Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/EditorSelectUtils.cpp
Chris Gagnon 930e33cb48 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) for 4.23 From CL 6837861
#rb none

[CL 6838042 by Chris Gagnon in Main branch]
2019-06-04 15:42:48 -04:00

915 lines
26 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "Misc/FeedbackContext.h"
#include "Modules/ModuleManager.h"
#include "Components/ActorComponent.h"
#include "Components/SceneComponent.h"
#include "GameFramework/Actor.h"
#include "Components/PrimitiveComponent.h"
#include "Editor/UnrealEdEngine.h"
#include "Editor/GroupActor.h"
#include "Components/ChildActorComponent.h"
#include "Components/DecalComponent.h"
#include "Kismet2/ComponentEditorUtils.h"
#include "Engine/Selection.h"
#include "EdMode.h"
#include "EditorModeManager.h"
#include "EditorModes.h"
#include "Dialogs/Dialogs.h"
#include "UnrealEdGlobals.h"
#include "ScopedTransaction.h"
#include "Engine/LevelStreaming.h"
#include "LevelUtils.h"
#include "StatsViewerModule.h"
#include "SnappingUtils.h"
#include "Logging/MessageLog.h"
#include "ActorGroupingUtils.h"
#define LOCTEXT_NAMESPACE "EditorSelectUtils"
DEFINE_LOG_CATEGORY_STATIC(LogEditorSelectUtils, Log, All);
/*-----------------------------------------------------------------------------
Globals.
-----------------------------------------------------------------------------*/
// Click flags.
enum EViewportClick
{
CF_MOVE_ACTOR = 1, // Set if the actors have been moved since first click
CF_MOVE_TEXTURE = 2, // Set if textures have been adjusted since first click
CF_MOVE_ALL = (CF_MOVE_ACTOR | CF_MOVE_TEXTURE),
};
/*-----------------------------------------------------------------------------
Change transacting.
-----------------------------------------------------------------------------*/
void UUnrealEdEngine::NoteActorMovement()
{
if( !GUndo && !(GEditor->ClickFlags & CF_MOVE_ACTOR) )
{
GEditor->ClickFlags |= CF_MOVE_ACTOR;
const FScopedTransaction Transaction( NSLOCTEXT("UnrealEd", "ActorMovement", "Actor Movement") );
GLevelEditorModeTools().Snapping=0;
AActor* SelectedActor = NULL;
for ( FSelectionIterator It( GetSelectedActorIterator() ) ; It ; ++It )
{
AActor* Actor = static_cast<AActor*>( *It );
checkSlow( Actor->IsA(AActor::StaticClass()) );
SelectedActor = Actor;
break;
}
if( SelectedActor == NULL )
{
USelection* SelectedActors = GetSelectedActors();
SelectedActors->Modify();
SelectActor( GWorld->GetDefaultBrush(), true, true );
}
// Look for an actor that requires snapping.
for ( FSelectionIterator It( GetSelectedActorIterator() ) ; It ; ++It )
{
AActor* Actor = static_cast<AActor*>( *It );
checkSlow( Actor->IsA(AActor::StaticClass()) );
GLevelEditorModeTools().Snapping = 1;
break;
}
TSet<AGroupActor*> GroupActors;
// Modify selected actors.
for ( FSelectionIterator It( GetSelectedActorIterator() ) ; It ; ++It )
{
AActor* Actor = static_cast<AActor*>( *It );
checkSlow( Actor->IsA(AActor::StaticClass()) );
Actor->Modify();
if (UActorGroupingUtils::IsGroupingActive())
{
// if this actor is in a group, add the GroupActor into a list to be modified shortly
AGroupActor* ActorLockedRootGroup = AGroupActor::GetRootForActor(Actor, true);
if (ActorLockedRootGroup != nullptr)
{
GroupActors.Add(ActorLockedRootGroup);
}
}
}
// Modify unique group actors
for (auto* GroupActor : GroupActors)
{
GroupActor->Modify();
}
}
}
void UUnrealEdEngine::FinishAllSnaps()
{
if(!IsRunningCommandlet())
{
if( ClickFlags & CF_MOVE_ACTOR )
{
ClickFlags &= ~CF_MOVE_ACTOR;
for ( FSelectionIterator It( GetSelectedActorIterator() ) ; It ; ++It )
{
AActor* Actor = static_cast<AActor*>( *It );
checkSlow( Actor->IsA(AActor::StaticClass()) );
Actor->Modify();
Actor->InvalidateLightingCache();
Actor->PostEditMove( true );
}
}
}
}
void UUnrealEdEngine::Cleanse( bool ClearSelection, bool Redraw, const FText& Reason )
{
if (GIsRunning)
{
FMessageLog("MapCheck").NewPage(LOCTEXT("MapCheck", "Map Check"));
FMessageLog("LightingResults").NewPage(LOCTEXT("LightingBuildNewLogPage", "Lighting Build"));
FStatsViewerModule& StatsViewerModule = FModuleManager::Get().LoadModuleChecked<FStatsViewerModule>(TEXT("StatsViewer"));
StatsViewerModule.Clear();
}
Super::Cleanse( ClearSelection, Redraw, Reason );
}
FVector UUnrealEdEngine::GetPivotLocation()
{
return GLevelEditorModeTools().PivotLocation;
}
void UUnrealEdEngine::SetPivot( FVector NewPivot, bool bSnapPivotToGrid, bool bIgnoreAxis, bool bAssignPivot/*=false*/ )
{
FEditorModeTools& EditorModeTools = GLevelEditorModeTools();
if( !bIgnoreAxis )
{
// Don't stomp on orthonormal axis.
// TODO: this breaks if there is genuinely a need to set the pivot to a coordinate containing a zero component
if( NewPivot.X==0 ) NewPivot.X=EditorModeTools.PivotLocation.X;
if( NewPivot.Y==0 ) NewPivot.Y=EditorModeTools.PivotLocation.Y;
if( NewPivot.Z==0 ) NewPivot.Z=EditorModeTools.PivotLocation.Z;
}
// Set the pivot.
EditorModeTools.SetPivotLocation(NewPivot, false);
if( bSnapPivotToGrid )
{
FRotator DummyRotator(0,0,0);
FSnappingUtils::SnapToBSPVertex( EditorModeTools.SnappedLocation, EditorModeTools.GridBase, DummyRotator );
EditorModeTools.PivotLocation = EditorModeTools.SnappedLocation;
}
// Check all actors.
int32 Count=0, SnapCount=0;
//default to using the x axis for the translate rotate widget
EditorModeTools.TranslateRotateXAxisAngle = 0.0f;
EditorModeTools.TranslateRotate2DAngle = 0.0f;
FVector TranslateRotateWidgetWorldXAxis;
FVector Widget2DWorldXAxis;
AActor* LastSelectedActor = NULL;
for ( FSelectionIterator It( GetSelectedActorIterator() ) ; It ; ++It )
{
AActor* Actor = static_cast<AActor*>( *It );
checkSlow( Actor->IsA(AActor::StaticClass()) );
if (Count==0)
{
TranslateRotateWidgetWorldXAxis = Actor->ActorToWorld().TransformVector(FVector(1.0f, 0.0f, 0.0f));
//get the xy plane project of this vector
TranslateRotateWidgetWorldXAxis.Z = 0.0f;
if (!TranslateRotateWidgetWorldXAxis.Normalize())
{
TranslateRotateWidgetWorldXAxis = FVector(1.0f, 0.0f, 0.0f);
}
Widget2DWorldXAxis = Actor->ActorToWorld().TransformVector(FVector(1, 0, 0));
Widget2DWorldXAxis.Y = 0;
if (!Widget2DWorldXAxis.Normalize())
{
Widget2DWorldXAxis = FVector(1, 0, 0);
}
}
LastSelectedActor = Actor;
++Count;
++SnapCount;
}
if( bAssignPivot && LastSelectedActor && UActorGroupingUtils::IsGroupingActive())
{
// set group pivot for the root-most group
AGroupActor* ActorGroupRoot = AGroupActor::GetRootForActor(LastSelectedActor, true, true);
if(ActorGroupRoot)
{
ActorGroupRoot->SetActorLocation( EditorModeTools.PivotLocation, false );
}
}
//if there are multiple actors selected, just use the x-axis for the "translate/rotate" or 2D widgets
if (Count == 1)
{
EditorModeTools.TranslateRotateXAxisAngle = TranslateRotateWidgetWorldXAxis.Rotation().Yaw;
EditorModeTools.TranslateRotate2DAngle = FMath::RadiansToDegrees(FMath::Atan2(Widget2DWorldXAxis.Z, Widget2DWorldXAxis.X));
}
// Update showing.
EditorModeTools.PivotShown = SnapCount>0 || Count>1;
}
void UUnrealEdEngine::ResetPivot()
{
GLevelEditorModeTools().PivotShown = 0;
GLevelEditorModeTools().Snapping = 0;
GLevelEditorModeTools().SnappedActor = 0;
}
/*-----------------------------------------------------------------------------
Selection.
-----------------------------------------------------------------------------*/
void UUnrealEdEngine::SetActorSelectionFlags (AActor* InActor)
{
TInlineComponentArray<UActorComponent*> Components;
InActor->GetComponents(Components);
//for every component in the actor
for(int32 ComponentIndex = 0; ComponentIndex < Components.Num(); ComponentIndex++)
{
UActorComponent* Component = Components[ComponentIndex];
if (Component->IsRegistered())
{
// If we have a 'child actor' component, want to update its visible selection state
UChildActorComponent* ChildActorComponent = Cast<UChildActorComponent>(Component);
if(ChildActorComponent != NULL && ChildActorComponent->GetChildActor() != NULL)
{
SetActorSelectionFlags(ChildActorComponent->GetChildActor());
}
UPrimitiveComponent* PrimComponent = Cast<UPrimitiveComponent>(Component);
if(PrimComponent != NULL && PrimComponent->IsRegistered())
{
PrimComponent->PushSelectionToProxy();
}
UDecalComponent* DecalComponent = Cast<UDecalComponent>(Component);
if(DecalComponent != NULL)// && DecalComponent->IsRegistered())
{
DecalComponent->PushSelectionToProxy();
}
}
}
}
void UUnrealEdEngine::SetPivotMovedIndependently(bool bMovedIndependently)
{
bPivotMovedIndependently = bMovedIndependently;
}
bool UUnrealEdEngine::IsPivotMovedIndependently() const
{
return bPivotMovedIndependently;
}
void UUnrealEdEngine::UpdatePivotLocationForSelection( bool bOnChange )
{
// Pick a new common pivot, or not.
AActor* SingleActor = nullptr;
USceneComponent* SingleComponent = nullptr;
if (GetSelectedComponentCount() > 0)
{
for (FSelectedEditableComponentIterator It(*GetSelectedComponents()); It; ++It)
{
UActorComponent* Component = CastChecked<UActorComponent>(*It);
AActor* ComponentOwner = Component->GetOwner();
if (ComponentOwner != nullptr)
{
USelection* SelectedActors = GetSelectedActors();
const bool bIsOwnerSelected = SelectedActors->IsSelected(ComponentOwner);
ensureMsgf(bIsOwnerSelected, TEXT("Owner(%s) of %s is not selected"), *ComponentOwner->GetFullName(), *Component->GetFullName());
if (ComponentOwner->GetWorld() == GWorld)
{
SingleActor = ComponentOwner;
if (Component->IsA<USceneComponent>())
{
SingleComponent = CastChecked<USceneComponent>(Component);
}
const bool IsTemplate = ComponentOwner->IsTemplate();
const bool LevelLocked = !FLevelUtils::IsLevelLocked(ComponentOwner->GetLevel());
check(IsTemplate || LevelLocked);
}
}
}
}
else
{
for (FSelectionIterator It(GetSelectedActorIterator()); It; ++It)
{
AActor* Actor = static_cast<AActor*>(*It);
checkSlow(Actor->IsA(AActor::StaticClass()));
const bool IsTemplate = Actor->IsTemplate();
const bool LevelLocked = !FLevelUtils::IsLevelLocked(Actor->GetLevel());
check(IsTemplate || LevelLocked);
SingleActor = Actor;
}
}
if (SingleComponent != NULL)
{
SetPivot(SingleComponent->GetComponentLocation(), false, true);
}
else if( SingleActor != NULL )
{
// For geometry mode use current pivot location as it's set to selected face, not actor
FEditorModeTools& Tools = GLevelEditorModeTools();
if( Tools.IsModeActive(FBuiltinEditorModes::EM_Geometry) == false || bOnChange == true )
{
// Set pivot point to the actor's location, accounting for any set pivot offset
FVector PivotPoint = SingleActor->GetTransform().TransformPosition(SingleActor->GetPivotOffset());
// If grouping is active, see if this actor is part of a locked group and use that pivot instead
if(UActorGroupingUtils::IsGroupingActive())
{
AGroupActor* ActorGroupRoot = AGroupActor::GetRootForActor(SingleActor, true, true);
if(ActorGroupRoot)
{
PivotPoint = ActorGroupRoot->GetActorLocation();
}
}
SetPivot( PivotPoint, false, true );
}
}
else
{
ResetPivot();
}
SetPivotMovedIndependently(false);
}
void UUnrealEdEngine::NoteSelectionChange(bool bNotify)
{
// The selection changed, so make sure the pivot (widget) is located in the right place
UpdatePivotLocationForSelection( true );
// Clear active editing visualizer on selection change
GUnrealEd->ComponentVisManager.ClearActiveComponentVis();
TArray<FEdMode*> ActiveModes;
GLevelEditorModeTools().GetActiveModes( ActiveModes );
for( int32 ModeIndex = 0; ModeIndex < ActiveModes.Num(); ++ModeIndex )
{
ActiveModes[ModeIndex]->ActorSelectionChangeNotify();
}
const bool bComponentSelectionChanged = GetSelectedComponentCount() > 0;
if (bNotify)
{
USelection* Selection = bComponentSelectionChanged ? GetSelectedComponents() : GetSelectedActors();
USelection::SelectionChangedEvent.Broadcast(Selection);
}
if (!bComponentSelectionChanged)
{
//whenever selection changes, recompute whether the selection contains a locked actor
bCheckForLockActors = true;
//whenever selection changes, recompute whether the selection contains a world info actor
bCheckForWorldSettingsActors = true;
UpdateFloatingPropertyWindows();
}
RedrawLevelEditingViewports();
}
void UUnrealEdEngine::SelectGroup(AGroupActor* InGroupActor, bool bForceSelection/*=false*/, bool bInSelected/*=true*/, bool bNotify/*=true*/)
{
USelection* SelectedActors = GetSelectedActors();
bool bStartedBatchSelect = false;
if(!SelectedActors->IsBatchSelecting())
{
bStartedBatchSelect = true;
// These will have already been called when batch selecting
SelectedActors->BeginBatchSelectOperation();
SelectedActors->Modify();
}
static bool bIteratingGroups = false;
if( !bIteratingGroups )
{
bIteratingGroups = true;
// Select all actors within the group (if locked or forced)
if( bForceSelection || InGroupActor->IsLocked() )
{
TArray<AActor*> GroupActors;
InGroupActor->GetGroupActors(GroupActors);
for( int32 ActorIndex=0; ActorIndex < GroupActors.Num(); ++ActorIndex )
{
SelectActor(GroupActors[ActorIndex], bInSelected, false );
}
bForceSelection = true;
// Recursively select any subgroups
TArray<AGroupActor*> SubGroups;
InGroupActor->GetSubGroups(SubGroups);
for( int32 GroupIndex=0; GroupIndex < SubGroups.Num(); ++GroupIndex )
{
SelectGroup(SubGroups[GroupIndex], bForceSelection, bInSelected, false);
}
}
if(bStartedBatchSelect)
{
SelectedActors->EndBatchSelectOperation(bNotify);
}
if (bNotify)
{
NoteSelectionChange();
}
//whenever selection changes, recompute whether the selection contains a locked actor
bCheckForLockActors = true;
//whenever selection changes, recompute whether the selection contains a world info actor
bCheckForWorldSettingsActors = true;
bIteratingGroups = false;
}
}
bool UUnrealEdEngine::CanSelectActor(AActor* Actor, bool bInSelected, bool bSelectEvenIfHidden, bool bWarnIfLevelLocked ) const
{
// If selections are globally locked, leave.
if( !Actor || GEdSelectionLock || !Actor->IsEditable() )
{
return false;
}
// Only abort from hidden actors if we are selecting. You can deselect hidden actors without a problem.
if ( bInSelected )
{
// If the actor is NULL or hidden, leave.
if ( !bSelectEvenIfHidden && ( Actor->IsHiddenEd() || !FLevelUtils::IsLevelVisible( Actor->GetLevel() ) ) )
{
return false;
}
// If the actor explicitly makes itself unselectable, leave.
if (!Actor->IsSelectable())
{
return false;
}
// Ensure that neither the level nor the actor is being destroyed or is unreachable
const EObjectFlags InvalidSelectableFlags = RF_BeginDestroyed;
if (Actor->GetLevel()->HasAnyFlags(InvalidSelectableFlags) || Actor->GetLevel()->IsPendingKillOrUnreachable())
{
UE_LOG(LogEditorSelectUtils, Warning, TEXT("SelectActor: %s (%s)"), TEXT("The requested operation could not be completed because the level has invalid flags."),*Actor->GetActorLabel());
return false;
}
if (Actor->HasAnyFlags(InvalidSelectableFlags) || Actor->IsPendingKillOrUnreachable())
{
UE_LOG(LogEditorSelectUtils, Warning, TEXT("SelectActor: %s (%s)"), TEXT("The requested operation could not be completed because the actor has invalid flags."),*Actor->GetActorLabel());
return false;
}
if ( !Actor->IsTemplate() && FLevelUtils::IsLevelLocked(Actor->GetLevel()) )
{
if( bWarnIfLevelLocked )
{
UE_LOG(LogEditorSelectUtils, Warning, TEXT("SelectActor: %s (%s)"), TEXT("The requested operation could not be completed because the level is locked."),*Actor->GetActorLabel());
}
return false;
}
}
// If grouping operations are not currently allowed, don't select groups.
AGroupActor* SelectedGroupActor = Cast<AGroupActor>(Actor);
if( SelectedGroupActor && !UActorGroupingUtils::IsGroupingActive())
{
return false;
}
// Allow active modes to determine whether the selection is allowed. If there are no active modes, allow selection anyway.
TArray<FEdMode*> ActiveModes;
GLevelEditorModeTools().GetActiveModes( ActiveModes );
bool bSelectionAllowed = (ActiveModes.Num() == 0);
for( int32 ModeIndex = 0; ModeIndex < ActiveModes.Num(); ++ModeIndex )
{
bSelectionAllowed |= ActiveModes[ModeIndex]->IsSelectionAllowed( Actor, bInSelected );
}
return bSelectionAllowed;
}
void UUnrealEdEngine::SelectActor(AActor* Actor, bool bInSelected, bool bNotify, bool bSelectEvenIfHidden, bool bForceRefresh)
{
const bool bWarnIfLevelLocked = true;
if( !CanSelectActor( Actor, bInSelected, bSelectEvenIfHidden, bWarnIfLevelLocked ) )
{
return;
}
bool bSelectionHandled = false;
TArray<FEdMode*> ActiveModes;
GLevelEditorModeTools().GetActiveModes( ActiveModes );
for( int32 ModeIndex = 0; ModeIndex < ActiveModes.Num(); ++ModeIndex )
{
bSelectionHandled |= ActiveModes[ModeIndex]->Select( Actor, bInSelected );
}
// Select the actor and update its internals.
if( !bSelectionHandled )
{
if (bInSelected)
{
// If trying to select an Actor spawned by a ChildActorComponent, instead iterate up the hierarchy until we find a valid actor to select
while (Actor->IsChildActor())
{
Actor = Actor->GetParentComponent()->GetOwner();
}
}
if (UActorGroupingUtils::IsGroupingActive())
{
// if this actor is a group, do a group select/deselect
AGroupActor* SelectedGroupActor = Cast<AGroupActor>(Actor);
if (SelectedGroupActor)
{
SelectGroup(SelectedGroupActor, true, bInSelected, bNotify);
}
else
{
// Select/Deselect this actor's entire group, starting from the top locked group.
// If none is found, just use the actor.
AGroupActor* ActorLockedRootGroup = AGroupActor::GetRootForActor(Actor, true);
if (ActorLockedRootGroup)
{
SelectGroup(ActorLockedRootGroup, false, bInSelected, bNotify);
}
}
}
// Don't do any work if the actor's selection state is already the selected state.
const bool bActorSelected = Actor->IsSelected();
if ( (bActorSelected && !bInSelected) || (!bActorSelected && bInSelected) )
{
if(bInSelected)
{
UE_LOG(LogEditorSelectUtils, Verbose, TEXT("Selected Actor: %s"), *Actor->GetClass()->GetName());
}
else
{
UE_LOG(LogEditorSelectUtils, Verbose, TEXT("Deselected Actor: %s"), *Actor->GetClass()->GetName() );
}
GetSelectedActors()->Select( Actor, bInSelected );
if (!bInSelected)
{
if (GetSelectedComponentCount() > 0)
{
GetSelectedComponents()->Modify();
}
GetSelectedComponents()->BeginBatchSelectOperation();
for (UActorComponent* Component : Actor->GetComponents())
{
if (Component)
{
GetSelectedComponents()->Deselect(Component);
// Remove the selection override delegates from the deselected components
if (USceneComponent* SceneComponent = Cast<USceneComponent>(Component))
{
FComponentEditorUtils::BindComponentSelectionOverride(SceneComponent, false);
}
}
}
GetSelectedComponents()->EndBatchSelectOperation(false);
}
else
{
// Bind the override delegates for the components in the selected actor
for (UActorComponent* Component : Actor->GetComponents())
{
if (USceneComponent* SceneComponent = Cast<USceneComponent>(Component))
{
FComponentEditorUtils::BindComponentSelectionOverride(SceneComponent, true);
}
}
}
if( bNotify )
{
NoteSelectionChange();
}
//whenever selection changes, recompute whether the selection contains a locked actor
bCheckForLockActors = true;
//whenever selection changes, recompute whether the selection contains a world info actor
bCheckForWorldSettingsActors = true;
}
else
{
if (bNotify || bForceRefresh)
{
//reset the property windows. In case something has changed since previous selection
UpdateFloatingPropertyWindows(bForceRefresh);
}
}
//A fast path to mark selection rather than reconnecting ALL components for ALL actors that have changed state
SetActorSelectionFlags(Actor);
}
}
void UUnrealEdEngine::SelectComponent(UActorComponent* Component, bool bInSelected, bool bNotify, bool bSelectEvenIfHidden)
{
// Don't do any work if the component's selection state matches the target selection state
const bool bComponentSelected = GetSelectedComponents()->IsSelected(Component);
if (( bComponentSelected && !bInSelected ) || ( !bComponentSelected && bInSelected ))
{
if (bInSelected)
{
UE_LOG(LogEditorSelectUtils, Verbose, TEXT("Selected Component: %s"), *Component->GetClass()->GetName());
}
else
{
UE_LOG(LogEditorSelectUtils, Verbose, TEXT("Deselected Component: %s"), *Component->GetClass()->GetName());
}
GetSelectedComponents()->Select(Component, bInSelected);
// Make sure the override delegate is bound properly
USceneComponent* SceneComponent = Cast<USceneComponent>(Component);
if (SceneComponent)
{
FComponentEditorUtils::BindComponentSelectionOverride(SceneComponent, true);
}
// Update the selection visualization
AActor* ComponentOwner = Component->GetOwner();
if (ComponentOwner != nullptr)
{
TInlineComponentArray<UPrimitiveComponent*> PrimitiveComponents;
ComponentOwner->GetComponents(PrimitiveComponents);
for (int32 Idx = 0; Idx < PrimitiveComponents.Num(); ++Idx)
{
PrimitiveComponents[Idx]->PushSelectionToProxy();
}
}
if (bNotify)
{
NoteSelectionChange();
}
}
}
bool UUnrealEdEngine::IsComponentSelected(const UPrimitiveComponent* PrimComponent)
{
bool bIsSelected = false;
if (GetSelectedComponentCount() > 0)
{
const UActorComponent* PotentiallySelectedComponent = nullptr;
AActor* ComponentOwner = PrimComponent->GetOwner();
if (ComponentOwner->IsChildActor())
{
do
{
PotentiallySelectedComponent = ComponentOwner->GetParentComponent();
ComponentOwner = ComponentOwner->GetParentActor();
} while (ComponentOwner->IsChildActor());
}
else
{
PotentiallySelectedComponent = (PrimComponent->IsVisualizationComponent() ? PrimComponent->GetAttachParent() : PrimComponent);
}
bIsSelected = GetSelectedComponents()->IsSelected(PotentiallySelectedComponent);
}
return bIsSelected;
}
void UUnrealEdEngine::SelectBSPSurf(UModel* InModel, int32 iSurf, bool bSelected, bool bNoteSelectionChange)
{
if( GEdSelectionLock )
{
return;
}
FBspSurf& Surf = InModel->Surfs[ iSurf ];
InModel->ModifySurf( iSurf, false );
if( bSelected )
{
Surf.PolyFlags |= PF_Selected;
}
else
{
Surf.PolyFlags &= ~PF_Selected;
}
if( bNoteSelectionChange )
{
NoteSelectionChange();
}
//whenever selection changes, recompute whether the selection contains a locked actor
bCheckForLockActors = true;
//whenever selection changes, recompute whether the selection contains a world info actor
bCheckForWorldSettingsActors = true;
}
/**
* Deselects all BSP surfaces in the specified level.
*
* @param Level The level for which to deselect all levels.
* @return The number of surfaces that were deselected
*/
static uint32 DeselectAllSurfacesForLevel(ULevel* Level)
{
uint32 NumSurfacesDeselected = 0;
if ( Level )
{
UModel* Model = Level->Model;
for( int32 SurfaceIndex = 0 ; SurfaceIndex < Model->Surfs.Num() ; ++SurfaceIndex )
{
FBspSurf& Surf = Model->Surfs[SurfaceIndex];
if( Surf.PolyFlags & PF_Selected )
{
Model->ModifySurf( SurfaceIndex, false );
Surf.PolyFlags &= ~PF_Selected;
++NumSurfacesDeselected;
}
}
}
return NumSurfacesDeselected;
}
void UUnrealEdEngine::DeselectAllSurfaces()
{
UWorld* World = GWorld;
if (World)
{
DeselectAllSurfacesForLevel(World->PersistentLevel);
for (ULevelStreaming* StreamingLevel: World->GetStreamingLevels())
{
if (StreamingLevel)
{
if (ULevel* Level = StreamingLevel->GetLoadedLevel())
{
DeselectAllSurfacesForLevel(Level);
}
}
}
}
}
void UUnrealEdEngine::SelectNone(bool bNoteSelectionChange, bool bDeselectBSPSurfs, bool WarnAboutManyActors)
{
if( GEdSelectionLock )
{
return;
}
bool bShowProgress = false;
// If there are a lot of actors to process, pop up a warning "are you sure?" box
if( WarnAboutManyActors )
{
int32 NumSelectedActors = GEditor->GetSelectedActorCount();
if( NumSelectedActors >= EditorActorSelectionDefs::MaxActorsToSelectBeforeWarning )
{
bShowProgress = true;
const FText ConfirmText = FText::Format( NSLOCTEXT("UnrealEd", "Warning_ManyActorsForDeselect", "There are {0} selected actors. Are you sure you want to deselect them all?" ), FText::AsNumber(NumSelectedActors) );
FSuppressableWarningDialog::FSetupInfo Info( ConfirmText, NSLOCTEXT( "UnrealEd", "Warning_ManyActors", "Warning: Many Actors" ), "Warning_ManyActors" );
Info.ConfirmText = NSLOCTEXT("ModalDialogs", "ManyActorsForDeselectConfirm", "Continue Deselection");
Info.CancelText = NSLOCTEXT("ModalDialogs", "ManyActorsForDeselectCancel", "Keep Current Selection");
FSuppressableWarningDialog ManyActorsWarning( Info );
if( ManyActorsWarning.ShowModal() == FSuppressableWarningDialog::Cancel )
{
return;
}
}
}
if( bShowProgress )
{
GWarn->BeginSlowTask( LOCTEXT("BeginDeselectingActorsTaskMessage", "Deselecting Actors"), true );
}
// Make a list of selected actors . . .
TArray<AActor*> ActorsToDeselect;
for ( FSelectionIterator It( GetSelectedActorIterator() ) ; It ; ++It )
{
AActor* Actor = static_cast<AActor*>( *It );
checkSlow( Actor->IsA(AActor::StaticClass()) );
ActorsToDeselect.Add( Actor );
}
USelection* SelectedActors = GetSelectedActors();
SelectedActors->BeginBatchSelectOperation();
SelectedActors->Modify();
// . . . and deselect them.
for ( int32 ActorIndex = 0 ; ActorIndex < ActorsToDeselect.Num() ; ++ActorIndex )
{
AActor* Actor = ActorsToDeselect[ ActorIndex ];
SelectActor( Actor, false, false );
}
uint32 NumDeselectSurfaces = 0;
UWorld* World = GWorld;
if( bDeselectBSPSurfs && World )
{
// Unselect all surfaces in all levels.
NumDeselectSurfaces += DeselectAllSurfacesForLevel( World->PersistentLevel );
for (ULevelStreaming* StreamingLevel : World->GetStreamingLevels())
{
if( StreamingLevel )
{
if (ULevel* Level = StreamingLevel->GetLoadedLevel())
{
NumDeselectSurfaces += DeselectAllSurfacesForLevel( Level );
}
}
}
}
SelectedActors->EndBatchSelectOperation(bNoteSelectionChange);
//prevents clicking on background multiple times spamming selection changes
if (ActorsToDeselect.Num() || NumDeselectSurfaces)
{
if( bNoteSelectionChange )
{
NoteSelectionChange();
}
//whenever selection changes, recompute whether the selection contains a locked actor
bCheckForLockActors = true;
//whenever selection changes, recompute whether the selection contains a world info actor
bCheckForWorldSettingsActors = true;
}
if( bShowProgress )
{
GWarn->EndSlowTask();
}
}
#undef LOCTEXT_NAMESPACE