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