Files
UnrealEngineUWP/Engine/Source/Editor/VirtualTexturingEditor/Classes/RuntimeVirtualTextureDetailsCustomization.h
robomerge 344b94db87 Move bounds copy functionality into UBoundsCopyComponent for reuse
#ROBOMERGE-SOURCE: CL 12911537 via CL 12911540 via CL 12911542
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 12911543 by robomerge in Main branch]
2020-04-19 15:49:19 -04:00

60 lines
1.7 KiB
C++

// Copyright 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> TileCountText;
TSharedPtr<class STextBlock> TileSizeText;
TSharedPtr<class STextBlock> TileBorderSizeText;
TSharedPtr<class STextBlock> SizeText;
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 Build button */
FReply BuildStreamedMips();
/** Callback for Build Debug button */
FReply BuildLowMipsDebug();
//~ Begin IDetailCustomization Interface.
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
//~ End IDetailCustomization Interface.
private:
class URuntimeVirtualTextureComponent* RuntimeVirtualTextureComponent;
};