107 lines
3.8 KiB
C++
107 lines
3.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SourceCodeAccessSettingsDetails.h"
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#include "Containers/BitArray.h"
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#include "Containers/Set.h"
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#include "Containers/SparseArray.h"
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#include "Delegates/Delegate.h"
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#include "DetailCategoryBuilder.h"
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#include "DetailLayoutBuilder.h"
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#include "DetailWidgetRow.h"
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#include "Features/IModularFeatures.h"
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#include "Fonts/SlateFontInfo.h"
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#include "HAL/Platform.h"
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#include "HAL/PlatformCrt.h"
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#include "ISourceCodeAccessModule.h"
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#include "ISourceCodeAccessor.h"
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#include "Internationalization/Internationalization.h"
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#include "Layout/Margin.h"
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#include "Misc/AssertionMacros.h"
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#include "Misc/Attribute.h"
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#include "Misc/Optional.h"
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#include "Modules/ModuleManager.h"
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#include "PropertyHandle.h"
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#include "Serialization/Archive.h"
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#include "Templates/UnrealTemplate.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Widgets/Input/SComboBox.h"
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#include "Widgets/Text/STextBlock.h"
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class IModularFeature;
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class SWidget;
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#define LOCTEXT_NAMESPACE "SourceCodeAccessSettingsDetails"
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TSharedRef<IDetailCustomization> FSourceCodeAccessSettingsDetails::MakeInstance()
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{
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return MakeShareable(new FSourceCodeAccessSettingsDetails());
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}
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void FSourceCodeAccessSettingsDetails::CustomizeDetails( IDetailLayoutBuilder& DetailLayout )
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{
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TSharedRef<IPropertyHandle> PreferredProviderPropertyHandle = DetailLayout.GetProperty("PreferredAccessor");
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DetailLayout.HideProperty("PreferredAccessor");
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// regenerate accessors list
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Accessors.Empty();
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const int32 FeatureCount = IModularFeatures::Get().GetModularFeatureImplementationCount("SourceCodeAccessor");
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for(int32 FeatureIndex = 0; FeatureIndex < FeatureCount; FeatureIndex++)
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{
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IModularFeature* Feature = IModularFeatures::Get().GetModularFeatureImplementation("SourceCodeAccessor", FeatureIndex);
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check(Feature);
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ISourceCodeAccessor& Accessor = *static_cast<ISourceCodeAccessor*>(Feature);
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if(Accessor.GetFName() != FName("None"))
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{
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Accessors.Add(MakeShareable(new FAccessorItem(Accessor.GetNameText(), Accessor.GetFName())));
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}
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}
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IDetailCategoryBuilder& AccessorCategory = DetailLayout.EditCategory( "Accessor" );
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AccessorCategory.AddCustomRow( LOCTEXT("PreferredAccessorFilterString", "Source Code Editor") )
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.NameContent()
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[
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PreferredProviderPropertyHandle->CreatePropertyNameWidget()
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]
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.ValueContent()
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.MinDesiredWidth(113.f)
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.MaxDesiredWidth(113.f)
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[
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SNew(SComboBox< TSharedPtr<FAccessorItem>>)
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.ToolTipText(LOCTEXT("PreferredAccessorToolTip", "Choose the way to access source code."))
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.OptionsSource(&Accessors)
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.OnSelectionChanged(this, &FSourceCodeAccessSettingsDetails::OnSelectionChanged, PreferredProviderPropertyHandle)
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.ContentPadding(2.f)
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.OnGenerateWidget(this, &FSourceCodeAccessSettingsDetails::OnGenerateWidget)
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.Content()
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[
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SNew(STextBlock)
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.Text(this, &FSourceCodeAccessSettingsDetails::GetAccessorText)
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.Font( IDetailLayoutBuilder::GetDetailFont() )
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]
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];
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}
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TSharedRef<SWidget> FSourceCodeAccessSettingsDetails::OnGenerateWidget( TSharedPtr<FAccessorItem> InItem )
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{
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return SNew(STextBlock)
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.Text(InItem->Text);
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}
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void FSourceCodeAccessSettingsDetails::OnSelectionChanged(TSharedPtr<FAccessorItem> InItem, ESelectInfo::Type InSeletionInfo, TSharedRef<IPropertyHandle> PreferredProviderPropertyHandle)
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{
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PreferredProviderPropertyHandle->SetValue(InItem->Name.ToString());
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ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
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SourceCodeAccessModule.SetAccessor(InItem->Name);
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}
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FText FSourceCodeAccessSettingsDetails::GetAccessorText() const
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{
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ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
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return SourceCodeAccessModule.GetAccessor().GetNameText();
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}
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#undef LOCTEXT_NAMESPACE
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