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

85 lines
3.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AssetDefinition_TextureCube.h"
#include "ContentBrowserMenuContexts.h"
#include "ToolMenus.h"
#include "Misc/PackageName.h"
#include "Factories/TextureCubeArrayFactory.h"
#include "Engine/TextureCubeArray.h"
#include "IAssetTools.h"
#include "IContentBrowserSingleton.h"
#include "ContentBrowserModule.h"
#include "ToolMenu.h"
#include "ToolMenuSection.h"
#define LOCTEXT_NAMESPACE "UAssetDefinition_TextureCubeArray"
namespace MenuExtension_TextureCubeArray
{
static void ExecuteCreateTextureArray(const FToolMenuContext& MenuContext)
{
if (const UContentBrowserAssetContextMenuContext* Context = UContentBrowserAssetContextMenuContext::FindContextWithAssets(MenuContext))
{
TArray<UTextureCube*> SelectedTextureCubes = Context->LoadSelectedObjects<UTextureCube>();
if (SelectedTextureCubes.Num() > 0)
{
const FString DefaultSuffix = TEXT("_Array");
FString Name;
FString PackagePath;
IAssetTools::Get().CreateUniqueAssetName(SelectedTextureCubes[0]->GetOutermost()->GetName(), DefaultSuffix, PackagePath, Name);
// Create the factory used to generate the asset.
UTextureCubeArrayFactory* Factory = NewObject<UTextureCubeArrayFactory>();
Factory->InitialTextures.Empty();
// Give the selected textures to the factory.
for (int32 TextureIndex = 0; TextureIndex < SelectedTextureCubes.Num(); ++TextureIndex)
{
Factory->InitialTextures.Add(SelectedTextureCubes[TextureIndex]);
}
{
FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
ContentBrowserModule.Get().CreateNewAsset(Name, FPackageName::GetLongPackagePath(PackagePath), UTextureCubeArray::StaticClass(), Factory);
}
}
}
}
static FDelayedAutoRegisterHelper DelayedAutoRegister(EDelayedRegisterRunPhase::EndOfEngineInit, []{
UToolMenus::RegisterStartupCallback(FSimpleMulticastDelegate::FDelegate::CreateLambda([]()
{
FToolMenuOwnerScoped OwnerScoped(UE_MODULE_NAME);
UToolMenu* Menu = UE::ContentBrowser::ExtendToolMenu_AssetContextMenu(UTextureCube::StaticClass());
FToolMenuSection& Section = Menu->FindOrAddSection("GetAssetActions");
Section.AddDynamicEntry(NAME_None, FNewToolMenuSectionDelegate::CreateLambda([](FToolMenuSection& InSection)
{
TSharedRef<FPathPermissionList> ClassPathPermissionList = IAssetTools::Get().GetAssetClassPathPermissionList(EAssetClassAction::CreateAsset);
// check that UTextureCubeArray classes are allowed in this project :
if (ClassPathPermissionList->PassesFilter(UTextureCubeArray::StaticClass()->GetClassPathName().ToString()))
{
// share the AllowTexture2DArrayCreation CVar to toggle this rather than make a separate one for cubes
static const auto AllowTextureArrayAssetCreationVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.AllowTexture2DArrayCreation"));
if (AllowTextureArrayAssetCreationVar->GetValueOnGameThread() != 0)
{
const TAttribute<FText> Label = LOCTEXT("Texture_TextureCubeArray", "Create Texture Cube Array");
const TAttribute<FText> ToolTip = LOCTEXT("Texture_CreateTextureCubeArrayTooltip", "Creates a new texture cube array.");
//static const FName NameTextureCube("ClassIcon.TextureCube"); // <- doesn't exist! (FIXME)
static const FName NameTextureCube("ClassIcon.TextureRenderTargetCube"); // <- wrong (we are not a render target) but does exist
const FSlateIcon Icon = FSlateIcon(FAppStyle::GetAppStyleSetName(), NameTextureCube);
const FToolMenuExecuteAction UIAction = FToolMenuExecuteAction::CreateStatic(&ExecuteCreateTextureArray);
InSection.AddMenuEntry("Texture_TextureCubeArray", Label, ToolTip, Icon, UIAction);
}
}
}));
}));
});
}
#undef LOCTEXT_NAMESPACE