112 lines
3.9 KiB
C++
112 lines
3.9 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 "AssetRegistry/AssetData.h"
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#include "Input/DragAndDrop.h"
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#include "Layout/Visibility.h"
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#include "DragAndDrop/DecoratedDragDropOp.h"
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#include "UObject/WeakInterfacePtr.h"
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class FAssetThumbnail;
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class IAssetFactoryInterface;
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class UActorFactory;
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class FAssetDragDropOp : public FDecoratedDragDropOp
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{
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public:
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DRAG_DROP_OPERATOR_TYPE(FAssetDragDropOp, FDecoratedDragDropOp)
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static UNREALED_API TSharedRef<FAssetDragDropOp> New(const FAssetData& InAssetData,
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TScriptInterface<IAssetFactoryInterface> Factory = nullptr);
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static UNREALED_API TSharedRef<FAssetDragDropOp> New(TArray<FAssetData> InAssetData,
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TScriptInterface<IAssetFactoryInterface> Factory = nullptr);
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static UNREALED_API TSharedRef<FAssetDragDropOp> New(FString InAssetPath);
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static UNREALED_API TSharedRef<FAssetDragDropOp> New(TArray<FString> InAssetPaths);
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static UNREALED_API TSharedRef<FAssetDragDropOp> New(TArray<FAssetData> InAssetData, TArray<FString> InAssetPaths,
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TScriptInterface<IAssetFactoryInterface> Factory = nullptr);
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//~ These overloads are redundant to the ones that use TScriptInterface<IAssetFactoryInterface>, but
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//~ we keep them temporarily in case a user just forward declared UActorFactory.
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static UNREALED_API TSharedRef<FAssetDragDropOp> New(const FAssetData& InAssetData, UActorFactory* ActorFactory);
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static UNREALED_API TSharedRef<FAssetDragDropOp> New(TArray<FAssetData> InAssetData, UActorFactory* ActorFactory);
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static UNREALED_API TSharedRef<FAssetDragDropOp> New(TArray<FAssetData> InAssetData, TArray<FString> InAssetPaths, UActorFactory* ActorFactory);
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/** @return true if this drag operation contains assets */
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bool HasAssets() const
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{
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return AssetData.Num() > 0;
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}
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/** @return true if this drag operation contains asset paths */
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bool HasAssetPaths() const
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{
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return AssetPaths.Num() > 0;
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}
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/** @return The assets from this drag operation */
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const TArray<FAssetData>& GetAssets() const
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{
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return AssetData;
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}
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/** @return The asset paths from this drag operation */
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const TArray<FString>& GetAssetPaths() const
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{
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return AssetPaths;
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}
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//~ TODO: UE_DEPRECATED(5.4, "Use GetAssetFactory instead.")
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UNREALED_API UActorFactory* GetActorFactory() const;
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/** @return The asset factory to use if converting this asset to an actor */
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UNREALED_API TScriptInterface<IAssetFactoryInterface> GetAssetFactory() const;
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public:
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UNREALED_API virtual ~FAssetDragDropOp();
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UNREALED_API virtual TSharedPtr<SWidget> GetDefaultDecorator() const override;
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UNREALED_API FText GetDecoratorText() const;
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protected:
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UNREALED_API void Init(TArray<FAssetData> InAssetData, TArray<FString> InAssetPaths, TScriptInterface<IAssetFactoryInterface> InAssetFactory);
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//TODO: Would be nice to remove this, but users could have just forward declared UActorFactory...
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UNREALED_API void Init(TArray<FAssetData> InAssetData, TArray<FString> InAssetPaths, UActorFactory* InActorFactory);
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UNREALED_API virtual void InitThumbnail();
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UNREALED_API virtual bool HasFiles() const;
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UNREALED_API virtual bool HasFolders() const;
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UNREALED_API virtual int32 GetTotalCount() const;
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UNREALED_API virtual FText GetFirstItemText() const;
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/** Set a custom thumbnail widget to use instead of the default one */
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UNREALED_API void SetCustomThumbnailWidget(const TSharedRef<SWidget>& InNewThumbnailWidget);
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private:
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/** Data for the assets this item represents */
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TArray<FAssetData> AssetData;
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/** Data for the asset paths this item represents */
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TArray<FString> AssetPaths;
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/** Custom thumbnail widget */
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TAttribute<TSharedPtr<SWidget>> CustomThumbnailWidget;
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/** The factory to use if converting this asset to a placed object */
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TWeakInterfacePtr<IAssetFactoryInterface> AssetFactory;
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protected:
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/** Handle to the thumbnail resource */
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TSharedPtr<FAssetThumbnail> AssetThumbnail;
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/** The size of the thumbnail */
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int32 ThumbnailSize = 0;
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};
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