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

98 lines
3.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimationModifierDetailCustomization.h"
#include "AnimationModifier.h"
#include "Containers/Array.h"
#include "DetailCategoryBuilder.h"
#include "DetailLayoutBuilder.h"
#include "DetailWidgetRow.h"
#include "ScopedTransaction.h"
#include "Internationalization/Internationalization.h"
#include "Misc/AssertionMacros.h"
#include "SlotBase.h"
#include "Templates/Casts.h"
#include "UObject/Object.h"
#include "UObject/WeakObjectPtr.h"
#include "UObject/WeakObjectPtrTemplates.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/Input/SButton.h"
#include "Widgets/SBoxPanel.h"
#define LOCTEXT_NAMESPACE "FAnimationModifierDetailCustomization"
void FAnimationModifierDetailCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
ModifierInstance = nullptr;
TArray<TWeakObjectPtr<UObject>> Objects;
DetailBuilder.GetObjectsBeingCustomized(Objects);
ensure(Objects.Num() == 1); // This is in here to ensure we are only showing the modifier details in the blueprint editor
for (TWeakObjectPtr<UObject> Object : Objects)
{
if (Object->IsA<UAnimationModifier>())
{
ModifierInstance = Cast<UAnimationModifier>(Object.Get());
}
}
// If we have found a valid modifier instance add a revision bump button to the details panel
if (ModifierInstance)
{
IDetailCategoryBuilder& RevisionCategory = DetailBuilder.EditCategory("Modifier Instances");
FDetailWidgetRow& UpdateRevisionRow = RevisionCategory.AddCustomRow(LOCTEXT("ModifierActionsLabel", "Modifier Actions"))
.WholeRowWidget
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.AutoWidth()
.Padding(2.f)
[
SNew(SButton)
.OnClicked(this, &FAnimationModifierDetailCustomization::OnApplyButtonClicked, true)
.ToolTipText(LOCTEXT("ApplyToolTip", "Applies any instanced modifiers of this class to their owning Animation Sequences."))
.Text(LOCTEXT("ApplyText", "Apply to All"))
]
+SHorizontalBox::Slot()
.AutoWidth()
.Padding(2.f)
[
SNew(SButton)
.OnClicked(this, &FAnimationModifierDetailCustomization::OnApplyButtonClicked, false)
.ToolTipText(LOCTEXT("ApplyOutOfDataToolTip", "Applies any instanced modifiers, if they are out-of-date, of this class to their owning Animation Sequences."))
.Text(LOCTEXT("ApplyToOutOfDateText", "Apply to All out-of-date"))
]
+SHorizontalBox::Slot()
.AutoWidth()
.Padding(2.f)
[
SAssignNew(UpdateRevisionButton, SButton)
.OnClicked(this, &FAnimationModifierDetailCustomization::OnUpdateRevisionButtonClicked)
.ToolTipText(LOCTEXT("UpdateRevisionToolTip", "Updates the stored revision GUID on all instances of this Modifier class, marking them out-of-date."))
.Text(LOCTEXT("UpdateRevisionText", "Update Revision"))
]
];
}
}
FReply FAnimationModifierDetailCustomization::OnUpdateRevisionButtonClicked()
{
if (ModifierInstance)
{
ModifierInstance->UpdateRevisionGuid(ModifierInstance->GetClass());
}
return FReply::Handled();
}
FReply FAnimationModifierDetailCustomization::OnApplyButtonClicked(bool bForceApply)
{
if (ModifierInstance)
{
const FScopedTransaction Transaction(LOCTEXT("UndoAction_ApplyModifiers", "Applying Animation Modifier to Animation Sequence(s)"));
UAnimationModifier::ApplyToAll(ModifierInstance->GetClass(), bForceApply);
}
return FReply::Handled();
}
#undef LOCTEXT_NAMESPACE //"FAnimationModifierDetailCustomization"