310 lines
13 KiB
C++
310 lines
13 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "EditorSubsystem.h"
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#include "Toolkits/IToolkit.h"
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#include "Containers/Ticker.h"
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#include "Tools/Modes.h"
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#include "AssetEditorSubsystem.generated.h"
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class UAssetEditor;
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class UEdMode;
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class UObject;
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class UClass;
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struct FAssetEditorRequestOpenAsset;
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class FEditorModeTools;
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class IMessageContext;
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/**
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* This class keeps track of a currently open asset editor; allowing it to be
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* brought into focus, closed, etc..., without concern for how the editor was
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* implemented.
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*/
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class UNREALED_API IAssetEditorInstance
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{
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public:
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virtual FName GetEditorName() const = 0;
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virtual void FocusWindow(UObject* ObjectToFocusOn = nullptr) = 0;
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virtual bool CloseWindow() = 0;
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virtual bool IsPrimaryEditor() const = 0;
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virtual void InvokeTab(const struct FTabId& TabId) = 0;
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virtual FName GetToolbarTabId() const = 0;
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virtual TSharedPtr<class FTabManager> GetAssociatedTabManager() = 0;
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virtual double GetLastActivationTime() = 0;
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virtual void RemoveEditingAsset(UObject* Asset) = 0;
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};
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/** The way that editors were requested to close */
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enum class EAssetEditorCloseReason : uint8
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{
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CloseAllEditorsForAsset,
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CloseOtherEditors,
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RemoveAssetFromAllEditors,
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CloseAllAssetEditors,
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};
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struct UNREALED_API FRegisteredModeInfo
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{
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TWeakObjectPtr<UClass> ModeClass;
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FEditorModeInfo ModeInfo;
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};
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using RegisteredModeInfoMap = TMap<FEditorModeID, FRegisteredModeInfo>;
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/**
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* UAssetEditorSubsystem
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*/
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UCLASS()
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class UNREALED_API UAssetEditorSubsystem: public UEditorSubsystem
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{
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GENERATED_BODY()
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public:
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UAssetEditorSubsystem();
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virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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virtual void Deinitialize() override;
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/** Opens an asset by path */
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void OpenEditorForAsset(const FString& AssetPathName);
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/**
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* Tries to open an editor for the specified asset. Returns true if the asset is open in an editor.
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* If the file is already open in an editor, it will not create another editor window but instead bring it to front
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*/
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bool OpenEditorForAsset(UObject* Asset, const EToolkitMode::Type ToolkitMode = EToolkitMode::Standalone, TSharedPtr<IToolkitHost> OpenedFromLevelEditor = TSharedPtr<IToolkitHost>(), const bool bShowProgressWindow = true);
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/**
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* Tries to open an editor for all of the specified assets.
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* If any of the assets are already open, it will not create a new editor for them.
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* 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.
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*/
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Asset Tools")
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bool OpenEditorForAssets(const TArray<UObject*>& Assets);
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bool OpenEditorForAssets_Advanced(const TArray<UObject*>& Assets, const EToolkitMode::Type ToolkitMode = EToolkitMode::Standalone, TSharedPtr<IToolkitHost> OpenedFromLevelEditor = TSharedPtr<IToolkitHost>());
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/** Opens editors for the supplied assets (via OpenEditorForAsset) */
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void OpenEditorsForAssets(const TArray<FString>& AssetsToOpen);
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void OpenEditorsForAssets(const TArray<FName>& AssetsToOpen);
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/** Returns the primary editor if one is already open for the specified asset.
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* If there is one open and bFocusIfOpen is true, that editor will be brought to the foreground and focused if possible.
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*/
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IAssetEditorInstance* FindEditorForAsset(UObject* Asset, bool bFocusIfOpen);
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/** Returns all editors currently opened for the specified asset */
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TArray<IAssetEditorInstance*> FindEditorsForAsset(UObject* Asset);
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/** Returns all editors currently opened for the specified asset or any of its subobjects */
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TArray<IAssetEditorInstance*> FindEditorsForAssetAndSubObjects(UObject* Asset);
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/** Close all active editors for the supplied asset and return the number of asset editors that were closed */
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UFUNCTION(BlueprintCallable, Category = "Editor Scripting | Asset Tools")
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int32 CloseAllEditorsForAsset(UObject* Asset);
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/** Close any editor which is not this one */
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void CloseOtherEditors(UObject* Asset, IAssetEditorInstance* OnlyEditor);
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/** Remove given asset from all open editors */
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void RemoveAssetFromAllEditors(UObject* Asset);
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/** Event called when CloseAllEditorsForAsset/RemoveAssetFromAllEditors is called */
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DECLARE_EVENT_TwoParams(UAssetEditorSubsystem, FAssetEditorRequestCloseEvent, UObject*, EAssetEditorCloseReason);
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virtual FAssetEditorRequestCloseEvent& OnAssetEditorRequestClose() { return AssetEditorRequestCloseEvent; }
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/** Get all assets currently being tracked with open editors */
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TArray<UObject*> GetAllEditedAssets();
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/** Notify the asset editor manager that an asset was opened */
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void NotifyAssetOpened(UObject* Asset, IAssetEditorInstance* Instance);
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void NotifyAssetsOpened(const TArray<UObject*>& Assets, IAssetEditorInstance* Instance);
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/** Called when an asset has been opened in an editor */
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DECLARE_EVENT_TwoParams(UAssetEditorSubsystem, FOnAssetOpenedInEditorEvent, UObject*, IAssetEditorInstance*);
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virtual FOnAssetOpenedInEditorEvent& OnAssetOpenedInEditor() { return AssetOpenedInEditorEvent; }
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/** Notify the asset editor manager that an asset editor is done editing an asset */
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void NotifyAssetClosed(UObject* Asset, IAssetEditorInstance* Instance);
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/** Notify the asset editor manager that an asset was closed */
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void NotifyEditorClosed(IAssetEditorInstance* Instance);
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/** Close all open asset editors */
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bool CloseAllAssetEditors();
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/** Called when an asset editor is requested to be opened */
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DECLARE_EVENT_OneParam(UAssetEditorSubsystem, FAssetEditorRequestOpenEvent, UObject*);
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virtual FAssetEditorRequestOpenEvent& OnAssetEditorRequestedOpen() { return AssetEditorRequestOpenEvent; }
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/** Called when an asset editor is actually opened */
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DECLARE_EVENT_OneParam(UAssetEditorSubsystem, FAssetEditorOpenEvent, UObject*);
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FAssetEditorOpenEvent& OnAssetEditorOpened() { return AssetEditorOpenedEvent; }
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/** Request notification to restore the assets that were previously open when the editor was last closed */
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void RequestRestorePreviouslyOpenAssets();
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void RegisterUAssetEditor(UAssetEditor* NewAssetEditor);
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void UnregisterUAssetEditor(UAssetEditor* RemovedAssetEditor);
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/**
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* Creates a scriptable editor mode based on ID name, which will be owned by the given Owner, if that name exists in the map of editor modes found at system startup.
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* @param ModeID ID of the mode to create.
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* @param Owner The tools ownership context that the mode should be created under.
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*
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* @return A pointer to the created UEdMode or nullptr, if the given ModeID does not exist in the set of known modes.
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*/
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UEdMode* CreateEditorModeWithToolsOwner(FEditorModeID ModeID, FEditorModeTools& Owner);
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/**
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* Returns information about an editor mode, based on the given ID.
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* @param ModeID ID of the editor mode.
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* @param OutModeInfo The out struct where the mode information should be stored.
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*
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* @return True if OutModeInfo was filled out successfully, otherwise false.
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*/
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bool FindEditorModeInfo(const FEditorModeID& InModeID, FEditorModeInfo& OutModeInfo) const;
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/**
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* Creates an array of all known FEditorModeInfos, sorted by their priority, from greatest to least.
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*
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* @return The sorted array of FEditorModeInfos.
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*/
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TArray<FEditorModeInfo> GetEditorModeInfoOrderedByPriority() const;
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/**
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* Event that is triggered whenever a mode is registered or unregistered
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*/
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FRegisteredModesChangedEvent& OnEditorModesChanged();
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/**
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* Event that is triggered whenever a mode is registered
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*/
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FOnModeRegistered& OnEditorModeRegistered();
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/**
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* Event that is triggered whenever a mode is unregistered
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*/
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FOnModeUnregistered& OnEditorModeUnregistered();
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private:
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/** Handles FAssetEditorRequestOpenAsset messages. */
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void HandleRequestOpenAssetMessage(const FAssetEditorRequestOpenAsset& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context);
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/** Handles ticks from the ticker. */
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bool HandleTicker(float DeltaTime);
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/** Spawn a notification asking the user if they want to restore their previously open assets */
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void SpawnRestorePreviouslyOpenAssetsNotification(const bool bCleanShutdown, const TArray<FString>& AssetsToOpen);
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/** Handler for when the "Restore Now" button is clicked on the RestorePreviouslyOpenAssets notification */
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void OnConfirmRestorePreviouslyOpenAssets(TArray<FString> AssetsToOpen);
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/** Handler for when the "Don't Restore" button is clicked on the RestorePreviouslyOpenAssets notification */
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void OnCancelRestorePreviouslyOpenAssets();
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public:
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/**
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* Saves a list of open asset editors so they can be restored on editor restart.
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* @param bCancelIfDebugger If true, don't save a list of assets to restore if we are running under a debugger.
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*/
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void SaveOpenAssetEditors(const bool bOnShutdown, const bool bCancelIfDebugger = true);
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/** Restore the assets that were previously open when the editor was last closed. */
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void RestorePreviouslyOpenAssets();
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/** Sets bAutoRestoreAndDisableSaving and sets bRequestRestorePreviouslyOpenAssets to false to avoid running RestorePreviouslyOpenAssets() twice. */
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void SetAutoRestoreAndDisableSaving(const bool bInAutoRestoreAndDisableSaving);
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private:
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/** Handles a package being reloaded */
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void HandlePackageReloaded(const EPackageReloadPhase InPackageReloadPhase, FPackageReloadedEvent* InPackageReloadedEvent);
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/** Callback for when the Editor closes, before Slate shuts down all the windows. */
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void OnEditorClose();
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void RegisterEditorModes();
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void UnregisterEditorModes();
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private:
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/** struct used by OpenedEditorTimes map to store editor names and times */
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struct FOpenedEditorTime
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{
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FName EditorName;
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FDateTime OpenedTime;
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};
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/** struct used to track total time and # of invocations during an overall UnrealEd session */
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struct FAssetEditorAnalyticInfo
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{
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FTimespan SumDuration;
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int32 NumTimesOpened;
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FAssetEditorAnalyticInfo()
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: SumDuration(0), NumTimesOpened(0)
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{
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}
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};
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/** Holds the opened assets. */
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TMultiMap<UObject*, IAssetEditorInstance*> OpenedAssets;
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/** Holds the opened editors. */
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TMultiMap<IAssetEditorInstance*, UObject*> OpenedEditors;
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/** Holds the times that editors were opened. */
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TMap<IAssetEditorInstance*, FOpenedEditorTime> OpenedEditorTimes;
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/** Holds the cumulative time editors have been open by type. */
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TMap<FName, FAssetEditorAnalyticInfo> EditorUsageAnalytics;
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private:
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/** Holds a delegate to be invoked when the widget ticks. */
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FTickerDelegate TickDelegate;
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/** Call to request closing editors for an asset */
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FAssetEditorRequestCloseEvent AssetEditorRequestCloseEvent;
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/** Called when an asset has been opened in an editor */
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FOnAssetOpenedInEditorEvent AssetOpenedInEditorEvent;
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/** Multicast delegate executed when an asset editor is requested to be opened */
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FAssetEditorRequestOpenEvent AssetEditorRequestOpenEvent;
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/** Multicast delegate executed when an asset editor is actually opened */
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FAssetEditorOpenEvent AssetEditorOpenedEvent;
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/** Flag whether we are currently shutting down */
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bool bSavingOnShutdown;
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/**
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* Flag whether to disable SaveOpenAssetEditors() and enable auto-restore on RestorePreviouslyOpenAssets().
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* Useful e.g., to allow LayoutsMenu.cpp re-load layouts on-the-fly and reload the previously opened assets.
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* If true, SaveOpenAssetEditors() will not save any asset editor and RestorePreviouslyOpenAssets() will automatically open them without asking the user.
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* If false, default behavior of both SaveOpenAssetEditors() and RestorePreviouslyOpenAssets().
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*/
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bool bAutoRestoreAndDisableSaving;
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/** Flag whether there has been a request to notify whether to restore previously open assets */
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bool bRequestRestorePreviouslyOpenAssets;
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/** A pointer to the notification used by RestorePreviouslyOpenAssets */
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TWeakPtr<SNotificationItem> RestorePreviouslyOpenAssetsNotificationPtr;
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UPROPERTY(Transient)
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TArray<UAssetEditor*> OwnedAssetEditors;
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/** Map of FEditorModeId to EditorModeInfo for all known UEdModes when the subsystem initialized */
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RegisteredModeInfoMap EditorModes;
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/** Event that is triggered whenever a mode is unregistered */
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FRegisteredModesChangedEvent OnEditorModesChangedEvent;
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/** Event that is triggered whenever a mode is unregistered */
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FOnModeRegistered OnEditorModeRegisteredEvent;
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/** Event that is triggered whenever a mode is unregistered */
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FOnModeUnregistered OnEditorModeUnregisteredEvent;
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};
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