EM_Task/UnrealEd/Private/SSocketManager.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 "Misc/NotifyHook.h"
#include "Layout/Visibility.h"
#include "Input/Reply.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/Views/STableViewBase.h"
#include "Widgets/Views/STableRow.h"
#include "Widgets/Input/SSpinBox.h"
#include "IDetailsView.h"
#include "ISocketManager.h"
class IStaticMeshEditor;
class UStaticMesh;
class UStaticMeshSocket;
struct FPropertyChangedEvent;
struct SocketListItem;
class SSocketManager: public ISocketManager
, public FNotifyHook
{
public:
SLATE_BEGIN_ARGS(SSocketManager): _StaticMeshEditorPtr() {}
SLATE_ARGUMENT(TSharedPtr<IStaticMeshEditor>, StaticMeshEditorPtr)
SLATE_EVENT(FSimpleDelegate, OnSocketSelectionChanged)
SLATE_END_ARGS()
virtual void Construct(const FArguments& InArgs);
virtual ~SSocketManager();
// ISocketManager interface
virtual UStaticMeshSocket* GetSelectedSocket() const override;
virtual void SetSelectedSocket(UStaticMeshSocket* InSelectedSocket) override;
virtual void DeleteSelectedSocket() override;
virtual void DuplicateSelectedSocket() override;
virtual void RequestRenameSelectedSocket() override;
virtual void UpdateStaticMesh() override;
// End of ISocketManager
/**
* Checks for a duplicate socket using the name for comparison.
*
* @param InSocketName The name to compare.
*
* @return TRUE if another socket already exists with that name.
*/
bool CheckForDuplicateSocket(const FString& InSocketName);
private:
/** Creates a widget from the list item. */
TSharedRef<ITableRow> MakeWidgetFromOption(TSharedPtr<struct SocketListItem> InItem, const TSharedRef<STableViewBase>& OwnerTable);
/** Creates a socket with a specified name. */
void CreateSocket();
/** Refreshes the socket list. */
void RefreshSocketList();
/** Gets the visibility of the select a socket message */
EVisibility GetSelectSocketMessageVisibility() const;
/**
* Updates the details to the selected socket.
*
* @param InSocket The newly selected socket.
*/
void SocketSelectionChanged(UStaticMeshSocket* InSocket);
/** Callback for the list view when an item is selected. */
void SocketSelectionChanged_Execute(TSharedPtr<SocketListItem> InItem, ESelectInfo::Type SelectInfo);
/** Callback for the Create Socket button. */
FReply CreateSocket_Execute();
FText GetSocketHeaderText() const;
/** Callback for when the socket name textbox is changed, verifies the name is not a duplicate. */
void SocketName_TextChanged(const FText& InText);
/** Callback to retrieve the context menu for the list view */
TSharedPtr<SWidget> OnContextMenuOpening();
/** FNotifyHook interface */
virtual void NotifyPostChange(const FPropertyChangedEvent& PropertyChangedEvent, FProperty* PropertyThatChanged) override;
/** Post undo */
void PostUndo();
/** Callback when an item is scrolled into view, handling calls to rename items */
void OnItemScrolledIntoView(TSharedPtr<SocketListItem> InItem, const TSharedPtr<ITableRow>& InWidget);
private:
/** Add a property change listener to each socket. */
void AddPropertyChangeListenerToSockets();
/** Remove the property change listener from the sockets. */
void RemovePropertyChangeListenerFromSockets();
/** Called when a socket property has changed. */
void OnSocketPropertyChanged(const UStaticMeshSocket* Socket, const FProperty* ChangedProperty);
/** Called when socket selection changes */
FSimpleDelegate OnSocketSelectionChanged;
/** Pointer back to the static mesh editor, used for */
TWeakPtr<IStaticMeshEditor> StaticMeshEditorPtr;
/** Details panel for the selected socket. */
TSharedPtr<class IDetailsView> SocketDetailsView;
/** List of sockets for for the associated static mesh or anim set. */
TArray<TSharedPtr<SocketListItem>> SocketList;
/** Listview for displaying the sockets. */
TSharedPtr<SListView<TSharedPtr<SocketListItem>>> SocketListView;
/** Helper variable for rotating in world space. */
FVector WorldSpaceRotation;
/** The static mesh being edited. */
TWeakObjectPtr<UStaticMesh> StaticMesh;
/** Widgets for the World Space Rotation */
TSharedPtr<SSpinBox<float>> PitchRotation;
TSharedPtr<SSpinBox<float>> YawRotation;
TSharedPtr<SSpinBox<float>> RollRotation;
/** Points to an item that is being requested to be renamed */
TWeakPtr<SocketListItem> DeferredRenameRequest;
};