void SDetailsViewBase::UpdateSinglePropertyMapRecursive(FPropertyNode& InNode, FDetailLayoutData& LayoutData, FName CurCategory, FComplexPropertyNode* CurObjectNode, bool bEnableFavoriteSystem, bool bUpdateFavoriteSystemOnly)
{
	FDetailLayoutBuilderImpl& DetailLayout = *LayoutData.DetailLayout;

	UProperty* ParentProperty = InNode.GetProperty();
	UStructProperty* ParentStructProp = Cast<UStructProperty>(ParentProperty);
	for(int32 ChildIndex = 0; ChildIndex < InNode.GetNumChildNodes(); ++ChildIndex)
	{
		//Use the original value for each child
		bool LocalUpdateFavoriteSystemOnly = bUpdateFavoriteSystemOnly;

		TSharedPtr<FPropertyNode> ChildNodePtr = InNode.GetChildNode(ChildIndex);
		FPropertyNode& ChildNode = *ChildNodePtr;
		UProperty* Property = ChildNode.GetProperty();

		{
			FObjectPropertyNode* ObjNode = ChildNode.AsObjectNode();
			FCategoryPropertyNode* CategoryNode = ChildNode.AsCategoryNode();
			if(ObjNode)
			{
				// Currently object property nodes do not provide any useful information other than being a container for its children.  We do not draw anything for them.
				// When we encounter object property nodes, add their children instead of adding them to the tree.
				UpdateSinglePropertyMapRecursive(ChildNode, LayoutData, CurCategory, ObjNode, bEnableFavoriteSystem, LocalUpdateFavoriteSystemOnly);
			}
			else if(CategoryNode)
			{
				if(!LocalUpdateFavoriteSystemOnly)
				{
					FName InstanceName = NAME_None;
					FName CategoryName = CurCategory;
					FString CategoryDelimiterString;
					CategoryDelimiterString.AppendChar(FPropertyNodeConstants::CategoryDelimiterChar);
					if(CurCategory != NAME_None && CategoryNode->GetCategoryName().ToString().Contains(CategoryDelimiterString))
					{
						// This property is child of another property so add it to the parent detail category
						FDetailCategoryImpl& CategoryImpl = DetailLayout.DefaultCategory(CategoryName);
						CategoryImpl.AddPropertyNode(ChildNodePtr.ToSharedRef(), InstanceName);
					}
				}

				// For category nodes, we just set the current category and recurse through the children
				UpdateSinglePropertyMapRecursive(ChildNode, LayoutData, CategoryNode->GetCategoryName(), CurObjectNode, bEnableFavoriteSystem, LocalUpdateFavoriteSystemOnly);
			}
			else
			{
				// Whether or not the property can be visible in the default detail layout
				bool bVisibleByDefault = IsVisibleStandaloneProperty(ChildNode, InNode);

				// Whether or not the property is a struct
				UStructProperty* StructProperty = Cast<UStructProperty>(Property);

				bool bIsStruct = StructProperty != NULL;

				static FName ShowOnlyInners("ShowOnlyInnerProperties");

				bool bIsChildOfCustomizedStruct = false;
				bool bIsCustomizedStruct = false;

				const UStruct* Struct = StructProperty ? StructProperty->Struct : NULL;
				const UStruct* ParentStruct = ParentStructProp ? ParentStructProp->Struct : NULL;
				if(Struct || ParentStruct)
				{
					FPropertyEditorModule& ParentPlugin = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
					if(Struct)
					{
						bIsCustomizedStruct = ParentPlugin.IsCustomizedStruct(Struct, SharedThis(this));
					}

					if(ParentStruct)
					{
						bIsChildOfCustomizedStruct = ParentPlugin.IsCustomizedStruct(ParentStruct, SharedThis(this));
					}
				}

				// Whether or not to push out struct properties to their own categories or show them inside an expandable struct 
				bool bPushOutStructProps = bIsStruct && !bIsCustomizedStruct && !ParentStructProp && Property->HasMetaData(ShowOnlyInners);

				// Is the property edit inline new 
				const bool bIsEditInlineNew = ChildNode.HasNodeFlags(EPropertyNodeFlags::ShowInnerObjectProperties) || SPropertyEditorEditInline::Supports(&ChildNode, ChildNode.GetArrayIndex());

				// Is this a property of a container property
				bool bIsChildOfContainer = PropertyEditorHelpers::IsChildOfArray(ChildNode) || PropertyEditorHelpers::IsChildOfSet(ChildNode) || PropertyEditorHelpers::IsChildOfMap(ChildNode);

				// Edit inline new properties should be visible by default
				bVisibleByDefault |= bIsEditInlineNew;

				// Children of arrays are not visible directly,
				bVisibleByDefault &= !bIsChildOfContainer;

				FPropertyAndParent PropertyAndParent(*Property, ParentProperty);
				const bool bIsUserVisible = IsPropertyVisible(PropertyAndParent);

				// Inners of customized in structs should not be taken into consideration for customizing.  They are not designed to be individually customized when their parent is already customized
				if(!bIsChildOfCustomizedStruct && !LocalUpdateFavoriteSystemOnly)
				{
					// Add any object classes with properties so we can ask them for custom property layouts later
					LayoutData.ClassesWithProperties.Add(Property->GetOwnerStruct());
				}

				// If there is no outer object then the class is the object root and there is only one instance
				FName InstanceName = NAME_None;
				if(CurObjectNode && CurObjectNode->GetParentNode())
				{
					InstanceName = CurObjectNode->GetParentNode()->GetProperty()->GetFName();
				}
				else if(ParentStructProp)
				{
					InstanceName = ParentStructProp->GetFName();
				}

				// Do not add children of customized in struct properties or arrays
				if(!bIsChildOfCustomizedStruct && !bIsChildOfContainer && !LocalUpdateFavoriteSystemOnly)
				{
					// Get the class property map
					FClassInstanceToPropertyMap& ClassInstanceMap = LayoutData.ClassToPropertyMap.FindOrAdd(Property->GetOwnerStruct()->GetFName());

					FPropertyNodeMap& PropertyNodeMap = ClassInstanceMap.FindOrAdd(InstanceName);

					if(!PropertyNodeMap.ParentProperty)
					{
						PropertyNodeMap.ParentProperty = CurObjectNode;
					}
					else
					{
						ensure(PropertyNodeMap.ParentProperty == CurObjectNode);
					}

					checkSlow(!PropertyNodeMap.Contains(Property->GetFName()));

					PropertyNodeMap.Add(Property->GetFName(), ChildNodePtr);
				}
				bool bCanDisplayFavorite = false;
				if(bVisibleByDefault && bIsUserVisible && !bPushOutStructProps)
				{
					FName CategoryName = CurCategory;
					// For properties inside a struct, add them to their own category unless they just take the name of the parent struct.  
					// In that case push them to the parent category
					FName PropertyCatagoryName = FObjectEditorUtils::GetCategoryFName(Property);
					if(!ParentStructProp || (PropertyCatagoryName != ParentStructProp->Struct->GetFName()))
					{
						CategoryName = PropertyCatagoryName;
					}

					if(!LocalUpdateFavoriteSystemOnly)
					{
						if(IsPropertyReadOnly(PropertyAndParent))
						{
							ChildNode.SetNodeFlags(EPropertyNodeFlags::IsReadOnly, true);
						}

						// Add a property to the default category
						FDetailCategoryImpl& CategoryImpl = DetailLayout.DefaultCategory(CategoryName);
						CategoryImpl.AddPropertyNode(ChildNodePtr.ToSharedRef(), InstanceName);
					}

					bCanDisplayFavorite = true;
					if(bEnableFavoriteSystem)
					{
						if(bIsCustomizedStruct)
						{
							bCanDisplayFavorite = false;
							//CustomizedStruct child are not categorize since they are under an object but we have to put them in favorite category if the user want to favorite them
							LocalUpdateFavoriteSystemOnly = true;
						}
						else if(ChildNodePtr->IsFavorite())
						{
							//Find or create the favorite category, we have to duplicate favorite property row under this category
							FString CategoryFavoritesName = TEXT("Favorites");
							FName CatFavName = *CategoryFavoritesName;
							FDetailCategoryImpl& CategoryFavImpl = DetailLayout.DefaultCategory(CatFavName);
							CategoryFavImpl.SetSortOrder(0);
							CategoryFavImpl.SetCategoryAsSpecialFavorite();

							//Add the property to the favorite
							FObjectPropertyNode *RootObjectParent = ChildNodePtr->FindRootObjectItemParent();
							FName RootInstanceName = NAME_None;
							if(RootObjectParent != nullptr)
							{
								RootInstanceName = RootObjectParent->GetObjectBaseClass()->GetFName();
							}

							if(LocalUpdateFavoriteSystemOnly)
							{
								if(IsPropertyReadOnly(PropertyAndParent))
								{
									ChildNode.SetNodeFlags(EPropertyNodeFlags::IsReadOnly, true);
								}
								else
								{
									//If the parent has a condition that is not met, make the child as readonly
									FDetailLayoutCustomization ParentTmpCustomization;
									ParentTmpCustomization.PropertyRow = MakeShareable(new FDetailPropertyRow(InNode.AsShared(), CategoryFavImpl.AsShared()));
									if(ParentTmpCustomization.PropertyRow->GetPropertyEditor()->IsPropertyEditingEnabled() == false)
									{
										ChildNode.SetNodeFlags(EPropertyNodeFlags::IsReadOnly, true);
									}
								}
							}

							//Duplicate the row
							CategoryFavImpl.AddPropertyNode(ChildNodePtr.ToSharedRef(), RootInstanceName);
						}

						if(bIsStruct)
						{
							LocalUpdateFavoriteSystemOnly = true;
						}
					}
				}
				ChildNodePtr->SetCanDisplayFavorite(bCanDisplayFavorite);

				bool bRecurseIntoChildren =
					!bIsChildOfCustomizedStruct // Don't recurse into built in struct children, we already know what they are and how to display them
					&&  !bIsCustomizedStruct // Don't recurse into customized structs
					&&	!bIsChildOfContainer // Do not recurse into containers, the children are drawn by the container property parent
					&&	!bIsEditInlineNew // Edit inline new children are not supported for customization yet
					&&	bIsUserVisible // Properties must be allowed to be visible by a user if they are not then their children are not visible either
					&& (!bIsStruct || bPushOutStructProps); //  Only recurse into struct properties if they are going to be displayed as standalone properties in categories instead of inside an expandable area inside a category

				if(bRecurseIntoChildren || LocalUpdateFavoriteSystemOnly)
				{
					// Built in struct properties or children of arras 
					UpdateSinglePropertyMapRecursive(ChildNode, LayoutData, CurCategory, CurObjectNode, bEnableFavoriteSystem, LocalUpdateFavoriteSystemOnly);
				}
			}
		}
	}
}
예제 #2
0
void SDetailsView::SetObjectArrayPrivate(const TArray< TWeakObjectPtr< UObject > >& InObjects)
{
	double StartTime = FPlatformTime::Seconds();

	PreSetObject(InObjects.Num());

	// Selected actors for building SelectedActorInfo
	TArray<AActor*> SelectedRawActors;

	bViewingClassDefaultObject = InObjects.Num() > 0 ? true : false;
	bool bOwnedByLockedLevel = false;
	for( int32 ObjectIndex = 0 ; ObjectIndex < InObjects.Num(); ++ObjectIndex )
	{
		TWeakObjectPtr< UObject > Object = InObjects[ObjectIndex];

		if( Object.IsValid() )
		{
			bViewingClassDefaultObject &= Object->HasAnyFlags( RF_ClassDefaultObject );

			if(DetailsViewArgs.bAllowMultipleTopLevelObjects)
			{
				check(RootPropertyNodes.Num() == InObjects.Num());
				RootPropertyNodes[ObjectIndex]->AsObjectNode()->AddObject( Object.Get() );
			}
			else
			{
				RootPropertyNodes[0]->AsObjectNode()->AddObject( Object.Get() );
			}

			SelectedObjects.Add( Object );
			AActor* Actor = Cast<AActor>( Object.Get() );
			if( Actor )
			{
				SelectedActors.Add( Actor );
				SelectedRawActors.Add( Actor );
			}
		}
	}

	if( InObjects.Num() == 0 )
	{
		// Unlock the view automatically if we are viewing nothing
		bIsLocked = false;
	}

	// Selection changed, refresh the detail area
	if ( DetailsViewArgs.NameAreaSettings != FDetailsViewArgs::ActorsUseNameArea && DetailsViewArgs.NameAreaSettings != FDetailsViewArgs::ComponentsAndActorsUseNameArea )
	{
		NameArea->Refresh( SelectedObjects );
	}
	else
	{
		NameArea->Refresh( SelectedActors, SelectedObjects, DetailsViewArgs.NameAreaSettings );
	}
	
	// When selection changes rebuild information about the selection
	SelectedActorInfo = AssetSelectionUtils::BuildSelectedActorInfo( SelectedRawActors );

	// @todo Slate Property Window
	//SetFlags(EPropertyWindowFlags::ReadOnly, bOwnedByLockedLevel);


	PostSetObject();

	// Set the title of the window based on the objects we are viewing
	// Or call the delegate for handling when the title changed
	FString Title;

	if( GetNumObjects() == 0 )
	{
		Title = NSLOCTEXT("PropertyView", "NothingSelectedTitle", "Nothing selected").ToString();
	}
	else if( GetNumObjects() == 1 && RootPropertyNodes[0]->AsObjectNode()->GetNumObjects() > 0)
	{
		// if the object is the default metaobject for a UClass, use the UClass's name instead
		UObject* Object = RootPropertyNodes[0]->AsObjectNode()->GetUObject(0);
		FString ObjectName = Object->GetName();
		if ( Object->GetClass()->GetDefaultObject() == Object )
		{
			ObjectName = Object->GetClass()->GetName();
		}
		else
		{
			// Is this an actor?  If so, it might have a friendly name to display
			const AActor* Actor = Cast<const  AActor >( Object );
			if( Actor != nullptr)
			{
				// Use the friendly label for this actor
				ObjectName = Actor->GetActorLabel();
			}
		}

		Title = ObjectName;
	}
	else if(DetailsViewArgs.bAllowMultipleTopLevelObjects)
	{
		Title = FString::Printf(*NSLOCTEXT("PropertyView", "MultipleToLevelObjectsSelected", "%i selected").ToString(), GetNumObjects());
	}
	else
	{
		FObjectPropertyNode* RootPropertyNode = RootPropertyNodes[0]->AsObjectNode();
		Title = FString::Printf( *NSLOCTEXT("PropertyView", "MultipleSelected", "%s (%i selected)").ToString(), *RootPropertyNode->GetObjectBaseClass()->GetName(), RootPropertyNode->GetNumObjects() );
	}

	OnObjectArrayChanged.ExecuteIfBound(Title, InObjects);

	double ElapsedTime = FPlatformTime::Seconds() - StartTime;
}