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UnrealEngineUWP/Engine/Source/Editor/VirtualTexturingEditor/Private/RuntimeVirtualTextureDetailsCustomization.cpp

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "RuntimeVirtualTextureDetailsCustomization.h"
#include "Components/RuntimeVirtualTextureComponent.h"
#include "DetailCategoryBuilder.h"
#include "DetailLayoutBuilder.h"
#include "DetailWidgetRow.h"
#include "SResetToDefaultMenu.h"
#include "VT/RuntimeVirtualTexture.h"
#include "Widgets/Input/SButton.h"
#include "Widgets/Layout/SBox.h"
#include "Widgets/Layout/SWrapBox.h"
#define LOCTEXT_NAMESPACE "VirtualTexturingEditorModule"
FRuntimeVirtualTextureDetailsCustomization::FRuntimeVirtualTextureDetailsCustomization()
: VirtualTexture(nullptr)
{
}
TSharedRef<IDetailCustomization> FRuntimeVirtualTextureDetailsCustomization::MakeInstance()
{
return MakeShareable(new FRuntimeVirtualTextureDetailsCustomization);
}
namespace
{
// Helper for adding text containing real values to the properties that are edited as power (or multiple) of 2
void AddTextToProperty(IDetailLayoutBuilder& DetailBuilder, IDetailCategoryBuilder& CategoryBuilder, FName const& PropertyName, TSharedPtr<STextBlock>& TextBlock)
{
TSharedPtr<IPropertyHandle> PropertyHandle = DetailBuilder.GetProperty(PropertyName);
DetailBuilder.HideProperty(PropertyHandle);
TSharedPtr<SResetToDefaultMenu> ResetToDefaultMenu;
CategoryBuilder.AddCustomRow(PropertyHandle->GetPropertyDisplayName())
.NameContent()
[
PropertyHandle->CreatePropertyNameWidget()
]
.ValueContent()
.MinDesiredWidth(200.f)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.Padding(4.0f)
[
SNew(SWrapBox)
.UseAllottedWidth(true)
+ SWrapBox::Slot()
.Padding(FMargin(0.0f, 2.0f, 2.0f, 0.0f))
[
SAssignNew(TextBlock, STextBlock)
]
]
+ SHorizontalBox::Slot()
[
PropertyHandle->CreatePropertyValueWidget()
]
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(4.0f)
[
// Would be better to use SResetToDefaultPropertyEditor here but that is private in the PropertyEditor lib
SAssignNew(ResetToDefaultMenu, SResetToDefaultMenu)
]
];
ResetToDefaultMenu->AddProperty(PropertyHandle.ToSharedRef());
}
}
void FRuntimeVirtualTextureDetailsCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
// Get and store the linked URuntimeVirtualTexture
TArray<TWeakObjectPtr<UObject>> ObjectsBeingCustomized;
DetailBuilder.GetObjectsBeingCustomized(ObjectsBeingCustomized);
if (ObjectsBeingCustomized.Num() > 1)
{
return;
}
VirtualTexture = Cast<URuntimeVirtualTexture>(ObjectsBeingCustomized[0].Get());
if (VirtualTexture == nullptr)
{
return;
}
// Add size helpers
IDetailCategoryBuilder& SizeCategory = DetailBuilder.EditCategory("Size", FText::GetEmpty());
AddTextToProperty(DetailBuilder, SizeCategory, "Size", SizeText);
AddTextToProperty(DetailBuilder, SizeCategory, "TileSize", TileSizeText);
AddTextToProperty(DetailBuilder, SizeCategory, "TileBorderSize", TileBorderSizeText);
AddTextToProperty(DetailBuilder, SizeCategory, "RemoveLowMips", RemoveLowMipsText);
// Add details block
IDetailCategoryBuilder& DetailsCategory = DetailBuilder.EditCategory("Details", FText::GetEmpty(), ECategoryPriority::Important);
static const FText RowText = LOCTEXT("Category_Details", "Details");
DetailsCategory.AddCustomRow(RowText)
.WholeRowContent()
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.AutoHeight()
.VAlign(VAlign_Center)
.Padding(4.0f)
[
SAssignNew(PageTableTextureMemoryText, STextBlock)
]
+ SVerticalBox::Slot()
.AutoHeight()
.VAlign(VAlign_Center)
.Padding(4.0f)
[
SAssignNew(PhysicalTextureMemoryText, STextBlock)
]
];
// Add refresh callback for all properties
DetailBuilder.GetProperty(FName(TEXT("Size")))->SetOnPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FRuntimeVirtualTextureDetailsCustomization::RefreshDetails));
DetailBuilder.GetProperty(FName(TEXT("TileSize")))->SetOnPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FRuntimeVirtualTextureDetailsCustomization::RefreshDetails));
DetailBuilder.GetProperty(FName(TEXT("TileBorderSize")))->SetOnPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FRuntimeVirtualTextureDetailsCustomization::RefreshDetails));
DetailBuilder.GetProperty(FName(TEXT("MaterialType")))->SetOnPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FRuntimeVirtualTextureDetailsCustomization::RefreshDetails));
DetailBuilder.GetProperty(FName(TEXT("bCompressTextures")))->SetOnPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FRuntimeVirtualTextureDetailsCustomization::RefreshDetails));
DetailBuilder.GetProperty(FName(TEXT("RemoveLowMips")))->SetOnPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FRuntimeVirtualTextureDetailsCustomization::RefreshDetails));
// Initialize text blocks
RefreshDetails();
}
void FRuntimeVirtualTextureDetailsCustomization::RefreshDetails()
{
FNumberFormattingOptions SizeOptions;
SizeOptions.UseGrouping = false;
SizeOptions.MaximumFractionalDigits = 0;
SizeText->SetText(FText::Format(LOCTEXT("Details_Number", "{0}"), FText::AsNumber(VirtualTexture->GetSize(), &SizeOptions)));
TileSizeText->SetText(FText::Format(LOCTEXT("Details_Number", "{0}"), FText::AsNumber(VirtualTexture->GetTileSize(), &SizeOptions)));
TileBorderSizeText->SetText(FText::Format(LOCTEXT("Details_Number", "{0}"), FText::AsNumber(VirtualTexture->GetTileBorderSize(), &SizeOptions)));
RemoveLowMipsText->SetText(FText::Format(LOCTEXT("Details_Number", "{0}"), FText::AsNumber(VirtualTexture->GetRemoveLowMips(), &SizeOptions)));
PageTableTextureMemoryText->SetText(FText::Format(LOCTEXT("Details_PageTableMemory", "Page Table Texture Memory (estimated): {0} KiB"), FText::AsNumber(VirtualTexture->GetEstimatedPageTableTextureMemoryKb(), &SizeOptions)));
PhysicalTextureMemoryText->SetText(FText::Format(LOCTEXT("Details_PhysicalMemory", "Physical Texture Memory (estimated): {0} KiB"), FText::AsNumber(VirtualTexture->GetEstimatedPhysicalTextureMemoryKb(), &SizeOptions)));
}
FRuntimeVirtualTextureComponentDetailsCustomization::FRuntimeVirtualTextureComponentDetailsCustomization()
{
}
TSharedRef<IDetailCustomization> FRuntimeVirtualTextureComponentDetailsCustomization::MakeInstance()
{
return MakeShareable(new FRuntimeVirtualTextureComponentDetailsCustomization);
}
void FRuntimeVirtualTextureComponentDetailsCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
// Get and store the linked ARuntimeRuntimeVirtualTextureComponent
TArray<TWeakObjectPtr<UObject>> ObjectsBeingCustomized;
DetailBuilder.GetObjectsBeingCustomized(ObjectsBeingCustomized);
if (ObjectsBeingCustomized.Num() > 1)
{
return;
}
RuntimeVirtualTextureComponent = Cast<URuntimeVirtualTextureComponent>(ObjectsBeingCustomized[0].Get());
if (RuntimeVirtualTextureComponent == nullptr)
{
return;
}
// Use SourceActor property to add buttons
TSharedPtr<IPropertyHandle> SourceActorValue = DetailBuilder.GetProperty("BoundsSourceActor");
DetailBuilder.HideProperty(SourceActorValue);
IDetailCategoryBuilder& BoundsCategory = DetailBuilder.EditCategory("TransformFromBounds", FText::GetEmpty(), ECategoryPriority::Important);
BoundsCategory.AddCustomRow(SourceActorValue->GetPropertyDisplayName())
.NameContent()
[
SourceActorValue->CreatePropertyNameWidget()
]
.ValueContent()
.MaxDesiredWidth(TOptional<float>())
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.FillWidth(5.0f)
[
SourceActorValue->CreatePropertyValueWidget()
]
+ SHorizontalBox::Slot()
.FillWidth(1.0f)
[
SNew(SWrapBox)
.UseAllottedWidth(true)
+ SWrapBox::Slot()
.Padding(FMargin(0.0f, 2.0f, 2.0f, 0.0f))
[
SNew(SBox)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
[
SNew(SButton)
.VAlign(VAlign_Center)
.HAlign(HAlign_Center)
.Text(LOCTEXT("Button_CopyRotation", "Copy Rotation"))
.ToolTipText(LOCTEXT("Button_CopyRotation_Tooltip", "Set the virtual texture rotation to match the source actor"))
.OnClicked(this, &FRuntimeVirtualTextureComponentDetailsCustomization::SetRotation)
]
+ SVerticalBox::Slot()
[
SNew(SButton)
.VAlign(VAlign_Center)
.HAlign(HAlign_Center)
.Text(LOCTEXT("Button_CopyBounds", "Copy Bounds"))
.ToolTipText(LOCTEXT("Button_CopyBounds_Tooltip", "Set the virtual texture transform so that it includes the full bounds of the source actor"))
.OnClicked(this, &FRuntimeVirtualTextureComponentDetailsCustomization::SetTransformToBounds)
]
]
]
]
];
}
FReply FRuntimeVirtualTextureComponentDetailsCustomization::SetRotation()
{
RuntimeVirtualTextureComponent->SetRotation();
return FReply::Handled();
}
FReply FRuntimeVirtualTextureComponentDetailsCustomization::SetTransformToBounds()
{
RuntimeVirtualTextureComponent->SetTransformToBounds();
return FReply::Handled();
}
#undef LOCTEXT_NAMESPACE