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118 lines
3.5 KiB
C++
118 lines
3.5 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "LandscapeSplineDetails.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Widgets/SBoxPanel.h"
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#include "LandscapeEdMode.h"
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#include "Widgets/Text/STextBlock.h"
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#include "Widgets/Input/SButton.h"
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#include "EditorModeManager.h"
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#include "EditorModes.h"
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#include "DetailWidgetRow.h"
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#include "DetailCategoryBuilder.h"
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#include "DetailLayoutBuilder.h"
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#define LOCTEXT_NAMESPACE "LandscapeSplineDetails"
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TSharedRef<IDetailCustomization> FLandscapeSplineDetails::MakeInstance()
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{
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return MakeShareable(new FLandscapeSplineDetails);
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}
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void FLandscapeSplineDetails::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
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{
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IDetailCategoryBuilder& LandscapeSplineCategory = DetailBuilder.EditCategory("LandscapeSpline", FText::GetEmpty(), ECategoryPriority::Transform);
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LandscapeSplineCategory.AddCustomRow(FText::GetEmpty())
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[
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SNew(SHorizontalBox)
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+ SHorizontalBox::Slot()
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.Padding(0, 0, 2, 0)
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.VAlign(VAlign_Center)
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.FillWidth(1)
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[
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SNew(STextBlock)
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.Text(LOCTEXT("SelectAll", "Select all connected:"))
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]
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+ SHorizontalBox::Slot()
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.FillWidth(1)
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[
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SNew(SButton)
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.Text(LOCTEXT("ControlPoints", "Control Points"))
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.HAlign(HAlign_Center)
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.OnClicked(this, &FLandscapeSplineDetails::OnSelectConnectedControlPointsButtonClicked)
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]
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+ SHorizontalBox::Slot()
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.FillWidth(1)
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[
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SNew(SButton)
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.Text(LOCTEXT("Segments", "Segments"))
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.HAlign(HAlign_Center)
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.OnClicked(this, &FLandscapeSplineDetails::OnSelectConnectedSegmentsButtonClicked)
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]
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];
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LandscapeSplineCategory.AddCustomRow(FText::GetEmpty())
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[
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SNew(SHorizontalBox)
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+ SHorizontalBox::Slot()
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.Padding(0, 0, 2, 0)
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.VAlign(VAlign_Center)
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.FillWidth(1)
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[
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SNew(SButton)
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.Text(LOCTEXT("Move Selected ControlPnts+Segs to Current level", "Move to current level"))
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.HAlign(HAlign_Center)
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.OnClicked(this, &FLandscapeSplineDetails::OnMoveToCurrentLevelButtonClicked)
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.IsEnabled(this, &FLandscapeSplineDetails::IsMoveToCurrentLevelButtonEnabled)
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]
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];
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}
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class FEdModeLandscape* FLandscapeSplineDetails::GetEditorMode() const
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{
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return (FEdModeLandscape*)GLevelEditorModeTools().GetActiveMode(FBuiltinEditorModes::EM_Landscape);
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}
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FReply FLandscapeSplineDetails::OnSelectConnectedControlPointsButtonClicked()
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{
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FEdModeLandscape* LandscapeEdMode = GetEditorMode();
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if (LandscapeEdMode && LandscapeEdMode->CurrentToolTarget.LandscapeInfo.IsValid())
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{
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LandscapeEdMode->SelectAllConnectedSplineControlPoints();
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}
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return FReply::Handled();
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}
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FReply FLandscapeSplineDetails::OnSelectConnectedSegmentsButtonClicked()
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{
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FEdModeLandscape* LandscapeEdMode = GetEditorMode();
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if (LandscapeEdMode && LandscapeEdMode->CurrentToolTarget.LandscapeInfo.IsValid())
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{
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LandscapeEdMode->SelectAllConnectedSplineSegments();
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}
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return FReply::Handled();
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}
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FReply FLandscapeSplineDetails::OnMoveToCurrentLevelButtonClicked()
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{
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FEdModeLandscape* LandscapeEdMode = GetEditorMode();
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if (LandscapeEdMode && LandscapeEdMode->CurrentToolTarget.LandscapeInfo.IsValid() && LandscapeEdMode->CurrentToolTarget.LandscapeInfo->GetCurrentLevelLandscapeProxy(true))
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{
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LandscapeEdMode->SplineMoveToCurrentLevel();
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}
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return FReply::Handled();
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}
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bool FLandscapeSplineDetails::IsMoveToCurrentLevelButtonEnabled() const
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{
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FEdModeLandscape* LandscapeEdMode = GetEditorMode();
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return (LandscapeEdMode && LandscapeEdMode->CurrentToolTarget.LandscapeInfo.IsValid() && LandscapeEdMode->CurrentToolTarget.LandscapeInfo->GetCurrentLevelLandscapeProxy(true));
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}
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#undef LOCTEXT_NAMESPACE
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