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UnrealEngineUWP/Engine/Source/Editor/MaterialEditor/Private/MaterialEditorInstanceDetailCustomization.h

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#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 "Types/SlateEnums.h"
#include "Layout/Visibility.h"
#include "IDetailCustomization.h"
class FAssetData;
class IDetailGroup;
class IDetailLayoutBuilder;
class IPropertyHandle;
class UMaterialEditorInstanceConstant;
DECLARE_DELEGATE_OneParam(FGetShowHiddenParameters, bool&);
/*-----------------------------------------------------------------------------
FMaterialInstanceParameterDetails
-----------------------------------------------------------------------------*/
class FMaterialInstanceParameterDetails : public IDetailCustomization
{
public:
/** Makes a new instance of this detail layout class for a specific detail view requesting it */
static TSharedRef<class IDetailCustomization> MakeInstance(UMaterialEditorInstanceConstant* MaterialInstance, FGetShowHiddenParameters InShowHiddenDelegate);
/** Constructor */
FMaterialInstanceParameterDetails(UMaterialEditorInstanceConstant* MaterialInstance, FGetShowHiddenParameters InShowHiddenDelegate);
/** IDetailCustomization interface */
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailLayout) override;
static TOptional<float> OnGetValue(TSharedRef<IPropertyHandle> PropertyHandle);
static void OnValueCommitted(float NewValue, ETextCommit::Type CommitType, TSharedRef<IPropertyHandle> PropertyHandle);
private:
/** Builds the custom parameter groups category */
void CreateGroupsWidget(TSharedRef<IPropertyHandle> ParameterGroupsProperty, class IDetailCategoryBuilder& GroupsCategory);
/** Builds the widget for an individual parameter group */
void CreateSingleGroupWidget(struct FEditorParameterGroup& ParameterGroup, TSharedPtr<IPropertyHandle> ParameterGroupProperty, class IDetailGroup& DetailGroup );
/** These methods generate the custom widgets for the various parameter types */
void CreateParameterValueWidget(class UDEditorParameterValue* Parameter, TSharedPtr<IPropertyHandle> ParameterProperty, IDetailGroup& DetailGroup );
void CreateMaskParameterValueWidget(class UDEditorParameterValue* Parameter, TSharedPtr<IPropertyHandle> ParameterProperty, IDetailGroup& DetailGroup );
/** Returns true if the parameter is in the visible expressions list */
bool IsVisibleExpression(class UDEditorParameterValue* Parameter);
/** Returns true if the parameter should be displayed */
EVisibility ShouldShowExpression(class UDEditorParameterValue* Parameter) const;
/** Returns true if the parameter is being overridden */
bool IsOverriddenExpression(class UDEditorParameterValue* Parameter);
/** Gets the expression description of this parameter from the the base material */
FText GetParameterExpressionDescription(class UDEditorParameterValue* Parameter) const;
/**
* Called when a parameter is overridden;
*/
void OnOverrideParameter(bool NewValue, class UDEditorParameterValue* Parameter);
/** Called when an asset is set as a parent */
bool OnShouldSetAsset(const FAssetData& InAssetData) const;
/** Reset to default implementation. Resets Parameter to default */
void ResetToDefault(TSharedRef<IPropertyHandle> PropertyHandle, class UDEditorParameterValue* Parameter);
/** Returns true if the refraction options should be displayed */
EVisibility ShouldShowMaterialRefractionSettings() const;
/** Returns true if the refraction options should be displayed */
EVisibility ShouldShowSubsurfaceProfile() const;
//Functions supporting BasePropertyOverrides
/** Creates all the base property override widgets. */
void CreateBasePropertyOverrideWidgets(IDetailLayoutBuilder& DetailLayout);
bool OverrideOpacityClipMaskValueEnabled() const;
bool OverrideBlendModeEnabled() const;
bool OverrideShadingModelEnabled() const;
bool OverrideTwoSidedEnabled() const;
bool OverrideDitheredLODTransitionEnabled() const;
void OnOverrideOpacityClipMaskValueChanged(bool NewValue);
void OnOverrideBlendModeChanged(bool NewValue);
void OnOverrideShadingModelChanged(bool NewValue);
void OnOverrideTwoSidedChanged(bool NewValue);
void OnOverrideDitheredLODTransitionChanged(bool NewValue);
private:
/** Object that stores all of the possible parameters we can edit */
UMaterialEditorInstanceConstant* MaterialEditorInstance;
/** Delegate to call to determine if hidden parameters should be shown */
FGetShowHiddenParameters ShowHiddenDelegate;
};