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UnrealEngine/Engine/Source/Editor/SkeletalMeshEditor/Private/SControlRigMappingWindow.h
2025-05-18 13:04:45 +08:00

80 lines
2.6 KiB
C++

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