133 lines
5.8 KiB
C++
133 lines
5.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Settings/BlueprintEditorSettingsCustomization.h"
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#include "BlueprintEditorSettings.h"
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#include "PropertyHandle.h"
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#include "DetailLayoutBuilder.h"
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#include "IDetailPropertyRow.h"
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#include "DetailWidgetRow.h"
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#include "PropertyCustomizationHelpers.h"
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#include "BlueprintManagedListDetails.h"
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#include "SBlueprintNamespaceEntry.h"
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#include "ScopedTransaction.h"
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#define LOCTEXT_NAMESPACE "FBlueprintEditorSettingsCustomization"
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namespace UE::Editor::BlueprintEditorSettingsCustomization::Private
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{
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class FBlueprintGlobalEditorImportsLayout : public FBlueprintManagedListDetails, public TSharedFromThis<FBlueprintGlobalEditorImportsLayout>
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{
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public:
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FBlueprintGlobalEditorImportsLayout(TSharedRef<IPropertyHandle> InPropertyHandle)
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: FBlueprintManagedListDetails()
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, PropertyHandle(InPropertyHandle)
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{
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DisplayOptions.TitleText = PropertyHandle->GetPropertyDisplayName();
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DisplayOptions.TitleTooltipText = PropertyHandle->GetToolTipText();
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DisplayOptions.NoItemsLabelText = LOCTEXT("NoGlobalImports", "None");
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// Add an edit condition to link it to the namespace feature toggle flag.
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DisplayOptions.EditCondition = TAttribute<bool>::CreateLambda([]()
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{
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return GetDefault<UBlueprintEditorSettings>()->bEnableNamespaceEditorFeatures;
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});
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}
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protected:
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/** FBlueprintManagedListDetails interface*/
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virtual TSharedPtr<SWidget> MakeAddItemWidget() override
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{
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return SNew(SBlueprintNamespaceEntry)
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.AllowTextEntry(false)
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.OnNamespaceSelected(this, &FBlueprintGlobalEditorImportsLayout::OnNamespaceSelected)
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.OnGetNamespacesToExclude(this, &FBlueprintGlobalEditorImportsLayout::OnGetNamespacesToExclude)
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.ExcludedNamespaceTooltipText(LOCTEXT("CannotSelectNamespace", "This namespace is already included in the list."))
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.ButtonContent()
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[
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SNew(STextBlock)
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.Text(LOCTEXT("BlueprintAddGlobalImportButton", "Add"))
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.ToolTipText(LOCTEXT("BlueprintAddGlobalImportButton_Tooltip", "Choose a namespace that Blueprint editors should always import by default (applies only to you as the current local user)."))
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];
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}
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virtual void GetManagedListItems(TArray<FManagedListItem>& OutListItems) const override
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{
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for (const FString& GlobalNamespace : GetDefault<UBlueprintEditorSettings>()->NamespacesToAlwaysInclude)
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{
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FManagedListItem ItemDesc;
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ItemDesc.ItemName = GlobalNamespace;
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ItemDesc.DisplayName = FText::FromString(GlobalNamespace);
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ItemDesc.bIsRemovable = true;
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OutListItems.Add(MoveTemp(ItemDesc));
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}
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}
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virtual void OnRemoveItem(const FManagedListItem& Item)
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{
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FScopedTransaction Transaction(LOCTEXT("RemoveGlobalImport_Transaction", "Remove Global Import"));
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UBlueprintEditorSettings* BlueprintEditorSettings = GetMutableDefault<UBlueprintEditorSettings>();
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check(BlueprintEditorSettings);
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PropertyHandle->NotifyPreChange();
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BlueprintEditorSettings->NamespacesToAlwaysInclude.Remove(Item.ItemName);
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PropertyHandle->NotifyPostChange(EPropertyChangeType::ArrayRemove);
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PropertyHandle->NotifyFinishedChangingProperties();
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RegenerateChildContent();
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}
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/** END FBlueprintManagedListDetails interface */
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void OnNamespaceSelected(const FString& InNamespace)
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{
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FScopedTransaction Transaction(LOCTEXT("AddGlobalImport_Transaction", "Add Global Import"));
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UBlueprintEditorSettings* BlueprintEditorSettings = GetMutableDefault<UBlueprintEditorSettings>();
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check(BlueprintEditorSettings);
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PropertyHandle->NotifyPreChange();
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BlueprintEditorSettings->NamespacesToAlwaysInclude.AddUnique(InNamespace);
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PropertyHandle->NotifyPostChange(EPropertyChangeType::ArrayAdd);
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PropertyHandle->NotifyFinishedChangingProperties();
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RegenerateChildContent();
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}
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void OnGetNamespacesToExclude(TSet<FString>& OutNamespacesToExclude) const
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{
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// Exclude namespaces that are already listed.
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OutNamespacesToExclude.Append(GetDefault<UBlueprintEditorSettings>()->NamespacesToAlwaysInclude);
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}
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private:
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TSharedRef<IPropertyHandle> PropertyHandle;
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};
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}
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TSharedRef<IDetailCustomization> FBlueprintEditorSettingsCustomization::MakeInstance()
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{
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return MakeShared<FBlueprintEditorSettingsCustomization>();
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}
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void FBlueprintEditorSettingsCustomization::CustomizeDetails(IDetailLayoutBuilder& LayoutBuilder)
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{
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// Get the property name and handle for the namespace feature toggle setting. Mark it hidden because we will add it via customization below.
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static FName PropertyName_bEnableNamespaceEditorFeatures = GET_MEMBER_NAME_CHECKED(UBlueprintEditorSettings, bEnableNamespaceEditorFeatures);
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TSharedRef<IPropertyHandle> PropertyHandle_bEnableNamespaceEditorFeatures = LayoutBuilder.GetProperty(PropertyName_bEnableNamespaceEditorFeatures);
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PropertyHandle_bEnableNamespaceEditorFeatures->MarkHiddenByCustomization();
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// Get the property name and handle for the global namespace list setting. Mark it hidden because we will add it via customization below.
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static FName PropertyName_NamespacesToAlwaysInclude = GET_MEMBER_NAME_CHECKED(UBlueprintEditorSettings, NamespacesToAlwaysInclude);
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TSharedRef<IPropertyHandle> PropertyHandle_NamespacesToAlwaysInclude = LayoutBuilder.GetProperty(PropertyName_NamespacesToAlwaysInclude);
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PropertyHandle_NamespacesToAlwaysInclude->MarkHiddenByCustomization();
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// List the edit condition first, followed by the customization for the global namespace list (i.e. ensure they are adjacent within the same category).
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IDetailCategoryBuilder& CategoryBuilder = LayoutBuilder.EditCategory(PropertyHandle_bEnableNamespaceEditorFeatures->GetDefaultCategoryName());
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CategoryBuilder.AddProperty(PropertyHandle_bEnableNamespaceEditorFeatures);
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CategoryBuilder.AddCustomBuilder(MakeShared<UE::Editor::BlueprintEditorSettingsCustomization::Private::FBlueprintGlobalEditorImportsLayout>(PropertyHandle_NamespacesToAlwaysInclude));
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}
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#undef LOCTEXT_NAMESPACE
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