EM_Task/UnrealEd/Public/DragAndDrop/AssetDragDropOp.h

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2026-02-13 16:18:33 +08:00
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "AssetData.h"
#include "Input/DragAndDrop.h"
#include "Layout/Visibility.h"
#include "DragAndDrop/DecoratedDragDropOp.h"
class FAssetThumbnail;
class FAssetThumbnailPool;
class UActorFactory;
class UNREALED_API FAssetDragDropOp: public FDecoratedDragDropOp
{
public:
DRAG_DROP_OPERATOR_TYPE(FAssetDragDropOp, FDecoratedDragDropOp)
static TSharedRef<FAssetDragDropOp> New(const FAssetData& InAssetData, UActorFactory* ActorFactory = nullptr);
static TSharedRef<FAssetDragDropOp> New(TArray<FAssetData> InAssetData, UActorFactory* ActorFactory = nullptr);
static TSharedRef<FAssetDragDropOp> New(FString InAssetPath);
static TSharedRef<FAssetDragDropOp> New(TArray<FString> InAssetPaths);
static TSharedRef<FAssetDragDropOp> New(TArray<FAssetData> InAssetData, TArray<FString> InAssetPaths, UActorFactory* ActorFactory = nullptr);
/** @return true if this drag operation contains assets */
bool HasAssets() const
{
return AssetData.Num() > 0;
}
/** @return true if this drag operation contains asset paths */
bool HasAssetPaths() const
{
return AssetPaths.Num() > 0;
}
/** @return The assets from this drag operation */
const TArray<FAssetData>& GetAssets() const
{
return AssetData;
}
/** @return The asset paths from this drag operation */
const TArray<FString>& GetAssetPaths() const
{
return AssetPaths;
}
/** @return The actor factory to use if converting this asset to an actor */
UActorFactory* GetActorFactory() const
{
return ActorFactory.Get();
}
public:
virtual ~FAssetDragDropOp();
virtual TSharedPtr<SWidget> GetDefaultDecorator() const override;
FText GetDecoratorText() const;
protected:
void Init(TArray<FAssetData> InAssetData, TArray<FString> InAssetPaths, UActorFactory* InActorFactory);
virtual void InitThumbnail();
virtual bool HasFiles() const;
virtual bool HasFolders() const;
virtual int32 GetTotalCount() const;
virtual FText GetFirstItemText() const;
private:
/** Data for the assets this item represents */
TArray<FAssetData> AssetData;
/** Data for the asset paths this item represents */
TArray<FString> AssetPaths;
/** The actor factory to use if converting this asset to an actor */
TWeakObjectPtr<UActorFactory> ActorFactory;
protected:
/** Pool for maintaining and rendering thumbnails */
TSharedPtr<FAssetThumbnailPool> ThumbnailPool;
/** Handle to the thumbnail resource */
TSharedPtr<FAssetThumbnail> AssetThumbnail;
/** The size of the thumbnail */
int32 ThumbnailSize = 0;
};