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

73 lines
2.2 KiB
C++

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