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

54 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Widgets/SWidget.h"
#include "Widgets/Views/SHeaderRow.h"
#include "ISceneOutliner.h"
#include "SceneOutlinerPublicTypes.h"
#include "ISceneOutlinerColumn.h"
template<typename ItemType> class STableRow;
/** A column for the SceneOutliner that displays the pin icon */
class FSceneOutlinerPinnedColumn : public ISceneOutlinerColumn
{
struct FSceneOutlinerPinnedStateCache
{
public:
/** Recursive over the children and check the pinned state */
bool CheckChildren(const ISceneOutlinerTreeItem& Item) const;
/** Get or cache the pinned state of an item */
bool GetPinnedState(const ISceneOutlinerTreeItem& Item) const;
/** Clear the cache */
void Empty();
private:
/** Map of tree item to pinned state */
mutable TMap<const ISceneOutlinerTreeItem*, bool> PinnedStateInfo;
};
public:
FSceneOutlinerPinnedColumn(ISceneOutliner& SceneOutliner) : WeakSceneOutliner(StaticCastSharedRef<ISceneOutliner>(SceneOutliner.AsShared())) {}
virtual ~FSceneOutlinerPinnedColumn() {}
static FName GetID() { return FSceneOutlinerBuiltInColumnTypes::Pinned(); }
// Begin ISceneOutlinerColumn Implementation
virtual FName GetColumnID() override;
virtual SHeaderRow::FColumn::FArguments ConstructHeaderRowColumn() override;
virtual const TSharedRef<SWidget> ConstructRowWidget(FSceneOutlinerTreeItemRef TreeItem, const STableRow<FSceneOutlinerTreeItemPtr>& Row) override;
virtual void Tick(double InCurrentTime, float InDeltaTime) override;
virtual bool SupportsSorting() const override { return false; }
// End ISceneOutlinerColumn Implementation
bool IsItemPinned(const ISceneOutlinerTreeItem& Item) const;
private:
const FSlateBrush* GetHeaderIcon() const;
TWeakPtr<ISceneOutliner> WeakSceneOutliner;
/** Cached pinned state of items per-frame */
FSceneOutlinerPinnedStateCache PinnedStateCache;
};