358 lines
18 KiB
C++
358 lines
18 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LevelViewportActions.h"
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#include "ShowFlags.h"
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#include "Components/PrimitiveComponent.h"
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#include "Engine/Engine.h"
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#include "Editor/UnrealEdEngine.h"
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#include "GameFramework/WorldSettings.h"
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#include "EditorShowFlags.h"
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#include "Stats/StatsData.h"
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#include "BufferVisualizationData.h"
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#include "NaniteVisualizationData.h"
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#include "LumenVisualizationData.h"
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#include "SubstrateVisualizationData.h"
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#include "GroomVisualizationData.h"
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#include "VirtualShadowMapVisualizationData.h"
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#include "Bookmarks/BookmarkUI.h"
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#include "UnrealEdGlobals.h"
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#include "Camera/CameraActor.h"
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#include "Styling/SlateIconFinder.h"
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#define LOCTEXT_NAMESPACE "LevelViewportActions"
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UE_DEFINE_COMMANDS_TLS(FLevelViewportCommands)
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FLevelViewportCommands::FOnNewStatCommandAdded FLevelViewportCommands::NewStatCommandDelegate;
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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FLevelViewportCommands::~FLevelViewportCommands()
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{
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UEngine::NewStatDelegate.RemoveAll(this);
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#if STATS
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FStatGroupGameThreadNotifier::Get().NewStatGroupDelegate.Unbind();
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#endif
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}
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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/** UI_COMMAND takes long for the compile to optimize */
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UE_DISABLE_OPTIMIZATION_SHIP
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void FLevelViewportCommands::RegisterCommands()
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{
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UI_COMMAND( ToggleMaximize, "Maximize Viewport", "Toggles the Maximize state of the current viewport", EUserInterfaceActionType::ToggleButton, FInputChord() );
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UI_COMMAND( ToggleGameView, "Game View", "Toggles game view. Game view shows the scene as it appears in game", EUserInterfaceActionType::ToggleButton, FInputChord( EKeys::G ) );
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UI_COMMAND(
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ToggleImmersive,
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"Immersive View",
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"Switches this viewport between immersive view and regular view",
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EUserInterfaceActionType::ToggleButton,
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PLATFORM_MAC ? FInputChord(EModifierKey::Control, EKeys::F11) : FInputChord(EKeys::F11)
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);
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UI_COMMAND(ToggleSidebarAllTabs, "Sidebar All Tabs", "Moves all tabs except the level editor to a sidebar or restores any previous state before if all tabs are already sidebared", EUserInterfaceActionType::ToggleButton, FInputChord(EKeys::F10));
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UI_COMMAND( HighResScreenshot, "High Resolution Screenshot...", "Opens the control panel for high resolution screenshots", EUserInterfaceActionType::Button, FInputChord() );
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UI_COMMAND( UseDefaultShowFlags, "Use Defaults", "Resets all show flags to default", EUserInterfaceActionType::Button, FInputChord() );
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UI_COMMAND( SelectPilotedActor, "Select Piloted Actor", "Select the currently piloted actor.", EUserInterfaceActionType::Button, FInputChord() );
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UI_COMMAND( PilotSelectedActor, "Pilot Selected Actor", "Move the selected actor around using the viewport controls, and bind the viewport to the actor's location and orientation.", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Control | EModifierKey::Shift, EKeys::P ) );
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UI_COMMAND( EjectActorPilot, "Eject from Actor Pilot", "Stop piloting an actor with the current viewport. Unlocks the viewport's position and orientation from the actor the viewport is currently piloting.", EUserInterfaceActionType::Button, FInputChord() );
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UI_COMMAND( ToggleActorPilotCameraView, "Actor Pilot Camera View", "Toggles showing the exact camera view when using the viewport to pilot a camera", EUserInterfaceActionType::ToggleButton, FInputChord( EModifierKey::Control | EModifierKey::Shift, EKeys::C ) );
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UI_COMMAND( ViewportConfig_OnePane, "Layout One Pane", "Changes the viewport arrangement to one pane", EUserInterfaceActionType::ToggleButton, FInputChord() );
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UI_COMMAND( ViewportConfig_TwoPanesH, "Layout Two Panes (horizontal)", "Changes the viewport arrangement to two panes, side-by-side", EUserInterfaceActionType::ToggleButton, FInputChord() );
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UI_COMMAND( ViewportConfig_TwoPanesV, "Layout Two Panes (vertical)", "Changes the viewport arrangement to two panes, one above the other", EUserInterfaceActionType::ToggleButton, FInputChord() );
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UI_COMMAND( ViewportConfig_ThreePanesLeft, "Layout Three Panes (one left, two right)", "Changes the viewport arrangement to three panes, one on the left, two on the right", EUserInterfaceActionType::ToggleButton, FInputChord() );
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UI_COMMAND( ViewportConfig_ThreePanesRight, "Layout Three Panes (one right, two left)", "Changes the viewport arrangement to three panes, one on the right, two on the left", EUserInterfaceActionType::ToggleButton, FInputChord() );
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UI_COMMAND( ViewportConfig_ThreePanesTop, "Layout Three Panes (one top, two bottom)", "Changes the viewport arrangement to three panes, one on the top, two on the bottom", EUserInterfaceActionType::ToggleButton, FInputChord() );
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UI_COMMAND( ViewportConfig_ThreePanesBottom, "Layout Three Panes (one bottom, two top)", "Changes the viewport arrangement to three panes, one on the bottom, two on the top", EUserInterfaceActionType::ToggleButton, FInputChord() );
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UI_COMMAND( ViewportConfig_FourPanesLeft, "Layout Four Panes (one left, three right)", "Changes the viewport arrangement to four panes, one on the left, three on the right", EUserInterfaceActionType::ToggleButton, FInputChord() );
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UI_COMMAND( ViewportConfig_FourPanesRight, "Layout Four Panes (one right, three left)", "Changes the viewport arrangement to four panes, one on the right, three on the left", EUserInterfaceActionType::ToggleButton, FInputChord() );
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UI_COMMAND( ViewportConfig_FourPanesTop, "Layout Four Panes (one top, three bottom)", "Changes the viewport arrangement to four panes, one on the top, three on the bottom", EUserInterfaceActionType::ToggleButton, FInputChord() );
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UI_COMMAND( ViewportConfig_FourPanesBottom, "Layout Four Panes (one bottom, three top)", "Changes the viewport arrangement to four panes, one on the bottom, three on the top", EUserInterfaceActionType::ToggleButton, FInputChord() );
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UI_COMMAND( ViewportConfig_FourPanes2x2, "Layout Four Panes (2x2)", "Changes the viewport arrangement to four panes, in a 2x2 grid", EUserInterfaceActionType::ToggleButton, FInputChord() );
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FUICommandInfo::MakeCommandInfo(
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AsShared(),
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SetDefaultViewportType,
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TEXT("Default Viewport"),
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LOCTEXT("DefaultViewportLabel", "Default Viewport"),
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LOCTEXT("DefaultViewport_Tooltip", "Reconfigures this viewport to the default arrangement"),
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FSlateIconFinder::FindIconForClass(ACameraActor::StaticClass()),
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EUserInterfaceActionType::RadioButton,
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FInputChord()
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);
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UI_COMMAND( ToggleViewportToolbar, "Show Viewport Toolbar", "Sets the visibility of the viewport toolbar", EUserInterfaceActionType::ToggleButton, FInputChord(EModifierKey::Control | EModifierKey::Shift, EKeys::T) );
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UI_COMMAND( ApplyMaterialToActor, "Apply Material", "Attempts to apply a dropped material to this object", EUserInterfaceActionType::Button, FInputChord() );
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UI_COMMAND( ToggleCinematicPreview, "Allow Cinematic Control", "If enabled, allows cinematic (Sequencer) previews to play in this viewport", EUserInterfaceActionType::ToggleButton, FInputChord() );
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UI_COMMAND( ToggleAllowConstrainedAspectRatioInPreview, "Constrained Aspect Ratio Preview", "Allows this viewport to have a Constrained Aspect Ratio in Preview", EUserInterfaceActionType::ToggleButton, FInputChord() );
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UI_COMMAND( FindInLevelScriptBlueprint, "Find In Level Script", "Finds references of a selected actor in the level script blueprint", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Control, EKeys::K) );
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UI_COMMAND(
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AdvancedSettings,
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"Open Viewport Preferences...",
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"Opens the advanced viewport settings",
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EUserInterfaceActionType::Button,
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FInputChord()
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);
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UI_COMMAND(
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PlaySettings,
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"Open Play Preferences...",
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"Opens the play settings",
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EUserInterfaceActionType::Button,
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FInputChord()
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);
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// Generate a command for each volume class
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{
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UI_COMMAND( ShowAllVolumes, "Show All Volumes", "Shows all volumes", EUserInterfaceActionType::Button, FInputChord() );
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UI_COMMAND( HideAllVolumes, "Hide All Volumes", "Hides all volumes", EUserInterfaceActionType::Button, FInputChord() );
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}
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// Generate a command for show/hide all layers
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{
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UI_COMMAND( ShowAllLayers, "Show All Layers", "Shows all layers", EUserInterfaceActionType::Button, FInputChord() );
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UI_COMMAND( HideAllLayers, "Hide All Layers", "Hides all layers", EUserInterfaceActionType::Button, FInputChord() );
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}
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// Generate a command for each sprite category
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{
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UI_COMMAND( ShowAllSprites, "Show All Sprites", "Shows all sprites", EUserInterfaceActionType::Button, FInputChord() );
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UI_COMMAND( HideAllSprites, "Hide All Sprites", "Hides all sprites", EUserInterfaceActionType::Button, FInputChord() );
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}
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#if STATS
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// Generate a command for each Stat category
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{
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UI_COMMAND(HideAllStats, "Hide All Stats", "Hides all Stats", EUserInterfaceActionType::Button, FInputChord());
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// Bind a listener here for any additional stat commands that get registered later.
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UEngine::NewStatDelegate.AddRaw(this, &FLevelViewportCommands::HandleNewStat);
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FStatGroupGameThreadNotifier::Get().NewStatGroupDelegate.BindRaw(this, &FLevelViewportCommands::HandleNewStatGroup);
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}
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#endif
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// Map the bookmark index to default key.
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TArray< FKey > NumberKeyNames;
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NumberKeyNames.Add( EKeys::Zero );
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NumberKeyNames.Add( EKeys::One );
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NumberKeyNames.Add( EKeys::Two );
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NumberKeyNames.Add( EKeys::Three );
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NumberKeyNames.Add( EKeys::Four );
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NumberKeyNames.Add( EKeys::Five );
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NumberKeyNames.Add( EKeys::Six );
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NumberKeyNames.Add( EKeys::Seven );
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NumberKeyNames.Add( EKeys::Eight );
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NumberKeyNames.Add( EKeys::Nine );
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for( int32 BookmarkIndex = 0; BookmarkIndex < AWorldSettings::NumMappedBookmarks; ++BookmarkIndex )
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{
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TSharedRef< FUICommandInfo > JumpToBookmark =
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FUICommandInfoDecl(
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this->AsShared(), //Command class
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FBookmarkUI::GetJumpToCommandName(BookmarkIndex), //CommandName
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FBookmarkUI::GetJumpToLabel(BookmarkIndex), //Localized label
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FBookmarkUI::GetJumpToTooltip(BookmarkIndex) )//Localized tooltip
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.UserInterfaceType( EUserInterfaceActionType::Button ) //interface type
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.DefaultChord( FInputChord( NumberKeyNames.IsValidIndex( BookmarkIndex ) ? NumberKeyNames[BookmarkIndex] : EKeys::Invalid ) ); //default chord
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JumpToBookmarkCommands.Add( JumpToBookmark );
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TSharedRef< FUICommandInfo > SetBookmark =
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FUICommandInfoDecl(
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this->AsShared(), //Command class
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FBookmarkUI::GetSetCommandName(BookmarkIndex), //CommandName
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FBookmarkUI::GetSetLabel(BookmarkIndex), //Localized label
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FBookmarkUI::GetSetTooltip(BookmarkIndex) )//Localized tooltip
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.UserInterfaceType( EUserInterfaceActionType::Button ) //interface type
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.DefaultChord( FInputChord( EModifierKey::Control, NumberKeyNames.IsValidIndex( BookmarkIndex ) ? NumberKeyNames[BookmarkIndex] : EKeys::Invalid ) ); //default chord
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SetBookmarkCommands.Add( SetBookmark );
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TSharedRef< FUICommandInfo > ClearBookMark =
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FUICommandInfoDecl(
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this->AsShared(), //Command class
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FBookmarkUI::GetClearCommandName(BookmarkIndex), //CommandName
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FBookmarkUI::GetClearLabel(BookmarkIndex), //Localized label
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FBookmarkUI::GetClearTooltip(BookmarkIndex) )//Localized tooltip
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.UserInterfaceType( EUserInterfaceActionType::Button ) //interface type
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.DefaultChord( FInputChord() ); //default chord
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ClearBookmarkCommands.Add( ClearBookMark );
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}
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UI_COMMAND( CompactBookmarks, "Compact Bookmarks", "Attempts to move bookmark indices so they are continuous (does not mapped bookmarks).", EUserInterfaceActionType::Button, FInputChord() );
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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UI_COMMAND( ClearAllBookmarks, "Clear All Bookmarks", "Clears all the bookmarks", EUserInterfaceActionType::Button, FInputChord() );
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ClearAllBookMarks = ClearAllBookmarks;
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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UI_COMMAND( EnablePreviewMesh, "Hold To Enable Preview Mesh", "When held down a preview mesh appears under the cursor", EUserInterfaceActionType::Button, FInputChord(EKeys::Backslash) );
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UI_COMMAND( CyclePreviewMesh, "Cycles Preview Mesh", "Cycles available preview meshes", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Shift, EKeys::Backslash ) );
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}
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#if STATS
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void FLevelViewportCommands::HandleNewStatGroup(const TArray<FStatNameAndInfo>& NameAndInfos)
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{
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// #Stats: FStatNameAndInfo should be private and visible only to stats2 system
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for (int32 InfoIdx = 0; InfoIdx < NameAndInfos.Num(); InfoIdx++)
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{
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const FStatNameAndInfo& NameAndInfo = NameAndInfos[InfoIdx];
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const FName GroupName = NameAndInfo.GetGroupName();
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const FName GroupCategory = NameAndInfo.GetGroupCategory();
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const FText GroupDescription = FText::FromString(NameAndInfo.GetDescription()); // @todo localize description?
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HandleNewStat(GroupName, GroupCategory, GroupDescription);
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}
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}
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void FLevelViewportCommands::HandleNewStat(const FName& InStatName, const FName& InStatCategory, const FText& InStatDescription)
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{
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FString CommandName = InStatName.ToString();
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if (CommandName.RemoveFromStart(TEXT("STATGROUP_")) || CommandName.RemoveFromStart(TEXT("STAT_")))
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{
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// Trim the front to get our category name
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FString GroupCategory = InStatCategory.ToString();
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if (!GroupCategory.RemoveFromStart(TEXT("STATCAT_")))
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{
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GroupCategory.Empty();
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}
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// If we already have an entry (which can happen if a category has changed [when loading older saved stat data]) or we don't have a valid category then skip adding
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if (!FInputBindingManager::Get().FindCommandInContext(this->GetContextName(), InStatName).IsValid() && !GroupCategory.IsEmpty())
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{
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// Find or Add the category
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TArray<FShowMenuCommand>* ShowStatCommands = ShowStatCatCommands.Find(GroupCategory);
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if (!ShowStatCommands)
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{
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// New category means we'll need to resort
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ShowStatCatCommands.Add(GroupCategory);
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ShowStatCatCommands.KeySort(TLess<FString>());
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ShowStatCommands = ShowStatCatCommands.Find(GroupCategory);
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}
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const int32 NewIndex = FindStatIndex(ShowStatCommands, CommandName);
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if (NewIndex != INDEX_NONE)
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{
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const FText DisplayName = FText::FromString(CommandName);
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FText DescriptionName = InStatDescription;
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FFormatNamedArguments Args;
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Args.Add(TEXT("StatName"), DisplayName);
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if (DescriptionName.IsEmpty())
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{
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DescriptionName = FText::Format(NSLOCTEXT("UICommands", "StatShowCommandName", "Show {StatName} Stat"), Args);
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}
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TSharedPtr<FUICommandInfo> StatCommand
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= FUICommandInfoDecl(this->AsShared(), InStatName, DisplayName, DescriptionName)
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.UserInterfaceType(EUserInterfaceActionType::ToggleButton);
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FLevelViewportCommands::FShowMenuCommand ShowStatCommand(StatCommand, DisplayName);
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ShowStatCommands->Insert(ShowStatCommand, NewIndex);
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NewStatCommandDelegate.Broadcast(ShowStatCommand.ShowMenuItem, ShowStatCommand.LabelOverride.ToString());
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}
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}
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}
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}
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int32 FLevelViewportCommands::FindStatIndex(const TArray< FShowMenuCommand >* ShowStatCommands, const FString& InCommandName) const
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{
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check(ShowStatCommands);
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for (int32 StatIndex = 0; StatIndex < ShowStatCommands->Num(); ++StatIndex)
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{
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const FString CommandName = (*ShowStatCommands)[StatIndex].LabelOverride.ToString();
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const int32 Compare = InCommandName.Compare(CommandName);
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if (Compare == 0)
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{
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return INDEX_NONE;
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}
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else if (Compare < 0)
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{
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return StatIndex;
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}
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}
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return ShowStatCommands->Num();
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}
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#endif
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void FLevelViewportCommands::RegisterShowVolumeCommands()
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{
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/** This allows us to register commands to show volumes after all the modules were loaded. */
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TArray< UClass* > VolumeClasses;
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UUnrealEdEngine::GetSortedVolumeClasses(&VolumeClasses);
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for (int32 VolumeClassIndex = 0; VolumeClassIndex < VolumeClasses.Num(); ++VolumeClassIndex)
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{
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//@todo Slate: The show flags system does not support descriptions currently
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const FText VolumeDesc;
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const FName VolumeName = VolumeClasses[VolumeClassIndex]->GetFName();
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// Only add a command if there is none already for this volume class.
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TSharedPtr<FUICommandInfo> FoundVolumeCommand = FInputBindingManager::Get().FindCommandInContext(this->AsShared()->GetContextName(), VolumeName);
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if (!FoundVolumeCommand.IsValid())
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{
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FText DisplayName;
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if (!FEngineShowFlags::FindShowFlagDisplayName(VolumeName.ToString(), DisplayName))
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{
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DisplayName = VolumeClasses[VolumeClassIndex]->GetDisplayNameText();
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}
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FFormatNamedArguments Args;
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Args.Add(TEXT("ShowFlagName"), DisplayName);
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const FText LocalizedName = FText::Format(LOCTEXT("ShowFlagLabel_Visualize", "Visualize {ShowFlagName}"), Args);
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TSharedPtr<FUICommandInfo> ShowVolumeCommand
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= FUICommandInfoDecl(this->AsShared(), VolumeName, LocalizedName, VolumeDesc)
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.UserInterfaceType(EUserInterfaceActionType::ToggleButton);
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ShowVolumeCommands.Add(FLevelViewportCommands::FShowMenuCommand(ShowVolumeCommand, DisplayName));
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}
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}
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}
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void FLevelViewportCommands::RegisterShowSpriteCommands()
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{
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// get all the known layers
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// Get a fresh list as GUnrealEd->SortedSpriteInfo may not yet be built.
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TArray<FSpriteCategoryInfo> SortedSpriteInfo;
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UUnrealEdEngine::MakeSortedSpriteInfo(SortedSpriteInfo);
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FString SpritePrefix = TEXT("ShowSprite_");
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for (int32 InfoIndex = 0; InfoIndex < SortedSpriteInfo.Num(); ++InfoIndex)
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{
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const FSpriteCategoryInfo& SpriteInfo = SortedSpriteInfo[InfoIndex];
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const FName CommandName = FName(*(SpritePrefix + SpriteInfo.Category.ToString()));
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// Only add a command if there is none already for this sprite class.
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TSharedPtr<FUICommandInfo> FoundSpriteCommand = FInputBindingManager::Get().FindCommandInContext(this->AsShared()->GetContextName(), CommandName);
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if (!FoundSpriteCommand.IsValid())
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("SpriteName"), SpriteInfo.DisplayName);
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const FText LocalizedName = FText::Format(NSLOCTEXT("UICommands", "SpriteShowFlagName", "Show {SpriteName} Sprites"), Args);
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TSharedPtr<FUICommandInfo> ShowSpriteCommand
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= FUICommandInfoDecl(this->AsShared(), CommandName, LocalizedName, SpriteInfo.Description)
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.UserInterfaceType(EUserInterfaceActionType::ToggleButton);
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const int32 ShowSpriteCommandIndex = ShowSpriteCommands.Add(FLevelViewportCommands::FShowMenuCommand(ShowSpriteCommand, SpriteInfo.DisplayName));
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// Update the global table that maps each sprite category to its corresponding visibility command.
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if (GUnrealEd)
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{
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GUnrealEd->SpriteIDToIndexMap.Add(SpriteInfo.Category, ShowSpriteCommandIndex);
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}
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}
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}
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}
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UE_ENABLE_OPTIMIZATION_SHIP
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#undef LOCTEXT_NAMESPACE
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