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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

66 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Widgets/SWidget.h"
#include "ISceneOutlinerTreeItem.h"
#include "UObject/ObjectKey.h"
#include "Components/SceneComponent.h"
#define UE_API SCENEOUTLINER_API
/** A tree item that represents an Component in the world */
struct FComponentTreeItem : ISceneOutlinerTreeItem
{
public:
DECLARE_DELEGATE_RetVal_OneParam(bool, FFilterPredicate, const UActorComponent*);
DECLARE_DELEGATE_RetVal_OneParam(bool, FInteractivePredicate, const UActorComponent*);
bool Filter(FFilterPredicate Pred) const
{
return Pred.Execute(Component.Get());
}
bool GetInteractiveState(FInteractivePredicate Pred) const
{
return Pred.Execute(Component.Get());
}
/** The Component this tree item is associated with. */
mutable TWeakObjectPtr<UActorComponent> Component;
/** Constant identifier for this tree item */
const FObjectKey ID;
/** Static type identifier for this tree item class */
static UE_API const FSceneOutlinerTreeItemType Type;
/** Construct this item from an Component */
UE_API FComponentTreeItem(UActorComponent* InComponent, bool bInSearchComponentsByActorName = false);
UE_API bool GetSearchComponentByActorName() const;
/* Begin ISceneOutlinerTreeItem Implementation */
virtual bool IsValid() const override { return Component.IsValid(); }
UE_API virtual FSceneOutlinerTreeItemID GetID() const override;
UE_API virtual FString GetDisplayString() const override;
UE_API virtual bool CanInteract() const override;
UE_API virtual TSharedRef<SWidget> GenerateLabelWidget(ISceneOutliner& Outliner, const STableRow<FSceneOutlinerTreeItemPtr>& InRow) override;
virtual bool ShouldShowVisibilityState() const { return false; }
virtual bool HasVisibilityInfo() const { return false; }
virtual bool GetVisibility() const { return false; }
/* End ISceneOutlinerTreeItem Implementation */
public:
/** true if this item exists in both the current world and PIE. */
bool bExistsInCurrentWorldAndPIE;
/** If true components will be shown if the owning actor is searched for even if the search text does not match the component */
bool bSearchComponentsByActorName;
/** Cache the string displayed */
FString CachedDisplayString;
};
#undef UE_API