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#preflight 625f1a14fd255ad9e2ee4664 #Jira UE-149401 #rb lauren.barnes #lockdown jeanmichel.dignard, cristina.riveron #ROBOMERGE-AUTHOR: brooke.hubert #ROBOMERGE-SOURCE: CL 19848657 in //UE5/Release-5.0/... via CL 19853509 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v940-19807014) [CL 19855245 by brooke hubert in ue5-main branch]
40 lines
1.4 KiB
C++
40 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "LevelViewportLayout.h"
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#include "EditorViewportTabContent.h"
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class ILevelEditor;
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class FEditorViewportLayout;
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/**
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* Represents the content in a viewport tab in the level editor.
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* Each SDockTab holding viewports in the level editor contains and owns one of these.
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*/
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class LEVELEDITOR_API FLevelViewportTabContent : public FEditorViewportTabContent
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{
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public:
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~FLevelViewportTabContent();
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/** Starts the tab content object and creates the initial layout based on the layout string */
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virtual void Initialize(AssetEditorViewportFactoryFunction Func, TSharedPtr<SDockTab> InParentTab, const FString& InLayoutString) override;
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virtual void BindViewportLayoutCommands(FUICommandList& InOutCommandList, FName ViewportConfigKey) override;
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protected:
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virtual TSharedPtr<FEditorViewportLayout> FactoryViewportLayout(bool bIsSwitchingLayouts) override;
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virtual FName GetLayoutTypeNameFromLayoutString() const override;
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void OnLayoutStartChange(bool bSwitchingLayouts);
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void OnLayoutChanged();
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private:
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void OnUIActionSetViewportConfiguration(FName InConfigurationName);
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FName GetViewportTypeWithinLayout(FName InConfigKey) const;
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void OnUIActionSetViewportTypeWithinLayout(FName InConfigKey, FName InLayoutType);
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bool IsViewportTypeWithinLayoutEqual(FName InConfigName, FName InLayoutType) const;
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bool IsViewportConfigurationChecked(FName InLayoutType) const;
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};
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