313 lines
11 KiB
C++
313 lines
11 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AddToProjectConfig.h"
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#include "Containers/Array.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 "Containers/UnrealString.h"
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#include "Delegates/Delegate.h"
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#include "GameProjectUtils.h"
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#include "HAL/Platform.h"
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#include "HAL/PlatformCrt.h"
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#include "Input/Reply.h"
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#include "Internationalization/Text.h"
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#include "Layout/Visibility.h"
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#include "Misc/Optional.h"
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#include "Serialization/Archive.h"
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#include "Styling/SlateColor.h"
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#include "Templates/SharedPointer.h"
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#include "Templates/TypeHash.h"
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#include "Templates/UnrealTemplate.h"
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#include "Types/SlateEnums.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Widgets/Input/SComboBox.h"
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#include "Widgets/SCompoundWidget.h"
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#include "Widgets/Views/SListView.h"
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class IClassViewerFilter;
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class ITableRow;
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class SEditableTextBox;
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class STableViewBase;
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class SWidget;
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class SWindow;
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class SWizard;
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class UClass;
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struct FGeometry;
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struct FKeyEvent;
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struct FModuleContextInfo;
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struct FParentClassItem;
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enum class EClassDomain : uint8 { Blueprint, Native };
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/**
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* A dialog to choose a new class parent and name
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*/
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class SNewClassDialog : public SCompoundWidget
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{
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public:
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SLATE_BEGIN_ARGS( SNewClassDialog )
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: _ClassDomain(EClassDomain::Native)
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, _Class(NULL)
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, _SyncContentBrowserToNewClass(true)
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{}
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/** A reference to the parent window */
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SLATE_ARGUMENT(TSharedPtr<SWindow>, ParentWindow)
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/** The domain of the class we are to create (native or blueprint) */
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SLATE_ARGUMENT(EClassDomain, ClassDomain)
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/** An array of classes to feature on the class picker page */
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SLATE_ARGUMENT(TArray<FNewClassInfo>, FeaturedClasses)
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/** Filter specifying allowable class types, if a parent class is to be chosen by the user */
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SLATE_ARGUMENT(TSharedPtr<IClassViewerFilter>, ClassViewerFilter)
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/** The class we want to build our new class from. If this is not specified then the wizard will display classes to the user. */
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SLATE_ARGUMENT(const UClass*, Class)
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/** The initial path to use as the destination for the new class. If this is not specified, we will work out a suitable default from the available project modules */
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SLATE_ARGUMENT(FString, InitialPath)
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/** The prefix to put on new classes by default, if the user doesn't type in a new name. Defaults to 'My'. */
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SLATE_ARGUMENT(FString, DefaultClassPrefix)
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/** If non-empty, overrides the default name of the class, when the user doesn't type a new name. Defaults to empty, which causes the
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name to be the inherited class name. Note that DefaultClassPrefix is still prepended to this name, if non-empty. */
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SLATE_ARGUMENT(FString, DefaultClassName)
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/** Event called when code is successfully added to the project */
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SLATE_EVENT( FOnAddedToProject, OnAddedToProject )
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/** Whether we should sync the content browser to focus on the newly created asset */
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SLATE_ARGUMENT(bool, SyncContentBrowserToNewClass)
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SLATE_END_ARGS()
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/** Constructs this widget with InArgs */
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void Construct( const FArguments& InArgs );
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/** Interpret Escape and Enter key press as Cancel or double-click/Next */
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virtual FReply OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent ) override;
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virtual void Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime ) override;
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private:
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/** Creates a row in the parent class list */
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TSharedRef<ITableRow> MakeParentClassListViewWidget(TSharedPtr<FParentClassItem> ParentClassItem, const TSharedRef<STableViewBase>& OwnerTable);
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/** Gets the currently selected parent class name */
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FText GetSelectedParentClassName() const;
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/** Gets the currently selected parent class's filename */
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FText GetSelectedParentClassFilename() const;
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/** Whether the hyper link to go to source should be visible */
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EVisibility GetSourceHyperlinkVisibility() const;
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/** Gets the currently select parent class's doc link */
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FString GetSelectedParentDocLink() const;
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/** Whether the document link anchor should be visible */
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EVisibility GetDocLinkVisibility() const;
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/** Handler for when the seleted parent class's filename is clicked */
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void OnEditCodeClicked();
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/** Handler for when a parent class item is double clicked */
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void OnParentClassItemDoubleClicked( TSharedPtr<FParentClassItem> TemplateItem );
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/** Handler for when a class is selected in the parent class list */
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void OnClassSelected(TSharedPtr<FParentClassItem> Item, ESelectInfo::Type SelectInfo);
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/** Handler for when a class was picked in the full class tree */
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void OnAdvancedClassSelected(UClass* Class);
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/** Gets the boolean for the full class list */
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bool IsFullClassTreeShown() const;
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/** Sets the boolean for the full class list */
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void OnFullClassTreeChanged(bool bInShowFullClassTree);
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/** Gets the visibility of the basic class list */
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EVisibility GetBasicParentClassVisibility() const;
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/** Gets the visibility of the full class list */
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EVisibility GetAdvancedParentClassVisibility() const;
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/** Gets the visibility of the name error label */
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EVisibility GetNameErrorLabelVisibility() const;
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/** Gets the text to display in the name error label */
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FText GetNameErrorLabelText() const;
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/** Gets the visibility of the global error label */
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EVisibility GetGlobalErrorLabelVisibility() const;
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/** Gets the text to display in the global error label */
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FText GetGlobalErrorLabelText() const;
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/** Handler for when the user enters the "name class" page */
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void OnNamePageEntered();
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/** Returns the title text for the "name class" page */
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FText GetNameClassTitle() const;
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/** Returns the text in the class name edit box */
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FText OnGetClassNameText() const;
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/** Handler for when the text in the class name edit box has changed */
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void OnClassNameTextChanged(const FText& NewText);
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/** Handler for when the text in the class name edit box is committed */
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void OnClassNameTextCommitted(const FText& NewText, ETextCommit::Type CommitType);
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/** Returns the text in the class path edit box */
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FText OnGetClassPathText() const;
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/** Handler for when the text in the class path edit box has changed */
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void OnClassPathTextChanged(const FText& NewText);
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/** Called when the user chooses a path for a blueprint */
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void OnBlueprintPathSelected(const FString& NewPath);
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/** Returns the text for the calculated header file name */
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FText OnGetClassHeaderFileText() const;
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/** Returns the text for the calculated source file name */
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FText OnGetClassSourceFileText() const;
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/** Handler for when cancel is clicked */
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void CancelClicked();
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/** Returns true if Finish is allowed */
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bool CanFinish() const;
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/** Handler for when finish is clicked */
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void FinishClicked();
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/** Handler for when the "Choose Folder" button is clicked */
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FReply HandleChooseFolderButtonClicked( );
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/** Get the combo box text for the currently selected module */
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FText GetSelectedModuleComboText() const;
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/** Called when the currently selected module is changed */
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void SelectedModuleComboBoxSelectionChanged(TSharedPtr<FModuleContextInfo> Value, ESelectInfo::Type SelectInfo);
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/** Create the widget to use as the combo box entry for the given module info */
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TSharedRef<SWidget> MakeWidgetForSelectedModuleCombo(TSharedPtr<FModuleContextInfo> Value);
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private:
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/** Get the text color to use for the given class location checkbox */
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FSlateColor GetClassLocationTextColor(GameProjectUtils::EClassLocation InLocation) const;
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/** Checks to see if the given class location is active based on the current value of NewClassPath */
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GameProjectUtils::EClassLocation IsClassLocationActive() const;
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/** Update the value of NewClassPath so that it uses the given class location */
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void OnClassLocationChanged(GameProjectUtils::EClassLocation InLocation);
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/** Checks the current class name/path for validity and updates cached values accordingly */
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void UpdateInputValidity();
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/** Gets the currently selected parent class */
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const FNewClassInfo& GetSelectedParentClassInfo() const;
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/** Adds parent classes to the ParentClassListView source */
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void SetupParentClassItems(const TArray<FNewClassInfo>& UserSpecifiedFeaturedClasses);
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/** Closes the window that contains this widget */
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void CloseContainingWindow();
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private:
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/** The wizard widget */
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TSharedPtr<SWizard> MainWizard;
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/** ParentClass items */
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TSharedPtr< SListView< TSharedPtr<FParentClassItem> > > ParentClassListView;
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TArray< TSharedPtr<FParentClassItem> > ParentClassItemsSource;
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/** A pointer to a class viewer **/
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TSharedPtr<class SClassViewer> ClassViewer;
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/** The prefix to put on new classes by default, if the user doesn't type in a new name. Defaults to 'My'. */
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FString DefaultClassPrefix;
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/** If non-empty, overrides the default name of the class, when the user doesn't type a new name. Defaults to empty, which causes the
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name to be the inherited class name. Note that DefaultClassPrefix is still prepended to this name, if non-empty. */
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FString DefaultClassName;
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/** The editable text box to enter the current name */
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TSharedPtr<SEditableTextBox> ClassNameEditBox;
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/** The available modules combo box */
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TSharedPtr<SComboBox<TSharedPtr<FModuleContextInfo>>> AvailableModulesCombo;
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/** The last selected module name. Meant to keep the same module selected after first selection */
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static FString LastSelectedModuleName;
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/** The name of the class being created */
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FString NewClassName;
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/** The path to place the files for the class being generated */
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FString NewClassPath;
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/** The calculated name of the generated header file for this class */
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FString CalculatedClassHeaderName;
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/** The calculated name of the generated source file for this class */
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FString CalculatedClassSourceName;
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/** The name of the last class that was auto-generated by this wizard */
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FString LastAutoGeneratedClassName;
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/** The selected parent class */
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FNewClassInfo ParentClassInfo;
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/** If true, the full class tree will be shown in the parent class selection */
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bool bShowFullClassTree;
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/** The last time that the class name/path was checked for validity. This is used to throttle I/O requests to a reasonable frequency */
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double LastPeriodicValidityCheckTime;
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/** The frequency in seconds for validity checks while the dialog is idle. Changes to the name/path immediately update the validity. */
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double PeriodicValidityCheckFrequency;
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/** Periodic checks for validity will not occur while this flag is true. Used to prevent a frame of "this project already exists" while exiting after a successful creation. */
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bool bPreventPeriodicValidityChecksUntilNextChange;
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/** The error text from the last validity check */
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FText LastInputValidityErrorText;
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/** True if the last validity check returned that the class name/path is valid for creation */
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bool bLastInputValidityCheckSuccessful;
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/** Whether the class should be created as a Public or Private class */
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GameProjectUtils::EClassLocation ClassLocation;
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/** The domain of the new class we are creating (native or blueprint) */
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EClassDomain ClassDomain;
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/** Information about the currently available modules for this project */
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TArray<TSharedPtr<FModuleContextInfo>> AvailableModules;
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/** Information about the currently selected module; used for class validation */
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TSharedPtr<FModuleContextInfo> SelectedModuleInfo;
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/** Event called when code is succesfully added to the project */
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FOnAddedToProject OnAddedToProject;
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/** Flag set when PathPicker selects a path*/
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bool IsBlueprintPathSelected = false;
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/** Whether we should sync the content browser to navigate to the newly created asset */
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bool bSyncContentBrowserToNewClass = true;
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};
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