// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "EditorStylePrivatePCH.h" #include "UnitConversion.h" /* UEditorStyleSettings interface *****************************************************************************/ UEditorStyleSettings::UEditorStyleSettings( const FObjectInitializer& ObjectInitializer ) : Super(ObjectInitializer) { SelectionColor = FLinearColor(0.828f, 0.364f, 0.003f); InactiveSelectionColor = FLinearColor(0.25f, 0.25f, 0.25f); PressedSelectionColor = FLinearColor(0.701f, 0.225f, 0.003f); bOpenAssetEditorTabsInNewWindow = true; bShowFriendlyNames = true; LogTimestampMode = ELogTimes::None; } FLinearColor UEditorStyleSettings::GetSubduedSelectionColor() const { FLinearColor SubduedSelectionColor = SelectionColor.LinearRGBToHSV(); SubduedSelectionColor.G *= 0.55f; // take the saturation SubduedSelectionColor.B *= 0.8f; // and brightness down return SubduedSelectionColor.HSVToLinearRGB(); } #if WITH_EDITOR void UEditorStyleSettings::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) { Super::PostEditChangeProperty(PropertyChangedEvent); const FName Name = (PropertyChangedEvent.Property != nullptr) ? PropertyChangedEvent.Property->GetFName() : NAME_None; if (Name == GET_MEMBER_NAME_CHECKED(UEditorStyleSettings, bEnableWindowAnimations)) { FSlateApplication::Get().EnableMenuAnimations(bEnableWindowAnimations); } // if (!FUnrealEdMisc::Get().IsDeletePreferences()) { SaveConfig(); } SettingChangedEvent.Broadcast(Name); } #endif