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UnrealEngineUWP/Engine/Source/Editor/LevelEditor/Private/LevelViewportLayoutOnePane.h

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#ttp 323891 - EDITOR: Viewport Layouts: Please add a 1x1 viewport preset layout option #branch UE4 #proj Editor.LevelEditor #summary Added 1x1 viewport layout and tidied the margins in the layout menu #add Added FLevelViewportLayout::bIsMaximizeSupported and public getter IsMaximizeSupported(). This is set on the new one-pane layout to block the maximize command/button. #add LevelViewportConfigurationNames::OnePane - new named layout config. #add FLevelViewportCommands::ViewportConfig_OnePane - new layout command. #change FLevelViewportLayout::InitCommonLayoutFromString() - will never start a layout maximised if bIsMaximizeSupported is false. #change FLevelViewportLayout::SaveCommonLayoutString() - will never save a layout maximised if bIsMaximizeSupported is false. #change FLevelViewportLayout::MaximizeViewport() - checks that bIsMaximizeSupported is true as it should never be called on a layout that doesn't support it. #add SlateEditorStyle - added brushes for one pane option in the viewport layout menu. #add SLevelViewportToolBar::GenerateViewportConfigsMenu() - new section for one pane layouts with the one pane button in it. #change SLevelViewportToolBar::GenerateViewportConfigsMenu() - fixed the layout margins by setting the label visibility to collapsed instead of passing an empty string as the label. #add Binding new ViewportConfig_OnePane command SLevelViewport::BindViewCommands to OnSetViewportConfiguration(). #change SLevelViewport::GetMaximizeToggleVisibility() & OnToggleMaximize - check IsMaximizeSupported() on the parent layout and always collapses the maximize button when it isn't supported. #add FLevelViewportTabContent::ConstructViewportLayoutByTypeName() - added LevelViewportConfigurationNames::OnePane. #add New icon image for one pane button in the menu - ViewportLayout_OnePane.png #add New layout class FLevelViewportLayoutOnePane - based on other layouts but simpler because it only contains one pane and therefore no splitters. reviewedby Thomas.Sarkanen, Max.Preussner [CL 2048729 by Chris Wood in Main branch]
2014-04-23 19:20:45 -04:00
#pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "Widgets/SWidget.h"
#ttp 323891 - EDITOR: Viewport Layouts: Please add a 1x1 viewport preset layout option #branch UE4 #proj Editor.LevelEditor #summary Added 1x1 viewport layout and tidied the margins in the layout menu #add Added FLevelViewportLayout::bIsMaximizeSupported and public getter IsMaximizeSupported(). This is set on the new one-pane layout to block the maximize command/button. #add LevelViewportConfigurationNames::OnePane - new named layout config. #add FLevelViewportCommands::ViewportConfig_OnePane - new layout command. #change FLevelViewportLayout::InitCommonLayoutFromString() - will never start a layout maximised if bIsMaximizeSupported is false. #change FLevelViewportLayout::SaveCommonLayoutString() - will never save a layout maximised if bIsMaximizeSupported is false. #change FLevelViewportLayout::MaximizeViewport() - checks that bIsMaximizeSupported is true as it should never be called on a layout that doesn't support it. #add SlateEditorStyle - added brushes for one pane option in the viewport layout menu. #add SLevelViewportToolBar::GenerateViewportConfigsMenu() - new section for one pane layouts with the one pane button in it. #change SLevelViewportToolBar::GenerateViewportConfigsMenu() - fixed the layout margins by setting the label visibility to collapsed instead of passing an empty string as the label. #add Binding new ViewportConfig_OnePane command SLevelViewport::BindViewCommands to OnSetViewportConfiguration(). #change SLevelViewport::GetMaximizeToggleVisibility() & OnToggleMaximize - check IsMaximizeSupported() on the parent layout and always collapses the maximize button when it isn't supported. #add FLevelViewportTabContent::ConstructViewportLayoutByTypeName() - added LevelViewportConfigurationNames::OnePane. #add New icon image for one pane button in the menu - ViewportLayout_OnePane.png #add New layout class FLevelViewportLayoutOnePane - based on other layouts but simpler because it only contains one pane and therefore no splitters. reviewedby Thomas.Sarkanen, Max.Preussner [CL 2048729 by Chris Wood in Main branch]
2014-04-23 19:20:45 -04:00
#include "LevelViewportLayout.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "LevelViewportActions.h"
class SHorizontalBox;
#ttp 323891 - EDITOR: Viewport Layouts: Please add a 1x1 viewport preset layout option #branch UE4 #proj Editor.LevelEditor #summary Added 1x1 viewport layout and tidied the margins in the layout menu #add Added FLevelViewportLayout::bIsMaximizeSupported and public getter IsMaximizeSupported(). This is set on the new one-pane layout to block the maximize command/button. #add LevelViewportConfigurationNames::OnePane - new named layout config. #add FLevelViewportCommands::ViewportConfig_OnePane - new layout command. #change FLevelViewportLayout::InitCommonLayoutFromString() - will never start a layout maximised if bIsMaximizeSupported is false. #change FLevelViewportLayout::SaveCommonLayoutString() - will never save a layout maximised if bIsMaximizeSupported is false. #change FLevelViewportLayout::MaximizeViewport() - checks that bIsMaximizeSupported is true as it should never be called on a layout that doesn't support it. #add SlateEditorStyle - added brushes for one pane option in the viewport layout menu. #add SLevelViewportToolBar::GenerateViewportConfigsMenu() - new section for one pane layouts with the one pane button in it. #change SLevelViewportToolBar::GenerateViewportConfigsMenu() - fixed the layout margins by setting the label visibility to collapsed instead of passing an empty string as the label. #add Binding new ViewportConfig_OnePane command SLevelViewport::BindViewCommands to OnSetViewportConfiguration(). #change SLevelViewport::GetMaximizeToggleVisibility() & OnToggleMaximize - check IsMaximizeSupported() on the parent layout and always collapses the maximize button when it isn't supported. #add FLevelViewportTabContent::ConstructViewportLayoutByTypeName() - added LevelViewportConfigurationNames::OnePane. #add New icon image for one pane button in the menu - ViewportLayout_OnePane.png #add New layout class FLevelViewportLayoutOnePane - based on other layouts but simpler because it only contains one pane and therefore no splitters. reviewedby Thomas.Sarkanen, Max.Preussner [CL 2048729 by Chris Wood in Main branch]
2014-04-23 19:20:45 -04:00
class FLevelViewportLayoutOnePane : public FLevelViewportLayout
{
public:
/**
* Saves viewport layout information between editor sessions
*/
virtual void SaveLayoutString(const FString& LayoutString) const override;
#ttp 323891 - EDITOR: Viewport Layouts: Please add a 1x1 viewport preset layout option #branch UE4 #proj Editor.LevelEditor #summary Added 1x1 viewport layout and tidied the margins in the layout menu #add Added FLevelViewportLayout::bIsMaximizeSupported and public getter IsMaximizeSupported(). This is set on the new one-pane layout to block the maximize command/button. #add LevelViewportConfigurationNames::OnePane - new named layout config. #add FLevelViewportCommands::ViewportConfig_OnePane - new layout command. #change FLevelViewportLayout::InitCommonLayoutFromString() - will never start a layout maximised if bIsMaximizeSupported is false. #change FLevelViewportLayout::SaveCommonLayoutString() - will never save a layout maximised if bIsMaximizeSupported is false. #change FLevelViewportLayout::MaximizeViewport() - checks that bIsMaximizeSupported is true as it should never be called on a layout that doesn't support it. #add SlateEditorStyle - added brushes for one pane option in the viewport layout menu. #add SLevelViewportToolBar::GenerateViewportConfigsMenu() - new section for one pane layouts with the one pane button in it. #change SLevelViewportToolBar::GenerateViewportConfigsMenu() - fixed the layout margins by setting the label visibility to collapsed instead of passing an empty string as the label. #add Binding new ViewportConfig_OnePane command SLevelViewport::BindViewCommands to OnSetViewportConfiguration(). #change SLevelViewport::GetMaximizeToggleVisibility() & OnToggleMaximize - check IsMaximizeSupported() on the parent layout and always collapses the maximize button when it isn't supported. #add FLevelViewportTabContent::ConstructViewportLayoutByTypeName() - added LevelViewportConfigurationNames::OnePane. #add New icon image for one pane button in the menu - ViewportLayout_OnePane.png #add New layout class FLevelViewportLayoutOnePane - based on other layouts but simpler because it only contains one pane and therefore no splitters. reviewedby Thomas.Sarkanen, Max.Preussner [CL 2048729 by Chris Wood in Main branch]
2014-04-23 19:20:45 -04:00
virtual const FName& GetLayoutTypeName() const override{ return LevelViewportConfigurationNames::OnePane; }
#ttp 323891 - EDITOR: Viewport Layouts: Please add a 1x1 viewport preset layout option #branch UE4 #proj Editor.LevelEditor #summary Added 1x1 viewport layout and tidied the margins in the layout menu #add Added FLevelViewportLayout::bIsMaximizeSupported and public getter IsMaximizeSupported(). This is set on the new one-pane layout to block the maximize command/button. #add LevelViewportConfigurationNames::OnePane - new named layout config. #add FLevelViewportCommands::ViewportConfig_OnePane - new layout command. #change FLevelViewportLayout::InitCommonLayoutFromString() - will never start a layout maximised if bIsMaximizeSupported is false. #change FLevelViewportLayout::SaveCommonLayoutString() - will never save a layout maximised if bIsMaximizeSupported is false. #change FLevelViewportLayout::MaximizeViewport() - checks that bIsMaximizeSupported is true as it should never be called on a layout that doesn't support it. #add SlateEditorStyle - added brushes for one pane option in the viewport layout menu. #add SLevelViewportToolBar::GenerateViewportConfigsMenu() - new section for one pane layouts with the one pane button in it. #change SLevelViewportToolBar::GenerateViewportConfigsMenu() - fixed the layout margins by setting the label visibility to collapsed instead of passing an empty string as the label. #add Binding new ViewportConfig_OnePane command SLevelViewport::BindViewCommands to OnSetViewportConfiguration(). #change SLevelViewport::GetMaximizeToggleVisibility() & OnToggleMaximize - check IsMaximizeSupported() on the parent layout and always collapses the maximize button when it isn't supported. #add FLevelViewportTabContent::ConstructViewportLayoutByTypeName() - added LevelViewportConfigurationNames::OnePane. #add New icon image for one pane button in the menu - ViewportLayout_OnePane.png #add New layout class FLevelViewportLayoutOnePane - based on other layouts but simpler because it only contains one pane and therefore no splitters. reviewedby Thomas.Sarkanen, Max.Preussner [CL 2048729 by Chris Wood in Main branch]
2014-04-23 19:20:45 -04:00
protected:
/**
* Creates the viewport for the single pane
*/
virtual TSharedRef<SWidget> MakeViewportLayout(const FString& LayoutString) override;
#ttp 323891 - EDITOR: Viewport Layouts: Please add a 1x1 viewport preset layout option #branch UE4 #proj Editor.LevelEditor #summary Added 1x1 viewport layout and tidied the margins in the layout menu #add Added FLevelViewportLayout::bIsMaximizeSupported and public getter IsMaximizeSupported(). This is set on the new one-pane layout to block the maximize command/button. #add LevelViewportConfigurationNames::OnePane - new named layout config. #add FLevelViewportCommands::ViewportConfig_OnePane - new layout command. #change FLevelViewportLayout::InitCommonLayoutFromString() - will never start a layout maximised if bIsMaximizeSupported is false. #change FLevelViewportLayout::SaveCommonLayoutString() - will never save a layout maximised if bIsMaximizeSupported is false. #change FLevelViewportLayout::MaximizeViewport() - checks that bIsMaximizeSupported is true as it should never be called on a layout that doesn't support it. #add SlateEditorStyle - added brushes for one pane option in the viewport layout menu. #add SLevelViewportToolBar::GenerateViewportConfigsMenu() - new section for one pane layouts with the one pane button in it. #change SLevelViewportToolBar::GenerateViewportConfigsMenu() - fixed the layout margins by setting the label visibility to collapsed instead of passing an empty string as the label. #add Binding new ViewportConfig_OnePane command SLevelViewport::BindViewCommands to OnSetViewportConfiguration(). #change SLevelViewport::GetMaximizeToggleVisibility() & OnToggleMaximize - check IsMaximizeSupported() on the parent layout and always collapses the maximize button when it isn't supported. #add FLevelViewportTabContent::ConstructViewportLayoutByTypeName() - added LevelViewportConfigurationNames::OnePane. #add New icon image for one pane button in the menu - ViewportLayout_OnePane.png #add New layout class FLevelViewportLayoutOnePane - based on other layouts but simpler because it only contains one pane and therefore no splitters. reviewedby Thomas.Sarkanen, Max.Preussner [CL 2048729 by Chris Wood in Main branch]
2014-04-23 19:20:45 -04:00
/** Overridden from FLevelViewportLayout */
virtual void ReplaceWidget(TSharedRef< SWidget > Source, TSharedRef< SWidget > Replacement) override;
#ttp 323891 - EDITOR: Viewport Layouts: Please add a 1x1 viewport preset layout option #branch UE4 #proj Editor.LevelEditor #summary Added 1x1 viewport layout and tidied the margins in the layout menu #add Added FLevelViewportLayout::bIsMaximizeSupported and public getter IsMaximizeSupported(). This is set on the new one-pane layout to block the maximize command/button. #add LevelViewportConfigurationNames::OnePane - new named layout config. #add FLevelViewportCommands::ViewportConfig_OnePane - new layout command. #change FLevelViewportLayout::InitCommonLayoutFromString() - will never start a layout maximised if bIsMaximizeSupported is false. #change FLevelViewportLayout::SaveCommonLayoutString() - will never save a layout maximised if bIsMaximizeSupported is false. #change FLevelViewportLayout::MaximizeViewport() - checks that bIsMaximizeSupported is true as it should never be called on a layout that doesn't support it. #add SlateEditorStyle - added brushes for one pane option in the viewport layout menu. #add SLevelViewportToolBar::GenerateViewportConfigsMenu() - new section for one pane layouts with the one pane button in it. #change SLevelViewportToolBar::GenerateViewportConfigsMenu() - fixed the layout margins by setting the label visibility to collapsed instead of passing an empty string as the label. #add Binding new ViewportConfig_OnePane command SLevelViewport::BindViewCommands to OnSetViewportConfiguration(). #change SLevelViewport::GetMaximizeToggleVisibility() & OnToggleMaximize - check IsMaximizeSupported() on the parent layout and always collapses the maximize button when it isn't supported. #add FLevelViewportTabContent::ConstructViewportLayoutByTypeName() - added LevelViewportConfigurationNames::OnePane. #add New icon image for one pane button in the menu - ViewportLayout_OnePane.png #add New layout class FLevelViewportLayoutOnePane - based on other layouts but simpler because it only contains one pane and therefore no splitters. reviewedby Thomas.Sarkanen, Max.Preussner [CL 2048729 by Chris Wood in Main branch]
2014-04-23 19:20:45 -04:00
protected:
/** The viewport widget parent box */
TSharedPtr< SHorizontalBox > ViewportBox;
};