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

246 lines
9.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Widgets/SWidget.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SCompoundWidget.h"
#include "UObject/GCObject.h"
#include "Widgets/SWindow.h"
#include "Toolkits/AssetEditorToolkit.h"
#include "WorkflowOrientedApp/WorkflowTabFactory.h"
#include "PersonaDelegates.h"
#include "AssetRegistry/AssetData.h"
#include "IDocumentation.h"
#include "Widgets/Views/STableViewBase.h"
#include "Widgets/Views/STableRow.h"
#include "Widgets/Views/STreeView.h"
#include "EditorObjectsTracker.h"
#include "EditorUndoClient.h"
class FMenuBuilder;
class IEditableSkeleton;
class SSlotNameReferenceWindow;
class SToolTip;
class UAnimBlueprint;
class UAnimGraphNode_Slot;
struct FNotificationInfo;
#define LOCTEXT_NAMESPACE "SkeletonSlotNames"
/////////////////////////////////////////////////////
// FSkeletonSlotNamesSummoner
struct FSkeletonSlotNamesSummoner : public FWorkflowTabFactory
{
public:
FSkeletonSlotNamesSummoner(TSharedPtr<class FAssetEditorToolkit> InHostingApp, const TSharedRef<class IEditableSkeleton>& InEditableSkeleton, FOnObjectSelected InOnObjectSelected);
virtual TSharedRef<SWidget> CreateTabBody(const FWorkflowTabSpawnInfo& Info) const override;
// Create a tooltip widget for the tab
virtual TSharedPtr<SToolTip> CreateTabToolTipWidget(const FWorkflowTabSpawnInfo& Info) const override
{
return IDocumentation::Get()->CreateToolTip(LOCTEXT("WindowTooltip", "This tab lets you modify custom animation SlotName"), NULL, TEXT("Shared/Editors/Persona"), TEXT("AnimationSlotName_Window"));
}
public:
TWeakPtr<class IEditableSkeleton> EditableSkeleton;
FOnObjectSelected OnObjectSelected;
};
//////////////////////////////////////////////////////////////////////////
// FDisplayedSlotNameInfo
class FDisplayedSlotNameInfo
{
public:
FName Name;
bool bIsGroupItem;
TArray< TSharedPtr<FDisplayedSlotNameInfo> > Children;
/** Handle to editable text block for rename */
TSharedPtr<SInlineEditableTextBlock> InlineEditableText;
/** Static function for creating a new item, but ensures that you can only have a TSharedRef to one */
static TSharedRef<FDisplayedSlotNameInfo> Make(const FName& InItemName, bool InbIsGroupItem)
{
return MakeShareable(new FDisplayedSlotNameInfo(InItemName, InbIsGroupItem));
}
protected:
/** Hidden constructor, always use Make above */
FDisplayedSlotNameInfo(const FName& InItemName, bool InbIsGroupItem)
: Name(InItemName)
, bIsGroupItem(InbIsGroupItem)
{}
/** Hidden constructor, always use Make above */
FDisplayedSlotNameInfo() {}
};
/** Widgets list type */
typedef STreeView< TSharedPtr<FDisplayedSlotNameInfo> > SSlotNameListType;
class SSkeletonSlotNames : public SCompoundWidget, public FGCObject, public FSelfRegisteringEditorUndoClient
{
public:
SLATE_BEGIN_ARGS( SSkeletonSlotNames )
{}
SLATE_ARGUMENT(FOnObjectSelected, OnObjectSelected)
SLATE_END_ARGS()
public:
void Construct(const FArguments& InArgs, const TSharedRef<IEditableSkeleton>& InEditableSkeleton);
/**
* Accessor so our rows can grab the filter text for highlighting
*
*/
FText& GetFilterText() { return FilterText; }
/** Creates an editor object from the given type to be used in a details panel */
UObject* ShowInDetailsView( UClass* EdClass );
/** Clears the detail view of whatever we displayed last */
void ClearDetailsView();
// FSelfRegisteringEditorUndoClient interface
virtual void PostUndo(bool bSuccess) override { PostUndoRedo(); }
virtual void PostRedo(bool bSuccess) override { PostUndoRedo(); }
/** This triggers a UI repopulation after undo has been called */
void PostUndoRedo();
// FGCObject interface start
virtual void AddReferencedObjects( FReferenceCollector& Collector ) override;
virtual FString GetReferencerName() const override
{
return TEXT("SSkeletonSlotNames");
}
// FGCObject interface end
private:
/** Called when the user changes the contents of the search box */
void OnFilterTextChanged( const FText& SearchText );
/** Called when the user changes the contents of the search box */
void OnFilterTextCommitted( const FText& SearchText, ETextCommit::Type CommitInfo );
/** Delegate handler for generating rows in SlotNameListView */
TSharedRef<ITableRow> GenerateNotifyRow( TSharedPtr<FDisplayedSlotNameInfo> InInfo, const TSharedRef<STableViewBase>& OwnerTable );
/** Get all children for a given entry in the list */
void GetChildrenForInfo(TSharedPtr<FDisplayedSlotNameInfo> InInfo, TArray< TSharedPtr<FDisplayedSlotNameInfo> >& OutChildren);
/** Delegate handler called when the user right clicks in SlotNameListView */
TSharedPtr<SWidget> OnGetContextMenuContent() const;
/** Delegate handler for when the user selects something in SlotNameListView */
void OnNotifySelectionChanged( TSharedPtr<FDisplayedSlotNameInfo> Selection, ESelectInfo::Type SelectInfo );
// Save Skeleton
void OnSaveSkeleton();
// Add a new Slot
void OnAddSlot();
void AddSlotPopUpOnCommit(const FText& InNewSlotName, ETextCommit::Type CommitInfo);
// Add a new Group
void OnAddGroup();
void AddGroupPopUpOnCommit(const FText& InNewGroupName, ETextCommit::Type CommitInfo);
// Delete a slot after checking slot name references and prompting the user to resolve
void OnDeleteSlot(FName SlotName);
// Delete a slot immediately without checking references. Call only if sure the name is unreferenced as
// it will be re-added on next load if it is.
void DeleteSlot(const FName& SlotName);
// Retry the validation for deleting a slot
void RetryDeleteSlot(FName SlotName);
// Delete a slot group after checking slot name references and prompting the user to resolve
void OnDeleteSlotGroup(FName GroupName);
// Delete a slot group immediately without checking references.
void DeleteSlotGroup(const FName& GroupName);
// Retry the validation for deleting a slot group
void RetryDeleteSlotGroup(FName GroupName);
// Context menu hook for checking whether delete group is enabled
bool CanDeleteSlotGroup(FName GroupName);
// Attempt to rename a slot after a name has been given - validating the new name and old references first
void OnRenameSlotPopupCommitted(const FText& InNewSlotText, ETextCommit::Type CommitInfo, FName OldName);
// Spawn popup text box for user to enter name
void OnRenameSlot(FName CurrentName);
// Rename a slot immediately without checking references
void RenameSlot(FName CurrentName, FName NewName);
// Retry the validation for renaming a slot
void RetryRenameSlot(FName CurrentName, FName NewName);
// Set Slot Group
void FillSetSlotGroupSubMenu(FMenuBuilder& MenuBuilder);
void ContextMenuOnSetSlot(FName InNewGroupName);
/** Wrapper that populates SlotNameListView using current filter test */
void RefreshSlotNameListWithFilter();
TSharedPtr< FDisplayedSlotNameInfo > FindItemNamed(FName ItemName) const;
/** Populates SlotNameListView based on the skeletons SlotName and the supplied filter text */
void CreateSlotNameList( const FString& SearchText = FString("") );
/** handler for user selecting a Notify in SlotNameListView - populates the details panel */
void ShowNotifyInDetailsView( FName NotifyName );
/** Populates OutAssets with the AnimSequences that match Personas current skeleton */
void GetCompatibleAnimMontages( TArray<struct FAssetData>& OutAssets );
/** Populates OutAssets with the Anim Blueprints that match Personas current skeleton */
void GetCompatibleAnimBlueprints( TArray<FAssetData>& OutAssets );
// Get all montages that have an anim track using the given slot
void GetAnimMontagesUsingSlot(FName SlotName, TArray<FAssetData>& OutMontages);
// Get all montages that have an anim track using the given slot group
void GetAnimMontagesUsingSlotGroup(FName SlotGroupName, TArray<FAssetData>& OutMontages);
// Get all montages using the given slot name and a map of all blueprints/nodes also using the slot name
void GetMontagesAndNodesUsingSlot(const FName& SlotName, TArray<FAssetData>& CompatibleMontages, TMultiMap<UAnimBlueprint*, UAnimGraphNode_Slot*>& CompatibleSlotNodes);
// Get all montages using the given slot group and a map of all blueprints/nodes also using the slot group
void GetMontagesAndNodesUsingSlotGroup(const FName& SlotGroupName, TArray<FAssetData>& OutMontages, TMultiMap<UAnimBlueprint*, UAnimGraphNode_Slot*> &OutBlueprintSlotMap);
/** Utility function to display notifications to the user */
void NotifyUser( FNotificationInfo& NotificationInfo );
// Callback for popup reference window closing
void ReferenceWindowClosed(const TSharedRef<SWindow>& Window);
/** The skeleton we are currently editing */
TSharedPtr<class IEditableSkeleton> EditableSkeleton;
/** Delegate call to select an object & display its details */
FOnObjectSelected OnObjectSelected;
/** SSearchBox to filter the notify list */
TSharedPtr<SSearchBox> NameFilterBox;
/** Widget used to display the list of SlotName */
TSharedPtr<SSlotNameListType> SlotNameListView;
/** A list of SlotName. Used by the SlotNameListView. */
TArray< TSharedPtr<FDisplayedSlotNameInfo> > NotifyList;
/** Current text typed into NameFilterBox */
FText FilterText;
/** Tracks objects created for displaying in the details panel*/
FEditorObjectTracker EditorObjectTracker;
/** Stores the window we spawn to notify the user that references exist on deletion */
TSharedPtr<SWindow> ReferenceWindow;
/** The actual custom widget inside ReferenceWindow */
TWeakPtr<SSlotNameReferenceWindow> ReferenceWidget;
};
#undef LOCTEXT_NAMESPACE