Files
UnrealEngineUWP/Engine/Source/Editor/GeometryMode/Classes/GeomModifier_Clip.h
Andrew Rodham ba3528c9d4 Made it possible for asset editors to maintain their own FEditorModeTools lists
Breaking changes include:
    * Rename of GEditorModeTools -> GLevelEditorModeTools to signify that it applies only to the level editor modes
    * Addition of FEditorModeRegistry, responsible for managing and creating new editor modes. Modes are no longer registered with an instance of the mode, instead with a mode factory that is able to create a new mode of that type.
    * Editor modes now operate on FEditorViewportClients rather than FLevelEditorViewportClients
    * Added ability to specify an FEditorModeTools when creating an FEditorViewport

Moved component vizualiser manager handling outside of individual editor modes, and into FLevelEditorViewportClient. This should make it easier to transplant in future.

This work addresses TTP#334640 - EDITOR: Investigate making editor modes a per-'editor' concept

Reviewed by Michael Noland, Matt Kuhlenschmidt

[CL 2109245 by Andrew Rodham in Main branch]
2014-06-18 10:16:16 -04:00

49 lines
1.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/**
* Allows clipping of BSP brushes against a plane.
*/
#pragma once
#include "GeomModifier_Clip.generated.h"
UCLASS()
class UGeomModifier_Clip : public UGeomModifier_Edit
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
uint32 bFlipNormal:1;
UPROPERTY(EditAnywhere, Category=Settings)
uint32 bSplit:1;
/** The clip markers that the user has dropped down in the world so far. */
UPROPERTY()
TArray<FVector> ClipMarkers;
/** The mouse position, in world space, where the user currently is hovering. */
UPROPERTY()
FVector SnappedMouseWorldSpacePos;
// Begin UGeomModifier Interface
virtual bool Supports() override;
virtual bool InputKey(class FEditorViewportClient* ViewportClient, FViewport* Viewport, FKey Key, EInputEvent Event) override;
virtual void Render(const FSceneView* View,FViewport* Viewport,FPrimitiveDrawInterface* PDI) override;
virtual void DrawHUD(FEditorViewportClient* ViewportClient,FViewport* Viewport,const FSceneView* View,FCanvas* Canvas) override;
virtual void Tick(FEditorViewportClient* ViewportClient,float DeltaTime) override;
virtual void WasActivated() override;
protected:
virtual bool OnApply() override;
// End UGeomModifier Interface
private:
// @todo document
void ApplyClip( bool InSplit, bool InFlipNormal );
};