Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/DirectionalLightComponentDetails.cpp
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

62 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DirectionalLightComponentDetails.h"
#include "Components/SceneComponent.h"
#include "Components/LightComponentBase.h"
#include "Misc/Attribute.h"
#include "DetailLayoutBuilder.h"
#include "IDetailPropertyRow.h"
#include "DetailCategoryBuilder.h"
#define LOCTEXT_NAMESPACE "DirectionalLightComponentDetails"
TSharedRef<IDetailCustomization> FDirectionalLightComponentDetails::MakeInstance()
{
return MakeShareable( new FDirectionalLightComponentDetails );
}
void FDirectionalLightComponentDetails::CustomizeDetails( IDetailLayoutBuilder& DetailBuilder )
{
// Grab the Mobility property from SceneComponent
MobilityProperty = DetailBuilder.GetProperty("Mobility", USceneComponent::StaticClass());
// Get cascaded shadow map category
IDetailCategoryBuilder& ShadowMapCategory = DetailBuilder.EditCategory("CascadedShadowMaps", FText::GetEmpty(), ECategoryPriority::Default );
// Add DynamicShadowDistanceMovableLight
TSharedPtr<IPropertyHandle> MovableShadowRadiusProperty = DetailBuilder.GetProperty("DynamicShadowDistanceMovableLight");
ShadowMapCategory.AddProperty( MovableShadowRadiusProperty)
.IsEnabled( TAttribute<bool>( this, &FDirectionalLightComponentDetails::IsLightMovable ) );
// Add DynamicShadowDistanceStationaryLight
TSharedPtr<IPropertyHandle> StationaryShadowRadiusProperty = DetailBuilder.GetProperty("DynamicShadowDistanceStationaryLight");
ShadowMapCategory.AddProperty( StationaryShadowRadiusProperty)
.IsEnabled( TAttribute<bool>( this, &FDirectionalLightComponentDetails::IsLightStationary ) );
TSharedPtr<IPropertyHandle> LightIntensityProperty = DetailBuilder.GetProperty("Intensity", ULightComponentBase::StaticClass());
// Point lights need to override the ui min and max for units of lumens, so we have to undo that
LightIntensityProperty->SetInstanceMetaData("UIMin",TEXT("0.0f"));
LightIntensityProperty->SetInstanceMetaData("UIMax",TEXT("150.0f"));
LightIntensityProperty->SetInstanceMetaData("SliderExponent", TEXT("2.0f"));
LightIntensityProperty->SetInstanceMetaData("Units", TEXT("lux"));
LightIntensityProperty->SetToolTipText(LOCTEXT("DirectionalLightIntensityToolTipText", "Maximum illumination from the light in lux"));
}
bool FDirectionalLightComponentDetails::IsLightMovable() const
{
uint8 Mobility;
MobilityProperty->GetValue(Mobility);
return (Mobility == EComponentMobility::Movable);
}
bool FDirectionalLightComponentDetails::IsLightStationary() const
{
uint8 Mobility;
MobilityProperty->GetValue(Mobility);
return (Mobility == EComponentMobility::Stationary);
}
#undef LOCTEXT_NAMESPACE