Files
UnrealEngine/Engine/Plugins/PCG/Source/PCGEditor/Private/Details/PCGBlueprintSettingsDetails.cpp
2025-05-18 13:04:45 +08:00

198 lines
6.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Details/PCGBlueprintSettingsDetails.h"
#include "DetailLayoutBuilder.h"
//#include "ObjectDetailsTools.h"
#include "DetailWidgetRow.h"
#include "EdGraphSchema_K2.h"
#include "Elements/PCGExecuteBlueprint.h"
#include "ScopedTransaction.h"
#include "Widgets/Input/SButton.h"
#include "Widgets/Layout/SWrapBox.h"
#define LOCTEXT_NAMESPACE "PCGSettingsDetails"
TSharedRef<IDetailCustomization> FPCGBlueprintSettingsDetails::MakeInstance()
{
return MakeShareable(new FPCGBlueprintSettingsDetails());
}
void FPCGBlueprintSettingsDetails::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
TArray<TWeakObjectPtr<UObject>> ObjectsBeingCustomized;
DetailBuilder.GetObjectsBeingCustomized(ObjectsBeingCustomized);
if (ObjectsBeingCustomized.Num() != 1)
{
return;
}
UPCGSettingsInterface* SettingsInterface = Cast<UPCGSettingsInterface>(ObjectsBeingCustomized[0]);
if (!SettingsInterface)
{
return;
}
UPCGBlueprintSettings* BlueprintSettings = Cast<UPCGBlueprintSettings>(SettingsInterface->GetSettings());
if (!BlueprintSettings)
{
return;
}
// Go through all the properties, if we find properties that have CallInEditor,
// create buttons for them to be executed
UPCGBlueprintElement* BlueprintElement = BlueprintSettings->GetElementInstance();
if (BlueprintElement)
{
SelectedObject = TWeakObjectPtr<UPCGBlueprintElement>(BlueprintElement);
AddCallInEditorMethods(DetailBuilder);
//FObjectDetailsTools::AddCallInEditorMethods(
// DetailBuilder,
// BlueprintElement->GetClass(),
// [this](TWeakObjectPtr<UFunction> WeakFunctionPtr) { return FOnClicked::CreateSP(this, &FPCGBlueprintSettingsDetails::OnExecuteCallInEditorFunction, WeakFunctionPtr); });
}
}
void FPCGBlueprintSettingsDetails::AddCallInEditorMethods(IDetailLayoutBuilder& DetailBuilder)
{
check(SelectedObject.IsValid());
// NOTE: this is an adaptation of FObjectDetails::AddCallInEditorMethods
// metadata tag for defining sort order of function buttons within a Category
static const FName NAME_DisplayPriority("DisplayPriority");
TArray<UFunction*, TInlineAllocator<8>> CallInEditorFunctions;
for (TFieldIterator<UFunction> FunctionIter(SelectedObject->GetClass(), EFieldIteratorFlags::IncludeSuper); FunctionIter; ++FunctionIter)
{
UFunction* Function = *FunctionIter;
if (Function->GetBoolMetaData(FBlueprintMetadata::MD_CallInEditor) && (Function->ParmsSize == 0))
{
const FName FunctionName = Function->GetFName();
if (!CallInEditorFunctions.FindByPredicate([&FunctionName](const UFunction* Func) { return Func->GetFName() == FunctionName; }))
{
CallInEditorFunctions.Add(*FunctionIter);
}
}
}
if (CallInEditorFunctions.Num() > 0)
{
// Sort the functions by category and then by DisplayPriority meta tag, and then by name
CallInEditorFunctions.Sort([](UFunction& A, UFunction& B)
{
const int32 CategorySort = A.GetMetaData(FBlueprintMetadata::MD_FunctionCategory).Compare(B.GetMetaData(FBlueprintMetadata::MD_FunctionCategory));
if (CategorySort != 0)
{
return (CategorySort <= 0);
}
else
{
FString DisplayPriorityAStr = A.GetMetaData(NAME_DisplayPriority);
int32 DisplayPriorityA = (DisplayPriorityAStr.IsEmpty() ? MAX_int32 : FCString::Atoi(*DisplayPriorityAStr));
if (DisplayPriorityA == 0 && !FCString::IsNumeric(*DisplayPriorityAStr))
{
DisplayPriorityA = MAX_int32;
}
FString DisplayPriorityBStr = B.GetMetaData(NAME_DisplayPriority);
int32 DisplayPriorityB = (DisplayPriorityBStr.IsEmpty() ? MAX_int32 : FCString::Atoi(*DisplayPriorityBStr));
if (DisplayPriorityB == 0 && !FCString::IsNumeric(*DisplayPriorityBStr))
{
DisplayPriorityB = MAX_int32;
}
return (DisplayPriorityA == DisplayPriorityB) ? (A.GetName() <= B.GetName()) : (DisplayPriorityA <= DisplayPriorityB);
}
});
struct FCategoryEntry
{
FName CategoryName;
FName RowTag;
TSharedPtr<SWrapBox> WrapBox;
FTextBuilder FunctionSearchText;
FCategoryEntry(FName InCategoryName)
: CategoryName(InCategoryName)
{
WrapBox = SNew(SWrapBox).UseAllottedSize(true);
}
};
// Build up a set of functions for each category, accumulating search text and buttons in a wrap box
FName ActiveCategory;
TArray<FCategoryEntry, TInlineAllocator<8>> CategoryList;
for (UFunction* Function : CallInEditorFunctions)
{
FName FunctionCategoryName(NAME_Default);
if (Function->HasMetaData(FBlueprintMetadata::MD_FunctionCategory))
{
FunctionCategoryName = FName(*Function->GetMetaData(FBlueprintMetadata::MD_FunctionCategory));
}
if (FunctionCategoryName != ActiveCategory)
{
ActiveCategory = FunctionCategoryName;
CategoryList.Emplace(FunctionCategoryName);
}
FCategoryEntry& CategoryEntry = CategoryList.Last();
//@TODO: Expose the code in UK2Node_CallFunction::GetUserFacingFunctionName / etc...
const FText ButtonCaption = FText::FromString(FName::NameToDisplayString(*Function->GetName(), false));
FText FunctionTooltip = Function->GetToolTipText();
if (FunctionTooltip.IsEmpty())
{
FunctionTooltip = FText::FromString(Function->GetName());
}
TWeakObjectPtr<UFunction> WeakFunctionPtr(Function);
CategoryEntry.WrapBox->AddSlot()
.Padding(0.0f, 0.0f, 5.0f, 3.0f)
[
SNew(SButton)
.Text(ButtonCaption)
.OnClicked(FOnClicked::CreateSP(this, &FPCGBlueprintSettingsDetails::OnExecuteCallInEditorFunction, WeakFunctionPtr))
.ToolTipText(FunctionTooltip.IsEmptyOrWhitespace() ? LOCTEXT("CallInEditorTooltip", "Call an event on the selected object(s)") : FunctionTooltip)
];
CategoryEntry.RowTag = Function->GetFName();
CategoryEntry.FunctionSearchText.AppendLine(ButtonCaption);
CategoryEntry.FunctionSearchText.AppendLine(FunctionTooltip);
}
// Now edit the categories, adding the button strips to the details panel
for (FCategoryEntry& CategoryEntry : CategoryList)
{
IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(CategoryEntry.CategoryName);
CategoryBuilder.AddCustomRow(CategoryEntry.FunctionSearchText.ToText())
.RowTag(CategoryEntry.RowTag)
[
CategoryEntry.WrapBox.ToSharedRef()
];
}
}
}
FReply FPCGBlueprintSettingsDetails::OnExecuteCallInEditorFunction(TWeakObjectPtr<UFunction> WeakFunctionPtr)
{
if (UFunction* Function = WeakFunctionPtr.Get())
{
//@TODO: Consider naming the transaction scope after the fully qualified function name for better UX
FScopedTransaction Transaction(LOCTEXT("ExecuteCallInEditorMethod", "Call In Editor Action"));
FEditorScriptExecutionGuard ScriptGuard;
if (UObject* Object = SelectedObject.Get())
{
Object->ProcessEvent(Function, nullptr);
}
}
return FReply::Handled();
}
#undef LOCTEXT_NAMESPACE