47 lines
1.5 KiB
C++
47 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ISceneOutlinerTreeItem.h"
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class ULevel;
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/** A tree item that represents a level in the world */
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struct SCENEOUTLINER_API FLevelTreeItem : ISceneOutlinerTreeItem
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{
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public:
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/** Static type identifier for this tree item class */
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static const FSceneOutlinerTreeItemType Type;
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DECLARE_DELEGATE_RetVal_OneParam(bool, FFilterPredicate, const ULevel*);
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DECLARE_DELEGATE_RetVal_OneParam(bool, FInteractivePredicate, const ULevel*);
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bool Filter(FFilterPredicate Pred) const
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{
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return Pred.Execute(Level.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(Level.Get());
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}
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/** The level this tree item is associated with. */
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mutable TWeakObjectPtr<ULevel> Level;
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/** Constant identifier for this tree item */
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const FObjectKey ID;
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/** Construct this item from a level */
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FLevelTreeItem(ULevel* InLevel);
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/* Begin ISceneOutlinerTreeItem Implementation */
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virtual bool IsValid() const override { return Level.IsValid(); }
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virtual FSceneOutlinerTreeItemID GetID() const override { return ID; }
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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 void GenerateContextMenu(UToolMenu* Menu, SSceneOutliner& Outliner) override;
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/* End ISceneOutlinerTreeItem Implementation */
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};
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