80 lines
2.6 KiB
C++
80 lines
2.6 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/DeclarativeSyntaxSupport.h"
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#include "Input/Reply.h"
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#include "Widgets/SCompoundWidget.h"
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#include "Widgets/Input/SComboBox.h"
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#include "Animation/NodeMappingContainer.h"
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#include "AssetRegistry/AssetData.h"
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#include "SBoneMappingBase.h"
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//////////////////////////////////////////////////////////////////////////
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// SControlRigMappingWindow
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class SControlRigMappingWindow : public SCompoundWidget
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{
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public:
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SLATE_BEGIN_ARGS( SControlRigMappingWindow )
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{}
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SLATE_END_ARGS()
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/**
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* Slate construction function
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*
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* @param InArgs - Arguments passed from Slate
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*
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*/
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void Construct(const FArguments& InArgs, const TWeakObjectPtr<class USkeletalMesh>& InEditableMesh, FSimpleMulticastDelegate& InOnPostUndo);
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private:
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/** The editable skeletalmesh */
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TWeakObjectPtr<class USkeletalMesh> EditableSkeletalMeshPtr;
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/** Combo box for list of mapping selection */
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TSharedPtr<SComboBox< TSharedPtr<class UNodeMappingContainer*> >> MappingOptionBox;
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TArray< TSharedPtr<class UNodeMappingContainer*> > MappingOptionBoxList;
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/** Currently selected index */
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int32 CurrentlySelectedIndex;
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/** Bone mapping widget */
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TSharedPtr<SBoneMappingBase> BoneMappingWidget;
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/** Delegate for undo/redo transaction **/
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void PostUndo();
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/** UI Handler for drop down combo box */
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TSharedRef<SWidget> HandleMappingOptionBoxGenerateWidget(TSharedPtr<class UNodeMappingContainer*> Item);
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void HandleMappingOptionBoxSelectionChanged(TSharedPtr<class UNodeMappingContainer*> Item, ESelectInfo::Type SelectInfo);
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FText HandleMappingOptionBoxContentText() const;
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/** Button handler **/
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FReply OnAddNodeMappingButtonClicked();
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FReply OnDeleteNodeMappingButtonClicked();
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FReply OnRefreshNodeMappingButtonClicked();
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/**
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* Handler for adding new retarget source. It displays the asset picker
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*/
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void OnAddNodeMapping();
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/**
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*
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*/
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void AddNodeMapping(UBlueprint* NewSourceController);
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void OnAssetSelectedFromMeshPicker(const FAssetData& AssetData);
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/** Delegate to handle filtering of asset pickers */
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bool OnShouldFilterAnimAsset(const FAssetData& AssetData) const;
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/** refresh drop down list */
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void RefreshList();
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// bone mapping interface
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void OnBoneMappingChanged(FName NodeName, FName BoneName);
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FName GetBoneMapping(FName NodeName);
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const struct FReferenceSkeleton& GetReferenceSkeleton() const;
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void CreateBoneMappingList(const FString& SearchText, TArray< TSharedPtr<FDisplayedBoneMappingInfo> >& BoneMappingList);
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class UNodeMappingContainer* GetCurrentBoneMappingContainer() const;
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};
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