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); } } } } }
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; }