Files
UnrealEngineUWP/Engine/Source/Editor/LevelEditor/Private/LevelViewportTabContent.cpp

131 lines
5.4 KiB
C++
Raw Normal View History

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "LevelEditor.h"
#include "LevelViewportTabContent.h"
#include "LevelViewportLayout2x2.h"
#include "LevelViewportLayoutOnePane.h"
#include "LevelViewportLayoutTwoPanes.h"
#include "LevelViewportLayoutThreePanes.h"
#include "LevelViewportLayoutFourPanes.h"
#include "SLevelViewport.h"
#include "SDockTab.h"
// FLevelViewportTabContent ///////////////////////////
TSharedPtr< class FLevelViewportLayout > FLevelViewportTabContent::ConstructViewportLayoutByTypeName(const FName& TypeName, bool bSwitchingLayouts)
{
TSharedPtr< class FLevelViewportLayout > ViewportLayout;
// The items in these ifs should match the names in namespace LevelViewportConfigurationNames
if (TypeName == LevelViewportConfigurationNames::FourPanes2x2) ViewportLayout = MakeShareable(new FLevelViewportLayout2x2);
else if (TypeName == LevelViewportConfigurationNames::TwoPanesVert) ViewportLayout = MakeShareable(new FLevelViewportLayoutTwoPanesVert);
else if (TypeName == LevelViewportConfigurationNames::TwoPanesHoriz) ViewportLayout = MakeShareable(new FLevelViewportLayoutTwoPanesHoriz);
else if (TypeName == LevelViewportConfigurationNames::ThreePanesLeft) ViewportLayout = MakeShareable(new FLevelViewportLayoutThreePanesLeft);
else if (TypeName == LevelViewportConfigurationNames::ThreePanesRight) ViewportLayout = MakeShareable(new FLevelViewportLayoutThreePanesRight);
else if (TypeName == LevelViewportConfigurationNames::ThreePanesTop) ViewportLayout = MakeShareable(new FLevelViewportLayoutThreePanesTop);
else if (TypeName == LevelViewportConfigurationNames::ThreePanesBottom) ViewportLayout = MakeShareable(new FLevelViewportLayoutThreePanesBottom);
else if (TypeName == LevelViewportConfigurationNames::FourPanesLeft) ViewportLayout = MakeShareable(new FLevelViewportLayoutFourPanesLeft);
else if (TypeName == LevelViewportConfigurationNames::FourPanesRight) ViewportLayout = MakeShareable(new FLevelViewportLayoutFourPanesRight);
else if (TypeName == LevelViewportConfigurationNames::FourPanesBottom) ViewportLayout = MakeShareable(new FLevelViewportLayoutFourPanesBottom);
else if (TypeName == LevelViewportConfigurationNames::FourPanesTop) ViewportLayout = MakeShareable(new FLevelViewportLayoutFourPanesTop);
#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
else if (TypeName == LevelViewportConfigurationNames::OnePane) ViewportLayout = MakeShareable(new FLevelViewportLayoutOnePane);
check (ViewportLayout.IsValid());
ViewportLayout->SetIsReplacement(bSwitchingLayouts);
return ViewportLayout;
}
void FLevelViewportTabContent::Initialize(TSharedPtr<class SLevelEditor> InParentLevelEditor, TSharedPtr<SDockTab> InParentTab, const FString& InLayoutString)
{
ParentTab = InParentTab;
ParentLevelEditor = InParentLevelEditor;
LayoutString = InLayoutString;
InParentTab->SetOnPersistVisualState( SDockTab::FOnPersistVisualState::CreateSP(this, &FLevelViewportTabContent::SaveLayoutString, LayoutString) );
const FString& IniSection = FLayoutSaveRestore::GetAdditionalLayoutConfigIni();
FString LayoutTypeString;
if(LayoutString.IsEmpty() ||
!GConfig->GetString(*IniSection, *(InLayoutString + TEXT(".LayoutType")), LayoutTypeString, GEditorPerProjectIni))
{
LayoutTypeString = LevelViewportConfigurationNames::FourPanes2x2.ToString();
}
FName LayoutType(*LayoutTypeString);
SetViewportConfiguration(LayoutType);
}
bool FLevelViewportTabContent::IsVisible() const
{
if (ActiveLevelViewportLayout.IsValid())
{
return ActiveLevelViewportLayout->IsVisible();
}
return false;
}
const TArray< TSharedPtr< SLevelViewport > >* FLevelViewportTabContent::GetViewports() const
{
if (ActiveLevelViewportLayout.IsValid())
{
return &ActiveLevelViewportLayout->GetViewports();
}
return NULL;
}
void FLevelViewportTabContent::SetViewportConfiguration(const FName& ConfigurationName)
{
bool bSwitchingLayouts = ActiveLevelViewportLayout.IsValid();
if (bSwitchingLayouts)
{
ActiveLevelViewportLayout->SaveLayoutString(LayoutString);
ActiveLevelViewportLayout.Reset();
}
ActiveLevelViewportLayout = ConstructViewportLayoutByTypeName(ConfigurationName, bSwitchingLayouts);
check (ActiveLevelViewportLayout.IsValid());
UpdateViewportTabWidget();
}
bool FLevelViewportTabContent::IsViewportConfigurationSet(const FName& ConfigurationName) const
{
if (ActiveLevelViewportLayout.IsValid())
{
return ActiveLevelViewportLayout->GetLayoutTypeName() == ConfigurationName;
}
return false;
}
bool FLevelViewportTabContent::BelongsToTab(TSharedRef<class SDockTab> InParentTab) const
{
TSharedPtr<SDockTab> ParentTabPinned = ParentTab.Pin();
return ParentTabPinned == InParentTab;
}
void FLevelViewportTabContent::UpdateViewportTabWidget()
{
TSharedPtr<SDockTab> ParentTabPinned = ParentTab.Pin();
if (ParentTabPinned.IsValid() && ActiveLevelViewportLayout.IsValid())
{
TSharedRef<SWidget> LayoutWidget = ActiveLevelViewportLayout->BuildViewportLayout(ParentTabPinned, SharedThis(this), LayoutString, ParentLevelEditor);
ParentTabPinned->SetContent(LayoutWidget);
}
}
void FLevelViewportTabContent::SaveLayoutString(const FString InLayoutString) const
{
if (ActiveLevelViewportLayout.IsValid() && !InLayoutString.IsEmpty())
{
FString LayoutTypeString = ActiveLevelViewportLayout->GetLayoutTypeName().ToString();
const FString& IniSection = FLayoutSaveRestore::GetAdditionalLayoutConfigIni();
GConfig->SetString(*IniSection, *(InLayoutString + TEXT(".LayoutType")), *LayoutTypeString, GEditorPerProjectIni);
ActiveLevelViewportLayout->SaveLayoutString(InLayoutString);
}
}