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UnrealEngine/Engine/Source/Editor/LevelEditor/Public/LevelViewportLayout.h
2025-05-18 13:04:45 +08:00

275 lines
9.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "SlateFwd.h"
#include "Stats/Stats.h"
#include "Misc/Attribute.h"
#include "Animation/CurveSequence.h"
#include "Layout/Visibility.h"
#include "Widgets/SWidget.h"
#include "Editor/UnrealEdTypes.h"
#include "Application/ThrottleManager.h"
#include "AssetEditorViewportLayout.h"
#include "TickableEditorObject.h"
class FLevelEditorViewportClient;
class FLevelViewportLayout;
class FLevelViewportTabContent;
class ILevelEditor;
class SLevelViewport;
class SViewportsOverlay;
class SWindow;
/** Interface that defines an entity within a viewport layout */
class ILevelViewportLayoutEntity : public IEditorViewportLayoutEntity
{
public:
/** Virtual destruction */
virtual ~ILevelViewportLayoutEntity() {};
/** Optionally return this entity as an SLevelViewport. Legacy function for interop with code that used to deal directly with SLevelViewports */
virtual TSharedPtr<SLevelViewport> AsLevelViewport() const { return nullptr; }
/** Get this viewport's level editor viewport client */
virtual FLevelEditorViewportClient& GetLevelViewportClient() const = 0;
/** Check if this entity has an active play in editor viewport */
virtual bool IsPlayInEditorViewportActive() const = 0;
/** Register this viewport layout entity as a game viewport, if it's currently PIE-ing */
virtual void RegisterGameViewportIfPIE() = 0;
};
/**
* Base class for level viewport layout configurations
* Handles maximizing and restoring well as visibility of specific viewports.
*/
class LEVELEDITOR_API FLevelViewportLayout : public FAssetEditorViewportLayout
{
public:
/**
* Constructor
*/
FLevelViewportLayout();
/**
* Destructor
*/
virtual ~FLevelViewportLayout();
/**
* Builds a viewport layout and returns the widget containing the layout
*
* @param InParentDockTab The parent dock tab widget of this viewport configuration
* @param InParentTab The parent tab object
* @param LayoutString The layout string loaded from file to custom build the layout with
* @param InParentLevelEditor Optional level editor parent to use for new viewports
*/
virtual TSharedRef<SWidget> BuildViewportLayout(TSharedPtr<SDockTab> InParentDockTab, TSharedPtr<FEditorViewportTabContent> InParentTab, const FString& LayoutString) override;
virtual TSharedRef<SWidget> FactoryViewport(FName InTypeName, const FAssetEditorViewportConstructionArgs& ConstructionArgs) override;
/**
* Makes a request to maximize a specific viewport and hide the others in this layout
*
* @param ViewportToMaximize The viewport that should be maximized
* @param bWantMaximize True to maximize or false to "restore"
* @param bWantImmersive True to perform an "immersive" maximize, which transitions the viewport to fill the entire application window
* @param bAllowAnimation True if an animated transition should be used
*/
void RequestMaximizeViewport( FName ViewportToMaximize, const bool bWantMaximize, const bool bWantImmersive, const bool bAllowAnimation = true );
/**
* @return true if this layout is visible. It is not visible if its parent tab is not active
*/
virtual bool IsVisible() const override;
/**
* Checks to see the specified level viewport is visible in this layout
* A viewport is visible in a layout if the layout is visible and the viewport is the maximized viewport or there is no maximized viewport
*
* @param InViewport The viewport within this layout that should be checked
* @return true if the viewport is visible.
*/
bool IsLevelViewportVisible( FName InViewport ) const;
/**
* Checks to see if the specified level viewport supports maximizing one pane
*
* @return true if the viewport supports maximizing
*/
bool IsMaximizeSupported() const { return bIsMaximizeSupported; }
/**
* @return true if any viewport is maximized.
*/
bool IsMaximized() const { return bIsMaximized;}
/**
* Checks to see if the specified level viewport is maximized
*
* @param InViewport The viewport to check
* @return true if the viewport is maximized, false otherwise
*/
bool IsViewportMaximized( FName InViewport ) const;
/**
* Checks to see if the specified level viewport is in immersive mode
*
* @param InViewport The viewport to check
* @return true if the viewport is immersive, false otherwise
*/
bool IsViewportImmersive( FName InViewport ) const;
/** FTickableEditorObject interface */
virtual void Tick( float DeltaTime ) override;
virtual bool IsTickable() const override;
virtual TStatId GetStatId() const override { return TStatId(); }
/** Tells this layout whether it was the intial layout or replaced an existing one when the user switched layouts */
void SetIsReplacement(bool bInIsReplacement) { bIsReplacement = bInIsReplacement; }
/** Returns whether a viewport animation is currently taking place */
bool IsTransitioning() const { return bIsTransitioning; }
virtual void LoadConfig(const FString& LayoutString) override;
virtual void SaveConfig(const FString& LayoutString) const override;
protected:
/**
* Maximizes a specific viewport and hides the others in this layout
*
* @param ViewportToMaximize The viewport that should be maximized
* @param bWantMaximize True to maximize or false to "restore"
* @param bWantImmersive True to perform an "immersive" maximize, which transitions the viewport to fill the entire application window
* @param bAllowAnimation True if an animated transition should be used
*/
void MaximizeViewport( FName ViewportToMaximize, const bool bWantMaximize, const bool bWantImmersive, const bool bAllowAnimation );
/**
* Delegate called to get the visibility of the non-maximized viewports
* The non-maximized viewports are not visible if there is a maximized viewport on top of them
*
* @param EVisibility::Visible when visible, EVisibility::Collapsed otherwise
*/
virtual EVisibility OnGetNonMaximizedVisibility() const override;
/**
* Returns the widget position for viewport transition animations
*
* @return Viewport position on canvas
*/
FVector2D GetMaximizedViewportPositionOnCanvas() const;
/**
* Returns the widget size for viewport transition animations
*
* @return Viewport size on canvas
*/
FVector2D GetMaximizedViewportSizeOnCanvas() const;
/** If a viewport animation is in progress, finishes that transition immediately */
void FinishMaximizeTransition();
/**
* Begins a draw throttle for responsiveness when animating a viewports size
*/
void BeginThrottleForAnimatedResize();
/**
* Ends a draw throttle for responsiveness when animating a viewports size
*/
void EndThrottleForAnimatedResize();
protected:
/** Called in after factory of a new layout functions for derived types of layout to init values common to all types */
void InitCommonLayoutFromString(const FString& LayoutString, const FName PerspectiveViewportKey);
/** Called in SaveConfig() functions for derived types of layout to save values common to all types */
void SaveCommonLayoutString(const FString& SpecificLayoutString) const;
/** True if we've started an animation and are waiting for it to finish */
bool bIsTransitioning;
/** Curve for animating from a "restored" state to a maximized state */
FCurveSequence MaximizeAnimation;
/** The optional parent level editor for this layout */
TWeakPtr< ILevelEditor > ParentLevelEditor;
/** Method for taking high res screen shots of viewports */
void TakeHighResScreenShot();
/** The current maximized viewport if any */
FName MaximizedViewport;
/** True if the user selected this layout, false if it's the initial layout loaded */
bool bIsReplacement;
/** Temporarily set to true while we are querying layout metrics and want all widgets to be visible */
bool bIsQueryingLayoutMetrics;
/** True if the layout supports maximizing one viewport, false if the feature is disabled */
bool bIsMaximizeSupported;
/** True if we're currently maximized */
bool bIsMaximized;
/** True if we're currently in immersive mode */
bool bIsImmersive;
/** True when transitioning from a maximized state */
bool bWasMaximized;
/** True when transitioning from an immersive state */
bool bWasImmersive;
/** Window-space start position of the viewport that's currently being maximized */
FVector2D MaximizedViewportStartPosition;
/** Window-space start size of the viewport that's currently being maximized */
FVector2D MaximizedViewportStartSize;
/** When maximizing viewports (or making them immersive), this stores the widget we create to wrap the viewport */
TSharedPtr< SWidget > ViewportsOverlayWidget;
/** Dummy widget that we'll inline-replace viewport widgets with while a view is maximized (or made immersive) */
TSharedPtr< SWidget > ViewportReplacementWidget;
/** Caches the window that our widgets are contained within */
TWeakPtr< SWindow > CachedOwnerWindow;
/** Viewport resize draw throttle request */
FThrottleRequest ViewportResizeThrottleRequest;
/**
* Maximize/immersive commands can be queued up at startup to be executed on the first tick.
* This is necessary, because these commands can't be executed until the viewport has a parent window,
* which might not be there upon viewport initialization
*/
struct FMaximizeViewportCommand
{
FMaximizeViewportCommand(FName InViewport, bool bInMaximize, bool bInImmersive, bool bInToggle=true, bool bInAllowAnimation=true)
: Viewport(InViewport)
, bMaximize(bInMaximize)
, bImmersive(bInImmersive)
, bToggle(bInToggle)
, bAllowAnimation(bInAllowAnimation)
{}
FName Viewport;
bool bMaximize;
bool bImmersive;
bool bToggle;
bool bAllowAnimation;
};
TArray<FMaximizeViewportCommand> DeferredMaximizeCommands;
};