/******************************************************************************* 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. *******************************************************************************/ #include "ReconcileUEAssetStatusColumn.h" #include "AkAudioStyle.h" #include "Widgets/SWidget.h" #include "Widgets/Images/SImage.h" #include "Widgets/Text/STextBlock.h" #define LOCTEXT_NAMESPACE "AkAudio" FText FReconcileUEAssetStatusColumn::GetDisplayedName(FWwiseReconcileItem TreeItem) { if(!TreeItem.Asset.IsValid()) { return LOCTEXT("None", "None"); } return FText::FromName(TreeItem.Asset.AssetName); } FName FReconcileUEAssetStatusColumn::GetColumnId() { return FName("ReconcileUEStatus"); } const TSharedRef FReconcileUEAssetStatusColumn::ConstructRowWidget(FWwiseReconcileItem TreeItem, const STableRow>& Row) { if(!TreeItem.Asset.IsValid()) { return SNew(SHorizontalBox) + SHorizontalBox::Slot() .AutoWidth(). VAlign(VAlign_Center) [ SNew(STextBlock) .Text(LOCTEXT("ReconcileNoAsset", "None")) ]; } return SNew(SHorizontalBox) + SHorizontalBox::Slot() .AutoWidth() .Padding(0, 1, 2, 1) .VAlign(VAlign_Center) [ SNew(SImage) .Image(FAkAudioStyle::GetBrush(TreeItem.Asset.GetClass())) ] + SHorizontalBox::Slot() .AutoWidth(). VAlign(VAlign_Center) [ SNew(STextBlock) .Text(FText::FromName(TreeItem.Asset.AssetName)) ]; } SHeaderRow::FColumn::FArguments FReconcileUEAssetStatusColumn::ConstructHeaderRowColumn() { auto UEStatusColumnHeader = SHeaderRow::Column(GetColumnId()); TAttribute UEStatusLabel; UEStatusLabel.Set(FText::FromString("Current UAsset")); UEStatusColumnHeader.DefaultLabel(UEStatusLabel); UEStatusColumnHeader.DefaultTooltip(LOCTEXT("CurrentUAssetColumn_Tooltip", "The current UAsset for that item.")); return UEStatusColumnHeader; } #undef LOCTEXT_NAMESPACE