62 lines
2.1 KiB
C++
62 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Widgets/SWidget.h"
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#include "ISceneOutlinerTreeItem.h"
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#include "UObject/ObjectKey.h"
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#include "Components/SceneComponent.h"
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/** A tree item that represents an Component in the world */
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struct SCENEOUTLINER_API FComponentTreeItem : ISceneOutlinerTreeItem
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{
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public:
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DECLARE_DELEGATE_RetVal_OneParam(bool, FFilterPredicate, const UActorComponent*);
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DECLARE_DELEGATE_RetVal_OneParam(bool, FInteractivePredicate, const UActorComponent*);
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bool Filter(FFilterPredicate Pred) const
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{
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return Pred.Execute(Component.Get());
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}
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bool GetInteractiveState(FInteractivePredicate Pred) const
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{
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return Pred.Execute(Component.Get());
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}
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/** The Component this tree item is associated with. */
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mutable TWeakObjectPtr<UActorComponent> Component;
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/** Constant identifier for this tree item */
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const FObjectKey ID;
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/** Static type identifier for this tree item class */
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static const FSceneOutlinerTreeItemType Type;
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/** Construct this item from an Component */
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FComponentTreeItem(UActorComponent* InComponent, bool bInSearchComponentsByActorName = false);
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bool GetSearchComponentByActorName() const;
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/* Begin ISceneOutlinerTreeItem Implementation */
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virtual bool IsValid() const override { return Component.IsValid(); }
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virtual FSceneOutlinerTreeItemID GetID() const override;
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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 ShouldShowVisibilityState() const { return false; }
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virtual bool HasVisibilityInfo() const { return false; }
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virtual bool GetVisibility() const { return false; }
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/* End ISceneOutlinerTreeItem Implementation */
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public:
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/** true if this item exists in both the current world and PIE. */
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bool bExistsInCurrentWorldAndPIE;
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/** If true components will be shown if the owning actor is searched for even if the search text does not match the component */
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bool bSearchComponentsByActorName;
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/** Cache the string displayed */
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FString CachedDisplayString;
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};
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