60 lines
2.1 KiB
C++
60 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/UnrealString.h"
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#include "Delegates/Delegate.h"
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#include "ISceneOutlinerTreeItem.h"
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#include "SceneOutlinerFwd.h"
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#include "SceneOutlinerStandaloneTypes.h"
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#include "Templates/SharedPointer.h"
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#include "UObject/ObjectKey.h"
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#include "UObject/WeakObjectPtr.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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#include "WorldPartition/DataLayer/DataLayerInstance.h"
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class ISceneOutliner;
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class SWidget;
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template <typename ItemType> class STableRow;
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struct FDataLayerTreeItem : ISceneOutlinerTreeItem
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{
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public:
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FDataLayerTreeItem(UDataLayerInstance* InDataLayerInstance);
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UDataLayerInstance* GetDataLayer() const { return DataLayerInstance.Get(); }
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/* Begin ISceneOutlinerTreeItem Implementation */
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virtual bool IsValid() const override { return DataLayerInstance.IsValid(); }
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virtual FSceneOutlinerTreeItemID GetID() const override { return ID; }
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virtual FString GetDisplayString() const override;
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virtual bool CanInteract() const override;
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virtual TSharedRef<SWidget> GenerateLabelWidget(ISceneOutliner& Outliner, const STableRow<FSceneOutlinerTreeItemPtr>& InRow) override;
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virtual bool HasVisibilityInfo() const override { return true; }
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virtual void OnVisibilityChanged(const bool bNewVisibility) override;
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virtual bool GetVisibility() const override;
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virtual bool ShouldShowVisibilityState() const override;
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/* End ISceneOutlinerTreeItem Implementation */
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bool ShouldBeHighlighted() const;
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void SetIsHighlightedIfSelected(bool bInIsHighlightedIfSelected) { bIsHighlighedtIfSelected = bInIsHighlightedIfSelected; }
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static const FSceneOutlinerTreeItemType Type;
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DECLARE_DELEGATE_RetVal_OneParam(bool, FFilterPredicate, const UDataLayerInstance*);
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DECLARE_DELEGATE_RetVal_OneParam(bool, FInteractivePredicate, const UDataLayerInstance*);
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bool Filter(FFilterPredicate Pred) const
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{
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return Pred.Execute(GetDataLayer());
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}
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bool GetInteractiveState(FInteractivePredicate Pred) const
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{
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return Pred.Execute(GetDataLayer());
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}
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private:
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TWeakObjectPtr<UDataLayerInstance> DataLayerInstance;
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const FObjectKey ID;
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bool bIsHighlighedtIfSelected;
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}; |