314 lines
9.8 KiB
C++
314 lines
9.8 KiB
C++
/**
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* @file
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*
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* @author Mamadou Babaei <mamadou@senseglove.com>
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*
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* @section LICENSE
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*
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* (The MIT License)
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*
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* Copyright (c) 2020 - 2024 SenseGlove
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* @section DESCRIPTION
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*
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*
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*/
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#include "SGEditor/SGContentBrowserExtension.h"
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#include "Animation/Skeleton.h"
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#include "AssetRegistry/AssetData.h"
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#include "Containers/UnrealString.h"
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#include "ContentBrowserDelegates.h"
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#include "ContentBrowserModule.h"
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#include "Editor.h"
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#include "Engine/SkeletalMesh.h"
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#include "Framework/Commands/UIAction.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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#include "Framework/MultiBox/MultiBoxExtender.h"
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#include "GenericPlatform/GenericPlatformMisc.h"
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#include "Internationalization/Text.h"
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#include "Math/Transform.h"
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#include "Misc/MessageDialog.h"
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#include "ReferenceSkeleton.h"
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#include "UObject/Object.h"
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#include "SGEditor/SGAssetUtils.h"
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#include "SGEditor/SGPluginStyle.h"
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#define LOCTEXT_NAMESPACE "SGContentBrowserExtension"
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struct FSGContentBrowserExtension::FImpl
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{
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/************************
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* Static methods
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************************/
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static void TryAddSenseGloveSockets(const TArray<FAssetData>& SelectedAssets);
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static void TryClearExistingSockets(const TArray<FAssetData>& SelectedAssets);
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};
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void FSGContentBrowserExtension::FImpl::TryAddSenseGloveSockets(const TArray<FAssetData>& SelectedAssets)
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{
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const FText ConfirmationDialogText{
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LOCTEXT("SenseGloveAddSocketsConfirmation",
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"Do you want to add the SenseGlove sockets?")
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};
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const EAppReturnType::Type DialogResult{
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FMessageDialog::Open(EAppMsgType::YesNo, ConfirmationDialogText)
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};
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if (DialogResult != EAppReturnType::Yes)
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{
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return;
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}
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bool bAllAssetsSucceeded = true;
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for (const FAssetData& Asset: SelectedAssets)
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{
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USkeletalMesh* SkeletalMesh{Cast<USkeletalMesh>(Asset.GetAsset())};
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USkeleton* Skeleton{Cast<USkeleton>(Asset.GetAsset())};
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if (!IsValid(SkeletalMesh) && !IsValid(Skeleton))
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{
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continue;
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}
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bool bAddedSenseGloveSockets = false;
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if (IsValid(SkeletalMesh))
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{
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bAddedSenseGloveSockets = FSGAssetUtils::AddSenseGloveSockets(SkeletalMesh);
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}
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else if (IsValid(Skeleton))
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{
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bAddedSenseGloveSockets = FSGAssetUtils::AddSenseGloveSockets(Skeleton);
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}
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if (!bAddedSenseGloveSockets)
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{
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bAllAssetsSucceeded = false;
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const FText ResultDialogText{
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FText::Format(
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LOCTEXT("SenseGloveAddSocketsResultFailedOn",
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"Failed to add the SenseGlove sockets to '{0}'!"),
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FText::FromString(Asset.GetSoftObjectPath().ToString()))
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};
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FMessageDialog::Open(EAppMsgType::Ok, ResultDialogText);
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}
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if (!bAddedSenseGloveSockets)
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{
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break;
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}
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}
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if (bAllAssetsSucceeded)
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{
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const FText ResultDialogText{
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LOCTEXT("SenseGloveAddSocketsResultSuccess",
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"Successfully added the SenseGlove grab and touch sockets. If you wish the changes to persist, save"
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" the modified asset(s) now!")
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};
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FMessageDialog::Open(EAppMsgType::Ok, ResultDialogText);
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}
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}
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void FSGContentBrowserExtension::FImpl::TryClearExistingSockets(const TArray<FAssetData>& SelectedAssets)
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{
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const FText ConfirmationDialogText{
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LOCTEXT("SenseGloveClearExistingSocketsConfirmation",
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"Are you sure you want to clear all the existing sockets? This cannot be undone!")
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};
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const EAppReturnType::Type DialogResult{
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FMessageDialog::Open(EAppMsgType::YesNo, ConfirmationDialogText)
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};
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if (DialogResult != EAppReturnType::Yes)
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{
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return;
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}
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bool bAllAssetsSucceeded = true;
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for (const FAssetData& Asset: SelectedAssets)
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{
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USkeletalMesh* SkeletalMesh{Cast<USkeletalMesh>(Asset.GetAsset())};
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USkeleton* Skeleton{Cast<USkeleton>(Asset.GetAsset())};
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if (!IsValid(SkeletalMesh) && !IsValid(Skeleton))
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{
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continue;
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}
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bool bClearedExistingSockets = false;
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if (IsValid(SkeletalMesh))
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{
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bClearedExistingSockets = FSGAssetUtils::ClearExistingSockets(SkeletalMesh);
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}
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else if (IsValid(Skeleton))
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{
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bClearedExistingSockets = FSGAssetUtils::ClearExistingSockets(Skeleton);
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}
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if (!bClearedExistingSockets)
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{
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bAllAssetsSucceeded = false;
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const FText ResultDialogText{
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FText::Format(
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LOCTEXT("SenseGloveClearExistingSocketsResultFailedOn",
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"Failed to clear all the existing sockets on '{0}'!"),
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FText::FromString(Asset.GetSoftObjectPath().ToString()))
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};
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FMessageDialog::Open(EAppMsgType::Ok, ResultDialogText);
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}
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if (!bClearedExistingSockets)
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{
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break;
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}
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}
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if (bAllAssetsSucceeded)
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{
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const FText ResultDialogText{
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LOCTEXT("SenseGloveClearExistingSocketsResultSuccess",
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"Successfully cleared all the existing sockets! If you wish the changes to persist, save the"
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" modified asset(s) now!")
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};
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FMessageDialog::Open(EAppMsgType::Ok, ResultDialogText);
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}
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}
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void FSGContentBrowserExtension::Register()
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{
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FContentBrowserModule& ContentBrowserModule{
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FModuleManager::LoadModuleChecked<FContentBrowserModule>(TEXT("ContentBrowser"))
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};
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TArray<FContentBrowserMenuExtender_SelectedAssets>& ContextMenuDelegates{
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ContentBrowserModule.GetAllAssetViewContextMenuExtenders()
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};
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ContextMenuDelegates.Add(FContentBrowserMenuExtender_SelectedAssets::CreateStatic(&OnExtendAssetSelectionMenu));
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}
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TSharedRef<FExtender> FSGContentBrowserExtension::OnExtendAssetSelectionMenu(
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const TArray<FAssetData>& SelectedAssets)
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{
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TSharedRef<FExtender> Extender{MakeShared<FExtender>()};
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Extender->AddMenuExtension(
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"CommonAssetActions",
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EExtensionHook::After,
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nullptr,
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FMenuExtensionDelegate::CreateStatic(&AssetExtenderCallback, SelectedAssets)
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);
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return MoveTemp(Extender);
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}
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void FSGContentBrowserExtension::AssetExtenderCallback(
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FMenuBuilder& MenuBuilder, const TArray<FAssetData> SelectedAssets)
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{
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bool bShouldExtendTheMenu = true;
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bool bAnySkeletalMeshSelected = false;
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bool bAnySkeletonSelected = false;
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for (const FAssetData& Asset: SelectedAssets)
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{
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if (Asset.IsRedirector()
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|| FName{*Asset.AssetClassPath.ToString()} == NAME_Class
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|| (Asset.PackageFlags & PKG_FilterEditorOnly))
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{
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bShouldExtendTheMenu = false;
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break;
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}
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const bool bIsChildOfUSkeletalMesh = Asset.GetClass()->IsChildOf(USkeletalMesh::StaticClass());
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const bool bIsChildOfUSkeleton = Asset.GetClass()->IsChildOf(USkeleton::StaticClass());
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if (!bIsChildOfUSkeletalMesh && !bIsChildOfUSkeleton)
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{
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bShouldExtendTheMenu = false;
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break;
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}
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if (bIsChildOfUSkeletalMesh)
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{
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bAnySkeletalMeshSelected = true;
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}
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if (bIsChildOfUSkeleton)
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{
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bAnySkeletonSelected = true;
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}
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if (bAnySkeletalMeshSelected && bAnySkeletonSelected)
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{
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bShouldExtendTheMenu = false;
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break;
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}
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}
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if (!bShouldExtendTheMenu)
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{
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return;
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}
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MenuBuilder.BeginSection(FName{TEXT("SenseGloveSection")}, LOCTEXT("SenseGloveHeading", "SenseGlove"));
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MenuBuilder.AddMenuEntry(
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LOCTEXT("SenseGloveAddSocketsLabel", "Add SenseGlove Sockets"),
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LOCTEXT("SenseGloveAddSocketsToolTip", "Adds and sets up the SenseGlove grab and touch sockets"),
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FSGPluginStyle::GetStyleSetIcon(),
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FUIAction{
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FExecuteAction::CreateLambda([SelectedAssets]()-> void
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{
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FImpl::TryAddSenseGloveSockets(SelectedAssets);
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})
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},
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NAME_None,
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EUserInterfaceActionType::Button,
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NAME_None);
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MenuBuilder.AddMenuEntry(
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LOCTEXT("SenseGloveClearExistingSocketsLabel", "Clear Existing Sockets"),
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LOCTEXT("SenseGloveClearExistingSocketsToolTip",
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"Clears all the existing sockets; SenseGlove or otherwise"),
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FSGPluginStyle::GetStyleSetIcon(),
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FUIAction{
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FExecuteAction::CreateLambda([SelectedAssets]()-> void
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{
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FImpl::TryClearExistingSockets(SelectedAssets);
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})
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},
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NAME_None,
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EUserInterfaceActionType::Button,
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NAME_None);
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MenuBuilder.EndSection();
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}
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#undef LOCTEXT_NAMESPACE |