Files
UnrealEngine/Engine/Source/Editor/AudioEditor/Private/SoundClassEditor.h
2025-05-18 13:04:45 +08:00

142 lines
4.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AudioDefines.h"
#include "CoreMinimal.h"
#include "UObject/GCObject.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Toolkits/IToolkitHost.h"
#include "EditorUndoClient.h"
#include "GraphEditor.h"
#include "ISoundClassEditor.h"
class IDetailsView;
class UEdGraph;
class USoundClass;
namespace Audio
{
class FAudioDebugger;
}
//////////////////////////////////////////////////////////////////////////
// FSoundClassEditor
class FSoundClassEditor : public ISoundClassEditor, public FGCObject, public FEditorUndoClient
{
public:
SLATE_BEGIN_ARGS( FSoundClassEditor )
{
}
SLATE_END_ARGS()
virtual void RegisterTabSpawners(const TSharedRef<class FTabManager>& TabManager) override;
virtual void UnregisterTabSpawners(const TSharedRef<class FTabManager>& TabManager) override;
/**
* Edits the specified sound class object
*
* @param Mode Asset editing mode for this editor (standalone or world-centric)
* @param InitToolkitHost When Mode is WorldCentric, this is the level editor instance to spawn this editor within
* @param ObjectToEdit The sound class to edit
*/
void InitSoundClassEditor( const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, UObject* ObjectToEdit );
FSoundClassEditor();
virtual ~FSoundClassEditor();
/** FGCObject interface */
virtual void AddReferencedObjects( FReferenceCollector& Collector ) override;
virtual FString GetReferencerName() const override
{
return TEXT("FSoundClassEditor");
}
/** IToolkit interface */
virtual FName GetToolkitFName() const override;
virtual FText GetBaseToolkitName() const override;
virtual FString GetWorldCentricTabPrefix() const override;
/** @return Returns the color and opacity to use for the color that appears behind the tab text for this toolkit's tab in world-centric mode. */
virtual FLinearColor GetWorldCentricTabColorScale() const override;
/** ISoundClassEditor interface */
void CreateSoundClass(class UEdGraphPin* FromPin, const FVector2D& Location, const FString& Name) override;
/** FEditorUndoClient Interface */
virtual void PostUndo(bool bSuccess) override;
virtual void PostRedo(bool bSuccess) override { PostUndo(bSuccess); }
private:
TSharedRef<SDockTab> SpawnTab_GraphCanvas(const FSpawnTabArgs& Args);
TSharedRef<SDockTab> SpawnTab_Properties(const FSpawnTabArgs& Args);
private:
/** Creates all internal widgets for the tabs to point at */
void CreateInternalWidgets();
/** Create new graph editor widget */
TSharedRef<SGraphEditor> CreateGraphEditorWidget();
/** Called when the selection changes in the GraphEditor */
void OnSelectedNodesChanged(const TSet<class UObject*>& NewSelection);
/** Called to create context menu when right-clicking on graph */
FActionMenuContent OnCreateGraphActionMenu(UEdGraph* InGraph, const FVector2f& InNodePosition, const TArray<UEdGraphPin*>& InDraggedPins, bool bAutoExpand, SGraphEditor::FActionMenuClosed InOnMenuClosed);
/** Select every node in the graph */
void SelectAllNodes();
/** Whether we can select every node */
bool CanSelectAllNodes() const;
/** Remove the currently selected nodes from editor view*/
void RemoveSelectedNodes();
/** Whether we are able to remove the currently selected nodes */
bool CanRemoveNodes() const;
/** Called to undo the last action */
void UndoGraphAction();
/** Called to redo the last undone action */
void RedoGraphAction();
/** Toggle solo (Soloing means we just hear this) */
void ToggleSolo();
bool CanExcuteToggleSolo() const;
bool IsSoloToggled() const;
/** Toggle mute (Muting means this will be explicitly silenced)*/
void ToggleMute();
bool CanExcuteToggleMute() const;
bool IsMuteToggled() const;
private:
/** The SoundClass asset being inspected */
TObjectPtr<USoundClass> SoundClass;
/** Graph Editor */
TSharedPtr<SGraphEditor> GraphEditor;
/** Property View */
TSharedPtr<class IDetailsView> DetailsView;
/** Command list for this editor */
TSharedPtr<FUICommandList> GraphEditorCommands;
#if ENABLE_AUDIO_DEBUG
/** Cache the audio debugger instance */
Audio::FAudioDebugger* Debugger;
#endif
/** The tab ids for all the tabs used */
static const FName GraphCanvasTabId;
static const FName PropertiesTabId;
/** Bind to commands. */
void BindCommands();
/** Helper function to grow the toolbar and add custom buttons */
void ExtendToolbar();
};