Files
UnrealEngineUWP/Engine/Source/Editor/LevelEditor/Private/LevelViewportLayoutEntity.cpp
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

70 lines
1.8 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "LevelViewportLayoutEntity.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Editor/UnrealEdEngine.h"
#include "LevelEditorViewport.h"
#include "UnrealEdGlobals.h"
#include "SLevelViewport.h"
FLevelViewportLayoutEntity::FLevelViewportLayoutEntity(const FViewportConstructionArgs& ConstructionArgs)
: LevelViewport(
SNew(SLevelViewport)
.Realtime(ConstructionArgs.bRealtime)
.ViewportType( ConstructionArgs.ViewportType )
.ParentLayout( ConstructionArgs.ParentLayout )
.ParentLevelEditor( ConstructionArgs.ParentLevelEditor )
.ConfigKey( ConstructionArgs.ConfigKey )
.IsEnabled( ConstructionArgs.IsEnabled )
)
{}
TSharedRef<SWidget> FLevelViewportLayoutEntity::AsWidget() const
{
return LevelViewport;
}
TSharedPtr<SLevelViewport> FLevelViewportLayoutEntity::AsLevelViewport() const
{
return LevelViewport;
}
FName FLevelViewportLayoutEntity::GetType() const
{
static FName DefaultName("Default");
return DefaultName;
}
FLevelEditorViewportClient& FLevelViewportLayoutEntity::GetLevelViewportClient() const
{
return LevelViewport->GetLevelViewportClient();
}
bool FLevelViewportLayoutEntity::IsPlayInEditorViewportActive() const
{
return LevelViewport->IsPlayInEditorViewportActive();
}
void FLevelViewportLayoutEntity::RegisterGameViewportIfPIE()
{
return LevelViewport->RegisterGameViewportIfPIE();
}
void FLevelViewportLayoutEntity::SetKeyboardFocus()
{
return LevelViewport->SetKeyboardFocusToThisViewport();
}
void FLevelViewportLayoutEntity::OnLayoutDestroyed()
{
if (LevelViewport->IsPlayInEditorViewportActive() || LevelViewport->GetLevelViewportClient().IsSimulateInEditorViewport() )
{
GUnrealEd->EndPlayMap();
}
}
void FLevelViewportLayoutEntity::SaveConfig(const FString& ConfigSection)
{
LevelViewport->SaveConfig(ConfigSection);
}