64 lines
2.5 KiB
C++
64 lines
2.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SSubobjectEditor.h"
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/**
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* This is the editor for subobjects within the level editor that
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* works mainly with component and actor instances.
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*/
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class SUBOBJECTEDITOR_API SSubobjectInstanceEditor final : public SSubobjectEditor
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{
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private:
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SLATE_BEGIN_ARGS(SSubobjectInstanceEditor)
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: _ObjectContext(nullptr)
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, _AllowEditing(true)
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, _OnSelectionUpdated()
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{}
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SLATE_ATTRIBUTE(UObject*, ObjectContext)
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SLATE_ATTRIBUTE(bool, AllowEditing)
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SLATE_EVENT(FOnSelectionUpdated, OnSelectionUpdated)
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SLATE_EVENT(FOnItemDoubleClicked, OnItemDoubleClicked)
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SLATE_END_ARGS()
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void Construct(const FArguments& InArgs);
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protected:
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// SSubobjectEditor interface
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virtual void OnDeleteNodes() override;
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virtual void CopySelectedNodes() override;
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virtual void OnDuplicateComponent() override;
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virtual void PasteNodes() override;
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virtual void OnAttachToDropAction(FSubobjectEditorTreeNodePtrType DroppedOn, const TArray<FSubobjectEditorTreeNodePtrType>& DroppedNodePtrs) override;
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virtual void OnDetachFromDropAction(const TArray<FSubobjectEditorTreeNodePtrType>& DroppedNodePtrs) override;
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virtual void OnMakeNewRootDropAction(FSubobjectEditorTreeNodePtrType DroppedNodePtr) override;
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virtual void PostDragDropAction(bool bRegenerateTreeNodes) override;
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/** Builds a context menu popup for dropping a child node onto the scene root node */
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virtual TSharedPtr<SWidget> BuildSceneRootDropActionMenu(FSubobjectEditorTreeNodePtrType DroppedOntoNodePtr, FSubobjectEditorTreeNodePtrType DroppedNodePtr) override;
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virtual FSubobjectDataHandle AddNewSubobject(const FSubobjectDataHandle& ParentHandle, UClass* NewClass, UObject* AssetOverride, FText& OutFailReason, TUniquePtr<FScopedTransaction> InOngoingTransaction) override;
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virtual void PopulateContextMenuImpl(UToolMenu* InMenu, TArray<FSubobjectEditorTreeNodePtrType>& InSelectedItems, bool bIsChildActorSubtreeNodeSelected) override;
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virtual FMenuBuilder CreateMenuBuilder();
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// End of SSubobjectEditor
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public:
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private:
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/** @return the tooltip describing how many properties will be applied to the blueprint */
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FText OnGetApplyChangesToBlueprintTooltip() const;
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/** Propagates instance changes to the blueprint */
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void OnApplyChangesToBlueprint() const;
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/** Resets instance changes to the blueprint default */
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void OnResetToBlueprintDefaults();
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/** @return the tooltip describing how many properties will be reset to the blueprint default*/
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FText OnGetResetToBlueprintDefaultsTooltip() const;
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}; |