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Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed. #ushell-cherrypick of 21065253 by bryan.sefcik #jira #preflight 62d5b3e91062f2e63014598e #ROBOMERGE-AUTHOR: bryan.sefcik #ROBOMERGE-SOURCE: CL 21152630 via CL 21156388 via CL 21157044 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824) [CL 21181817 by bryan sefcik in ue5-main branch]
101 lines
3.0 KiB
C++
101 lines
3.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "CoreMinimal.h"
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#include "Elements/Framework/TypedElementHandle.h"
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#include "Math/UnrealMathSSE.h"
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#include "Math/Vector.h"
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#include "Templates/SharedPointer.h"
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#include "UObject/Object.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/ObjectPtr.h"
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#include "UObject/UObjectGlobals.h"
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#include "UObject/WeakObjectPtr.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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#include "LevelEditorMenuContext.generated.h"
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class AActor;
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class FLevelEditorViewportClient;
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class ILevelEditor;
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class SLevelEditor;
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class SLevelViewport;
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class SLevelViewportToolBar;
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class UActorComponent;
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class UTypedElementSelectionSet;
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struct FFrame;
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UCLASS()
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class LEVELEDITOR_API ULevelEditorMenuContext : public UObject
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{
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GENERATED_BODY()
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public:
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TWeakPtr<SLevelEditor> LevelEditor;
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};
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/** Enum to describe what a level editor context menu should be built for */
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UENUM()
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enum class ELevelEditorMenuContext : uint8
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{
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/** This context menu is applicable to a viewport (limited subset of entries) */
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Viewport,
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/** This context menu is applicable to the Scene Outliner (disables click-position-based menu items) */
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SceneOutliner,
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/** This is the replica of the context menu that appears in the main menu bar (lists all entries) */
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MainMenu,
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};
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UCLASS()
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class LEVELEDITOR_API ULevelEditorContextMenuContext : public UObject
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{
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GENERATED_BODY()
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public:
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TWeakPtr<ILevelEditor> LevelEditor;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="LevelEditor|Menu")
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ELevelEditorMenuContext ContextType;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="LevelEditor|Menu")
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TObjectPtr<const UTypedElementSelectionSet> CurrentSelection;
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/** If the ContextType is Viewport this property can be set to the HitProxy element that triggered the ContextMenu. */
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FTypedElementHandle HitProxyElement;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="LevelEditor|Menu")
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FVector CursorWorldLocation;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="LevelEditor|Menu")
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TArray<TObjectPtr<UActorComponent>> SelectedComponents;
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/** If the ContextType is Viewport this property can be set to the HitProxy actor that triggered the ContextMenu. */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="LevelEditor|Menu")
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TWeakObjectPtr<AActor> HitProxyActor = nullptr;
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UFUNCTION(BlueprintCallable, Category = "LevelEditor | Menu", DisplayName="Get Hit Proxy Element", meta=(ScriptName="GetHitProxyElement"))
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FScriptTypedElementHandle GetScriptHitProxyElement();
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};
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UCLASS()
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class LEVELEDITOR_API ULevelViewportToolBarContext : public UObject
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{
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GENERATED_BODY()
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public:
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TWeakPtr<SLevelViewportToolBar> LevelViewportToolBarWidget;
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TWeakPtr<const SLevelViewportToolBar> LevelViewportToolBarWidgetConst;
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FLevelEditorViewportClient* GetLevelViewportClient();
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};
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UCLASS()
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class LEVELEDITOR_API UQuickActionMenuContext : public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="LevelEditor|Menu")
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TObjectPtr<const UTypedElementSelectionSet> CurrentSelection;
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};
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