53 lines
1.7 KiB
C++
53 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "DisplayClusterLightCardActor.h"
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#include "DisplayClusterChromakeyCardActor.generated.h"
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class UDisplayClusterICVFXCameraComponent;
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UCLASS(Blueprintable, NotPlaceable, DisplayName = "Chromakey Card", HideCategories = (Tick, Physics, Collision, Networking, Replication, Cooking, Input, Actor, HLOD))
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class DISPLAYCLUSTER_API ADisplayClusterChromakeyCardActor : public ADisplayClusterLightCardActor
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{
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GENERATED_BODY()
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public:
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ADisplayClusterChromakeyCardActor(const FObjectInitializer& ObjectInitializer);
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virtual ~ADisplayClusterChromakeyCardActor() override;
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virtual void Tick(float DeltaSeconds) override;
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#if WITH_EDITOR
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// ~Begin UObject interface
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virtual void PostEditUndo() override;
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// ~End UObject interface
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#endif
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// ~Begin ADisplayClusterLightCardActor interface
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virtual void AddToRootActor(ADisplayClusterRootActor* InRootActor) override;
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virtual void RemoveFromRootActor() override;
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// ~End ADisplayClusterLightCardActor interface
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/**
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* Checks if the given ICVFX camera has chroma key settings supporting this actor.
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*
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* @param InCamera The ICVFX camera component to compare against.
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*
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* @return true if the camera component references this actor.
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*/
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bool IsReferencedByICVFXCamera(const UDisplayClusterICVFXCameraComponent* InCamera) const;
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protected:
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void UpdateChromakeySettings();
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#if WITH_EDITOR
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private:
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/** Called when any UObject has its property changed. */
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void OnObjectPropertyChanged(UObject* InObject, FPropertyChangedEvent& InPropertyChangedEvent);
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private:
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/** Handle for UObject property change. */
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FDelegateHandle PropertyChangedHandle;
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#endif
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};
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