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UE-13368 Atmospheric Fog cannot be toggled to hidden in the Scene Capture 2D's detail settings
[CL 2505715 by Martin Mittring in Main branch]
243 lines
9.3 KiB
C++
243 lines
9.3 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "DetailCustomizationsPrivatePCH.h"
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#include "Runtime/Engine/Public/ShowFlags.h"
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#include "SceneCaptureDetails.h"
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#include "Engine/SceneCapture2D.h"
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#include "Engine/SceneCaptureCube.h"
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#include "Components/SceneCaptureComponent.h"
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#include "Components/SceneCaptureComponent2D.h"
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#include "Components/SceneCaptureComponentCube.h"
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#define LOCTEXT_NAMESPACE "SceneCaptureDetails"
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TSharedRef<IDetailCustomization> FSceneCaptureDetails::MakeInstance()
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{
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return MakeShareable( new FSceneCaptureDetails );
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}
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// Used to sort the show flags inside of their categories in the order of the text that is actually displayed
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inline static bool SortAlphabeticallyByLocalizedText(const FString& ip1, const FString& ip2)
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{
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FText LocalizedText1;
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FEngineShowFlags::FindShowFlagDisplayName(ip1, LocalizedText1);
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FText LocalizedText2;
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FEngineShowFlags::FindShowFlagDisplayName(ip2, LocalizedText2);
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return LocalizedText1.ToString() < LocalizedText2.ToString();
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}
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void FSceneCaptureDetails::CustomizeDetails( IDetailLayoutBuilder& DetailLayout )
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{
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// Add all the properties that are there by default
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// (These would get added by default anyway, but we want to add them first so what we add next comes later in the list)
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TArray<TSharedRef<IPropertyHandle>> SceneCaptureCategoryDefaultProperties;
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IDetailCategoryBuilder& SceneCaptureCategoryBuilder = DetailLayout.EditCategory("SceneCapture");
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SceneCaptureCategoryBuilder.GetDefaultProperties(SceneCaptureCategoryDefaultProperties);
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for (TSharedRef<IPropertyHandle> Handle : SceneCaptureCategoryDefaultProperties)
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{
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SceneCaptureCategoryBuilder.AddProperty(Handle);
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}
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const TArray< TWeakObjectPtr<UObject> >& SelectedObjects = DetailLayout.GetDetailsView().GetSelectedObjects();
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for( int32 ObjectIndex = 0; ObjectIndex < SelectedObjects.Num(); ++ObjectIndex )
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{
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const TWeakObjectPtr<UObject>& CurrentObject = SelectedObjects[ObjectIndex];
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if ( CurrentObject.IsValid() )
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{
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ASceneCapture2D* CurrentCaptureActor2D = Cast<ASceneCapture2D>(CurrentObject.Get());
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if (CurrentCaptureActor2D != nullptr)
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{
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SceneCaptureComponent = Cast<USceneCaptureComponent>(CurrentCaptureActor2D->GetCaptureComponent2D());
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break;
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}
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ASceneCaptureCube* CurrentCaptureActorCube = Cast<ASceneCaptureCube>(CurrentObject.Get());
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if (CurrentCaptureActorCube != nullptr)
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{
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SceneCaptureComponent = Cast<USceneCaptureComponent>(CurrentCaptureActorCube->GetCaptureComponentCube());
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break;
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}
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}
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}
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// Show flags that should be exposed for Scene Captures
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TArray<FEngineShowFlags::EShowFlag> ShowFlagsToAllowForCaptures;
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// General
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_AtmosphericFog);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_BSP);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Decals);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Fog);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Landscape);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Particles);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_SkeletalMeshes);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_StaticMeshes);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Translucency);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_DeferredLighting);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_InstancedStaticMeshes);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_InstancedFoliage);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_InstancedGrass);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Paper2DSprites);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_TextRender);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_AmbientOcclusion);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_DynamicShadows);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_SkyLighting);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_AmbientCubemap);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_DistanceFieldAO);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_LightFunctions);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_LightShafts);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_ReflectionEnvironment);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_ScreenSpaceReflections);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_TexturedLightProfiles);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_AntiAliasing);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_TemporalAA);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_MotionBlur);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_Bloom);
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ShowFlagsToAllowForCaptures.Add(FEngineShowFlags::EShowFlag::SF_EyeAdaptation);
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// Create array of flag name strings for each group
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TArray< TArray<FString> > ShowFlagsByGroup;
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for (int32 GroupIndex = 0; GroupIndex < SFG_Max; ++GroupIndex)
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{
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ShowFlagsByGroup.Add(TArray<FString>());
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}
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// Add the show flags we want to expose to their group's array
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for (FEngineShowFlags::EShowFlag AllowedFlag : ShowFlagsToAllowForCaptures)
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{
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FString FlagName;
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FlagName = FEngineShowFlags::FindNameByIndex(AllowedFlag);
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if (!FlagName.IsEmpty())
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{
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EShowFlagGroup Group = FEngineShowFlags::FindShowFlagGroup(*FlagName);
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ShowFlagsByGroup[Group].Add(FlagName);
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}
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}
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// Sort the flags in their respective group alphabetically
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for (TArray<FString>& ShowFlagGroup : ShowFlagsByGroup)
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{
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ShowFlagGroup.Sort(SortAlphabeticallyByLocalizedText);
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}
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// Add each group
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for (int32 GroupIndex = 0; GroupIndex < SFG_Max; ++GroupIndex)
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{
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// Don't add a group if there are no flags allowed for it
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if (ShowFlagsByGroup[GroupIndex].Num() >= 1)
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{
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FText GroupName;
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FText GroupTooltip;
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switch (GroupIndex)
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{
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case SFG_Normal:
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GroupName = LOCTEXT("CommonShowFlagHeader", "General Show Flags");
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break;
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case SFG_Advanced:
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GroupName = LOCTEXT("AdvancedShowFlagsMenu", "Advanced Show Flags");
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break;
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case SFG_PostProcess:
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GroupName = LOCTEXT("PostProcessShowFlagsMenu", "Post Processing Show Flags");
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break;
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case SFG_Developer:
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GroupName = LOCTEXT("DeveloperShowFlagsMenu", "Developer Show Flags");
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break;
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case SFG_Visualize:
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GroupName = LOCTEXT("VisualizeShowFlagsMenu", "Visualize Show Flags");
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break;
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case SFG_LightingComponents:
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GroupName = LOCTEXT("LightingComponentsShowFlagsMenu", "Lighting Components Show Flags");
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break;
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case SFG_LightingFeatures:
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GroupName = LOCTEXT("LightingFeaturesShowFlagsMenu", "Lighting Features Show Flags");
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break;
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case SFG_CollisionModes:
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GroupName = LOCTEXT("CollisionModesShowFlagsMenu", "Collision Modes Show Flags");
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break;
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case SFG_Hidden:
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GroupName = LOCTEXT("HiddenShowFlagsMenu", "Hidden Show Flags");
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break;
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default:
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// Should not get here unless a new group is added without being updated here
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GroupName = LOCTEXT("MiscFlagsMenu", "Misc Show Flags");
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break;
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}
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FName GroupFName = FName(*(GroupName.ToString()));
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IDetailGroup& Group = SceneCaptureCategoryBuilder.AddGroup(GroupFName, GroupName, true);
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// Add each show flag for this group
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for (FString& FlagName : ShowFlagsByGroup[GroupIndex])
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{
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bool bFlagHidden = false;
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FText LocalizedText;
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FEngineShowFlags::FindShowFlagDisplayName(FlagName, LocalizedText);
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Group.AddWidgetRow()
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.IsEnabled(true)
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.NameContent()
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[
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SNew(STextBlock)
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.Text(LocalizedText)
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]
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.ValueContent()
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[
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SNew(SCheckBox)
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.OnCheckStateChanged(this, &FSceneCaptureDetails::OnShowFlagCheckStateChanged, FlagName)
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.IsChecked(this, &FSceneCaptureDetails::OnGetDisplayCheckState, FlagName)
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]
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.FilterString(LocalizedText);
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}
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}
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}
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}
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ECheckBoxState FSceneCaptureDetails::OnGetDisplayCheckState(FString ShowFlagName) const
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{
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bool IsChecked = false;
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FEngineShowFlagsSetting* FlagSetting;
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if (SceneCaptureComponent->GetSettingForShowFlag(ShowFlagName, &FlagSetting))
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{
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IsChecked = FlagSetting->Enabled;
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}
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else
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{
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int32 SettingIndex = SceneCaptureComponent->ShowFlags.FindIndexByName(*(ShowFlagName));
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if (SettingIndex != INDEX_NONE)
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{
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IsChecked = SceneCaptureComponent->ShowFlags.GetSingleFlag(SettingIndex);
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}
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}
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return IsChecked ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
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}
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void FSceneCaptureDetails::OnShowFlagCheckStateChanged(ECheckBoxState InNewRadioState, FString FlagName)
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{
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SceneCaptureComponent->Modify();
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FEngineShowFlagsSetting* FlagSetting;
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bool bNewCheckState = (InNewRadioState == ECheckBoxState::Checked);
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// If setting exists, update it
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if (SceneCaptureComponent->GetSettingForShowFlag(FlagName, &FlagSetting))
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{
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FlagSetting->Enabled = bNewCheckState;
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}
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// Otherwise create a new setting
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else
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{
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FEngineShowFlagsSetting NewFlagSetting;
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NewFlagSetting.ShowFlagName = FlagName;
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NewFlagSetting.Enabled = bNewCheckState;
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SceneCaptureComponent->ShowFlagSettings.Add(NewFlagSetting);
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}
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// Ensure PostEditChangeProperty is called, which in turn calls update
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SceneCaptureComponent->PostEditChange();
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}
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#undef LOCTEXT_NAMESPACE
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