Files
UnrealEngineUWP/Engine/Source/Editor/VREditor/VRModeSettings.cpp
Lauren Ridge b66a1fbebb VREditor: Pop-up dialog the first time you enter VR mode or toggle auto-entry on
#rb Shaun.Kime

[CL 3347100 by Lauren Ridge in Dev-VREditor branch]
2017-03-15 09:35:20 -04:00

43 lines
1.7 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "VRModeSettings.h"
#include "Dialogs.h"
#include "UnrealType.h"
#define LOCTEXT_NAMESPACE "VREditor"
UVRModeSettings::UVRModeSettings(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bEnableAutoVREditMode = false;
InteractorHand = EInteractorHand::Right;
bShowWorldMovementGrid = true;
bShowWorldMovementPostProcess = true;
bShowWorldScaleProgressBar = true;
UIBrightness = 1.5f;
GizmoScale = 0.8f;
DoubleClickTime = 0.25f;
TriggerPressedThreshold_Vive = 0.03f;
TriggerPressedThreshold_Rift = 0.2f;
}
#if WITH_EDITOR
void UVRModeSettings::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
if (PropertyChangedEvent.Property
&& PropertyChangedEvent.Property->GetFName() == GET_MEMBER_NAME_CHECKED(UVRModeSettings, bEnableAutoVREditMode)
&& bEnableAutoVREditMode == true)
{
FSuppressableWarningDialog::FSetupInfo SetupInfo(LOCTEXT("VRModeEntry_Message", "VR Mode enables you to work on your project in virtual reality using motion controllers. This feature is still under development, so you may experience bugs or crashes while using it."),
LOCTEXT("VRModeEntry_Title", "Entering VR Mode - Experimental"), "Warning_VRModeEntry", GEditorSettingsIni);
SetupInfo.ConfirmText = LOCTEXT("VRModeEntry_ConfirmText", "Continue");
SetupInfo.CancelText = LOCTEXT("VRModeEntry_CancelText", "Cancel");
SetupInfo.bDefaultToSuppressInTheFuture = true;
FSuppressableWarningDialog VRModeEntryWarning(SetupInfo);
bEnableAutoVREditMode = (VRModeEntryWarning.ShowModal() != FSuppressableWarningDialog::Cancel) ? true : false;
}
}
#endif
#undef LOCTEXT_NAMESPACE