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UnrealEngineUWP/Engine/Source/Developer/LogVisualizer/Private/TimeSliderController.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "LogVisualizer.h"
#include "TimeSliderController.h"
#define LOCTEXT_NAMESPACE "TimeSlider"
namespace ScrubConstants
{
/** The minimum amount of pixels between each major ticks on the widget */
const int32 MinPixelsPerDisplayTick = 5;
/**The smallest number of units between between major tick marks */
const float MinDisplayTickSpacing = 0.001f;
}
/** Utility struct for converting between scrub range space and local/absolute screen space */
struct FScrubRangeToScreen
{
FVector2D WidgetSize;
TRange<float> ViewInput;
float ViewInputRange;
float PixelsPerInput;
FScrubRangeToScreen(TRange<float> InViewInput, const FVector2D& InWidgetSize )
{
WidgetSize = InWidgetSize;
ViewInput = InViewInput;
ViewInputRange = ViewInput.Size<float>();
PixelsPerInput = ViewInputRange > 0 ? ( WidgetSize.X / ViewInputRange ) : 0;
}
/** Local Widget Space -> Curve Input domain. */
float LocalXToInput(float ScreenX) const
{
float LocalX = ScreenX;
return (LocalX/PixelsPerInput) + ViewInput.GetLowerBoundValue();
}
/** Curve Input domain -> local Widget Space */
float InputToLocalX(float Input) const
{
return (Input - ViewInput.GetLowerBoundValue()) * PixelsPerInput;
}
};
/**
* Gets the the next spacing value in the series
* to determine a good spacing value
* E.g, .001,.005,.010,.050,.100,.500,1.000,etc
*/
static float GetNextSpacing( uint32 CurrentStep )
{
if(CurrentStep & 0x01)
{
// Odd numbers
return FMath::Pow( 10.f, 0.5f*((float)(CurrentStep-1)) + 1.f );
}
else
{
// Even numbers
return 0.5f * FMath::Pow( 10.f, 0.5f*((float)(CurrentStep)) + 1.f );
}
}
/**
* Determines the optimal spacing between tick marks in the slider for a given pixel density
* Increments until a minimum amount of slate units specified by MinTick is reached
*
* @param InPixelsPerInput The density of pixels between each input
* @param MinTick The minimum slate units per tick allowed
* @param MinTickSpacing The minimum tick spacing in time units allowed
* @return the optimal spacing in time units
*/
float DetermineOptimalSpacing( float InPixelsPerInput, uint32 MinTick, float MinTickSpacing )
{
uint32 CurStep = 0;
// Start with the smallest spacing
float Spacing = MinTickSpacing;
while( Spacing * InPixelsPerInput < MinTick )
{
Spacing = MinTickSpacing * GetNextSpacing( CurStep );
CurStep++;
}
return Spacing;
}
FVisualLoggerTimeSliderController::FVisualLoggerTimeSliderController(const FVisualLoggerTimeSliderArgs& InArgs)
: TimeSliderArgs( InArgs )
, DistanceDragged( 0.0f )
, bDraggingScrubber( false )
, bPanning( false )
{
ScrubHandleUp = FEditorStyle::GetBrush( TEXT( "Sequencer.Timeline.ScrubHandleUp" ) );
ScrubHandleDown = FEditorStyle::GetBrush( TEXT( "Sequencer.Timeline.ScrubHandleDown" ) );
CursorBackground = FEditorStyle::GetBrush("Sequencer.SectionArea.Background");
}
void FVisualLoggerTimeSliderController::SetTimesliderArgs(const FVisualLoggerTimeSliderArgs& InArgs)
{
TimeSliderArgs = InArgs;
}
struct FDrawTickArgs
{
/** Geometry of the area */
FGeometry AllottedGeometry;
/** Clipping rect of the area */
FSlateRect ClippingRect;
/** Color of each tick */
FLinearColor TickColor;
/** Offset in Y where to start the tick */
float TickOffset;
/** Height in of major ticks */
float MajorTickHeight;
/** Start layer for elements */
int32 StartLayer;
/** Draw effects to apply */
ESlateDrawEffect::Type DrawEffects;
/** Whether or not to only draw major ticks */
bool bOnlyDrawMajorTicks;
/** Whether or not to mirror labels */
bool bMirrorLabels;
};
void FVisualLoggerTimeSliderController::DrawTicks( FSlateWindowElementList& OutDrawElements, const struct FScrubRangeToScreen& RangeToScreen, FDrawTickArgs& InArgs ) const
{
const float Spacing = DetermineOptimalSpacing( RangeToScreen.PixelsPerInput, ScrubConstants::MinPixelsPerDisplayTick, ScrubConstants::MinDisplayTickSpacing );
// Sub divisions
// @todo Sequencer may need more robust calculation
const int32 Divider = 10;
// For slightly larger halfway tick mark
const int32 HalfDivider = Divider / 2;
// Find out where to start from
int32 OffsetNum = FMath::FloorToInt(RangeToScreen.ViewInput.GetLowerBoundValue() / Spacing);
FSlateFontInfo SmallLayoutFont( FPaths::EngineContentDir() / TEXT("Slate/Fonts/Roboto-Regular.ttf"), 8 );
TArray<FVector2D> LinePoints;
LinePoints.AddUninitialized(2);
float Seconds = 0;
while( (Seconds = OffsetNum*Spacing) < RangeToScreen.ViewInput.GetUpperBoundValue() )
{
// X position local to start of the widget area
float XPos = RangeToScreen.InputToLocalX( Seconds );
uint32 AbsOffsetNum = FMath::Abs(OffsetNum);
if ( AbsOffsetNum % Divider == 0 )
{
FVector2D Offset( XPos, InArgs.TickOffset );
FVector2D TickSize( 1.0f, InArgs.MajorTickHeight );
LinePoints[0] = FVector2D(1.0f,1.0f);
LinePoints[1] = TickSize;
// lines should not need anti-aliasing
const bool bAntiAliasLines = false;
// Draw each tick mark
FSlateDrawElement::MakeLines(
OutDrawElements,
InArgs.StartLayer,
InArgs.AllottedGeometry.ToPaintGeometry( Offset, TickSize ),
LinePoints,
InArgs.ClippingRect,
InArgs.DrawEffects,
InArgs.TickColor,
false
);
if( !InArgs.bOnlyDrawMajorTicks )
{
FString FrameString = Spacing == ScrubConstants::MinDisplayTickSpacing ? FString::Printf( TEXT("%.3f"), Seconds ) : FString::Printf( TEXT("%.2f"), Seconds );
// Space the text between the tick mark but slightly above
const TSharedRef< FSlateFontMeasure > FontMeasureService = FSlateApplication::Get().GetRenderer()->GetFontMeasureService();
FVector2D TextSize = FontMeasureService->Measure(FrameString, SmallLayoutFont);
FVector2D TextOffset( XPos-(TextSize.X*0.5f), InArgs.bMirrorLabels ? TextSize.Y : FMath::Abs( InArgs.AllottedGeometry.Size.Y - (InArgs.MajorTickHeight+TextSize.Y) ) );
FSlateDrawElement::MakeText(
OutDrawElements,
InArgs.StartLayer+1,
InArgs.AllottedGeometry.ToPaintGeometry( TextOffset, TextSize ),
FrameString,
SmallLayoutFont,
InArgs.ClippingRect,
InArgs.DrawEffects,
InArgs.TickColor
);
}
}
else if( !InArgs.bOnlyDrawMajorTicks )
{
// Compute the size of each tick mark. If we are half way between to visible values display a slightly larger tick mark
const float MinorTickHeight = AbsOffsetNum % HalfDivider == 0 ? 7.0f : 4.0f;
FVector2D Offset(XPos, InArgs.bMirrorLabels ? 0.0f : FMath::Abs( InArgs.AllottedGeometry.Size.Y - MinorTickHeight ) );
FVector2D TickSize(1, MinorTickHeight);
LinePoints[0] = FVector2D(1.0f,1.0f);
LinePoints[1] = TickSize;
const bool bAntiAlias = false;
// Draw each sub mark
FSlateDrawElement::MakeLines(
OutDrawElements,
InArgs.StartLayer,
InArgs.AllottedGeometry.ToPaintGeometry( Offset, TickSize ),
LinePoints,
InArgs.ClippingRect,
InArgs.DrawEffects,
InArgs.TickColor,
bAntiAlias
);
}
// Advance to next tick mark
++OffsetNum;
}
}
int32 FVisualLoggerTimeSliderController::OnPaintTimeSlider( bool bMirrorLabels, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled ) const
{
const bool bEnabled = bParentEnabled;
const ESlateDrawEffect::Type DrawEffects = bEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect;
TRange<float> LocalViewRange = TimeSliderArgs.ViewRange.Get();
const float LocalViewRangeMin = LocalViewRange.GetLowerBoundValue();
const float LocalViewRangeMax = LocalViewRange.GetUpperBoundValue();
const float LocalSequenceLength = LocalViewRangeMax-LocalViewRangeMin;
FVector2D Scale = FVector2D(1.0f,1.0f);
if ( LocalSequenceLength > 0)
{
FScrubRangeToScreen RangeToScreen( LocalViewRange, AllottedGeometry.Size );
const float MajorTickHeight = 9.0f;
FDrawTickArgs Args;
Args.AllottedGeometry = AllottedGeometry;
Args.bMirrorLabels = bMirrorLabels;
Args.bOnlyDrawMajorTicks = false;
Args.TickColor = FLinearColor::White;
Args.ClippingRect = MyClippingRect;
Args.DrawEffects = DrawEffects;
Args.StartLayer = LayerId;
Args.TickOffset = bMirrorLabels ? 0.0f : FMath::Abs( AllottedGeometry.Size.Y - MajorTickHeight );
Args.MajorTickHeight = MajorTickHeight;
DrawTicks( OutDrawElements, RangeToScreen, Args );
const float HandleSize = 13.0f;
float HalfSize = FMath::TruncToFloat(HandleSize/2.0f);
// Draw the scrub handle
const float XPos = RangeToScreen.InputToLocalX( TimeSliderArgs.ScrubPosition.Get() );
// Draw cursor size
const float CursorHalfSize = TimeSliderArgs.CursorSize.Get() * 0.5f;
const int32 CursorLayer = LayerId + 2;
const float CursorHalfLength = AllottedGeometry.Size.X * CursorHalfSize;
FPaintGeometry CursorGeometry = AllottedGeometry.ToPaintGeometry(FVector2D(XPos - CursorHalfLength, 0), FVector2D(2 * CursorHalfLength, AllottedGeometry.Size.Y));
FLinearColor CursorColor = InWidgetStyle.GetColorAndOpacityTint();
CursorColor.A = CursorColor.A*0.08f;
CursorColor.B *= 0.1f;
CursorColor.G *= 0.2f;
FSlateDrawElement::MakeBox(
OutDrawElements,
CursorLayer,
CursorGeometry,
CursorBackground,
MyClippingRect,
DrawEffects,
CursorColor
);
// Should draw above the text
const int32 ArrowLayer = LayerId + 3;
FPaintGeometry MyGeometry = AllottedGeometry.ToPaintGeometry( FVector2D( XPos-HalfSize, 0 ), FVector2D( HandleSize, AllottedGeometry.Size.Y ) );
FLinearColor ScrubColor = InWidgetStyle.GetColorAndOpacityTint();
// @todo Sequencer this color should be specified in the style
ScrubColor.A = ScrubColor.A*0.5f;
ScrubColor.B *= 0.1f;
ScrubColor.G *= 0.2f;
FSlateDrawElement::MakeBox(
OutDrawElements,
ArrowLayer,
MyGeometry,
bMirrorLabels ? ScrubHandleUp : ScrubHandleDown,
MyClippingRect,
DrawEffects,
ScrubColor
);
return ArrowLayer;
}
return LayerId;
}
FReply FVisualLoggerTimeSliderController::OnMouseButtonDown( TSharedRef<SWidget> WidgetOwner, const FGeometry& MyGeometry, const FPointerEvent& MouseEvent )
{
bool bHandleLeftMouseButton = MouseEvent.GetEffectingButton() == EKeys::LeftMouseButton;
bool bHandleRightMouseButton = MouseEvent.GetEffectingButton() == EKeys::RightMouseButton && TimeSliderArgs.AllowZoom;
DistanceDragged = 0;
if ( bHandleLeftMouseButton )
{
// Always capture mouse if we left or right click on the widget
FScrubRangeToScreen RangeToScreen(TimeSliderArgs.ViewRange.Get(), MyGeometry.Size);
FVector2D CursorPos = MyGeometry.AbsoluteToLocal(MouseEvent.GetLastScreenSpacePosition());
float NewValue = RangeToScreen.LocalXToInput(CursorPos.X);
CommitScrubPosition(NewValue, /*bIsScrubbing=*/false);
return FReply::Handled().CaptureMouse( WidgetOwner ).PreventThrottling();
}
else if ( bHandleRightMouseButton )
{
return FReply::Handled().CaptureMouse(WidgetOwner);
}
return FReply::Unhandled();
}
FReply FVisualLoggerTimeSliderController::OnMouseButtonUp( TSharedRef<SWidget> WidgetOwner, const FGeometry& MyGeometry, const FPointerEvent& MouseEvent )
{
bool bHandleLeftMouseButton = MouseEvent.GetEffectingButton() == EKeys::LeftMouseButton && WidgetOwner->HasMouseCapture();
bool bHandleRightMouseButton = MouseEvent.GetEffectingButton() == EKeys::RightMouseButton && WidgetOwner->HasMouseCapture() && TimeSliderArgs.AllowZoom ;
if ( bHandleRightMouseButton )
{
if (!bPanning)
{
// return unhandled in case our parent wants to use our right mouse button to open a context menu
return FReply::Unhandled().ReleaseMouseCapture();
}
bPanning = false;
FReply::Handled().CaptureMouse(WidgetOwner).UseHighPrecisionMouseMovement(WidgetOwner);
return FReply::Handled().ReleaseMouseCapture();
}
else if ( bHandleLeftMouseButton )
{
if( bDraggingScrubber )
{
TimeSliderArgs.OnEndScrubberMovement.ExecuteIfBound();
}
else
{
FScrubRangeToScreen RangeToScreen( TimeSliderArgs.ViewRange.Get(), MyGeometry.Size );
FVector2D CursorPos = MyGeometry.AbsoluteToLocal(MouseEvent.GetLastScreenSpacePosition());
float NewValue = RangeToScreen.LocalXToInput(CursorPos.X);
CommitScrubPosition( NewValue, /*bIsScrubbing=*/false );
}
bDraggingScrubber = false;
return FReply::Handled().ReleaseMouseCapture();
}
return FReply::Unhandled();
}
FReply FVisualLoggerTimeSliderController::OnMouseMove( TSharedRef<SWidget> WidgetOwner, const FGeometry& MyGeometry, const FPointerEvent& MouseEvent )
{
if ( WidgetOwner->HasMouseCapture() )
{
if (MouseEvent.IsMouseButtonDown(EKeys::RightMouseButton))
{
if (!bPanning)
{
DistanceDragged += FMath::Abs( MouseEvent.GetCursorDelta().X );
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
if ( DistanceDragged > FSlateApplication::Get().GetDragTriggerDistance() )
{
FReply::Handled().CaptureMouse(WidgetOwner).UseHighPrecisionMouseMovement(WidgetOwner);
SoftwareCursorPosition = MyGeometry.AbsoluteToLocal(MouseEvent.GetLastScreenSpacePosition());
bPanning = true;
}
}
else
{
SoftwareCursorPosition = MyGeometry.AbsoluteToLocal(MouseEvent.GetLastScreenSpacePosition());
TRange<float> LocalViewRange = TimeSliderArgs.ViewRange.Get();
float LocalViewRangeMin = LocalViewRange.GetLowerBoundValue();
float LocalViewRangeMax = LocalViewRange.GetUpperBoundValue();
FScrubRangeToScreen ScaleInfo( LocalViewRange, MyGeometry.Size );
FVector2D ScreenDelta = MouseEvent.GetCursorDelta();
FVector2D InputDelta;
InputDelta.X = ScreenDelta.X/ScaleInfo.PixelsPerInput;
float NewViewOutputMin = LocalViewRangeMin - InputDelta.X;
float NewViewOutputMax = LocalViewRangeMax - InputDelta.X;
TOptional<float> LocalClampMin = TimeSliderArgs.ClampMin.Get();
TOptional<float> LocalClampMax = TimeSliderArgs.ClampMax.Get();
// Clamp the range if clamp values are set
if ( LocalClampMin.IsSet() && NewViewOutputMin < LocalClampMin.GetValue() )
{
NewViewOutputMin = LocalClampMin.GetValue();
}
if ( LocalClampMax.IsSet() && NewViewOutputMax > LocalClampMax.GetValue() )
{
NewViewOutputMax = LocalClampMax.GetValue();
}
TimeSliderArgs.OnViewRangeChanged.ExecuteIfBound(TRange<float>(NewViewOutputMin, NewViewOutputMax));
if (Scrollbar.IsValid())
{
float InOffsetFraction = (NewViewOutputMin - LocalClampMin.GetValue()) / (LocalClampMax.GetValue() - LocalClampMin.GetValue());
float InThumbSizeFraction = (NewViewOutputMax - NewViewOutputMin) / (LocalClampMax.GetValue() - LocalClampMin.GetValue());
Scrollbar->SetState(InOffsetFraction, InThumbSizeFraction);
}
if( !TimeSliderArgs.ViewRange.IsBound() )
{
// The output is not bound to a delegate so we'll manage the value ourselves
TimeSliderArgs.ViewRange.Set( TRange<float>( NewViewOutputMin, NewViewOutputMax ) );
}
}
}
else if (MouseEvent.IsMouseButtonDown( EKeys::LeftMouseButton ))
{
if ( !bDraggingScrubber )
{
DistanceDragged += FMath::Abs( MouseEvent.GetCursorDelta().X );
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
if ( DistanceDragged > 0/*FSlateApplication::Get().GetDragTriggerDistance()*/ )
{
bDraggingScrubber = true;
TimeSliderArgs.OnBeginScrubberMovement.ExecuteIfBound();
}
}
else
{
FScrubRangeToScreen RangeToScreen( TimeSliderArgs.ViewRange.Get(), MyGeometry.Size );
FVector2D CursorPos = MyGeometry.AbsoluteToLocal( MouseEvent.GetLastScreenSpacePosition() );
float NewValue = RangeToScreen.LocalXToInput( CursorPos.X );
if (TimeSliderArgs.ClampMin.Get().IsSet() && NewValue < TimeSliderArgs.ClampMin.Get().GetValue())
{
NewValue = TimeSliderArgs.ClampMin.Get().GetValue();
}
if (TimeSliderArgs.ClampMax.Get().IsSet() && NewValue > TimeSliderArgs.ClampMax.Get().GetValue())
{
NewValue = TimeSliderArgs.ClampMax.Get().GetValue();
}
CommitScrubPosition(NewValue, /*bIsScrubbing=*/true);
}
}
return FReply::Handled();
}
return FReply::Unhandled();
}
void FVisualLoggerTimeSliderController::CommitScrubPosition( float NewValue, bool bIsScrubbing )
{
// Manage the scrub position ourselves if its not bound to a delegate
if ( !TimeSliderArgs.ScrubPosition.IsBound() )
{
TimeSliderArgs.ScrubPosition.Set( NewValue );
}
TRange<float> LocalViewRange = TimeSliderArgs.ViewRange.Get();
const float RangeSize = LocalViewRange.Size<float>();
if (NewValue < LocalViewRange.GetLowerBoundValue())
{
SetTimeRange(NewValue, NewValue + RangeSize);
}
else if (NewValue > LocalViewRange.GetUpperBoundValue())
{
SetTimeRange(NewValue - RangeSize, NewValue);
}
TimeSliderArgs.OnScrubPositionChanged.ExecuteIfBound( NewValue, bIsScrubbing );
}
void FVisualLoggerTimeSliderController::SetExternalScrollbar(TSharedRef<SScrollBar> InScrollbar)
{
Scrollbar = InScrollbar;
Scrollbar->SetOnUserScrolled(FOnUserScrolled::CreateRaw(this, &FVisualLoggerTimeSliderController::HorizontalScrollBar_OnUserScrolled));
};
void FVisualLoggerTimeSliderController::HorizontalScrollBar_OnUserScrolled(float ScrollOffset)
{
if (!TimeSliderArgs.ViewRange.IsBound())
{
TRange<float> LocalViewRange = TimeSliderArgs.ViewRange.Get();
float LocalViewRangeMin = LocalViewRange.GetLowerBoundValue();
float LocalViewRangeMax = LocalViewRange.GetUpperBoundValue();
TOptional<float> LocalClampMin = TimeSliderArgs.ClampMin.Get();
TOptional<float> LocalClampMax = TimeSliderArgs.ClampMax.Get();
float InThumbSizeFraction = (LocalViewRangeMax - LocalViewRangeMin) / (LocalClampMax.GetValue() - LocalClampMin.GetValue());
float NewViewOutputMin = LocalClampMin.GetValue() + ScrollOffset * (LocalClampMax.GetValue() - LocalClampMin.GetValue());
// The output is not bound to a delegate so we'll manage the value ourselves
float NewViewOutputMax = FMath::Min<float>(NewViewOutputMin + (LocalViewRangeMax - LocalViewRangeMin), LocalClampMax.GetValue());
NewViewOutputMin = NewViewOutputMax - (LocalViewRangeMax - LocalViewRangeMin);
float InOffsetFraction = (NewViewOutputMin - LocalClampMin.GetValue()) / (LocalClampMax.GetValue() - LocalClampMin.GetValue());
//if (InOffsetFraction + InThumbSizeFraction <= 1)
{
TimeSliderArgs.ViewRange.Set(TRange<float>(NewViewOutputMin, NewViewOutputMax));
Scrollbar->SetState(InOffsetFraction, InThumbSizeFraction);
}
}
}
void FVisualLoggerTimeSliderController::SetTimeRange(float NewViewOutputMin, float NewViewOutputMax)
{
TimeSliderArgs.ViewRange.Set(TRange<float>(NewViewOutputMin, NewViewOutputMax));
TOptional<float> LocalClampMin = TimeSliderArgs.ClampMin.Get();
TOptional<float> LocalClampMax = TimeSliderArgs.ClampMax.Get();
const float InOffsetFraction = (NewViewOutputMin - LocalClampMin.GetValue()) / (LocalClampMax.GetValue() - LocalClampMin.GetValue());
const float InThumbSizeFraction = (NewViewOutputMax - NewViewOutputMin) / (LocalClampMax.GetValue() - LocalClampMin.GetValue());
Scrollbar->SetState(InOffsetFraction, InThumbSizeFraction);
}
void FVisualLoggerTimeSliderController::SetClampRange(float MinValue, float MaxValue)
{
TRange<float> LocalViewRange = TimeSliderArgs.ViewRange.Get();
float LocalClampMin = TimeSliderArgs.ClampMin.Get().GetValue();
float LocalClampMax = TimeSliderArgs.ClampMax.Get().GetValue();
const float CurrentDistance = LocalClampMax - LocalClampMin;
const float ZoomDelta = (LocalViewRange.GetUpperBoundValue() - LocalViewRange.GetLowerBoundValue()) / CurrentDistance;
MaxValue = MinValue + (MaxValue - MinValue < 2 ? CurrentDistance : MaxValue - MinValue);
TimeSliderArgs.ClampMin.Set(MinValue);
TimeSliderArgs.ClampMax.Set(MaxValue);
const float LocalViewRangeMin = FMath::Clamp(LocalViewRange.GetLowerBoundValue(), MinValue, MaxValue);
const float LocalViewRangeMax = FMath::Clamp(LocalViewRange.GetUpperBoundValue(), MinValue, MaxValue);
SetTimeRange(ZoomDelta >= 1 ? MinValue : LocalViewRangeMin, ZoomDelta >= 1 ? MaxValue : LocalViewRangeMax);
}
FReply FVisualLoggerTimeSliderController::OnMouseWheel( TSharedRef<SWidget> WidgetOwner, const FGeometry& MyGeometry, const FPointerEvent& MouseEvent )
{
FReply ReturnValue = FReply::Unhandled();;
if (MouseEvent.IsLeftShiftDown())
{
const float ZoomDelta = 0.1f * MouseEvent.GetWheelDelta();
TimeSliderArgs.CursorSize.Set(FMath::Clamp(TimeSliderArgs.CursorSize.Get() + ZoomDelta, 0.0f, 1.0f));
ReturnValue = FReply::Handled();
}
else if ( TimeSliderArgs.AllowZoom )
{
const float ZoomDelta = -0.1f * MouseEvent.GetWheelDelta();
{
TRange<float> LocalViewRange = TimeSliderArgs.ViewRange.Get();
float LocalViewRangeMax = LocalViewRange.GetUpperBoundValue();
float LocalViewRangeMin = LocalViewRange.GetLowerBoundValue();
const float OutputViewSize = LocalViewRangeMax - LocalViewRangeMin;
const float OutputChange = OutputViewSize * ZoomDelta;
float NewViewOutputMin = LocalViewRangeMin - (OutputChange * 0.5f);
float NewViewOutputMax = LocalViewRangeMax + (OutputChange * 0.5f);
if( FMath::Abs( OutputChange ) > 0.01f && NewViewOutputMin < NewViewOutputMax )
{
TOptional<float> LocalClampMin = TimeSliderArgs.ClampMin.Get();
TOptional<float> LocalClampMax = TimeSliderArgs.ClampMax.Get();
// Clamp the range if clamp values are set
if ( LocalClampMin.IsSet() && NewViewOutputMin < LocalClampMin.GetValue() )
{
NewViewOutputMin = LocalClampMin.GetValue();
}
if ( LocalClampMax.IsSet() && NewViewOutputMax > LocalClampMax.GetValue() )
{
NewViewOutputMax = LocalClampMax.GetValue();
}
TimeSliderArgs.OnViewRangeChanged.ExecuteIfBound(TRange<float>(NewViewOutputMin, NewViewOutputMax));
if (Scrollbar.IsValid())
{
float InOffsetFraction = (NewViewOutputMin - LocalClampMin.GetValue()) / (LocalClampMax.GetValue() - LocalClampMin.GetValue());
float InThumbSizeFraction = (NewViewOutputMax - NewViewOutputMin) / (LocalClampMax.GetValue() - LocalClampMin.GetValue());
Scrollbar->SetState(InOffsetFraction, InThumbSizeFraction);
}
if( !TimeSliderArgs.ViewRange.IsBound() )
{
// The output is not bound to a delegate so we'll manage the value ourselves
TimeSliderArgs.ViewRange.Set( TRange<float>( NewViewOutputMin, NewViewOutputMax ) );
}
}
}
ReturnValue = FReply::Handled();
}
return ReturnValue;
}
int32 FVisualLoggerTimeSliderController::OnPaintSectionView( const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, bool bEnabled, bool bDisplayTickLines, bool bDisplayScrubPosition ) const
{
const ESlateDrawEffect::Type DrawEffects = bEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect;
TRange<float> LocalViewRange = TimeSliderArgs.ViewRange.Get();
float LocalScrubPosition = TimeSliderArgs.ScrubPosition.Get();
float ViewRange = LocalViewRange.Size<float>();
float PixelsPerInput = ViewRange > 0 ? AllottedGeometry.Size.X / ViewRange : 0;
float LinePos = (LocalScrubPosition - LocalViewRange.GetLowerBoundValue()) * PixelsPerInput;
FScrubRangeToScreen RangeToScreen( LocalViewRange, AllottedGeometry.Size );
if( bDisplayTickLines )
{
// Draw major tick lines in the section area
FDrawTickArgs Args;
Args.AllottedGeometry = AllottedGeometry;
Args.bMirrorLabels = false;
Args.bOnlyDrawMajorTicks = true;
Args.TickColor = FLinearColor( 0.3f, 0.3f, 0.3f, 0.3f );
Args.ClippingRect = MyClippingRect;
Args.DrawEffects = DrawEffects;
// Draw major ticks under sections
Args.StartLayer = LayerId-1;
// Draw the tick the entire height of the section area
Args.TickOffset = 0.0f;
Args.MajorTickHeight = AllottedGeometry.Size.Y;
DrawTicks( OutDrawElements, RangeToScreen, Args );
}
if( bDisplayScrubPosition )
{
// Draw cursor size
const float CursorHalfSize = TimeSliderArgs.CursorSize.Get() * 0.5f;
const float CursorHalfLength = AllottedGeometry.Size.X * CursorHalfSize;
FPaintGeometry CursorGeometry = AllottedGeometry.ToPaintGeometry(FVector2D(LinePos - CursorHalfLength, 0), FVector2D(2 * CursorHalfLength, AllottedGeometry.Size.Y));
FSlateDrawElement::MakeBox(
OutDrawElements,
++LayerId,
CursorGeometry,
CursorBackground,
MyClippingRect,
DrawEffects,
FColor(FLinearColor::White).WithAlpha(20)
);
// Draw a line for the scrub position
TArray<FVector2D> LinePoints;
LinePoints.AddUninitialized(2);
LinePoints[0] = FVector2D( 1.0f, 0.0f );
LinePoints[1] = FVector2D( 1.0f, FMath::RoundToFloat( AllottedGeometry.Size.Y ) );
FSlateDrawElement::MakeLines(
OutDrawElements,
++LayerId,
AllottedGeometry.ToPaintGeometry( FVector2D(LinePos, 0.0f ), FVector2D(1.0f,1.0f) ),
LinePoints,
MyClippingRect,
DrawEffects,
FColor(FLinearColor::White).WithAlpha(100),
false
);
}
return LayerId;
}
#undef LOCTEXT_NAMESPACE