184 lines
5.8 KiB
C++
184 lines
5.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "Containers/UnrealString.h"
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#include "Delegates/Delegate.h"
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#include "HAL/Platform.h"
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#include "IDetailCustomNodeBuilder.h"
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#include "IDetailCustomization.h"
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#include "Input/Reply.h"
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#include "Internationalization/Text.h"
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#include "Styling/SlateTypes.h"
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#include "Templates/SharedPointer.h"
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#include "UObject/NameTypes.h"
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#include "UObject/WeakObjectPtr.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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class FAssetThumbnailPool;
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class FDetailWidgetRow;
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class FGameModeInfoCustomizer;
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class IDetailCategoryBuilder;
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class IDetailChildrenBuilder;
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class IDetailLayoutBuilder;
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class IPropertyHandle;
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class SWidget;
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class ULevel;
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class UObject;
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struct FGeometry;
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struct FPointerEvent;
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/**
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* Implements details panel customizations for AWorldSettings fields.
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*/
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class FWorldSettingsDetails
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: public IDetailCustomization
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{
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public:
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virtual ~FWorldSettingsDetails();
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// IDetailCustomization interface
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virtual void CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) override;
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public:
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/**
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* Makes a new instance of this detail layout class.
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*
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* @return The created instance.
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*/
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static TSharedRef<IDetailCustomization> MakeInstance( )
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{
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return MakeShareable(new FWorldSettingsDetails);
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}
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protected:
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/**
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* Customizes an AGameInfo property with the given name.
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*
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* @param PropertyName The property to customize.
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* @param DetailBuilder The detail builder.
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* @param CategoryBuilder The category builder
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*/
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void CustomizeGameInfoProperty( const FName& PropertyName, IDetailLayoutBuilder& DetailBuilder, IDetailCategoryBuilder& CategoryBuilder );
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/**
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* Adds the lightmap customization to the Lightmass section
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*
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* @param DetailBuilder The detail builder.
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*/
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void AddLightmapCustomization( IDetailLayoutBuilder& DetailBuilder );
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/**
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* Add customization to the World section
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* @param DetailBuilder the detail builder.
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*/
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void AddWorldCustomization(IDetailLayoutBuilder& DetailBuilder);
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private:
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// return true if level's owning world is partitioned.
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bool IsPartitionedWorld(ULevel* Level) const;
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// Called when `ULevel::bUseExternalActors` changes.
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void OnUseExternalActorsChanged(ECheckBoxState State, ULevel* Level);
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// return the state of `ULevel::bUseExternalActors`.
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ECheckBoxState IsUseExternalActorsChecked(ULevel* Level) const;
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// return true if the state of 'ULevel::bUseExternalActors' can be changed.
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bool IsUseExternalActorsEnabled(ULevel* Level) const;
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// Called when `ULevel::bUseActorFolders` changes.
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void OnUseActorFoldersChanged(ECheckBoxState BoxState, ULevel* Level);
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// return the state of `ULevel::bUseActorFolders`.
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ECheckBoxState IsUsingActorFoldersChecked(ULevel* Level) const;
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// return true if the state of 'ULevel::bUseActorFolders' can be changed.
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bool IsUsingActorFoldersEnabled(ULevel* Level) const;
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// Handles checking whether a given asset is acceptable for drag-and-drop.
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bool HandleAssetDropTargetIsAssetAcceptableForDrop( const UObject* InObject ) const;
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// Handles dropping an asset.
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void HandleAssetDropped( UObject* Object, TSharedRef<IPropertyHandle> GameInfoProperty );
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/** Helper class to customizer GameMode property */
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TSharedPtr<FGameModeInfoCustomizer> GameInfoModeCustomizer;
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TWeakObjectPtr<class AWorldSettings> SelectedWorldSettings;
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};
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/** Custom struct for each group of arguments in the function editing details */
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class FLightmapCustomNodeBuilder : public IDetailCustomNodeBuilder, public TSharedFromThis<FLightmapCustomNodeBuilder>
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{
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public:
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FLightmapCustomNodeBuilder(const TSharedPtr<FAssetThumbnailPool>& InThumbnailPool);
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~FLightmapCustomNodeBuilder();
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protected:
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// IDetailCustomNodeBuilder interface
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virtual void SetOnRebuildChildren( FSimpleDelegate InOnRegenerateChildren ) override;
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virtual void GenerateHeaderRowContent( FDetailWidgetRow& NodeRow ) override;
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virtual void GenerateChildContent( IDetailChildrenBuilder& ChildrenBuilder ) override;
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virtual void Tick( float DeltaTime ) override {}
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virtual bool RequiresTick() const override { return false; }
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virtual FName GetName() const override { return FName(TEXT("Lightmaps")); }
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virtual bool InitiallyCollapsed() const override { return false; }
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private:
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struct FLightmapItem
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{
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FString ObjectPath;
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TSharedPtr<class FAssetThumbnail> Thumbnail;
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FLightmapItem(const FString& InObjectPath, const TSharedPtr<class FAssetThumbnail>& InThumbnail)
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: ObjectPath(InObjectPath)
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, Thumbnail(InThumbnail)
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{}
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};
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/** Handler for the lightmap count text in the right hand column */
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FText GetLightmapCountText() const;
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/** Handler for when lighting has been rebuilt and kept */
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void HandleLightingBuildKept();
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/** Handler for when the current level changes */
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void HandleNewCurrentLevel();
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/** Handler for light map list view widget creation */
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TSharedRef<SWidget> MakeLightMapList(TSharedPtr<FLightmapItem> AssetItem);
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/** Handler for context menus */
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TSharedPtr<SWidget> OnGetLightMapContextMenuContent(TSharedPtr<FLightmapItem> Lightmap);
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/** Handler for right clicking an item */
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FReply OnMouseButtonUp( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent, TWeakPtr<FLightmapItem> Lightmap);
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/** Handler for double clicking an item */
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FReply OnLightMapListMouseButtonDoubleClick(const FGeometry& MyGeom, const FPointerEvent& PointerEvent, TWeakPtr<FLightmapItem> SelectedLightmap);
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/** Handler for when "View" is selected in the light map list */
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void ExecuteViewLightmap(FString SelectedLightmapPath);
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/** Refreshes the list of lightmaps to display */
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void RefreshLightmapItems();
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private:
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/** Delegate to handle refreshing this group */
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FSimpleDelegate OnRegenerateChildren;
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/** The list view showing light maps in this world */
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TArray<TSharedPtr<FLightmapItem>> LightmapItems;
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TSharedPtr<class FAssetThumbnailPool> ThumbnailPool;
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};
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