You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#jira UE-114681 #rb kevin.ortegren #rnx #preflight 6283bba34316db80d18f7888 [CL 20258173 by tim doerries in ue5-main branch]
403 lines
15 KiB
C++
403 lines
15 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "SceneCaptureDetails.h"
|
|
#include "ShowFlags.h"
|
|
#include "Widgets/DeclarativeSyntaxSupport.h"
|
|
#include "Components/SceneCaptureComponent.h"
|
|
#include "Styling/SlateTypes.h"
|
|
#include "Widgets/Text/STextBlock.h"
|
|
#include "Widgets/Input/SCheckBox.h"
|
|
#include "Widgets/Input/SButton.h"
|
|
#include "Engine/SceneCapture2D.h"
|
|
#include "Engine/SceneCaptureCube.h"
|
|
#include "PropertyHandle.h"
|
|
#include "DetailLayoutBuilder.h"
|
|
#include "DetailWidgetRow.h"
|
|
#include "IDetailGroup.h"
|
|
#include "DetailCategoryBuilder.h"
|
|
#include "IDetailsView.h"
|
|
#include "Engine/PlanarReflection.h"
|
|
#include "Components/SceneCaptureComponent2D.h"
|
|
#include "Components/SceneCaptureComponentCube.h"
|
|
#include "Components/PlanarReflectionComponent.h"
|
|
#include "Kismet2/ComponentEditorUtils.h"
|
|
#include "IRenderCaptureProvider.h"
|
|
#include "RenderCaptureInterface.h"
|
|
|
|
#define LOCTEXT_NAMESPACE "SceneCaptureDetails"
|
|
|
|
TSharedRef<IDetailCustomization> FSceneCaptureDetails::MakeInstance()
|
|
{
|
|
return MakeShareable( new FSceneCaptureDetails );
|
|
}
|
|
|
|
// Used to sort the show flags inside of their categories in the order of the text that is actually displayed
|
|
inline static bool SortAlphabeticallyByLocalizedText(const FString& ip1, const FString& ip2)
|
|
{
|
|
FText LocalizedText1;
|
|
FEngineShowFlags::FindShowFlagDisplayName(ip1, LocalizedText1);
|
|
|
|
FText LocalizedText2;
|
|
FEngineShowFlags::FindShowFlagDisplayName(ip2, LocalizedText2);
|
|
|
|
return LocalizedText1.ToString() < LocalizedText2.ToString();
|
|
}
|
|
|
|
void FSceneCaptureDetails::CustomizeDetails( IDetailLayoutBuilder& DetailLayout )
|
|
{
|
|
IDetailCategoryBuilder& SceneCaptureCategoryBuilder = DetailLayout.EditCategory("SceneCapture");
|
|
|
|
ShowFlagSettingsProperty = DetailLayout.GetProperty("ShowFlagSettings", USceneCaptureComponent::StaticClass());
|
|
check(ShowFlagSettingsProperty->IsValidHandle());
|
|
ShowFlagSettingsProperty->MarkHiddenByCustomization();
|
|
|
|
// Add all the properties that are there by default
|
|
// (These would get added by default anyway, but we want to add them first so what we add next comes later in the list)
|
|
TArray<TSharedRef<IPropertyHandle>> SceneCaptureCategoryDefaultProperties;
|
|
SceneCaptureCategoryBuilder.GetDefaultProperties(SceneCaptureCategoryDefaultProperties);
|
|
for (TSharedRef<IPropertyHandle> Handle : SceneCaptureCategoryDefaultProperties)
|
|
{
|
|
if (Handle->GetProperty() != ShowFlagSettingsProperty->GetProperty())
|
|
{
|
|
SceneCaptureCategoryBuilder.AddProperty(Handle);
|
|
}
|
|
}
|
|
|
|
// Show flags that should be exposed for Scene Captures
|
|
TArray<FEngineShowFlags::EShowFlag> ShowFlagsToAllowForCaptures;
|
|
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Atmosphere);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_BSP);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Decals);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Fog);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Landscape);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Particles);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_SkeletalMeshes);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_StaticMeshes);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Translucency);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Lighting);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_DeferredLighting);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_NaniteMeshes);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_InstancedStaticMeshes);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_InstancedFoliage);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_InstancedGrass);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Paper2DSprites);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_TextRender);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_AmbientOcclusion);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_DynamicShadows);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_SkyLighting);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_VolumetricFog);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_AmbientCubemap);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_DistanceFieldAO);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_LightFunctions);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_LightShafts);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_PostProcessing);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_ReflectionEnvironment);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_ScreenSpaceReflections);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_TexturedLightProfiles);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_AntiAliasing);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_TemporalAA);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_MotionBlur);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Bloom);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_LocalExposure);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_EyeAdaptation);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Game);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_ToneCurve);
|
|
ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_PathTracing);
|
|
|
|
// Create array of flag name strings for each group
|
|
TArray< TArray<FString> > ShowFlagsByGroup;
|
|
for (int32 GroupIndex = 0; GroupIndex < SFG_Max; ++GroupIndex)
|
|
{
|
|
ShowFlagsByGroup.Add(TArray<FString>());
|
|
}
|
|
|
|
// Add the show flags we want to expose to their group's array
|
|
for (FEngineShowFlags::EShowFlag AllowedFlag : ShowFlagsToAllowForCaptures)
|
|
{
|
|
FString FlagName;
|
|
FlagName = FEngineShowFlags::FindNameByIndex(AllowedFlag);
|
|
if (!FlagName.IsEmpty())
|
|
{
|
|
EShowFlagGroup Group = FEngineShowFlags::FindShowFlagGroup(*FlagName);
|
|
ShowFlagsByGroup[Group].Add(FlagName);
|
|
}
|
|
}
|
|
|
|
// Sort the flags in their respective group alphabetically
|
|
for (TArray<FString>& ShowFlagGroup : ShowFlagsByGroup)
|
|
{
|
|
ShowFlagGroup.Sort(SortAlphabeticallyByLocalizedText);
|
|
}
|
|
|
|
// Add each group
|
|
for (int32 GroupIndex = 0; GroupIndex < SFG_Max; ++GroupIndex)
|
|
{
|
|
// Don't add a group if there are no flags allowed for it
|
|
if (ShowFlagsByGroup[GroupIndex].Num() >= 1)
|
|
{
|
|
FText GroupName;
|
|
FText GroupTooltip;
|
|
switch (GroupIndex)
|
|
{
|
|
case SFG_Normal:
|
|
GroupName = LOCTEXT("CommonShowFlagHeader", "General Show Flags");
|
|
break;
|
|
case SFG_Advanced:
|
|
GroupName = LOCTEXT("AdvancedShowFlagsMenu", "Advanced Show Flags");
|
|
break;
|
|
case SFG_PostProcess:
|
|
GroupName = LOCTEXT("PostProcessShowFlagsMenu", "Post Processing Show Flags");
|
|
break;
|
|
case SFG_Developer:
|
|
GroupName = LOCTEXT("DeveloperShowFlagsMenu", "Developer Show Flags");
|
|
break;
|
|
case SFG_Visualize:
|
|
GroupName = LOCTEXT("VisualizeShowFlagsMenu", "Visualize Show Flags");
|
|
break;
|
|
case SFG_LightTypes:
|
|
GroupName = LOCTEXT("LightTypesShowFlagsMenu", "Light Types Show Flags");
|
|
break;
|
|
case SFG_LightingComponents:
|
|
GroupName = LOCTEXT("LightingComponentsShowFlagsMenu", "Lighting Components Show Flags");
|
|
break;
|
|
case SFG_LightingFeatures:
|
|
GroupName = LOCTEXT("LightingFeaturesShowFlagsMenu", "Lighting Features Show Flags");
|
|
break;
|
|
case SFG_Lumen:
|
|
GroupName = LOCTEXT("LumenFeaturesShowFlagsMenu", "Lumen Show Flags");
|
|
break;
|
|
case SFG_CollisionModes:
|
|
GroupName = LOCTEXT("CollisionModesShowFlagsMenu", "Collision Modes Show Flags");
|
|
break;
|
|
case SFG_Hidden:
|
|
case SFG_Transient:
|
|
GroupName = LOCTEXT("HiddenShowFlagsMenu", "Hidden Show Flags");
|
|
break;
|
|
default:
|
|
// Should not get here unless a new group is added without being updated here
|
|
GroupName = LOCTEXT("MiscFlagsMenu", "Misc Show Flags");
|
|
break;
|
|
}
|
|
|
|
FName GroupFName = FName(*(GroupName.ToString()));
|
|
IDetailGroup& Group = SceneCaptureCategoryBuilder.AddGroup(GroupFName, GroupName, true);
|
|
|
|
// Add each show flag for this group
|
|
for (FString& FlagName : ShowFlagsByGroup[GroupIndex])
|
|
{
|
|
bool bFlagHidden = false;
|
|
FText LocalizedText;
|
|
FEngineShowFlags::FindShowFlagDisplayName(FlagName, LocalizedText);
|
|
|
|
Group.AddWidgetRow()
|
|
.IsEnabled(true)
|
|
.NameContent()
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(LocalizedText)
|
|
]
|
|
.ValueContent()
|
|
[
|
|
SNew(SCheckBox)
|
|
.OnCheckStateChanged(this, &FSceneCaptureDetails::OnShowFlagCheckStateChanged, FlagName)
|
|
.IsChecked(this, &FSceneCaptureDetails::OnGetDisplayCheckState, FlagName)
|
|
]
|
|
.FilterString(LocalizedText);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (IRenderCaptureProvider::IsAvailable())
|
|
{
|
|
IDetailCategoryBuilder& DebugCategoryBuilder = DetailLayout.EditCategory("Debug");
|
|
TArray<TWeakObjectPtr<UObject>> Objects;
|
|
DetailLayout.GetObjectsBeingCustomized(Objects);
|
|
|
|
const FText RenderCaptureText = LOCTEXT("RenderCaptureText", "Render Capture");
|
|
const FText RenderCaptureTooltip = LOCTEXT("RenderCaptureTooltip", "Triggers a render capture and opens it in the enabled render capture software (e.g. Render Doc, if RenderDocPlugin is enabled)");
|
|
DebugCategoryBuilder.AddCustomRow(RenderCaptureText).WholeRowContent()
|
|
[
|
|
SNew(SHorizontalBox)
|
|
|
|
+SHorizontalBox::Slot()
|
|
.VAlign(VAlign_Center)
|
|
.AutoWidth()
|
|
.Padding(5.0f, 0.0f, 0.0f, 0.0f)
|
|
[
|
|
SNew(SButton)
|
|
.ToolTipText(RenderCaptureTooltip)
|
|
.IsEnabled_Lambda([Objects]() -> bool
|
|
{
|
|
for (TWeakObjectPtr<UObject> Object : Objects)
|
|
{
|
|
if (Object.IsValid() &&
|
|
(Object->IsA<USceneCaptureComponent2D>() || Object->IsA<USceneCaptureComponentCube>()))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
})
|
|
.OnClicked_Lambda([Objects]() -> FReply
|
|
{
|
|
for (TWeakObjectPtr<UObject> Object : Objects)
|
|
{
|
|
if (USceneCaptureComponent* SceneCaptureComponent = Cast<USceneCaptureComponent>(Object.Get()))
|
|
{
|
|
RenderCaptureInterface::FScopedCapture RenderCapture(/*bEnable = */true, *FString::Format(TEXT("Scene Capture : {0}"), { SceneCaptureComponent->GetOwner()->GetActorLabel() }));
|
|
if (USceneCaptureComponent2D* SceneCaptureComponent2D = Cast<USceneCaptureComponent2D>(SceneCaptureComponent))
|
|
{
|
|
SceneCaptureComponent2D->CaptureScene();
|
|
}
|
|
else if (USceneCaptureComponentCube* SceneCaptureComponentCube = Cast<USceneCaptureComponentCube>(SceneCaptureComponent))
|
|
{
|
|
SceneCaptureComponentCube->CaptureScene();
|
|
}
|
|
}
|
|
}
|
|
|
|
return FReply::Handled();
|
|
})
|
|
[
|
|
SNew(STextBlock)
|
|
.Font(IDetailLayoutBuilder::GetDetailFont())
|
|
.Text(RenderCaptureText)
|
|
]
|
|
]
|
|
];
|
|
}
|
|
}
|
|
|
|
static bool FindShowFlagSetting(
|
|
TArray<FEngineShowFlagsSetting>& ShowFlagSettings,
|
|
FString FlagName,
|
|
FEngineShowFlagsSetting** ShowFlagSettingOut)
|
|
{
|
|
bool HasSetting = false;
|
|
for (int32 ShowFlagSettingsIndex = 0; ShowFlagSettingsIndex < ShowFlagSettings.Num(); ++ShowFlagSettingsIndex)
|
|
{
|
|
if (ShowFlagSettings[ShowFlagSettingsIndex].ShowFlagName.Equals(FlagName))
|
|
{
|
|
HasSetting = true;
|
|
*ShowFlagSettingOut = &(ShowFlagSettings[ShowFlagSettingsIndex]);
|
|
break;
|
|
}
|
|
}
|
|
return HasSetting;
|
|
}
|
|
|
|
ECheckBoxState FSceneCaptureDetails::OnGetDisplayCheckState(FString ShowFlagName) const
|
|
{
|
|
TArray<const void*> RawData;
|
|
ShowFlagSettingsProperty->AccessRawData(RawData);
|
|
|
|
TArray<UObject*> OuterObjects;
|
|
ShowFlagSettingsProperty->GetOuterObjects(OuterObjects);
|
|
|
|
ECheckBoxState ReturnState = ECheckBoxState::Unchecked;
|
|
bool bReturnStateSet = false;
|
|
for (int32 ObjectIdx = 0; ObjectIdx < RawData.Num(); ++ObjectIdx)
|
|
{
|
|
const void* Data = RawData[ObjectIdx];
|
|
|
|
// Data can be nullptr when the SceneCapture is removed while its details are visible
|
|
if (!Data)
|
|
{
|
|
return ECheckBoxState::Unchecked;
|
|
}
|
|
|
|
const TArray<FEngineShowFlagsSetting>& ShowFlagSettings = *reinterpret_cast<const TArray<FEngineShowFlagsSetting>*>(Data);
|
|
const FEngineShowFlagsSetting* Setting = ShowFlagSettings.FindByPredicate([&ShowFlagName](const FEngineShowFlagsSetting& S) { return S.ShowFlagName == ShowFlagName; });
|
|
ECheckBoxState ThisObjectState = ECheckBoxState::Unchecked;
|
|
if (Setting)
|
|
{
|
|
ThisObjectState = Setting->Enabled ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
|
|
}
|
|
else
|
|
{
|
|
const UObject* SceneComp = OuterObjects[ObjectIdx];
|
|
const USceneCaptureComponent* SceneCompArchetype = SceneComp ? Cast<USceneCaptureComponent>(SceneComp->GetArchetype()) : nullptr;
|
|
const int32 SettingIndex = SceneCompArchetype ? SceneCompArchetype->ShowFlags.FindIndexByName(*ShowFlagName) : INDEX_NONE;
|
|
if (SettingIndex != INDEX_NONE)
|
|
{
|
|
ThisObjectState = SceneCompArchetype->ShowFlags.GetSingleFlag(SettingIndex) ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
|
|
}
|
|
}
|
|
|
|
if (bReturnStateSet)
|
|
{
|
|
if (ThisObjectState != ReturnState)
|
|
{
|
|
ReturnState = ECheckBoxState::Undetermined;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ReturnState = ThisObjectState;
|
|
bReturnStateSet = true;
|
|
}
|
|
}
|
|
|
|
return ReturnState;
|
|
}
|
|
|
|
void FSceneCaptureDetails::OnShowFlagCheckStateChanged(ECheckBoxState InNewRadioState, FString FlagName)
|
|
{
|
|
if (InNewRadioState == ECheckBoxState::Undetermined)
|
|
{
|
|
return;
|
|
}
|
|
|
|
ShowFlagSettingsProperty->NotifyPreChange();
|
|
|
|
TArray<void*> RawData;
|
|
ShowFlagSettingsProperty->AccessRawData(RawData);
|
|
|
|
TArray<UObject*> OuterObjects;
|
|
ShowFlagSettingsProperty->GetOuterObjects(OuterObjects);
|
|
|
|
const bool bNewEnabledState = (InNewRadioState == ECheckBoxState::Checked) ? true : false;
|
|
for (int32 ObjectIdx = 0; ObjectIdx < RawData.Num(); ++ObjectIdx)
|
|
{
|
|
void* Data = RawData[ObjectIdx];
|
|
check(Data);
|
|
|
|
const UObject* SceneComp = OuterObjects[ObjectIdx];
|
|
const USceneCaptureComponent* SceneCompArchetype = SceneComp ? Cast<USceneCaptureComponent>(SceneComp->GetArchetype()) : nullptr;
|
|
const int32 SettingIndex = SceneCompArchetype ? SceneCompArchetype->ShowFlags.FindIndexByName(*FlagName) : INDEX_NONE;
|
|
const bool bDefaultValue = (SettingIndex != INDEX_NONE) ? SceneCompArchetype->ShowFlags.GetSingleFlag(SettingIndex) : false;
|
|
|
|
TArray<FEngineShowFlagsSetting>& ShowFlagSettings = *reinterpret_cast<TArray<FEngineShowFlagsSetting>*>(Data);
|
|
if (bNewEnabledState == bDefaultValue)
|
|
{
|
|
// Just remove settings that are the same as defaults. This lets the flags return to their default state
|
|
ShowFlagSettings.RemoveAll([&FlagName](const FEngineShowFlagsSetting& Setting) { return Setting.ShowFlagName == FlagName; });
|
|
}
|
|
else
|
|
{
|
|
FEngineShowFlagsSetting* Setting = ShowFlagSettings.FindByPredicate([&FlagName](const FEngineShowFlagsSetting& S) { return S.ShowFlagName == FlagName; });
|
|
if (Setting)
|
|
{
|
|
// If the setting exists already for some reason, update it
|
|
Setting->Enabled = bNewEnabledState;
|
|
}
|
|
else
|
|
{
|
|
// Otherwise create a new setting
|
|
FEngineShowFlagsSetting NewFlagSetting;
|
|
NewFlagSetting.ShowFlagName = FlagName;
|
|
NewFlagSetting.Enabled = bNewEnabledState;
|
|
ShowFlagSettings.Add(NewFlagSetting);
|
|
}
|
|
}
|
|
}
|
|
|
|
ShowFlagSettingsProperty->NotifyPostChange(EPropertyChangeType::ValueSet);
|
|
ShowFlagSettingsProperty->NotifyFinishedChangingProperties();
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|