Files
UnrealEngine/Engine/Source/Editor/LevelEditor/Private/LevelViewportActions.cpp
2025-05-18 13:04:45 +08:00

358 lines
18 KiB
C++

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