示例#1
0
// Purges any objects marked pending kill from the object list
void FObjectPropertyNode::PurgeKilledObjects()
{
	// Purge any objects that are marked pending kill from the object list
	for (int32 Index = 0; Index < Objects.Num(); )
	{
		TWeakObjectPtr<UObject> Object = Objects[Index];

		if ( !Object.IsValid() || Object->HasAnyFlags(RF_PendingKill) )
		{
			Objects.RemoveAt(Index, 1);
		}
		else
		{
			++Index;
		}
	}
}
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;
}