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

229 lines
12 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AssetViewUtils.h"
#include "CollectionManagerTypes.h"
#include "Containers/Array.h"
#include "Containers/ArrayView.h"
#include "Containers/Set.h"
#include "Containers/StringFwd.h"
#include "Containers/UnrealString.h"
#include "Framework/SlateDelegates.h"
#include "HAL/Platform.h"
#include "Internationalization/Text.h"
#include "Templates/SharedPointer.h"
#include "UObject/NameTypes.h"
class FPathPermissionList;
class FSlateRect;
class ICollectionContainer;
class SAssetView;
class SFilterList;
class SPathView;
class SWidget;
class SNavigationBar;
struct FARFilter;
struct FAssetData;
struct FContentBrowserDataFilter;
struct FContentBrowserInstanceConfig;
struct FContentBrowserItem;
struct FContentBrowserItemPath;
struct FPathViewConfig;
enum class EContentBrowserIsFolderVisibleFlags : uint8;
enum class EContentBrowserItemAttributeFilter : uint8;
enum class EContentBrowserItemCategoryFilter : uint8;
namespace ContentBrowserUtils
{
// Import the functions that were moved into the more common AssetViewUtils namespace
using namespace AssetViewUtils;
// Display Message type, mainly used to decide the icon to use
enum class EDisplayMessageType
{
Successful,
Info,
Warning,
Error
};
/** Displays a modeless message at the specified anchor. It is fine to specify a zero-size anchor, just use the top and left fields */
void DisplayMessage(const FText& Message, const FSlateRect& ScreenAnchor, const TSharedRef<SWidget>& ParentContent, EDisplayMessageType InMessageType);
/** Displays a modeless message asking yes or no type question */
void DisplayConfirmationPopup(const FText& Message, const FText& YesString, const FText& NoString, const TSharedRef<SWidget>& ParentContent, const FOnClicked& OnYesClicked, const FOnClicked& OnNoClicked = FOnClicked());
/** Returns references to the specified items */
FString GetItemReferencesText(const TArray<FContentBrowserItem>& Items);
/** Returns object path of the specified items */
FString GetItemObjectPathText(const TArray<FContentBrowserItem>& Items);
/** Returns package name of the specified items */
FString GetItemPackageNameText(const TArray<FContentBrowserItem>& Items);
/** Returns references to the specified folders */
FString GetFolderReferencesText(const TArray<FContentBrowserItem>& Folders);
/** Copies references to the specified items to the clipboard */
void CopyItemReferencesToClipboard(const TArray<FContentBrowserItem>& ItemsToCopy);
/** Copies object path of the specified items to the clipboard */
void CopyItemObjectPathToClipboard(const TArray<FContentBrowserItem>& ItemsToCopy);
/** Copies package name of the specified items to the clipboard */
void CopyItemPackageNameToClipboard(const TArray<FContentBrowserItem>& ItemsToCopy);
/** Copies references to the specified folders to the clipboard */
void CopyFolderReferencesToClipboard(const TArray<FContentBrowserItem>& FoldersToCopy);
/** Copies file paths on disk to the specified items to the clipboard */
void CopyFilePathsToClipboard(const TArray<FContentBrowserItem>& ItemsToCopy);
/** Check whether the given item is considered to be developer content */
bool IsItemDeveloperContent(const FContentBrowserItem& InItem);
/** Check whether the given item is considered to be localized content */
bool IsItemLocalizedContent(const FContentBrowserItem& InItem);
/** Check whether the given item is considered to be engine content (including engine plugins) */
bool IsItemEngineContent(const FContentBrowserItem& InItem);
/** Check whether the given item is considered to be project content (including project plugins) */
bool IsItemProjectContent(const FContentBrowserItem& InItem);
/** Check whether the given item is considered to be plugin content (engine or project) */
bool IsItemPluginContent(const FContentBrowserItem& InItem);
/** Check whether the given item is the root folder of a plugin */
bool IsItemPluginRootFolder(const FContentBrowserItem& InItem);
/** Given a Folder, work out the BrushName and ShadowBrushName to use for it */
bool TryGetFolderBrushAndShadowName(const FContentBrowserItem& InFolder, FName& OutBrushName, FName& OutShadowBrushName);
/** Given a Folder, work out the small version of the BrushName and ShadowBrushName to use for it */
bool TryGetFolderBrushAndShadowNameSmall(const FContentBrowserItem& InFolder, FName& OutBrushName, FName& OutShadowBrushName);
/** Check to see whether the given path is rooted against a collection directory, optionally extracting the collection container, name and share type from the path */
bool IsCollectionPath(const FString& InPath, TSharedPtr<ICollectionContainer>* OutCollectionContainer = nullptr, FName* OutCollectionName = nullptr, ECollectionShareType::Type* OutCollectionShareType = nullptr);
/** Given an array of paths, work out how many are rooted against class roots, and how many are rooted against asset roots */
void CountPathTypes(const TArray<FString>& InPaths, int32& OutNumAssetPaths, int32& OutNumClassPaths);
/** Given an array of paths, work out how many are rooted against class roots, and how many are rooted against asset roots */
void CountPathTypes(const TArray<FName>& InPaths, int32& OutNumAssetPaths, int32& OutNumClassPaths);
/** Given an array of "asset" data, work out how many are assets, and how many are classes */
void CountItemTypes(const TArray<FAssetData>& InItems, int32& OutNumAssetItems, int32& OutNumClassItems);
/** Gets the platform specific text for the "explore" command (FPlatformProcess::ExploreFolder) */
FText GetExploreFolderText();
/** Perform a batched "explore" operation on the specified file and/or folder paths */
void ExploreFolders(const TArray<FContentBrowserItem>& InItems, const TSharedRef<SWidget>& InParentContent);
/** Returns if can perform a batched "explore" operation on the specified file and/or folder paths */
bool CanExploreFolders(const TArray<FContentBrowserItem>& InItems);
/** Convert a legacy asset and path selection to their corresponding virtual paths for content browser data items */
void ConvertLegacySelectionToVirtualPaths(TArrayView<const FAssetData> InAssets, TArrayView<const FString> InFolders, const bool InUseFolderPaths, TArray<FName>& OutVirtualPaths);
void ConvertLegacySelectionToVirtualPaths(TArrayView<const FAssetData> InAssets, TArrayView<const FString> InFolders, const bool InUseFolderPaths, TSet<FName>& OutVirtualPaths);
/** Append the asset registry filter and permission lists to the content browser data filter */
void AppendAssetFilterToContentBrowserFilter(const FARFilter& InAssetFilter, const TSharedPtr<FPathPermissionList>& InAssetClassPermissionList, const TSharedPtr<FPathPermissionList>& InFolderPermissionList, FContentBrowserDataFilter& OutDataFilter);
/* Combine folder filters into a new filter if either are active */
TSharedPtr<FPathPermissionList> GetCombinedFolderPermissionList(const TSharedPtr<FPathPermissionList>& FolderPermissionList, const TSharedPtr<FPathPermissionList>& WritableFolderPermissionList);
/** Shared logic to know if we can perform certain operation depending on which view it occurred, either PathView or AssetView */
bool CanDeleteFromAssetView(TWeakPtr<SAssetView> AssetView, FText* OutErrorMsg = nullptr);
bool CanRenameFromAssetView(TWeakPtr<SAssetView> AssetView, FText* OutErrorMsg = nullptr);
bool CanDeleteFromPathView(TWeakPtr<SPathView> PathView, FText* OutErrorMsg = nullptr);
bool CanRenameFromPathView(TWeakPtr<SPathView> PathView, FText* OutErrorMsg = nullptr);
/** Returns internal path if it has one, otherwise strips /All prefix from virtual path*/
FName GetInvariantPath(const FContentBrowserItemPath& ItemPath);
/** Get the set of flags to use with IsFolderVisible */
EContentBrowserIsFolderVisibleFlags GetIsFolderVisibleFlags(const bool bDisplayEmpty);
/** Returns if this folder has been marked as a favorite folder */
UE_DEPRECATED(5.3, "Use function that takes FContentBrowserItemPath instead.")
bool IsFavoriteFolder(const FString& FolderPath);
bool IsFavoriteFolder(const FContentBrowserItemPath& FolderPath);
UE_DEPRECATED(5.3, "Use function that takes FContentBrowserItemPath instead.")
void AddFavoriteFolder(const FString& FolderPath, bool bFlushConfig = true);
void AddFavoriteFolder(const FContentBrowserItemPath& FolderPath);
UE_DEPRECATED(5.3, "Use function that takes FContentBrowserItemPath instead.")
void RemoveFavoriteFolder(const FString& FolderPath, bool bFlushConfig = true);
void RemoveFavoriteFolder(const FContentBrowserItemPath& FolderPath);
const TArray<FString>& GetFavoriteFolders();
/** Adds FolderPath as a private content edit folder if it's allowed to be toggled as such */
void AddShowPrivateContentFolder(const FStringView VirtualFolderPath, const FName Owner);
/** Removes FolderPath as a private content edit folder if it's allowed to be toggled as such */
void RemoveShowPrivateContentFolder(const FStringView VirtualFolderPath, const FName Owner);
/** Returns whether we should display icons for custom virtual folders in the content browser */
bool ShouldShowCustomVirtualFolderIcon();
/** Returns whether we should display icons for plugins in the content browser */
bool ShouldShowPluginFolderIcon();
/** Returns whether the content browser should be showing redirectors based on the current filter state or content browser settings */
bool ShouldShowRedirectors(TSharedPtr<SFilterList> Filters);
/**
* Returns config settings for the given content browser name.
* A name of none returns null.
*/
FContentBrowserInstanceConfig* GetContentBrowserConfig(FName InstanceName);
/**
* returns config settings for the path view for the given content browser name.
* A name of none returns null.
*/
FPathViewConfig* GetPathViewConfig(FName InstanceName);
/**
* Returns the attribute filter to use when retrieving conent browser data for the given instance.
* An instance name of None gives global settings.
*/
EContentBrowserItemAttributeFilter GetContentBrowserItemAttributeFilter(FName InstanceName);
/**
* Try and find a valid content browser item from a path provided from user text input.
* Examples of paths:
* - A full virtual folder or item path such as /All/Game/Maps /All/Game/Maps/Arena.Arena
* - An internal asset path such as /Game/Maps/Arena.Arena
* - An internal package name such as /Game/Maps/Arena
* - An internal package path such as /Game/Maps
* - An 'export text' path / asset reference such as /Script/Engine.World'/Game/Maps/Arena.Arena'
* - A filesystem path to a uasset or umap file.
*/
FContentBrowserItem TryGetItemFromUserProvidedPath(FStringView RequestedPathView);
FString FormatCollectionCrumbData(const ICollectionContainer& CollectionContainer, const FCollectionNameType& Collection);
/** Updates a navigation bar based on the current state of an asset view and path view */
void UpdateNavigationBar(const TSharedPtr<SNavigationBar>& NavigationBar, const TSharedPtr<SAssetView>& AssetView, const TSharedPtr<SPathView>& PathView);
/** Filter a list of items based on permissions or find a valid alias. */
TArray<FContentBrowserItem> FilterOrAliasItems(TArrayView<const FContentBrowserItem> Items);
/** Retrieves a named config. */
const FContentBrowserInstanceConfig* GetConstInstanceConfig(const FName& ForInstance);
/** Finds the content items that are children of the supplied path, while obeying the supplied filters. */
TArray<FContentBrowserItem> GetChildItemsFromVirtualPath(const FName& Path, EContentBrowserItemCategoryFilter ItemCategoryFilter, EContentBrowserItemAttributeFilter ItemAttributeFilter, const FName& ConfigInstanceName, const SPathView& PathViewForFiltering);
/** Creates a widget that represents a folder with the given name, brush, and color. */
TSharedPtr<SWidget> GetFolderWidgetForNavigationBar(const FText& InFolderName, const FName& InFolderBrushName, const FLinearColor& InFolderColor);
}