80 lines
2.4 KiB
C++
80 lines
2.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Serialization/JsonWriter.h"
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#include "AssetRegistry/AssetData.h"
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template <class CharType> struct TCondensedJsonPrintPolicy;
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class IAssetIndexer;
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class FSearchSerializer : public FNoncopyable
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{
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public:
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FSearchSerializer(const FAssetData& InAsset, FArchive& InAr);
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FSearchSerializer(const FAssetData& InAsset, FString* const Stream);
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~FSearchSerializer();
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static int32 GetVersion();
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bool IndexAsset(const UObject* InAsset, const TMap<FName, TUniquePtr<IAssetIndexer>>& Indexers);
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void BeginIndexer(const IAssetIndexer* InIndexer);
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//---------------------------------------------------------------
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ASSETSEARCH_API void BeginIndexingObject(const UObject* InObject, const FString& InFriendlyName);
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ASSETSEARCH_API void BeginIndexingObject(const UObject* InObject, const FText& InFriendlyName);
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ASSETSEARCH_API void EndIndexingObject();
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//---------------------------------------------------------------
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ASSETSEARCH_API void IndexProperty(const FString& InName, const FName& InValue);
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ASSETSEARCH_API void IndexProperty(const FString& InName, const FText& InValue);
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ASSETSEARCH_API void IndexProperty(const FString& InName, const FString& InValue);
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ASSETSEARCH_API void IndexProperty(const UClass* InPropertyClass, const FString& InName, const FString& InValue);
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ASSETSEARCH_API void IndexProperty(const UClass* InPropertyClass, const FString& InName, const FText& InValue);
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ASSETSEARCH_API void IndexProperty(const FProperty* InProperty, const FString& InValue);
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//---------------------------------------------------------------
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ASSETSEARCH_API void IndexNestedAsset(UObject* InNestedAsset);
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//---------------------------------------------------------------
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void EndIndexer();
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private:
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void IndexProperty(const FFieldClass& InPropertyFieldClass, const UClass* PropertyClass, const FString& InName, const FString& InValue);
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private:
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void Initialize(const FAssetData& InAsset);
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private:
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TSharedRef< TJsonWriter<TCHAR, TCondensedJsonPrintPolicy<TCHAR> > > JsonWriter;
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FAssetData AssetData;
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const IAssetIndexer* CurrentIndexer = nullptr;
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const UObject* CurrentObject = nullptr;
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FString CurrentObjectName;
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FString CurrentObjectClass;
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FString CurrentObjectPath;
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struct FIndexedValue
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{
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FString PropertyName;
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FString PropertyFieldClass;
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FName PropertyClass;
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FString Text;
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FString HiddenText;
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};
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TArray<FIndexedValue> Values;
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TArray<UObject*> NestedAssets;
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};
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