObjectPropertyNode.h"
#include "Misc/ConfigCacheIni.h"
#include "CategoryPropertyNode.h"
#include "ItemPropertyNode.h"
#include "ObjectEditorUtils.h"
#include "EditorCategoryUtils.h"
#include "PropertyEditorHelpers.h"
#include "UObject/PropertyBagRepository.h"
#if WITH_EDITORONLY_DATA
#include "Engine/Blueprint.h"
#endif
FObjectPropertyNode::FObjectPropertyNode(void)
: FComplexPropertyNode()
, BaseClass(NULL)
{
}
FObjectPropertyNode::~FObjectPropertyNode(void)
{
}
UObject* FObjectPropertyNode::GetUObject(int32 InIndex)
{
check(Objects.IsValidIndex(InIndex));
return Objects[InIndex].Get();
}
const UObject* FObjectPropertyNode::GetUObject(int32 InIndex) const
{
check(Objects.IsValidIndex(InIndex));
return Objects[InIndex].Get();
}
UPackage* FObjectPropertyNode::GetUPackage(int32 InIndex)
{
UObject* Obj = GetUObject(InIndex);
if (Obj)
{
TWeakObjectPtr<UPackage>* Package = ObjectToPackageMapping.Find(Obj);
return Package ? Package->Get() : Obj->GetOutermost();
}
return nullptr;
}
const UPackage* FObjectPropertyNode::GetUPackage(int32 InIndex) const
{
return const_cast<FObjectPropertyNode*>(this)->GetUPackage(InIndex);
}
// Adds a new object to the list.
void FObjectPropertyNode::AddObject( UObject* InObject )
{
if (HasNodeFlags(EPropertyNodeFlags::ResolveInstanceDataObjects))
{
UE::FPropertyBagRepository& Repository = UE::FPropertyBagRepository::Get();
if (UObject* Found = Repository.FindInstanceDataObject(InObject))
{
InObject = Found;
}
}
Objects.Add( InObject );
}
// Adds new objects to the list.
void FObjectPropertyNode::AddObjects(const TArray<UObject*>& InObjects)
{
for (UObject* Object : InObjects)
{
AddObject(Object);
}
}
// Removes an object from the list.
void FObjectPropertyNode::RemoveObject( UObject* InObject )
{
const int32 idx = Objects.Find( InObject );
if( idx != INDEX_NONE )
{
Objects.RemoveAt( idx, 1 );
}
else
{
if (HasNodeFlags(EPropertyNodeFlags::ResolveInstanceDataObjects))
{
UE::FPropertyBagRepository& Repository = UE::FPropertyBagRepository::Get();
if (UObject* Found = Repository.FindInstanceDataObject(InObject))
{
RemoveObject(Found);
}
}
}
}
// Removes all objects from the list.
void FObjectPropertyNode::RemoveAllObjects()
{
Objects.Empty();
}
void FObjectPropertyNode::SetObjectPackageOverrides(const TMap<TWeakObjectPtr<UObject>, TWeakObjectPtr<UPackage>>& InMapping)
{
ObjectToPackageMapping = InMapping;
}
void FObjectPropertyNode::ClearObjectPackageOverrides()
{
ObjectToPackageMapping.Empty();
}
// Purges any objects marked pending kill from the object list
bool FObjectPropertyNode::PurgeKilledObjects()
{
bool bDidPurgeObjects = false;
// Purge any objects that are marked pending kill from the object list
for (auto It = Objects.CreateIterator(); It; ++It)
{
const TWeakObjectPtr<UObject>& Object = *It;
if (Object.IsStale())
{
bDidPurgeObjects = true;
It.RemoveCurrent();
}
}
return bDidPurgeObjects;
}
// Called when the object list is finalized, Finalize() finishes the property window setup.
void FObjectPropertyNode::Finalize()
{
// May be NULL...
UClass* OldBase = GetObjectBaseClass();
// Find an appropriate base class.
SetBestBaseClass();
if (BaseClass.IsValid() && BaseClass->HasAnyClassFlags(CLASS_CollapseCategories) )
{
SetNodeFlags(EPropertyNodeFlags::ShowCategories, false );
}
}
TArray<UStruct*> FObjectPropertyNode::GetAllStructures()
{
TArray<UStruct*> RetVal;
RetVal.Reserve(SparseClassDataInstances.Num() + 1);
if (UStruct* BaseStruct = GetBaseStructure())
{
RetVal.Add(BaseStruct);
}
for (const auto& ClassSparseDataPair : SparseClassDataInstances)
{
const TTuple<UScriptStruct*, void*>& SparseInstance = ClassSparseDataPair.Value;
RetVal.AddUnique(SparseInstance.Key);
}
return RetVal;
}
TArray<const UStruct*> FObjectPropertyNode::GetAllStructures() const
{
TArray<const UStruct*> RetVal;
RetVal.Reserve(SparseClassDataInstances.Num() + 1);
if (const UStruct* BaseStruct = GetBaseStructure())
{
RetVal.Add(BaseStruct);
}
for (const auto& ClassSparseDataPair : SparseClassDataInstances)
{
const TTuple<UScriptStruct*, void*>& SparseInstance = ClassSparseDataPair.Value;
RetVal.AddUnique(SparseInstance.Key);
}
return RetVal;
}
// Intended for a function that gets the number of elements in a container
DECLARE_DELEGATE_RetVal_OneParam(int32, FGetNumDelegate, const void*);
bool FObjectPropertyNode::GetReadAddressUncached(const FPropertyNode& InNode,
bool InRequiresSingleSelection,
FReadAddressListData* OutAddresses,
bool bComparePropertyContents,
bool bObjectForceCompare,
bool bArrayPropertiesCanDifferInSize) const
{
// Are any objects selected for property editing?
if( !GetNumObjects())
{
return false;
}
const FProperty* InItemProperty = InNode.GetProperty();
// Is there a InItemProperty bound to the InItemProperty window?
if( !InItemProperty )
{
return false;
}
UStruct* OwnerStruct = InItemProperty->GetOwnerStruct();
if (!OwnerStruct || OwnerStruct->IsStructTrashed())
{
// Verify that the property is not part of an invalid trash class
return false;
}
// Requesting a single selection?
if( InRequiresSingleSelection && GetNumObjects() > 1)
{
// Fail: we're editing properties for multiple objects.
return false;
}
//assume all properties are the same unless proven otherwise
bool bAllTheSame = true;
//////////////////////////////////////////
// If this item is the child of a container, return NULL if there is a different number
// of items in the container in different objects, when multi-selecting.
FArrayProperty* ArrayOuter = InItemProperty->GetOwner<FArrayProperty>();
FSetProperty* SetOuter = InItemProperty->GetOwner<FSetProperty>();
FMapProperty* MapOuter = InItemProperty->GetOwner<FMapProperty>();
if( ArrayOuter || SetOuter || MapOuter)
{
const FPropertyNode* ParentPropertyNode = InNode.GetParentNode();
check(ParentPropertyNode);
const UObject* TempObject = GetUObject(0);
if( TempObject )
{
uint8* BaseAddr = ParentPropertyNode->GetValueBaseAddressFromObject(TempObject);
if( BaseAddr )
{
if ( ArrayOuter )
{
FScriptArrayHelper ArrayHelper(ArrayOuter, BaseAddr);
const int32 Num = ArrayHelper.Num();
for (int32 ObjIndex = 1; ObjIndex < GetNumObjects(); ++ObjIndex)
{
TempObject = GetUObject(ObjIndex);
BaseAddr = ParentPropertyNode->GetValueBaseAddressFromObject(TempObject);
ArrayHelper = FScriptArrayHelper(ArrayOuter, BaseAddr);
if (BaseAddr && Num != ArrayHelper.Num())
{
bAllTheSame = false;
}
}
}
else if ( SetOuter )
{
const int32 Num = FScriptSetHelper::Num(BaseAddr);
for (int32 ObjIndex = 1; ObjIndex < GetNumObjects(); ++ObjIndex)
{
TempObject = GetUObject(ObjIndex);
BaseAddr = ParentPropertyNode->GetValueBaseAddressFromObject(TempObject);
if (BaseAddr && Num != FScriptSetHelper::Num(BaseAddr))
{
bAllTheSame = false;
}
}
}
else if ( MapOuter )
{
FScriptMapHelper MapHelper(MapOuter, BaseAddr);
const int32 Num = MapHelper.Num();
for (int32 ObjIndex = 1; ObjIndex < GetNumObjects(); ++ObjIndex)
{
TempObject = GetUObject(ObjIndex);
BaseAddr = ParentPropertyNode->GetValueBaseAddressFromObject(TempObject);
if (BaseAddr)
{
MapHelper = FScriptMapHelper(MapOuter, BaseAddr);
if (Num != MapHelper.Num())
{
bAllTheSame = false;
}
}
}
}
}
}
}
uint8* BaseAddr = InNode.GetValueBaseAddressFromObject(GetUObject(0));
if (BaseAddr)
{
// If the item is an array or set itself, return NULL if there are a different number of
// items in the container in different objects, when multi-selecting.
const FArrayProperty* ArrayProp = CastField<FArrayProperty>(InItemProperty);
const FSetProperty* SetProp = CastField<FSetProperty>(InItemProperty);
const FMapProperty* MapProp = CastField<FMapProperty>(InItemProperty);
if (ArrayProp || SetProp || MapProp)
{
// This flag is an override for array properties which want to display e.g. the "Clear" and "Empty"
// buttons, even though the array properties may differ in the number of elements.
if (!bArrayPropertiesCanDifferInSize)
{
const UObject* TempObject = GetUObject(0);
if (ArrayProp)
{
FScriptArrayHelper ArrayHelper(ArrayProp, BaseAddr);
int32 const Num = ArrayHelper.Num();
for (int32 ObjIndex = 1; ObjIndex < GetNumObjects(); ObjIndex++)
{
TempObject = GetUObject(ObjIndex);
if (TempObject)
{
ArrayHelper = FScriptArrayHelper(ArrayProp, InNode.GetValueBaseAddressFromObject(TempObject));
if (Num != ArrayHelper.Num())
{
bAllTheSame = false;
}
}
}
}
else if (SetProp)
{
int32 const Num = FScriptSetHelper::Num(BaseAddr);
for (int32 ObjIndex = 1; ObjIndex < GetNumObjects(); ++ObjIndex)
{
TempObject = GetUObject(ObjIndex);
if (TempObject && Num != FScriptSetHelper::Num(InNode.GetValueBaseAddressFromObject(TempObject)))
{
bAllTheSame = false;
}
}
}
else if (MapProp)
{
FScriptMapHelper MapHelper(MapProp, BaseAddr);
int32 const Num = MapHelper.Num();
for (int32 ObjIndex = 1; ObjIndex < GetNumObjects(); ++ObjIndex)
{
TempObject = GetUObject(ObjIndex);
if (TempObject)
{
MapHelper = FScriptMapHelper(MapProp, InNode.GetValueBaseAddressFromObject(TempObject));
if (Num != MapHelper.Num())
{
bAllTheSame = false;
}
}
}
}
}
}
else
{
if ( bComparePropertyContents || !CastField<FObjectPropertyBase>(InItemProperty) || bObjectForceCompare )
{
// Make sure the value of this InItemProperty is the same in all selected objects.
for( int32 ObjIndex = 1 ; ObjIndex < GetNumObjects() ; ObjIndex++ )
{
if (!InItemProperty->Identical(BaseAddr, InNode.GetValueBaseAddressFromObject(GetUObject(ObjIndex))))
{
bAllTheSame = false;
break;
}
}
}
else
{
if (CastField<FObjectPropertyBase>(InItemProperty))
{
// We don't want to exactly compare component properties. However, we
// need to be sure that all references are either valid or invalid.
// If BaseObj is NON-NULL, all other objects' properties should also be non-NULL.
// If BaseObj is NULL, all other objects' properties should also be NULL.
UObject* BaseObj = CastField<FObjectPropertyBase>(InItemProperty)->GetObjectPropertyValue(BaseAddr);
for (int32 ObjIndex = 1; ObjIndex < GetNumObjects(); ObjIndex++)
{
UObject* CurObj = CastField<FObjectPropertyBase>(InItemProperty)->GetObjectPropertyValue(InNode.GetValueBaseAddressFromObject(GetUObject(ObjIndex)));
if ( ( !BaseObj && CurObj ) // BaseObj is NULL, but this InItemProperty is non-NULL!
|| ( BaseObj && !CurObj ) ) // BaseObj is non-NULL, but this InItemProperty is NULL!
{
bAllTheSame = false;
break;
}
}
}
}
}
}
// Write addresses to the output.
if (OutAddresses != nullptr)
{
for (int32 ObjIndex = 0; ObjIndex < GetNumObjects(); ++ObjIndex)
{
const UObject* TempObject = GetUObject(ObjIndex);
if (TempObject)
{
OutAddresses->Add(TempObject, InNode.GetValueBaseAddressFromObject(TempObject));
}
}
}
// Everything checked out and we have usable addresses.
return bAllTheSame;
}
/**
* fills in the OutAddresses array with the addresses of all of the available objects.
* @param InItem The property to get objects from.
* @param OutAddresses Storage array for all of the objects' addresses.
*/
bool FObjectPropertyNode::GetReadAddressUncached(const FPropertyNode& InNode, FReadAddressListData& OutAddresses ) const
{
// Are any objects selected for property editing?
if( !GetNumObjects())
{
return false;
}
const FProperty* InItemProperty = InNode.GetProperty();
// Is there a InItemProperty bound to the InItemProperty window?
if( !InItemProperty )
{
return false;
}
// Write addresses to the output.
for (int32 ObjIndex = 0 ; ObjIndex < GetNumObjects() ; ++ObjIndex)
{
const UObject* TempObject = GetUObject(ObjIndex);
if (TempObject != nullptr)
{
OutAddresses.Add(TempObject, InNode.GetValueBaseAddressFromObject(TempObject));
}
}
// Everything checked out and we have usable addresses.
return true;
}
uint8* FObjectPropertyNode::GetValueBaseAddress(uint8* StartAddress, bool bIsSparseData, bool bIsStruct) const
{
uint8* Result = StartAddress;
UClass* ClassObject;
if (!bIsSparseData)
{
if ( (ClassObject=Cast<UClass>((UObject*)Result)) != NULL )
{
Result = (uint8*)ClassObject->GetDefaultObject();
}
}
return Result;
}
void FObjectPropertyNode::InitBeforeNodeFlags()
{
// Note: InitBeforeNodeFlags is called _after_ initializing many node flags in FPropertyNode::InitNode
StoredProperty = Property;
Property = NULL;
if (HasNodeFlags(EPropertyNodeFlags::ResolveInstanceDataObjects))
{
// Replace any objects that have been set with their IDO counterparts if they exist
for (int32 Index = 0, End = Objects.Num(); Index < End; ++Index)
{
TWeakObjectPtr<UObject> Object = Objects[Index];
TStrongObjectPtr<UObject> Pinned = Object.Pin();
if (Pinned)
{
if (HasNodeFlags(EPropertyNodeFlags::ResolveInstanceDataObjects))
{
UE::FPropertyBagRepository& Repository = UE::FPropertyBagRepository::Get();
if (UObject* Found = Repository.FindInstanceDataObject(Pinned.Get()))
{
Objects[Index] = Found;
}
}
}
}
}
Finalize();
}
void FObjectPropertyNode::InitChildNodes()
{
InternalInitChildNodes();
}
static TSharedPtr<FPropertyNode> FindChildCategory( TSharedPtr<FPropertyNode> ParentNode, FName CategoryName )
{
for( int32 CurNodeIndex = 0; CurNodeIndex < ParentNode->GetNumChildNodes(); ++CurNodeIndex )
{
TSharedPtr<FPropertyNode>& ChildNode = ParentNode->GetChildNode(CurNodeIndex);
check( ChildNode.IsValid() );
// Is this a category node?
FCategoryPropertyNode* ChildCategoryNode = ChildNode->AsCategoryNode();
if( ChildCategoryNode != nullptr && ChildCategoryNode->GetCategoryName() == CategoryName )
{
return ChildNode;
}
}
return nullptr;
}
void FObjectPropertyNode::GetCategoryProperties(const TSet<UClass*>& ClassesToConsider, const FProperty* CurrentProperty, bool bShouldShowDisableEditOnInstance, bool bShouldShowHiddenProperties,
TSet<FName>& CategoriesFromProperties, TArray<FName>& SortedCategories, int32& NonBlueprintCategoryIndex)
{
static const FName Name_bShowOnlyWhenTrue("bShowOnlyWhenTrue");
static const FName Name_ShowOnlyInnerProperties("ShowOnlyInnerProperties");
FName CategoryName = FObjectEditorUtils::GetCategoryFName(CurrentProperty);
for (UClass* Class : ClassesToConsider)
{
if (FEditorCategoryUtils::IsCategoryHiddenFromClass(Class, CategoryName.ToString()))
{
HiddenCategories.Add(CategoryName);
break;
}
}
bool bMetaDataAllowVisible = true;
const FString& ShowOnlyWhenTrueString = CurrentProperty->GetMetaData(Name_bShowOnlyWhenTrue);
if (ShowOnlyWhenTrueString.Len())
{
//ensure that the metadata visibility string is actually set to true in order to show this property
GConfig->GetBool(TEXT("UnrealEd.PropertyFilters"), *ShowOnlyWhenTrueString, bMetaDataAllowVisible, GEditorPerProjectIni);
}
if (bMetaDataAllowVisible)
{
if (PropertyEditorHelpers::ShouldBeVisible(*this, CurrentProperty) && !HiddenCategories.Contains(CategoryName))
{
bool bIsAlreadyInSet;
CategoriesFromProperties.Add(CategoryName, &bIsAlreadyInSet);
if (!bIsAlreadyInSet)
{
// We add categories that are not visible in Blueprints to the very end of the array, while keeping visible ones in the front.
// This is because we sort categories by the user-defined order in Blueprints afterwards. However, this user-defined order only
// includes categories that are visible to Blueprints. All other categories will be sorted to the bottom.
// By ordering these non-BP-visible categories to the bottom even for non-BP-generated classes, we can keep the category order consistent for both.
// See also SortCategoriesByUserDefinedOrder and SMyBlueprint::CollectAllActions.
const bool bShowAsBlueprintVar = !CurrentProperty->HasAnyPropertyFlags(CPF_Parm) && CurrentProperty->HasAllPropertyFlags(CPF_BlueprintVisible);
if (bShowAsBlueprintVar)
{
SortedCategories.Insert(CategoryName, NonBlueprintCategoryIndex++);
}
else
{
SortedCategories.Add(CategoryName);
}
}
}
}
if (CurrentProperty->HasMetaData(Name_ShowOnlyInnerProperties))
{
const FStructProperty* StructProperty = CastField<const FStructProperty>(CurrentProperty);
if (StructProperty)
{
for (TFieldIterator<FProperty> It(StructProperty->Struct); It; ++It)
{
GetCategoryProperties(ClassesToConsider, *It, bShouldShowDisableEditOnInstance, bShouldShowHiddenProperties, CategoriesFromProperties, SortedCategories, NonBlueprintCategoryIndex);
}
}
}
}
#if WITH_EDITORONLY_DATA
static void SortCategoriesByUserDefinedOrder(TArray<FName>& SortedCategories, const TSet<UClass*>& ClassesToConsider)
{
// Acquire the sort indices from classes in display text format.
TMap<FString, int32> DisplayTextSortOrders;
for (UClass* Class : ClassesToConsider)
{
if (UBlueprint* BP = Cast<UBlueprint>(Class->ClassGeneratedBy))
{
for (const FName& DisplayTextCategory : BP->CategorySorting)
{
// These are already in display text format.
const int32 SortOrder = DisplayTextSortOrders.Num();
DisplayTextSortOrders.FindOrAdd(DisplayTextCategory.ToString(), SortOrder);
}
}
TArray<FString> ClassPrioritizeCategories;
Class->GetPrioritizeCategories(ClassPrioritizeCategories);
for (const FString& MetaCategory : ClassPrioritizeCategories)
{
// These are user declared meta specifiers, so we sanitize them.
const FString DisplayTextCategory = FEditorCategoryUtils::GetCategoryDisplayString(MetaCategory);
const int32 SortOrder = DisplayTextSortOrders.Num();
DisplayTextSortOrders.FindOrAdd(DisplayTextCategory, SortOrder);
}
}
// Stable sort to keep the order of e.g. undefined items.
Algo::StableSort(SortedCategories, [&DisplayTextSortOrders](const FName& CategoryA, const FName& CategoryB)
{
const FString DisplayTextCategoryA = FEditorCategoryUtils::GetCategoryDisplayString(CategoryA.ToString());
const FString DisplayTextCategoryB = FEditorCategoryUtils::GetCategoryDisplayString(CategoryB.ToString());
const int32* SortOrderA = DisplayTextSortOrders.Find(DisplayTextCategoryA);
const int32* SortOrderB = DisplayTextSortOrders.Find(DisplayTextCategoryB);
if (SortOrderA)
{
if (SortOrderB)
{
return *SortOrderA < *SortOrderB; // Sort by user-defined order.
}
else
{
return true; // Move undefined items to the bottom.
}
}
return false; // Move undefined items to the bottom and keep their order.
});
}
#endif
void FObjectPropertyNode::InternalInitChildNodes( FName SinglePropertyName )
{
HiddenCategories.Reset();
SparseClassDataInstances.Reset();
// Assemble a list of category names by iterating over all fields of BaseClass.
// build a list of classes that we need to look at
TSet<UClass*> ClassesToConsider;
for( int32 i = 0; i < GetNumObjects(); ++i )
{
UObject* TempObject = GetUObject( i );
if( TempObject )
{
ClassesToConsider.Add( TempObject->GetClass() );
}
}
// Create a merged list of user-enforced sorted info, hidden category info, etc...
TArray<FName> SortedCategories;
const bool bShouldShowHiddenProperties = !!HasNodeFlags(EPropertyNodeFlags::ShouldShowHiddenProperties);
const bool bShouldShowDisableEditOnInstance = !!HasNodeFlags(EPropertyNodeFlags::ShouldShowDisableEditOnInstance);
const bool bResolveInstanceDataObjects = !!HasNodeFlags(EPropertyNodeFlags::ResolveInstanceDataObjects);
if (UClass* ResolvedBaseClass = BaseClass.Get())
{
TSet<FName> CategoriesFromProperties;
int32 NonBlueprintCategoryIndex = 0;
for (TFieldIterator<FProperty> It(ResolvedBaseClass); It; ++It)
{
GetCategoryProperties(ClassesToConsider, *It, bShouldShowDisableEditOnInstance, bShouldShowHiddenProperties, CategoriesFromProperties, SortedCategories, NonBlueprintCategoryIndex);
}
if (UScriptStruct* SparseClassDataStruct = ResolvedBaseClass->GetSparseClassDataStruct())
{
SparseClassDataInstances.Add(ResolvedBaseClass, TTuple<UScriptStruct*, void*>(SparseClassDataStruct, ResolvedBaseClass->GetOrCreateSparseClassData()));
for (TFieldIterator<FProperty> It(SparseClassDataStruct); It; ++It)
{
GetCategoryProperties(ClassesToConsider, *It, bShouldShowDisableEditOnInstance, bShouldShowHiddenProperties, CategoriesFromProperties, SortedCategories, NonBlueprintCategoryIndex);
}
}
#if WITH_EDITORONLY_DATA
SortCategoriesByUserDefinedOrder(SortedCategories, ClassesToConsider);
#endif
}
//////////////////////////////////////////
// Add the category headers and the child items that belong inside of them.
// Only show category headers if this is the top level object window and the parent window allows headers.
if( HasNodeFlags(EPropertyNodeFlags::ShowCategories) )
{
FString CategoryDelimiterString;
CategoryDelimiterString.AppendChar( FPropertyNodeConstants::CategoryDelimiterChar );
TArray< FPropertyNode* > ParentNodesToSort;
for( const FName& FullCategoryPath : SortedCategories )
{
// Figure out the nesting level for this category
TArray< FString > FullCategoryPathStrings;
FullCategoryPath.ToString().ParseIntoArray( FullCategoryPathStrings, *CategoryDelimiterString, true );
TSharedPtr<FPropertyNode> ParentLevelNode = SharedThis(this);
FString CurCategoryPathString;
for( int32 PathLevelIndex = 0; PathLevelIndex < FullCategoryPathStrings.Num(); ++PathLevelIndex )
{
// Build up the category path name for the current path level index
if( CurCategoryPathString.Len() != 0 )
{
CurCategoryPathString += FPropertyNodeConstants::CategoryDelimiterChar;
}
CurCategoryPathString += FullCategoryPathStrings[ PathLevelIndex ];
const FName CategoryName( *CurCategoryPathString );
// Check to see if we've already created a category at the specified path level
TSharedPtr<FPropertyNode> FoundCategory = FindChildCategory( ParentLevelNode, CategoryName );
// If we didn't find the category, then we'll need to create it now!
if( !FoundCategory.IsValid() )
{
// Create the category node and assign it to its parent node
TSharedPtr<FCategoryPropertyNode> NewCategoryNode( new FCategoryPropertyNode );
{
NewCategoryNode->SetCategoryName( CategoryName );
FPropertyNodeInitParams InitParams;
InitParams.ParentNode = ParentLevelNode;
InitParams.Property = NULL;
InitParams.ArrayOffset = 0;
InitParams.ArrayIndex = INDEX_NONE;
InitParams.bAllowChildren = true;
InitParams.bForceHiddenPropertyVisibility = bShouldShowHiddenProperties;
InitParams.bCreateDisableEditOnInstanceNodes = bShouldShowDisableEditOnInstance;
NewCategoryNode->InitNode( InitParams );
// Recursively expand category properties if the category has been flagged for auto-expansion.
if (BaseClass->IsAutoExpandCategory(*CategoryName.ToString())
&& !BaseClass->IsAutoCollapseCategory(*CategoryName.ToString()))
{
NewCategoryNode->SetNodeFlags(EPropertyNodeFlags::Expanded, true);
}
// Add this node to it's parent. Note that no sorting happens here, so the parent's
// list of child nodes will not be in the correct order. We'll keep track of which
// nodes we added children to so we can sort them after we're finished adding new nodes.
ParentLevelNode->AddChildNode(NewCategoryNode);
ParentNodesToSort.AddUnique( ParentLevelNode.Get() );
}
// Descend into the newly created category by using this node as the new parent
ParentLevelNode = NewCategoryNode;
}
else
{
ParentLevelNode = FoundCategory;
}
}
}
}
else
{
TArray<FProperty*> SortedProperties;
// Iterate over all fields, creating items.
for( TFieldIterator<FProperty> It(BaseClass.Get()); It; ++It )
{
FProperty* CurProp = *It;
// if a SinglePropertyName was provided, bypass the 'property visibility check' and always include it
if ((SinglePropertyName == NAME_None && PropertyEditorHelpers::ShouldBeVisible(*this, CurProp)) || CurProp->GetFName() == SinglePropertyName)
{
SortedProperties.Add(CurProp);
if( SinglePropertyName != NAME_None )
{
// Generate no other children
break;
}
}
}
// Sort the properties if needed.
if (SortedProperties.Num() > 1)
{
PropertyEditorHelpers::OrderPropertiesFromMetadata(SortedProperties);
}
// Add nodes for the properties.
for (FProperty* CurProp : SortedProperties)
{
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);
}
}
}
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 nullptr;
}
bool FObjectPropertyNode::IsSparseDataStruct(const UScriptStruct* Struct) const
{
for (const auto& Instance : SparseClassDataInstances)
{
const TTuple<UScriptStruct*, void*>& SparseData = Instance.Value;
if (SparseData.Key == Struct)
{
return true;
}
}
return false;
}
/**
* 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;
const TSharedPtr<FPropertyNode> ParentNode = ParentNodeWeakPtr.Pin();
if (ParentNode && StopParent != ParentNode.Get())
{
bAddedAnything = ParentNode->GetQualifiedName(PathPlusIndex, bWithArrayIndex, StopParent, bIgnoreCategories);
}
if (bAddedAnything)
{
PathPlusIndex += TEXT(".");
}
PathPlusIndex += TEXT("Object");
bAddedAnything = true;
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();
}
}
}
}