73 lines
2.2 KiB
C++
73 lines
2.2 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 "Layout/Visibility.h"
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#include "Widgets/SWidget.h"
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#include "Widgets/Views/STableViewBase.h"
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#include "Widgets/Views/SHeaderRow.h"
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#include "Widgets/Views/STableRow.h"
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#include "SceneOutlinerPublicTypes.h"
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#include "SceneOutlinerFwd.h"
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#include "Misc/EnumRange.h"
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#include "ISceneOutliner.h"
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#include "ISceneOutlinerColumn.h"
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class ISceneOutliner;
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class FSequencer;
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class FLevelEditorSequencerBindingData;
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namespace Sequencer
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{
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/**
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* A custom column for the SceneOutliner which is capable of displaying a variety of Actor details
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*/
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class FSequencerInfoColumn : public ISceneOutlinerColumn
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{
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public:
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FSequencerInfoColumn(ISceneOutliner& InSceneOutliner, FSequencer& InSequencer, const FLevelEditorSequencerBindingData& InBindingData);
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FSequencerInfoColumn(ISceneOutliner& InSceneOutliner);
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virtual ~FSequencerInfoColumn();
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static FName GetID();
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//////////////////////////////////////////////////////////////////////////
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// Begin ISceneOutlinerColumn Implementation
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virtual FName GetColumnID() override;
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virtual SHeaderRow::FColumn::FArguments ConstructHeaderRowColumn() override;
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virtual const TSharedRef< SWidget > ConstructRowWidget( FSceneOutlinerTreeItemRef TreeItem, const STableRow<FSceneOutlinerTreeItemPtr>& Row ) override;
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virtual void PopulateSearchStrings( const ISceneOutlinerTreeItem& Item, TArray< FString >& OutSearchStrings ) const override;
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virtual bool SupportsSorting() const override { return true; }
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virtual void SortItems(TArray<FSceneOutlinerTreeItemPtr>& OutItems, const EColumnSortMode::Type SortMode) const override;
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// End ISceneOutlinerColumn Implementation
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//////////////////////////////////////////////////////////////////////////
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FString GetTextForActor(AActor* InActor) const;
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private:
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FText GetTextForItem( const TWeakPtr<ISceneOutlinerTreeItem> TreeItem ) const;
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/** Weak reference to the outliner widget that owns our list */
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TWeakPtr< ISceneOutliner > WeakSceneOutliner;
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/** Weak reference to sequencer */
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TWeakPtr< FSequencer > WeakSequencer;
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/** Weak reference to binding data */
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TWeakPtr< FLevelEditorSequencerBindingData > WeakBindingData;
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};
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} |