Files
UnrealEngineUWP/Engine/Source/Editor/VirtualTexturingEditor/Classes/RuntimeVirtualTextureDetailsCustomization.h
Jeremy Moore e9ab4063ad #jira UE-76132
Use a single size instead of width and height for RVT
Width and height are then inferred from RVT volume aspect ratio
Integrated from //UE4/Dev-Rendering
#rb none
#rnx

[CL 7049422 by Jeremy Moore in 4.23 branch]
2019-06-17 14:19:40 -04:00

60 lines
1.7 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "IDetailCustomization.h"
#include "Widgets/Text/STextBlock.h"
#include "Input/Reply.h"
/** UI customization for URuntimeVirtualTexture */
class FRuntimeVirtualTextureDetailsCustomization : public IDetailCustomization
{
public:
static TSharedRef<IDetailCustomization> MakeInstance();
protected:
FRuntimeVirtualTextureDetailsCustomization();
/** Callback for updating values after and edit. */
void RefreshDetails();
//~ Begin IDetailCustomization Interface.
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
//~ End IDetailCustomization Interface.
private:
class URuntimeVirtualTexture* VirtualTexture;
TSharedPtr<class STextBlock> SizeText;
TSharedPtr<class STextBlock> TileSizeText;
TSharedPtr<class STextBlock> TileBorderSizeText;
TSharedPtr<class STextBlock> RemoveLowMipsText;
TSharedPtr<class STextBlock> PageTableTextureMemoryText;
TSharedPtr<class STextBlock> PhysicalTextureMemoryText;
};
/** UI customization for URuntimeVirtualTextureComponent */
class FRuntimeVirtualTextureComponentDetailsCustomization : public IDetailCustomization
{
public:
static TSharedRef<IDetailCustomization> MakeInstance();
protected:
FRuntimeVirtualTextureComponentDetailsCustomization();
/** Callback for Copy Rotation button */
FReply SetRotation();
/** Callback for Copy Bounds button */
FReply SetTransformToBounds();
//~ Begin IDetailCustomization Interface.
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
//~ End IDetailCustomization Interface.
private:
class URuntimeVirtualTextureComponent* RuntimeVirtualTextureComponent;
};