86 lines
2.7 KiB
C++
86 lines
2.7 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 "AssetPrivatizeModel.h"
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#include "Widgets/SCompoundWidget.h"
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#include "Types/SlateStructs.h"
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#include "Widgets/Views/STableRow.h"
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#include "Widgets/Layout/SBorder.h"
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/**
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* The dialog that appears to help users through the process of marking assets private in the editor.
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* It helps them find references to assets being marked private and notifies them of which references would become illegal
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* and be nulled out.
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*/
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class SPrivateAssetsDialog : public SCompoundWidget
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{
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public:
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SLATE_BEGIN_ARGS(SPrivateAssetsDialog)
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{}
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// The parent window hosting this dialog
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SLATE_ATTRIBUTE(TSharedPtr<SWindow>, ParentWindow)
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SLATE_END_ARGS()
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public:
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virtual ~SPrivateAssetsDialog();
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void Construct(const FArguments& InArgs, const TSharedRef<FAssetPrivatizeModel> InPrivatizeModel);
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virtual FReply OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent) override;
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private:
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TSharedRef<SWidget> BuildProgressDialog();
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TSharedRef<SWidget> BuildPrivatizeDialog();
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TSharedRef<SWidget> BuildAssetViewForReferencerAssets();
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private:
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/** Active timer to tick the privatize model until it reaches a "Finished" state */
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EActiveTimerReturnType TickPrivatizeModel(double InCurrentTime, float InDeltaTime);
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/** Bound to the privatize model state change event */
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void HandlePrivatizeModelStateChanged(FAssetPrivatizeModel::EState NewState);
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/** Handles filtering the asset picker to only show the references affected by the operation */
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bool OnShouldFilterAsset(const FAssetData& InAssetData) const;
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FReply Privatize();
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FReply ForcePrivatize();
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FReply Cancel();
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FText GetWarningText() const;
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/** Gets the visibility of any warning text to show at the bottom of the dialog */
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EVisibility GetWarningTextVisibility() const;
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/** Gets the visibility of if there are any on disk assets to show */
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EVisibility GetAssetReferencesVisibility() const;
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/** Gets the scanning text to display for the progress bar */
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FText ScanningText() const;
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/** Gets the scanning progress for the progress bar */
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TOptional<float> ScanningProgressFraction() const;
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/** Handles generating the columns per pending private asset */
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TSharedRef<ITableRow> HandleGenerateAssetRow(TSharedPtr<FPendingPrivateAsset> InItem, const TSharedRef<STableViewBase>& OwnerTable);
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private:
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/** Whether the active timer is currently registered */
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bool bIsActiveTimerRegistered;
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/** The model used for privatizing assets */
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TSharedPtr<FAssetPrivatizeModel> PrivatizeModel;
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/** Attributes*/
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TAttribute<TSharedPtr<SWindow>> ParentWindow;
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/** Widgets */
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TSharedPtr<SBorder> RootContainer;
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TSharedPtr<SListView<TSharedPtr<FPendingPrivateAsset>>> ObjectsToPrivatizeList;
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}; |