149 lines
5.3 KiB
C++
149 lines
5.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SkyLightComponentDetails.h"
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#include "Components/LightComponentBase.h"
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#include "Components/SceneComponent.h"
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#include "Components/SkyLightComponent.h"
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#include "Containers/Array.h"
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#include "Containers/EnumAsByte.h"
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#include "Delegates/Delegate.h"
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#include "DetailCategoryBuilder.h"
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#include "DetailLayoutBuilder.h"
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#include "DetailWidgetRow.h"
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#include "Engine/SkyLight.h"
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#include "Engine/World.h"
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#include "Fonts/SlateFontInfo.h"
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#include "HAL/PlatformCrt.h"
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#include "HAL/PlatformMath.h"
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#include "Internationalization/Internationalization.h"
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#include "Internationalization/Text.h"
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#include "Layout/Margin.h"
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#include "Misc/AssertionMacros.h"
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#include "Misc/Attribute.h"
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#include "PropertyHandle.h"
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#include "Templates/Casts.h"
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#include "Types/SlateEnums.h"
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#include "UObject/Class.h"
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#include "UObject/Object.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Widgets/Input/SButton.h"
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#include "Widgets/Text/STextBlock.h"
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#define LOCTEXT_NAMESPACE "SkyLightComponentDetails"
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TSharedRef<IDetailCustomization> FSkyLightComponentDetails::MakeInstance()
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{
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return MakeShareable( new FSkyLightComponentDetails );
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}
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void FSkyLightComponentDetails::CustomizeDetails( IDetailLayoutBuilder& DetailLayout )
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{
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const TArray< TWeakObjectPtr<UObject> >& SelectedObjects = DetailLayout.GetSelectedObjects();
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for (int32 ObjectIndex = 0; ObjectIndex < SelectedObjects.Num(); ++ObjectIndex)
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{
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const TWeakObjectPtr<UObject>& CurrentObject = SelectedObjects[ObjectIndex];
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if (CurrentObject.IsValid())
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{
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ASkyLight* CurrentCaptureActor = Cast<ASkyLight>(CurrentObject.Get());
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if (CurrentCaptureActor != NULL)
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{
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SkyLight = CurrentCaptureActor;
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break;
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}
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}
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}
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USkyLightComponent* SkyLightComponent = SkyLight.IsValid() ? SkyLight->GetLightComponent() : nullptr;
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// Mobility property is on the scene component base class not the light component and that is why we have to use USceneComponent::StaticClass
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TSharedRef<IPropertyHandle> MobilityHandle = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(USkyLightComponent, Mobility), USceneComponent::StaticClass());
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// Set a mobility tooltip specific to lights
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MobilityHandle->SetToolTipText(LOCTEXT("SkyLightMobilityTooltip", "Mobility for sky light components determines what rendering methods will be used. A Stationary sky light has its shadowing baked into Bent Normal AO by Lightmass, but its lighting can be changed in game."));
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TSharedPtr<IPropertyHandle> LightIntensityProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(USkyLightComponent, Intensity), ULightComponentBase::StaticClass());
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if( LightIntensityProperty->IsValidHandle() )
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{
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// Point lights need to override the ui min and max for units of lumens, so we have to undo that
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LightIntensityProperty->SetInstanceMetaData("UIMin", TEXT("0.0f"));
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LightIntensityProperty->SetInstanceMetaData("UIMax", TEXT("50000.0f"));
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LightIntensityProperty->SetInstanceMetaData("SliderExponent", TEXT("10.0f"));
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if (!SkyLightComponent || (SkyLightComponent->SourceType != SLS_CapturedScene && SkyLightComponent->IsRealTimeCaptureEnabled()))
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{
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LightIntensityProperty->SetInstanceMetaData("Units", TEXT("CandelaPerMeter2"));
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}
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else
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{
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LightIntensityProperty->SetPropertyDisplayName(LOCTEXT("LightIntensityScaleDisplayName", "Intensity Scale"));
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}
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}
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DetailLayout.EditCategory("Light", FText::GetEmpty(), ECategoryPriority::TypeSpecific);
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// The bVisible checkbox in the rendering category is frequently used on lights
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// Editing the rendering category and giving it TypeSpecific priority will place it just under the Light category
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DetailLayout.EditCategory("Rendering", FText::GetEmpty(), ECategoryPriority::TypeSpecific);
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TSharedPtr<IPropertyHandle> SourceTypeProperty = DetailLayout.GetProperty(GET_MEMBER_NAME_CHECKED(USkyLightComponent, SourceType), USkyLightComponent::StaticClass());
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SourceTypeProperty->SetOnPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FSkyLightComponentDetails::OnSourceTypeChanged));
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DetailLayout.EditCategory( "SkyLight" )
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.AddCustomRow( NSLOCTEXT("SkyLightDetails", "UpdateSkyLight", "Recapture Scene") )
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.NameContent()
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[
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SNew( STextBlock )
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.Font( IDetailLayoutBuilder::GetDetailFont() )
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.Text( NSLOCTEXT("SkyLightDetails", "UpdateSkyLight", "Recapture Scene") )
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]
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.ValueContent()
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.MaxDesiredWidth(125.f)
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.MinDesiredWidth(125.f)
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[
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SNew(SButton)
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.ContentPadding(2.f)
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.VAlign(VAlign_Center)
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.HAlign(HAlign_Center)
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.OnClicked( this, &FSkyLightComponentDetails::OnUpdateSkyCapture )
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[
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SNew( STextBlock )
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.Font( IDetailLayoutBuilder::GetDetailFont() )
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.Text( NSLOCTEXT("SkyLightDetails", "UpdateSkyCapture", "Recapture") )
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]
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];
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}
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void FSkyLightComponentDetails::CustomizeDetails(const TSharedPtr<IDetailLayoutBuilder>& DetailBuilder)
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{
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CachedDetailBuilder = DetailBuilder;
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CustomizeDetails(*DetailBuilder);
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}
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FReply FSkyLightComponentDetails::OnUpdateSkyCapture()
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{
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if (SkyLight.IsValid())
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{
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if (UWorld* SkyLightWorld = SkyLight->GetWorld())
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{
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SkyLightWorld->UpdateAllSkyCaptures();
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}
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}
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return FReply::Handled();
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}
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void FSkyLightComponentDetails::OnSourceTypeChanged()
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{
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IDetailLayoutBuilder* DetailBuilder = CachedDetailBuilder.Pin().Get();
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if (DetailBuilder)
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{
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DetailBuilder->ForceRefreshDetails();
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}
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}
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#undef LOCTEXT_NAMESPACE
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