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Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false). EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however. Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini) GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically. This addresses UETOOL-270 (Most editor preferences should be project-agnostic) [CL 2517558 by Andrew Rodham in Main branch]
66 lines
1.7 KiB
C++
66 lines
1.7 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "TextureEditorSettings.generated.h"
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/**
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* Enumerates background for the texture editor view port.
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*/
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UENUM()
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enum ETextureEditorBackgrounds
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{
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TextureEditorBackground_SolidColor UMETA(DisplayName="Solid Color"),
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TextureEditorBackground_Checkered UMETA(DisplayName="Checkered"),
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TextureEditorBackground_CheckeredFill UMETA(DisplayName="Checkered (Fill)")
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};
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/**
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* Implements the Editor's user settings.
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*/
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UCLASS(config=EditorPerProjectUserSettings)
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class TEXTUREEDITOR_API UTextureEditorSettings
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: public UObject
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{
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GENERATED_UCLASS_BODY()
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public:
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/** The type of background to draw in the texture editor view port. */
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UPROPERTY(config)
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TEnumAsByte<ETextureEditorBackgrounds> Background;
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/** Background and foreground color used by Texture preview view ports. */
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UPROPERTY(config, EditAnywhere, Category=Background)
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FColor BackgroundColor;
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/** The first color of the checkered background. */
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UPROPERTY(config, EditAnywhere, Category=Background)
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FColor CheckerColorOne;
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/** The second color of the checkered background. */
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UPROPERTY(config, EditAnywhere, Category=Background)
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FColor CheckerColorTwo;
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/** The size of the checkered background tiles. */
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UPROPERTY(config, EditAnywhere, Category=Background)
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int32 CheckerSize;
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public:
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/** Whether the texture should scale to fit the view port. */
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UPROPERTY(config)
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bool FitToViewport;
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/** Color to use for the texture border, if enabled. */
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UPROPERTY(config, EditAnywhere, Category=TextureBorder)
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FColor TextureBorderColor;
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/** If true, displays a border around the texture. */
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UPROPERTY(config)
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bool TextureBorderEnabled;
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};
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