// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "UnrealEd.h" // @todo find a better place for all of this, preferably in the appropriate modules // though this would require the classes to be relocated as well // // UCascadeOptions // UCascadeOptions::UCascadeOptions(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } /////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////// UPhATSimOptions //////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////////// UPhATSimOptions::UPhATSimOptions(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { PhysicsBlend = 1.0f; MaxFPS = -1; TimeDilation = 1.f; } UMaterialEditorOptions::UMaterialEditorOptions(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } UCurveEdOptions::UCurveEdOptions(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } UPersonaOptions::UPersonaOptions(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) , DefaultLocalAxesSelection(2) { ViewModeIndex = VMI_Lit; SectionTimingNodeColor = FLinearColor(0.0f, 1.0f, 0.0f); NotifyTimingNodeColor = FLinearColor(1.0f, 0.0f, 0.0f); BranchingPointTimingNodeColor = FLinearColor(0.5f, 1.0f, 1.0f); } void UPersonaOptions::SetViewportBackgroundColor( const FLinearColor& InViewportBackgroundColor) { ViewportBackgroundColor = InViewportBackgroundColor; SaveConfig(); } void UPersonaOptions::SetShowGrid( bool bInShowGrid ) { bShowGrid = bInShowGrid; SaveConfig(); } void UPersonaOptions::SetHighlightOrigin( bool bInHighlightOrigin ) { bHighlightOrigin = bInHighlightOrigin; SaveConfig(); } void UPersonaOptions::SetGridSize( int32 InGridSize ) { GridSize = InGridSize; SaveConfig(); } void UPersonaOptions::SetViewModeIndex( EViewModeIndex InViewModeIndex ) { ViewModeIndex = InViewModeIndex; SaveConfig(); } void UPersonaOptions::SetShowFloor( bool bInShowFloor ) { bShowFloor = bInShowFloor; SaveConfig(); } void UPersonaOptions::SetShowSky( bool bInShowSky ) { bShowSky = bInShowSky; SaveConfig(); } void UPersonaOptions::SetMuteAudio( bool bInMuteAudio ) { bMuteAudio = bInMuteAudio; SaveConfig(); } void UPersonaOptions::SetViewFOV( float InViewFOV ) { ViewFOV = InViewFOV; SaveConfig(); } void UPersonaOptions::SetDefaultLocalAxesSelection( uint32 InDefaultLocalAxesSelection ) { DefaultLocalAxesSelection = InDefaultLocalAxesSelection; SaveConfig(); } void UPersonaOptions::SetShowMeshStats( int32 InShowMeshStats ) { ShowMeshStats = InShowMeshStats; SaveConfig(); } void UPersonaOptions::SetSectionTimingNodeColor(const FLinearColor& InColor) { SectionTimingNodeColor = InColor; SaveConfig(); } void UPersonaOptions::SetNotifyTimingNodeColor(const FLinearColor& InColor) { NotifyTimingNodeColor = InColor; SaveConfig(); } void UPersonaOptions::SetBranchingPointTimingNodeColor(const FLinearColor& InColor) { BranchingPointTimingNodeColor = InColor; SaveConfig(); }