/******************************************************************************* The content of this file includes portions of the proprietary AUDIOKINETIC Wwise Technology released in source code form as part of the game integration package. The content of this file may not be used without valid licenses to the AUDIOKINETIC Wwise Technology. Note that the use of the game engine is subject to the Unreal(R) Engine End User License Agreement at https://www.unrealengine.com/en-US/eula/unreal License Usage Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use this file in accordance with the end user license agreement provided with the software or, alternatively, in accordance with the terms contained in a written agreement between you and Audiokinetic Inc. Copyright (c) 2023 Audiokinetic Inc. *******************************************************************************/ /*------------------------------------------------------------------------------------ includes. ------------------------------------------------------------------------------------*/ #include "AkWaapiUMG/Components/AkItemProperties.h" #include "AkAudioDevice.h" #include "Widgets/Input/SButton.h" #include "Framework/MultiBox/MultiBoxBuilder.h" #include "AkWaapiUMG/Components/WwisePropertyDragDropOp.h" #include "AkWaapiSlate/Widgets/Input/AkSSlider.h" #include "AkAudioStyle.h" /*------------------------------------------------------------------------------------ Defines ------------------------------------------------------------------------------------*/ #define LOCTEXT_NAMESPACE "AkWaapiUMG" /*------------------------------------------------------------------------------------ UAkItemPropertiesConv ------------------------------------------------------------------------------------*/ UAkItemPropertiesConv::UAkItemPropertiesConv(const class FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { // Property initialization } FString UAkItemPropertiesConv::Conv_FAkPropertyToControlToString(const FAkPropertyToControl& INAkPropertyToControl) { return INAkPropertyToControl.ItemProperty; } FText UAkItemPropertiesConv::Conv_FAkPropertyToControlToText(const FAkPropertyToControl& INAkPropertyToControl) { return FText::FromString(*INAkPropertyToControl.ItemProperty); } /*------------------------------------------------------------------------------------ Implementation ------------------------------------------------------------------------------------*/ ///////////////////////////////////////////////////// // UAkItemProperties UAkItemProperties::UAkItemProperties(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { AkSSlider::FArguments Defaults; } TSharedRef UAkItemProperties::RebuildWidget() { bool autoFocus = GetWorld()->WorldType != EWorldType::Game && GetWorld()->WorldType != EWorldType::PIE && GetWorld()->WorldType != EWorldType::GamePreview; return SNew(SBorder) .BorderImage(FAkAudioStyle::GetBrush("AudiokineticTools.GroupBorder")) .Padding(FMargin(0.0f, 3.0f)) .BorderBackgroundColor(FLinearColor(.6, .6, .6, 1.0f)) [ SNew(SVerticalBox) + SVerticalBox::Slot() .AutoHeight() [ SNew(SHorizontalBox) + SHorizontalBox::Slot() .Padding(FMargin(10.0f, 0.0f, 0.0f, 0.0f)) .AutoWidth() .VAlign(VAlign_Center) [ SAssignNew(PropertyTextBlock, STextBlock) .IsEnabled(true) .ToolTipText(LOCTEXT("editable_Tooltip", "Property Name")) .MinDesiredWidth(300.f) .Text(FText::FromString(TEXT("Choose a property"))) ] ] + SVerticalBox::Slot() [ SAssignNew(WwiseProperties, SAkItemProperties) .FocusSearchBoxWhenOpened(autoFocus) .SelectionMode(ESelectionMode::Single) .OnSelectionChanged(FOnSelectionChanged::CreateUObject(this, &UAkItemProperties::PropertySelectionChanged)) .OnDragDetected(FOnDragDetected::CreateUObject(this, &UAkItemProperties::HandleOnDragDetected)) ] ]; } void UAkItemProperties::PropertySelectionChanged(TSharedPtr< FString > PropertySelected, ESelectInfo::Type SelectInfo) { if (PropertySelected.IsValid()) { const auto& PropertyString = *PropertySelected.Get(); PropertyTextBlock->SetText(FText::FromString(PropertyString)); if (OnSelectionChanged.IsBound()) { OnSelectionChanged.Broadcast(PropertyString); } } } FReply UAkItemProperties::HandleOnDragDetected(const FGeometry& Geometry, const FPointerEvent& MouseEvent) { if (MouseEvent.IsMouseButtonDown(EKeys::LeftMouseButton) && WwiseProperties.IsValid()) { const TArray>& PropertySelected = WwiseProperties->GetSelectedProperties(); if (PropertySelected.Num() == 1) { if(OnPropertyDragged.IsBound()) { OnPropertyDragged.Broadcast(*PropertySelected[0].Get()); } TSharedRef Operation = FWwisePropertyDragDropOp::New(PropertySelected); return FReply::Handled().BeginDragDrop(Operation); } } return FReply::Unhandled(); } FString UAkItemProperties::GetSelectedProperty() const { return *WwiseProperties->GetSelectedProperties()[0]; } FString UAkItemProperties::GetSearchText() const { return WwiseProperties->GetSearchText(); } void UAkItemProperties::SetSearchText(const FString& newText) { WwiseProperties->SetSearchText(newText); } void UAkItemProperties::ReleaseSlateResources(bool bReleaseChildren) { Super::ReleaseSlateResources(bReleaseChildren); PropertyTextBlock.Reset(); WwiseProperties.Reset(); } #if WITH_EDITOR const FText UAkItemProperties::GetPaletteCategory() { return LOCTEXT("Wwise", "Wwise"); } #endif // ///////////////////////////////////////////////////// #undef LOCTEXT_NAMESPACE