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UnrealEngine/Engine/Source/Editor/StructViewer/Public/StructViewerModule.h
2025-05-18 13:04:45 +08:00

147 lines
4.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "CoreMinimal.h"
#include "Delegates/Delegate.h"
#include "HAL/Platform.h"
#include "Internationalization/Text.h"
#include "Modules/ModuleInterface.h"
#include "Templates/SharedPointer.h"
class IPropertyHandle;
class IStructViewerFilter;
class UScriptStruct;
/** Delegate used with the Struct Viewer in 'struct picking' mode. You'll bind a delegate when the struct viewer widget is created, which will be fired off when a struct is selected in the list */
DECLARE_DELEGATE_OneParam(FOnStructPicked, const UScriptStruct*);
/** Delegate used with the Struct Viewer in 'struct picking' mode. You'll bind a delegate when the struct viewer widget is created, which will be fired off when a list of structs is opened for selection */
DECLARE_DELEGATE_OneParam(FOnStructPickerOpened, const UScriptStruct*);
enum class EStructViewerMode : uint8
{
/** Allows all structs to be browsed and selected; syncs selection with the editor; drag and drop attachment, etc. */
StructBrowsing,
/** Sets the struct viewer to operate as a struct 'picker'. */
StructPicker,
};
enum class EStructViewerDisplayMode : uint8
{
/** Default will choose what view mode based on if in Viewer or Picker mode. */
DefaultView,
/** Displays all classes as a tree. */
TreeView,
/** Displays all classes as a list. */
ListView,
};
enum class EStructViewerNameTypeToDisplay : uint8
{
/** Display both the display name and struct name if they're available and different. */
Dynamic,
/** Always use the display name */
DisplayName,
/** Always use the struct name */
StructName,
};
/**
* Settings for the Struct Viewer set by the programmer before spawning an instance of the widget. This
* is used to modify the struct viewer's behavior in various ways, such as filtering in or out specific structs.
*/
class FStructViewerInitializationOptions
{
public:
/** The filter to use on structs in this instance. */
TSharedPtr<class IStructViewerFilter> StructFilter;
/** Mode to operate in */
EStructViewerMode Mode;
/** Mode to display the structs using. */
EStructViewerDisplayMode DisplayMode;
/** Shows unloaded structs. Will not be filtered out based on non-bool filter options. */
bool bShowUnloadedStructs;
/** Shows a "None" option, only available in Picker mode. */
bool bShowNoneOption;
/** If true, root nodes will be expanded by default. */
bool bExpandRootNodes;
/** true allows struct dynamic loading on selection */
bool bEnableStructDynamicLoading;
/** Controls what name is shown for structs */
EStructViewerNameTypeToDisplay NameTypeToDisplay;
/** the title string of the struct viewer if required. */
FText ViewerTitleString;
/** The property this struct viewer be working on. */
TSharedPtr<class IPropertyHandle> PropertyHandle;
/** true (the default) shows the view options at the bottom of the struct picker. */
bool bAllowViewOptions;
/** true (the default) shows a background border behind the struct viewer widget. */
bool bShowBackgroundBorder;
/** Defined currently selected struct to scroll to to when struct picker is opened. */
const UScriptStruct* SelectedStruct;
/** Defines additional structs you want listed in the "Common Structs" section for the picker. */
TArray<const UScriptStruct*> ExtraPickerCommonStructs;
public:
/** Constructor */
FStructViewerInitializationOptions()
: Mode(EStructViewerMode::StructPicker)
, DisplayMode(EStructViewerDisplayMode::DefaultView)
, bShowUnloadedStructs(true)
, bShowNoneOption(false)
, bExpandRootNodes(true)
, bEnableStructDynamicLoading(true)
, NameTypeToDisplay(EStructViewerNameTypeToDisplay::StructName)
, bAllowViewOptions(true)
, bShowBackgroundBorder(true)
, SelectedStruct(nullptr)
{
}
};
/**
* Struct Viewer module
*/
class FStructViewerModule : public IModuleInterface
{
public:
/**
* Called right after the module DLL has been loaded and the module object has been created
*/
virtual void StartupModule();
/**
* Called before the module is unloaded, right before the module object is destroyed.
*/
virtual void ShutdownModule();
/**
* Creates a struct viewer widget
*
* @param InitOptions Programmer-driven configuration for this widget instance
* @param OnStructPickedDelegate Optional callback when a struct is selected in 'struct picking' mode
*
* @return New struct viewer widget
*/
virtual TSharedRef<class SWidget> CreateStructViewer(const FStructViewerInitializationOptions& InitOptions, const FOnStructPicked& OnStructPickedDelegate);
};