Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/MathStructCustomizations.cpp
Ben Marsh 4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00

411 lines
14 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "MathStructCustomizations.h"
#include "UObject/UnrealType.h"
#include "Widgets/Text/STextBlock.h"
#include "Editor.h"
#include "Misc/ConfigCacheIni.h"
#include "Widgets/Images/SImage.h"
#include "Widgets/Input/SCheckBox.h"
#include "IDetailChildrenBuilder.h"
#include "DetailWidgetRow.h"
#include "DetailLayoutBuilder.h"
#include "Widgets/Input/SNumericEntryBox.h"
#define LOCTEXT_NAMESPACE "FMathStructCustomization"
TSharedRef<IPropertyTypeCustomization> FMathStructCustomization::MakeInstance()
{
return MakeShareable(new FMathStructCustomization);
}
void FMathStructCustomization::CustomizeHeader(TSharedRef<class IPropertyHandle> StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils)
{
GetSortedChildren(StructPropertyHandle, SortedChildHandles);
MakeHeaderRow(StructPropertyHandle, HeaderRow);
}
void FMathStructCustomization::CustomizeChildren(TSharedRef<class IPropertyHandle> StructPropertyHandle, class IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils)
{
for (int32 ChildIndex = 0; ChildIndex < SortedChildHandles.Num(); ++ChildIndex)
{
TSharedRef<IPropertyHandle> ChildHandle = SortedChildHandles[ChildIndex];
// Add the individual properties as children as well so the vector can be expanded for more room
StructBuilder.AddChildProperty(ChildHandle);
}
}
void FMathStructCustomization::MakeHeaderRow(TSharedRef<class IPropertyHandle>& StructPropertyHandle, FDetailWidgetRow& Row)
{
// We'll set up reset to default ourselves
const bool bDisplayResetToDefault = false;
const FText DisplayNameOverride = FText::GetEmpty();
const FText DisplayToolTipOverride = FText::GetEmpty();
TWeakPtr<IPropertyHandle> StructWeakHandlePtr = StructPropertyHandle;
TSharedPtr<SHorizontalBox> HorizontalBox;
Row.NameContent()
[
StructPropertyHandle->CreatePropertyNameWidget(DisplayNameOverride, DisplayToolTipOverride, bDisplayResetToDefault)
]
.ValueContent()
// Make enough space for each child handle
.MinDesiredWidth(125.0f * SortedChildHandles.Num())
.MaxDesiredWidth(125.0f * SortedChildHandles.Num())
[
SAssignNew(HorizontalBox, SHorizontalBox)
.IsEnabled(this, &FMathStructCustomization::IsValueEnabled, StructWeakHandlePtr)
];
for (int32 ChildIndex = 0; ChildIndex < SortedChildHandles.Num(); ++ChildIndex)
{
TSharedRef<IPropertyHandle> ChildHandle = SortedChildHandles[ChildIndex];
const bool bLastChild = SortedChildHandles.Num()-1 == ChildIndex;
// Make a widget for each property. The vector component properties will be displayed in the header
HorizontalBox->AddSlot()
.Padding(FMargin(0.0f, 2.0f, bLastChild ? 0.0f : 3.0f, 2.0f))
[
MakeChildWidget(StructPropertyHandle, ChildHandle)
];
}
if (StructPropertyHandle->GetProperty()->HasMetaData("AllowPreserveRatio"))
{
if (!GConfig->GetBool(TEXT("SelectionDetails"), *(StructPropertyHandle->GetProperty()->GetName() + TEXT("_PreserveScaleRatio")), bPreserveScaleRatio, GEditorPerProjectIni))
{
bPreserveScaleRatio = true;
}
HorizontalBox->AddSlot()
.AutoWidth()
.MaxWidth(18.0f)
[
// Add a checkbox to toggle between preserving the ratio of x,y,z components of scale when a value is entered
SNew(SCheckBox)
.IsChecked(this, &FMathStructCustomization::IsPreserveScaleRatioChecked)
.OnCheckStateChanged(this, &FMathStructCustomization::OnPreserveScaleRatioToggled, StructWeakHandlePtr)
.Style(FEditorStyle::Get(), "TransparentCheckBox")
.ToolTipText(LOCTEXT("PreserveScaleToolTip", "When locked, scales uniformly based on the current xyz scale values so the object maintains its shape in each direction when scaled"))
[
SNew(SImage)
.Image(this, &FMathStructCustomization::GetPreserveScaleRatioImage)
.ColorAndOpacity(FSlateColor::UseForeground())
]
];
}
}
const FSlateBrush* FMathStructCustomization::GetPreserveScaleRatioImage() const
{
return bPreserveScaleRatio ? FEditorStyle::GetBrush(TEXT("GenericLock")) : FEditorStyle::GetBrush(TEXT("GenericUnlock"));
}
ECheckBoxState FMathStructCustomization::IsPreserveScaleRatioChecked() const
{
return bPreserveScaleRatio ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
}
void FMathStructCustomization::OnPreserveScaleRatioToggled(ECheckBoxState NewState, TWeakPtr<IPropertyHandle> PropertyHandle)
{
bPreserveScaleRatio = (NewState == ECheckBoxState::Checked) ? true : false;
if (PropertyHandle.IsValid() && PropertyHandle.Pin()->GetProperty())
{
FString SettingKey = (PropertyHandle.Pin()->GetProperty()->GetName() + TEXT("_PreserveScaleRatio"));
GConfig->SetBool(TEXT("SelectionDetails"), *SettingKey, bPreserveScaleRatio, GEditorPerProjectIni);
}
}
void FMathStructCustomization::GetSortedChildren(TSharedRef<IPropertyHandle> StructPropertyHandle, TArray< TSharedRef<IPropertyHandle> >& OutChildren)
{
OutChildren.Empty();
uint32 NumChildren;
StructPropertyHandle->GetNumChildren(NumChildren);
for (uint32 ChildIndex = 0; ChildIndex < NumChildren; ++ChildIndex)
{
OutChildren.Add(StructPropertyHandle->GetChildHandle(ChildIndex).ToSharedRef());
}
}
template<typename NumericType>
void ExtractNumericMetadata(TSharedRef<IPropertyHandle>& PropertyHandle, TOptional<NumericType>& MinValue, TOptional<NumericType>& MaxValue, TOptional<NumericType>& SliderMinValue, TOptional<NumericType>& SliderMaxValue, NumericType& SliderExponent, NumericType& Delta)
{
UProperty* Property = PropertyHandle->GetProperty();
const FString& MetaUIMinString = Property->GetMetaData(TEXT("UIMin"));
const FString& MetaUIMaxString = Property->GetMetaData(TEXT("UIMax"));
const FString& SliderExponentString = Property->GetMetaData(TEXT("SliderExponent"));
const FString& DeltaString = Property->GetMetaData(TEXT("Delta"));
const FString& ClampMinString = Property->GetMetaData(TEXT("ClampMin"));
const FString& ClampMaxString = Property->GetMetaData(TEXT("ClampMax"));
// If no UIMin/Max was specified then use the clamp string
const FString& UIMinString = MetaUIMinString.Len() ? MetaUIMinString : ClampMinString;
const FString& UIMaxString = MetaUIMaxString.Len() ? MetaUIMaxString : ClampMaxString;
NumericType ClampMin = TNumericLimits<NumericType>::Lowest();
NumericType ClampMax = TNumericLimits<NumericType>::Max();
if (!ClampMinString.IsEmpty())
{
TTypeFromString<NumericType>::FromString(ClampMin, *ClampMinString);
}
if (!ClampMaxString.IsEmpty())
{
TTypeFromString<NumericType>::FromString(ClampMax, *ClampMaxString);
}
NumericType UIMin = TNumericLimits<NumericType>::Lowest();
NumericType UIMax = TNumericLimits<NumericType>::Max();
TTypeFromString<NumericType>::FromString(UIMin, *UIMinString);
TTypeFromString<NumericType>::FromString(UIMax, *UIMaxString);
SliderExponent = NumericType(1);
if (SliderExponentString.Len())
{
TTypeFromString<NumericType>::FromString(SliderExponent, *SliderExponentString);
}
Delta = NumericType(0);
if (DeltaString.Len())
{
TTypeFromString<NumericType>::FromString(Delta, *DeltaString);
}
if (ClampMin >= ClampMax && (ClampMinString.Len() || ClampMaxString.Len()))
{
//UE_LOG(LogPropertyNode, Warning, TEXT("Clamp Min (%s) >= Clamp Max (%s) for Ranged Numeric"), *ClampMinString, *ClampMaxString);
}
const NumericType ActualUIMin = FMath::Max(UIMin, ClampMin);
const NumericType ActualUIMax = FMath::Min(UIMax, ClampMax);
MinValue = ClampMinString.Len() ? ClampMin : TOptional<NumericType>();
MaxValue = ClampMaxString.Len() ? ClampMax : TOptional<NumericType>();
SliderMinValue = (UIMinString.Len()) ? ActualUIMin : TOptional<NumericType>();
SliderMaxValue = (UIMaxString.Len()) ? ActualUIMax : TOptional<NumericType>();
if (ActualUIMin >= ActualUIMax && (MetaUIMinString.Len() || MetaUIMaxString.Len()))
{
//UE_LOG(LogPropertyNode, Warning, TEXT("UI Min (%s) >= UI Max (%s) for Ranged Numeric"), *UIMinString, *UIMaxString);
}
}
template<typename NumericType>
TSharedRef<SWidget> FMathStructCustomization::MakeNumericWidget(
TSharedRef<IPropertyHandle>& StructurePropertyHandle,
TSharedRef<IPropertyHandle>& PropertyHandle)
{
TOptional<NumericType> MinValue, MaxValue, SliderMinValue, SliderMaxValue;
NumericType SliderExponent, Delta;
ExtractNumericMetadata(StructurePropertyHandle, MinValue, MaxValue, SliderMinValue, SliderMaxValue, SliderExponent, Delta);
TWeakPtr<IPropertyHandle> WeakHandlePtr = PropertyHandle;
return SNew(SNumericEntryBox<NumericType>)
.IsEnabled(this, &FMathStructCustomization::IsValueEnabled, WeakHandlePtr)
.Value(this, &FMathStructCustomization::OnGetValue, WeakHandlePtr)
.Font(IDetailLayoutBuilder::GetDetailFont())
.UndeterminedString(NSLOCTEXT("PropertyEditor", "MultipleValues", "Multiple Values"))
.OnValueCommitted(this, &FMathStructCustomization::OnValueCommitted<NumericType>, WeakHandlePtr)
.OnValueChanged(this, &FMathStructCustomization::OnValueChanged<NumericType>, WeakHandlePtr)
.OnBeginSliderMovement(this, &FMathStructCustomization::OnBeginSliderMovement)
.OnEndSliderMovement(this, &FMathStructCustomization::OnEndSliderMovement<NumericType>)
.LabelVAlign(VAlign_Center)
// Only allow spin on handles with one object. Otherwise it is not clear what value to spin
.AllowSpin(PropertyHandle->GetNumOuterObjects() == 1)
.MinValue(MinValue)
.MaxValue(MaxValue)
.MinSliderValue(SliderMinValue)
.MaxSliderValue(SliderMaxValue)
.SliderExponent(SliderExponent)
.Delta(Delta)
.Label()
[
SNew(STextBlock)
.Font(IDetailLayoutBuilder::GetDetailFont())
.Text(PropertyHandle->GetPropertyDisplayName())
];
}
TSharedRef<SWidget> FMathStructCustomization::MakeChildWidget(
TSharedRef<IPropertyHandle>& StructurePropertyHandle,
TSharedRef<IPropertyHandle>& PropertyHandle)
{
const UClass* PropertyClass = PropertyHandle->GetPropertyClass();
if (PropertyClass == UFloatProperty::StaticClass())
{
return MakeNumericWidget<float>(StructurePropertyHandle, PropertyHandle);
}
if (PropertyClass == UIntProperty::StaticClass())
{
return MakeNumericWidget<int32>(StructurePropertyHandle, PropertyHandle);
}
if (PropertyClass == UByteProperty::StaticClass())
{
return MakeNumericWidget<uint8>(StructurePropertyHandle, PropertyHandle);
}
if (PropertyClass == UEnumProperty::StaticClass())
{
const UEnumProperty* EnumPropertyClass = static_cast<const UEnumProperty*>(PropertyHandle->GetProperty());
const UProperty* Enum = EnumPropertyClass->GetUnderlyingProperty();
const UClass* EnumClass = Enum->GetClass();
if (EnumClass == UByteProperty::StaticClass())
{
return MakeNumericWidget<uint8>(StructurePropertyHandle, PropertyHandle);
}
else if (EnumClass == UIntProperty::StaticClass())
{
return MakeNumericWidget<int32>(StructurePropertyHandle, PropertyHandle);
}
}
check(0); // Unsupported class
return SNullWidget::NullWidget;
}
template<typename NumericType>
TOptional<NumericType> FMathStructCustomization::OnGetValue(TWeakPtr<IPropertyHandle> WeakHandlePtr) const
{
NumericType NumericVal = 0;
if (WeakHandlePtr.Pin()->GetValue(NumericVal) == FPropertyAccess::Success)
{
return TOptional<NumericType>(NumericVal);
}
// Value couldn't be accessed. Return an unset value
return TOptional<NumericType>();
}
template<typename NumericType>
void FMathStructCustomization::OnValueCommitted(NumericType NewValue, ETextCommit::Type CommitType, TWeakPtr<IPropertyHandle> WeakHandlePtr)
{
EPropertyValueSetFlags::Type Flags = EPropertyValueSetFlags::DefaultFlags;
SetValue(NewValue, Flags, WeakHandlePtr);
}
template<typename NumericType>
void FMathStructCustomization::OnValueChanged(NumericType NewValue, TWeakPtr<IPropertyHandle> WeakHandlePtr)
{
if (bIsUsingSlider)
{
EPropertyValueSetFlags::Type Flags = EPropertyValueSetFlags::InteractiveChange;
SetValue(NewValue, Flags, WeakHandlePtr);
}
}
template<typename NumericType>
void FMathStructCustomization::SetValue(NumericType NewValue, EPropertyValueSetFlags::Type Flags, TWeakPtr<IPropertyHandle> WeakHandlePtr)
{
if (bPreserveScaleRatio)
{
// Get the value for each object for the modified component
TArray<FString> OldValues;
if (WeakHandlePtr.Pin()->GetPerObjectValues(OldValues) == FPropertyAccess::Success)
{
// Loop through each object and scale based on the new ratio for each object individually
for (int32 OutputIndex = 0; OutputIndex < OldValues.Num(); ++OutputIndex)
{
NumericType OldValue;
TTypeFromString<NumericType>::FromString(OldValue, *OldValues[OutputIndex]);
// Account for the previous scale being zero. Just set to the new value in that case?
NumericType Ratio = OldValue == 0 ? NewValue : NewValue / OldValue;
if (Ratio == 0)
{
Ratio = NewValue;
}
// Loop through all the child handles (each component of the math struct, like X, Y, Z...etc)
for (int32 ChildIndex = 0; ChildIndex < SortedChildHandles.Num(); ++ChildIndex)
{
// Ignore scaling our selves.
TSharedRef<IPropertyHandle> ChildHandle = SortedChildHandles[ChildIndex];
if (ChildHandle != WeakHandlePtr.Pin())
{
// Get the value for each object.
TArray<FString> ObjectChildValues;
if (ChildHandle->GetPerObjectValues(ObjectChildValues) == FPropertyAccess::Success)
{
// Individually scale each object's components by the same ratio.
for (int32 ChildOutputIndex = 0; ChildOutputIndex < ObjectChildValues.Num(); ++ChildOutputIndex)
{
NumericType ChildOldValue;
TTypeFromString<NumericType>::FromString(ChildOldValue, *ObjectChildValues[ChildOutputIndex]);
NumericType ChildNewValue = ChildOldValue * Ratio;
ObjectChildValues[ChildOutputIndex] = TTypeToString<NumericType>::ToSanitizedString(ChildNewValue);
}
ChildHandle->SetPerObjectValues(ObjectChildValues);
}
}
}
}
}
}
WeakHandlePtr.Pin()->SetValue(NewValue, Flags);
}
bool FMathStructCustomization::IsValueEnabled(TWeakPtr<IPropertyHandle> WeakHandlePtr) const
{
if (WeakHandlePtr.IsValid())
{
return !WeakHandlePtr.Pin()->IsEditConst();
}
return false;
}
void FMathStructCustomization::OnBeginSliderMovement()
{
bIsUsingSlider = true;
GEditor->BeginTransaction(LOCTEXT("SetVectorProperty", "Set Vector Property"));
}
template<typename NumericType>
void FMathStructCustomization::OnEndSliderMovement(NumericType NewValue)
{
bIsUsingSlider = false;
GEditor->EndTransaction();
}
#undef LOCTEXT_NAMESPACE