142 lines
5.3 KiB
C++
142 lines
5.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "EditorUtilityBlueprintFactory.h"
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#include "AssetActionUtility.h"
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#include "ClassViewerFilter.h"
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#include "ClassViewerModule.h"
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#include "Containers/Array.h"
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#include "Containers/Set.h"
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#include "EditorUtilityActor.h"
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#include "EditorUtilityBlueprint.h"
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#include "EditorUtilityObject.h"
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#include "EditorUtilityWidget.h"
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#include "EditorFunctionLibrary.h"
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#include "Engine/Blueprint.h"
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#include "Engine/BlueprintGeneratedClass.h"
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#include "HAL/Platform.h"
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#include "HAL/PlatformCrt.h"
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#include "HAL/PlatformMisc.h"
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#include "Internationalization/Internationalization.h"
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#include "Internationalization/Text.h"
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#include "Kismet2/KismetEditorUtilities.h"
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#include "Kismet2/SClassPickerDialog.h"
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#include "Misc/AssertionMacros.h"
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#include "Misc/MessageDialog.h"
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#include "Modules/ModuleManager.h"
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#include "UObject/Class.h"
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#include "Widgets/SWindow.h"
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class FFeedbackContext;
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class UObject;
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class FBlutilityBlueprintFactoryFilter : public IClassViewerFilter
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{
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public:
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TSet< const UClass* > AllowedChildOfClasses;
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TSet< const UClass*> DisallowedChildOfClasses;
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bool IsClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const UClass* InClass, TSharedRef< FClassViewerFilterFuncs > InFilterFuncs ) override
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{
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if (DisallowedChildOfClasses.Num() == 0 && AllowedChildOfClasses.Num() == 0)
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{
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return true;
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}
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return (InFilterFuncs->IfInChildOfClassesSet(AllowedChildOfClasses, InClass) != EFilterReturn::Failed)
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&& (InFilterFuncs->IfInChildOfClassesSet(DisallowedChildOfClasses, InClass) == EFilterReturn::Failed);
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}
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virtual bool IsUnloadedClassAllowed(const FClassViewerInitializationOptions& InInitOptions, const TSharedRef< const IUnloadedBlueprintData > InUnloadedClassData, TSharedRef< FClassViewerFilterFuncs > InFilterFuncs) override
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{
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if (DisallowedChildOfClasses.Num() == 0 && AllowedChildOfClasses.Num() == 0)
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{
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return true;
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}
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return InFilterFuncs->IfInChildOfClassesSet(AllowedChildOfClasses, InUnloadedClassData) != EFilterReturn::Failed
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&& (InFilterFuncs->IfInChildOfClassesSet(DisallowedChildOfClasses, InUnloadedClassData) == EFilterReturn::Failed);;
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}
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};
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/////////////////////////////////////////////////////
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// UEditorUtilityBlueprintFactory
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UEditorUtilityBlueprintFactory::UEditorUtilityBlueprintFactory(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bCreateNew = true;
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bEditAfterNew = true;
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SupportedClass = UEditorUtilityBlueprint::StaticClass();
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}
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bool UEditorUtilityBlueprintFactory::ConfigureProperties()
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{
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// Null the parent class so we can check for selection later
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ParentClass = NULL;
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// Load the class viewer module to display a class picker
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FClassViewerModule& ClassViewerModule = FModuleManager::LoadModuleChecked<FClassViewerModule>("ClassViewer");
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// Fill in options
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FClassViewerInitializationOptions Options;
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Options.Mode = EClassViewerMode::ClassPicker;
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Options.DisplayMode = EClassViewerDisplayMode::TreeView;
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// Only want blueprint actor base classes.
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Options.bIsBlueprintBaseOnly = true;
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// This will allow unloaded blueprints to be shown.
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Options.bShowUnloadedBlueprints = true;
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Options.bEditorClassesOnly = true;
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Options.ExtraPickerCommonClasses.Add(AEditorUtilityActor::StaticClass());
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Options.ExtraPickerCommonClasses.Add(UEditorUtilityObject::StaticClass());
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Options.ExtraPickerCommonClasses.Add(UAssetActionUtility::StaticClass());
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Options.ExtraPickerCommonClasses.Add(UEditorFunctionLibrary::StaticClass());
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TSharedPtr< FBlutilityBlueprintFactoryFilter > Filter = MakeShareable(new FBlutilityBlueprintFactoryFilter);
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Filter->DisallowedChildOfClasses.Add(UEditorUtilityWidget::StaticClass());
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Options.ClassFilters.Add(Filter.ToSharedRef());
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const FText TitleText = NSLOCTEXT("EditorFactories", "CreateBlueprintOptions", "Pick Parent Class");
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UClass* ChosenClass = NULL;
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const bool bPressedOk = SClassPickerDialog::PickClass(TitleText, Options, ChosenClass, UEditorUtilityBlueprint::StaticClass());
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if (bPressedOk)
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{
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ParentClass = ChosenClass;
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}
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return bPressedOk;
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}
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UObject* UEditorUtilityBlueprintFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
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{
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// Make sure we are trying to factory a blueprint, then create and init one
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check(Class->IsChildOf(UBlueprint::StaticClass()));
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EBlueprintType BPType = BPTYPE_Normal;
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if (ParentClass == UEditorFunctionLibrary::StaticClass())
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{
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BPType = BPTYPE_FunctionLibrary;
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}
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else if ((ParentClass == NULL) || !FKismetEditorUtilities::CanCreateBlueprintOfClass(ParentClass))
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{
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FFormatNamedArguments Args;
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Args.Add( TEXT("ClassName"), (ParentClass != NULL) ? FText::FromString( ParentClass->GetName() ) : NSLOCTEXT("UnrealEd", "Null", "(null)") );
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FMessageDialog::Open( EAppMsgType::Ok, FText::Format( NSLOCTEXT("UnrealEd", "CannotCreateBlueprintFromClass", "Cannot create a blueprint based on the class '{ClassName}'."), Args ) );
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return NULL;
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}
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return FKismetEditorUtilities::CreateBlueprint(ParentClass, InParent, Name, BPType, UEditorUtilityBlueprint::StaticClass(), UBlueprintGeneratedClass::StaticClass());
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}
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bool UEditorUtilityBlueprintFactory::CanCreateNew() const
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{
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return true;
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}
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void UEditorUtilityBlueprintFactory::OnClassPicked(UClass* InChosenClass)
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{
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ParentClass = InChosenClass;
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PickerWindow.Pin()->RequestDestroyWindow();
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}
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