Files
UnrealEngineUWP/Engine/Source/Editor/Cascade/Private/SCascadePreviewViewport.cpp
2014-03-14 14:13:41 -04:00

87 lines
2.2 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "CascadeModule.h"
#include "Cascade.h"
#include "PreviewScene.h"
#include "Runtime/Engine/Public/Slate/SceneViewport.h"
#include "CascadePreviewViewportClient.h"
#include "SCascadePreviewToolbar.h"
#include "SCascadePreviewViewport.h"
SCascadePreviewViewport::~SCascadePreviewViewport()
{
if (ViewportClient.IsValid())
{
ViewportClient->Viewport = NULL;
}
}
void SCascadePreviewViewport::Construct(const FArguments& InArgs)
{
CascadePtr = InArgs._Cascade;
SEditorViewport::Construct( SEditorViewport::FArguments() );
}
void SCascadePreviewViewport::RefreshViewport()
{
SceneViewport->Invalidate();
}
bool SCascadePreviewViewport::IsVisible() const
{
return ViewportWidget.IsValid() && (!ParentTab.IsValid() || ParentTab.Pin()->IsForeground());
}
EVisibility SCascadePreviewViewport::GetWidgetVisibility() const
{
return IsVisible()? EVisibility::Visible: EVisibility::Collapsed;
}
TSharedPtr<FSceneViewport> SCascadePreviewViewport::GetViewport() const
{
return SceneViewport;
}
TSharedPtr<FCascadeEdPreviewViewportClient> SCascadePreviewViewport::GetViewportClient() const
{
return ViewportClient;
}
TSharedPtr<SViewport> SCascadePreviewViewport::GetViewportWidget() const
{
return ViewportWidget;
}
TSharedRef<FEditorViewportClient> SCascadePreviewViewport::MakeEditorViewportClient()
{
ViewportClient = MakeShareable(new FCascadeEdPreviewViewportClient(CascadePtr, SharedThis(this)));
ViewportClient->bSetListenerPosition = false;
ViewportClient->SetRealtime(true);
ViewportClient->VisibilityDelegate.BindSP(this, &SCascadePreviewViewport::IsVisible);
return ViewportClient.ToSharedRef();
}
TSharedPtr<SWidget> SCascadePreviewViewport::MakeViewportToolbar()
{
return
SNew(SCascadePreviewViewportToolBar)
.CascadePtr(CascadePtr)
.Visibility(this, &SCascadePreviewViewport::GetWidgetVisibility)
.IsEnabled(FSlateApplication::Get().GetNormalExecutionAttribute());
}
void SCascadePreviewViewport::OnFocusViewportToSelection()
{
UParticleSystemComponent* Component = CascadePtr.Pin()->GetParticleSystemComponent();
if( Component )
{
ViewportClient->FocusViewportOnBox( Component->Bounds.GetBox() );
}
}