Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/PrimitiveComponentDetails.h
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

58 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Layout/Visibility.h"
#include "Input/Reply.h"
#include "IDetailCustomization.h"
#include "PropertyHandle.h"
#include "BodyInstanceCustomization.h"
class FComponentMaterialCategory;
class IDetailLayoutBuilder;
class FPrimitiveComponentDetails : public IDetailCustomization
{
public:
/** Makes a new instance of this detail layout class for a specific detail view requesting it */
static TSharedRef<IDetailCustomization> MakeInstance();
/** IDetailCustomization interface */
virtual void CustomizeDetails( IDetailLayoutBuilder& DetailBuilder ) override;
private:
void AddMaterialCategory( IDetailLayoutBuilder& DetailBuilder);
void AddLightingCategory(IDetailLayoutBuilder& DetailBuilder);
void AddPhysicsCategory(IDetailLayoutBuilder& DetailBuilder);
void AddCollisionCategory(IDetailLayoutBuilder& DetailBuilder);
ECheckBoxState IsMobilityActive(TSharedRef<IPropertyHandle> MobilityHandle, EComponentMobility::Type InMobility) const;
void OnMobilityChanged(ECheckBoxState InCheckedState, TSharedRef<IPropertyHandle> MobilityHandle, EComponentMobility::Type InMobility);
void AddAdvancedSubCategory(IDetailLayoutBuilder& DetailBuilder, FName MainCategory, FName SubCategory);
FReply OnMobilityResetClicked(TSharedRef<IPropertyHandle> MobilityHandle);
EVisibility GetMobilityResetVisibility(TSharedRef<IPropertyHandle> MobilityHandle) const;
/** Returns whether to enable editing the 'Simulate Physics' checkbox based on the selected objects physics geometry */
bool IsSimulatePhysicsEditable() const;
/** Returns whether to enable editing the 'Use Async Scene' checkbox based on the selected objects' mobility and if the project uses an AsyncScene */
bool IsUseAsyncEditable() const;
TOptional<float> OnGetBodyMass() const;
bool IsBodyMassReadOnly() const;
bool IsBodyMassEnabled() const { return !IsBodyMassReadOnly(); }
private:
/** Objects being customized so we can update the 'Simulate Physics' state if physics geometry is added/removed */
TArray< TWeakObjectPtr<UObject> > ObjectsCustomized;
TSharedPtr<class FComponentMaterialCategory> MaterialCategory;
TSharedPtr<class FBodyInstanceCustomizationHelper> BodyInstanceCustomizationHelper;
};