Files
UnrealEngine/Engine/Source/Editor/LandscapeEditor/Private/LandscapeSplineDetails.h
2025-05-18 13:04:45 +08:00

43 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Input/Reply.h"
#include "IDetailCustomization.h"
class FEdModeLandscape;
class IDetailLayoutBuilder;
enum class ESplineNavigationFlags : uint8;
class FLandscapeSplineDetails : 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;
private:
FEdModeLandscape* GetEditorMode() const;
FText OnGetSplineOwningLandscapeText() const;
FReply OnMoveToCurrentLevelButtonClicked();
bool IsMoveToCurrentLevelButtonEnabled() const;
bool IsSegmentSelectModeEnabled() const;
FReply OnUpdateSplineMeshLevelsButtonClicked();
bool IsUpdateSplineMeshLevelsButtonEnabled() const;
FReply OnFlipSegmentButtonClicked();
bool IsFlipSegmentButtonEnabled() const;
bool HasAdjacentLinearSplineElement(ESplineNavigationFlags Flags) const;
bool HasEndLinearSplineElement(ESplineNavigationFlags Flags) const;
FReply OnSelectAdjacentLinearSplineElementButtonClicked(ESplineNavigationFlags Flags) const;
FReply OnSelectEndLinearSplineElementButtonClicked(ESplineNavigationFlags Flags) const;
FReply OnSelectAllConnectedSplineElementsButtonClicked() const;
FReply OnToggleSplineSelectionTypeButtonClicked() const;
};