84 lines
2.7 KiB
C++
84 lines
2.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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AnimCompositeFactory.cpp: Factory for AnimComposite
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=============================================================================*/
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#include "Factories/AnimStreamableFactory.h"
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#include "Modules/ModuleManager.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Widgets/SWindow.h"
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#include "Widgets/Layout/SBorder.h"
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#include "EditorStyleSet.h"
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#include "Animation/Skeleton.h"
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#include "Animation/AnimSequence.h"
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#include "Animation/AnimStreamable.h"
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#include "Editor.h"
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#include "IContentBrowserSingleton.h"
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#include "ContentBrowserModule.h"
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#define LOCTEXT_NAMESPACE "AnimStreamableFactory"
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UAnimStreamableFactory::UAnimStreamableFactory(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bCreateNew = false;
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SupportedClass = UAnimStreamable::StaticClass();
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}
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bool UAnimStreamableFactory::ConfigureProperties()
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{
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// Null the skeleton so we can check for selection later
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/*TargetSkeleton = NULL;
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SourceAnimation = NULL;
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// Load the content browser module to display an asset picker
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FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
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FAssetPickerConfig AssetPickerConfig;
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AssetPickerConfig.Filter.ClassNames.Add(USkeleton::StaticClass()->GetFName());
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AssetPickerConfig.Filter.bRecursiveClasses = true;
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// The delegate that fires when an asset was selected
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AssetPickerConfig.OnAssetSelected = FOnAssetSelected::CreateUObject(this, &UAnimCompositeFactory::OnTargetSkeletonSelected);
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//The default view mode should be a list view
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AssetPickerConfig.InitialAssetViewType = EAssetViewType::List;
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PickerWindow = SNew(SWindow)
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.Title(LOCTEXT("CreateAnimCompositeOptions", "Pick Skeleton"))
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.ClientSize(FVector2D(500, 600))
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.SupportsMinimize(false) .SupportsMaximize(false)
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[
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SNew(SBorder)
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.BorderImage( FEditorStyle::GetBrush("Menu.Background") )
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[
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ContentBrowserModule.Get().CreateAssetPicker(AssetPickerConfig)
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]
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];
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GEditor->EditorAddModalWindow(PickerWindow.ToSharedRef());
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PickerWindow.Reset();
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return TargetSkeleton != NULL;*/
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return true;
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}
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UObject* UAnimStreamableFactory::FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn)
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{
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if (SourceAnimation)
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{
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UAnimStreamable* StreamableAnim = NewObject<UAnimStreamable>(InParent, Class, Name, Flags);
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StreamableAnim->InitFrom(SourceAnimation);
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return StreamableAnim;
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}
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return NULL;
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}
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#undef LOCTEXT_NAMESPACE
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