EM_Task/UnrealEd/Public/Toolkits/AssetEditorManager.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/GCObject.h"
#include "Containers/Ticker.h"
#include "Framework/Docking/TabManager.h"
#include "Toolkits/IToolkit.h"
#include "Subsystems/AssetEditorSubsystem.h"
class IMessageContext;
class FMessageEndpoint;
class IToolkitHost;
struct FAssetEditorRequestOpenAsset;
/**
* Implements a manager for Editor windows that are currently open and the assets they are editing.
*
* @todo toolkit: Merge this functionality into FToolkitManager
*/
class UNREALED_API FAssetEditorManager
: public FGCObject
{
public:
/** Get the singleton instance of the asset editor manager */
static FAssetEditorManager& Get();
/** Called when the editor is exiting to shutdown the manager */
void OnExit();
/** Opens an asset by path */
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
void OpenEditorForAsset(const FString& AssetPathName);
/**
* Tries to open an editor for the specified asset. Returns true if the asset is open in an editor.
* If the file is already open in an editor, it will not create another editor window but instead bring it to front
*/
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
bool OpenEditorForAsset(UObject* Asset, const EToolkitMode::Type ToolkitMode = EToolkitMode::Standalone, TSharedPtr<IToolkitHost> OpenedFromLevelEditor = TSharedPtr<IToolkitHost>(), const bool bShowProgressWindow = true);
/**
* Tries to open an editor for all of the specified assets.
* If any of the assets are already open, it will not create a new editor for them.
* If all assets are of the same type, the supporting AssetTypeAction (if it exists) is responsible for the details of how to handle opening multiple assets at once.
*/
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
bool OpenEditorForAssets(const TArray<UObject*>& Assets, const EToolkitMode::Type ToolkitMode = EToolkitMode::Standalone, TSharedPtr<IToolkitHost> OpenedFromLevelEditor = TSharedPtr<IToolkitHost>());
/** Opens editors for the supplied assets (via OpenEditorForAsset) */
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
void OpenEditorsForAssets(const TArray<FString>& AssetsToOpen);
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
void OpenEditorsForAssets(const TArray<FName>& AssetsToOpen);
/** Returns the primary editor if one is already open for the specified asset.
* If there is one open and bFocusIfOpen is true, that editor will be brought to the foreground and focused if possible.
*/
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
IAssetEditorInstance* FindEditorForAsset(UObject* Asset, bool bFocusIfOpen);
/** Returns all editors currently opened for the specified asset */
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
TArray<IAssetEditorInstance*> FindEditorsForAsset(UObject* Asset);
/** Close all active editors for the supplied asset and return the number of asset editors that were closed */
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
int32 CloseAllEditorsForAsset(UObject* Asset);
/** Close any editor which is not this one */
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
void CloseOtherEditors(UObject* Asset, IAssetEditorInstance* OnlyEditor);
/** Remove given asset from all open editors */
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
void RemoveAssetFromAllEditors(UObject* Asset);
/** Event called when CloseAllEditorsForAsset/RemoveAssetFromAllEditors is called */
DECLARE_EVENT_TwoParams(FAssetEditorManager, FAssetEditorRequestCloseEvent, UObject*, EAssetEditorCloseReason);
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
virtual FAssetEditorRequestCloseEvent& OnAssetEditorRequestClose() { return AssetEditorRequestCloseEvent; }
/** Get all assets currently being tracked with open editors */
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
TArray<UObject*> GetAllEditedAssets();
/** Notify the asset editor manager that an asset was opened */
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
void NotifyAssetOpened(UObject* Asset, IAssetEditorInstance* Instance);
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
void NotifyAssetsOpened(const TArray<UObject*>& Assets, IAssetEditorInstance* Instance);
/** Called when an asset has been opened in an editor */
DECLARE_EVENT_TwoParams(FAssetEditorManager, FOnAssetOpenedInEditorEvent, UObject*, IAssetEditorInstance*);
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
virtual FOnAssetOpenedInEditorEvent& OnAssetOpenedInEditor() { return AssetOpenedInEditorEvent; }
/** Notify the asset editor manager that an asset editor is done editing an asset */
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
void NotifyAssetClosed(UObject* Asset, IAssetEditorInstance* Instance);
/** Notify the asset editor manager that an asset was closed */
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
void NotifyEditorClosed(IAssetEditorInstance* Instance);
// FGCObject interface
virtual void AddReferencedObjects(FReferenceCollector& Collector) override;
virtual FString GetReferencerName() const override;
/** Close all open asset editors */
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
bool CloseAllAssetEditors();
/** Called when an asset editor is requested to be opened */
DECLARE_EVENT_OneParam(FAssetEditorManager, FAssetEditorRequestOpenEvent, UObject*);
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
virtual FAssetEditorRequestOpenEvent& OnAssetEditorRequestedOpen() { return AssetEditorRequestOpenEvent; }
/** Called when an asset editor is actually opened */
DECLARE_EVENT_OneParam(FAssetEditorManager, FAssetEditorOpenEvent, UObject*);
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
FAssetEditorOpenEvent& OnAssetEditorOpened() { return AssetEditorOpenedEvent; }
/** Request notification to restore the assets that were previously open when the editor was last closed */
UE_DEPRECATED(4.24, "Use the matching function on AssetEditorSubsystem instead.")
void RequestRestorePreviouslyOpenAssets();
private:
/** Hidden default constructor since the asset editor manager is a singleton. */
FAssetEditorManager();
private:
/** Handles FAssetEditorRequestOpenAsset messages. */
void HandleRequestOpenAssetMessage(const FAssetEditorRequestOpenAsset& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context);
/** Handles ticks from the ticker. */
bool HandleTicker(float DeltaTime);
/** Spawn a notification asking the user if they want to restore their previously open assets */
void SpawnRestorePreviouslyOpenAssetsNotification(const bool bCleanShutdown, const TArray<FString>& AssetsToOpen);
/** Handler for when the "Restore Now" button is clicked on the RestorePreviouslyOpenAssets notification */
void OnConfirmRestorePreviouslyOpenAssets(TArray<FString> AssetsToOpen);
/** Handler for when the "Don't Restore" button is clicked on the RestorePreviouslyOpenAssets notification */
void OnCancelRestorePreviouslyOpenAssets();
/** Saves a list of open asset editors so they can be restored on editor restart */
void SaveOpenAssetEditors(bool bOnShutdown);
/** Restore the assets that were previously open when the editor was last closed */
void RestorePreviouslyOpenAssets();
/** Handles a package being reloaded */
void HandlePackageReloaded(const EPackageReloadPhase InPackageReloadPhase, FPackageReloadedEvent* InPackageReloadedEvent);
private:
/** struct used by OpenedEditorTimes map to store editor names and times */
struct FOpenedEditorTime
{
FName EditorName;
FDateTime OpenedTime;
};
/** struct used to track total time and # of invocations during an overall UnrealEd session */
struct FAssetEditorAnalyticInfo
{
FTimespan SumDuration;
int32 NumTimesOpened;
FAssetEditorAnalyticInfo()
: SumDuration(0), NumTimesOpened(0)
{
}
};
/** Holds the opened assets. */
TMultiMap<UObject*, IAssetEditorInstance*> OpenedAssets;
/** Holds the opened editors. */
TMultiMap<IAssetEditorInstance*, UObject*> OpenedEditors;
/** Holds the times that editors were opened. */
TMap<IAssetEditorInstance*, FOpenedEditorTime> OpenedEditorTimes;
/** Holds the cumulative time editors have been open by type. */
TMap<FName, FAssetEditorAnalyticInfo> EditorUsageAnalytics;
private:
/** The singleton instance */
static FAssetEditorManager* Instance;
/** Holds the messaging endpoint. */
TSharedPtr<FMessageEndpoint, ESPMode::ThreadSafe> MessageEndpoint;
/** Holds a delegate to be invoked when the widget ticks. */
FTickerDelegate TickDelegate;
/** Call to request closing editors for an asset */
FAssetEditorRequestCloseEvent AssetEditorRequestCloseEvent;
/** Called when an asset has been opened in an editor */
FOnAssetOpenedInEditorEvent AssetOpenedInEditorEvent;
/** Multicast delegate executed when an asset editor is requested to be opened */
FAssetEditorRequestOpenEvent AssetEditorRequestOpenEvent;
/** Multicast delegate executed when an asset editor is actually opened */
FAssetEditorOpenEvent AssetEditorOpenedEvent;
/** Flag whether we are currently shutting down */
bool bSavingOnShutdown;
/** Flag whether there has been a request to notify whether to restore previously open assets */
bool bRequestRestorePreviouslyOpenAssets;
/** A pointer to the notification used by RestorePreviouslyOpenAssets */
TWeakPtr<SNotificationItem> RestorePreviouslyOpenAssetsNotificationPtr;
};