56 lines
2.2 KiB
C++
56 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "IDetailCustomization.h"
|
|
#include "Templates/SharedPointer.h"
|
|
#include "UObject/WeakObjectPtrTemplates.h"
|
|
|
|
class IDetailLayoutBuilder;
|
|
class IPropertyHandle;
|
|
class ULightComponent;
|
|
class ULocalLightComponent;
|
|
|
|
class FLightComponentDetails : public IDetailCustomization
|
|
{
|
|
public:
|
|
/** Makes a new instance of this detail layout class for a specific detail view requesting it */
|
|
static TSharedRef<IDetailCustomization> MakeInstance();
|
|
|
|
/** IDetailCustomization interface */
|
|
virtual void CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) override;
|
|
virtual void CustomizeDetails(const TSharedPtr<IDetailLayoutBuilder>& DetailBuilder) override;
|
|
|
|
static void SetComponentIntensity(ULightComponent* Component, float InIntensity);
|
|
|
|
private:
|
|
|
|
/** Helper functions which tell whether the various custom controls are enabled or not */
|
|
bool IsLightBrightnessEnabled() const;
|
|
bool IsUseIESBrightnessEnabled() const;
|
|
bool IsIESBrightnessScaleEnabled() const;
|
|
|
|
void ResetIntensityToDefault(TSharedPtr<IPropertyHandle> PropertyHandle, TWeakObjectPtr<ULightComponent> Component);
|
|
bool IsIntensityResetToDefaultVisible(TSharedPtr<IPropertyHandle> PropertyHandle, TWeakObjectPtr<ULightComponent> Component) const;
|
|
|
|
private:
|
|
TSharedPtr<IPropertyHandle> IESBrightnessTextureProperty;
|
|
TSharedPtr<IPropertyHandle> IESBrightnessEnabledProperty;
|
|
TSharedPtr<IPropertyHandle> IESBrightnessScaleProperty;
|
|
TSharedPtr<IPropertyHandle> LightIntensityProperty;
|
|
TSharedPtr<IPropertyHandle> IntensityUnitsProperty;
|
|
|
|
TWeakPtr<IDetailLayoutBuilder> CachedDetailBuilder;
|
|
void ResetIntensityUnitsToDefault(TSharedPtr<IPropertyHandle> PropertyHandle, ULocalLightComponent* Component);
|
|
bool IsIntensityUnitsResetToDefaultVisible(TSharedPtr<IPropertyHandle> PropertyHandle, ULocalLightComponent* Component) const;
|
|
|
|
/** Called when the intensity units are changed */
|
|
void OnIntensityUnitsPreChange(ULocalLightComponent* Component);
|
|
void OnIntensityUnitsChanged(ULocalLightComponent* Component);
|
|
|
|
/* Add local light intensity with unit */
|
|
void AddLocalLightIntensityWithUnit(IDetailLayoutBuilder& DetailBuilder, ULocalLightComponent* Component);
|
|
|
|
float LastLightBrigtness = 0;
|
|
};
|