Files
UnrealEngine/Engine/Plugins/EnhancedInput/Source/InputEditor/Private/InputCustomizations.h
2025-05-18 13:04:45 +08:00

135 lines
5.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IDetailCustomization.h"
#include "IPropertyTypeCustomization.h"
class FKeyStructCustomization;
class UPlayerMappableKeySettings;
class IDetailPropertyRow;
class IDetailLayoutBuilder;
class FInputContextDetails : public IDetailCustomization
{
public:
/** Makes a new instance of this detail layout class for a specific detail view requesting it */
static TSharedRef<IDetailCustomization> MakeInstance();
/** ILayoutDetails interface */
virtual void CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) override;
};
class FEnhancedActionMappingCustomization : public IPropertyTypeCustomization
{
public:
static TSharedRef<IPropertyTypeCustomization> MakeInstance()
{
return MakeShareable(new FEnhancedActionMappingCustomization());
}
/** IPropertyTypeCustomization interface */
virtual void CustomizeHeader(TSharedRef<IPropertyHandle> PropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& CustomizationUtils) override;
virtual void CustomizeChildren(TSharedRef<IPropertyHandle> PropertyHandle, IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils) override;
/** Searches the trigger array of an input action - returns true if any combo input triggers are present */
bool DoesTriggerArrayContainCombo() const;
private:
void RemoveMappingButton_OnClick() const;
void OnTriggersChanged() const;
void AddInputActionProperties(TSharedRef<IPropertyHandle> PropertyHandle, IDetailChildrenBuilder& ChildBuilder);
void OnInputActionTriggersChanged() const;
void OnInputActionModifiersChanged() const;
TSharedPtr<IPropertyTypeCustomization> KeyStructInstance;
TSharedPtr<IPropertyHandle> MappingPropertyHandle;
TSharedPtr<FKeyStructCustomization> KeyStructCustomization;
IDetailPropertyRow* InputActionTriggersPropertyRow = nullptr;
IDetailPropertyRow* InputActionModifiersPropertyRow = nullptr;
};
/**
* Customization for UEnhancedInputDeveloperSettings.
*
* This will just make the normal details panel for UEnhancedInputDeveloperSettings, and then add all the default settings
* of Input Triggers and Input Modifiers by gather all the CDO's for them.
*/
class FEnhancedInputDeveloperSettingsCustomization : public IDetailCustomization
{
public:
//~ IDetailCustomization interface
static TSharedRef<IDetailCustomization> MakeInstance();
virtual ~FEnhancedInputDeveloperSettingsCustomization() override;
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
virtual void CustomizeDetails(const TSharedPtr<IDetailLayoutBuilder>& DetailBuilder) override;
//~ End IDetailCustomization interface
/** Returns true if something inherits from the UClass passed in. Checks BPs and Native */
static bool DoesClassHaveSubtypes(UClass* Class);
private:
/** Gather all of the native class CDOs for the given class. */
static void GatherNativeClassDetailsCDOs(UClass* Class, TArray<UObject*>& CDOs);
/**
* Called when any Asset is added, removed, or renamed.
*
* This will rebuild the Modifier and Trigger CDO views to make sure that
* any newly added Blueprint
*/
void RebuildDetailsViewForAsset(const FAssetData& AssetData, const bool bIsAssetBeingRemoved);
/** Callbacks that are triggered from the Asset Registry. */
void OnAssetAdded(const FAssetData& AssetData) { RebuildDetailsViewForAsset(AssetData, false); }
void OnAssetRemoved(const FAssetData& AssetData) { RebuildDetailsViewForAsset(AssetData, true); }
void OnAssetRenamed(const FAssetData& AssetData, const FString&) { RebuildDetailsViewForAsset(AssetData, false); }
/**
* Create a new category on the DetailBuilder and add each object in the given array as an external reference.
*
* @param DetailBuilder The details builder that can be used to add categories
* @param CategoryName The name of the new category to add
* @param ObjectsToCustomize Array of CDO objects to customize and add as external references
*/
void CustomizeCDOValues(IDetailLayoutBuilder& DetailBuilder, const FName CategoryName, const TArray<UObject*>& ObjectsToCustomize);
// Cached details builder so that we can rebuild the details when a new BP asset is added
TWeakPtr<IDetailLayoutBuilder> CachedDetailBuilder;
/**
* Populated by RebuildDetailsViewForAsset so that we can exclude any blueprint classes
* that have been removed from the asset registry but are still loaded in memory.
* This is reset when CustomizeCDOValues is called
*/
static TSet<FName> ExcludedAssetNames;
};
/**
* Input customization for UPlayerMappableKeySettings to have some name validation
* on the custom saved FNames for mappings.
*/
class FPlayerMappableKeyChildSettingsCustomization : public IPropertyTypeCustomization
{
public:
static TSharedRef<IPropertyTypeCustomization> MakeInstance();
/** IPropertyTypeCustomization interface */
virtual void CustomizeHeader(TSharedRef<IPropertyHandle> PropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& CustomizationUtils) override;
virtual void CustomizeChildren(TSharedRef<IPropertyHandle> PropertyHandle, IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils) override;
private:
UPlayerMappableKeySettings* GetSettingsObject() const;
FName GetCurrentName() const;
FText OnGetMappingNameText() const;
FText OnGetMappingNameToolTipText() const;
void OnMappingNameTextCommited(const FText& NewText, ETextCommit::Type InTextCommit);
bool OnVerifyMappingName(const FText& InNewText, FText& OutErrorMessage);
TSharedPtr<IPropertyHandle> SettingsPropHandle;
TSharedPtr<IPropertyHandle> MappingNamePropHandle;
};