// Copyright Epic Games, Inc. All Rights Reserved. #include "LandscapeSplineProxies.h" #include "GenericPlatform/ICursor.h" #include "LandscapeSplineControlPoint.h" #include "LandscapeSplinesComponent.h" #include "LandscapeSplineSegment.h" HLandscapeSplineProxy::HLandscapeSplineProxy(ULandscapeSplinesComponent* SplineComponent, EHitProxyPriority InPriority) : HActor(SplineComponent->GetOwner(), SplineComponent, InPriority) { } EMouseCursor::Type HLandscapeSplineProxy::GetMouseCursor() { return EMouseCursor::Crosshairs; } HLandscapeSplineProxy_Segment::HLandscapeSplineProxy_Segment(class ULandscapeSplineSegment* InSplineSegment) : HLandscapeSplineProxy(InSplineSegment->GetOuterULandscapeSplinesComponent()) , SplineSegment(InSplineSegment) { } void HLandscapeSplineProxy_Segment::AddReferencedObjects(FReferenceCollector& Collector) { Collector.AddReferencedObject(SplineSegment); } HLandscapeSplineProxy_ControlPoint::HLandscapeSplineProxy_ControlPoint(class ULandscapeSplineControlPoint* InControlPoint) : HLandscapeSplineProxy(InControlPoint->GetOuterULandscapeSplinesComponent(), HPP_Foreground) , ControlPoint(InControlPoint) { } void HLandscapeSplineProxy_ControlPoint::AddReferencedObjects(FReferenceCollector& Collector) { Collector.AddReferencedObject(ControlPoint); } HLandscapeSplineProxy_Tangent::HLandscapeSplineProxy_Tangent(class ULandscapeSplineSegment* InSplineSegment, bool InEnd) : HLandscapeSplineProxy(InSplineSegment->GetOuterULandscapeSplinesComponent(), HPP_UI) , SplineSegment(InSplineSegment) , End(InEnd) { } LANDSCAPE_API void HLandscapeSplineProxy_Tangent::Serialize(FArchive& Ar) { Ar << SplineSegment; } EMouseCursor::Type HLandscapeSplineProxy_Tangent::GetMouseCursor() { return EMouseCursor::CardinalCross; } void HLandscapeSplineProxy_Tangent::AddReferencedObjects(FReferenceCollector& Collector) { Collector.AddReferencedObject(SplineSegment); }