- Started work on giving UComboActions their own automatically-recognised events in Blueprints, just like UInputAssets have in the EnhancedInput plugin.
- Also gave the data assets a factory class and organised them into the Input category to make them look like a proper Unreal asset.
This commit is contained in:
@@ -3,68 +3,78 @@
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#pragma once
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#include "Modules/ModuleManager.h"
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#include "EdGraphUtilities.h"
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#include "IAssetTools.h"
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// #include "Interfaces/IHttpRequest.h"
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#include "IAssetTypeActions.h"
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#include "Factories/Factory.h"
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#include "ComboInputEditor.generated.h"
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UCLASS()
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class COMBOINPUTEDITOR_API UComboAction_Factory : public UFactory
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{
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GENERATED_BODY()
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public:
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UComboAction_Factory(const class FObjectInitializer &ObjectInitializer);
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UPROPERTY(EditAnywhere, Category="Combo Input")
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TSubclassOf<class UComboAction> ComboActionClass;
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virtual UObject *FactoryCreateNew(UClass *Class, UObject *InParent, FName Name, EObjectFlags Flags, UObject *Context, FFeedbackContext *Warn) override;
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};
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UCLASS()
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class COMBOINPUTEDITOR_API UComboSequenceNode_Factory : public UFactory
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{
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GENERATED_BODY()
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public:
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UComboSequenceNode_Factory(const class FObjectInitializer &ObjectInitializer);
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UPROPERTY(EditAnywhere, Category="Combo Input")
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TSubclassOf<class UComboSequenceNode> ComboSequenceNodeClass;
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virtual UObject *FactoryCreateNew(UClass *Class, UObject *InParent, FName Name, EObjectFlags Flags, UObject *Context, FFeedbackContext *Warn) override;
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};
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UCLASS()
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class COMBOINPUTEDITOR_API UComboInputAsset_Factory : public UFactory
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{
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GENERATED_BODY()
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public:
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UComboInputAsset_Factory(const class FObjectInitializer &ObjectInitializer);
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UPROPERTY(EditAnywhere, Category="Combo Input")
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TSubclassOf<class UComboInputAsset> ComboInputAssetClass;
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virtual UObject *FactoryCreateNew(UClass *Class, UObject *InParent, FName Name, EObjectFlags Flags, UObject *Context, FFeedbackContext *Warn) override;
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};
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// class FHttpModule;
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// class FSlateStyleSet;
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class FComboInputEditorModule : public IModuleInterface
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{
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public:
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public:
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static FComboInputEditorModule &Get() { return FModuleManager::LoadModuleChecked<FComboInputEditorModule>("ComboInputEditor"); }
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static bool IsAvailable() { return FModuleManager::Get().IsModuleLoaded("ComboInputEditor"); }
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static FComboInputEditorModule &Get()
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{
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return FModuleManager::LoadModuleChecked<FComboInputEditorModule>( "ComboInputEditor" );
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded("ComboInputEditor");
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}
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/* Called when the module is loaded */
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virtual void StartupModule() override;
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/* Called when the module is unloaded */
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virtual void ShutdownModule() override;
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private:
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// void RegisterAssetTypeAction(IAssetTools& AssetTools, TSharedRef<IAssetTypeActions> Action);
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// void OnGetResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
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// UFUNCTION() void SendHTTPGet();
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// void PluginButtonClicked();
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// void RegisterMenus();
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static EAssetTypeCategories::Type GetInputAssetsCategory() { return FComboInputEditorModule::ComboAssetsCategory; }
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private:
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// TSharedPtr<class FUICommandList> PluginCommands;
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// TSharedPtr<FSlateStyleSet> DialogueTreeSet;
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// TSharedPtr<class FMounteaDialogueGraphAssetAction> MounteaDialogueGraphAssetActions;
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// TSharedPtr<class FMounteaDialogueAdditionalDataAssetAction> MounteaDialogueAdditionalDataAssetActions;
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// TSharedPtr<class FMounteaDialogueDecoratorAssetAction> MounteaDialogueDecoratorAssetAction;
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// TSharedPtr<struct FGraphPanelNodeFactory> GraphPanelNodeFactory_MounteaDialogueGraph;
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// TArray< TSharedPtr<IAssetTypeActions> > CreatedAssetTypeActions;
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void RegisterAssetTypeActions(IAssetTools &AssetTools, TSharedRef<IAssetTypeActions> Action)
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{
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AssetTools.RegisterAssetTypeActions(Action);
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CreatedAssetTypeActions.Add(Action);
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}
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// EAssetTypeCategories::Type MounteaDialogueGraphAssetCategoryBit;
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// FHttpModule* Http;
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static EAssetTypeCategories::Type ComboAssetsCategory;
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// TArray<FName> RegisteredCustomClassLayouts;
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// TArray<FName> RegisteredCustomPropertyTypeLayout;
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};
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TArray<TSharedPtr<IAssetTypeActions>> CreatedAssetTypeActions;
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};
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