Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/LandscapeProxyUIDetails.cpp
chris tchou 803094ae27 Change landscape info Proxy pointers to be TWeakObjectPtr, so they won't act as GC references
#rb jonathan.bard
#preflight 63335cb2dc213d2eadcd61b2

[CL 22217645 by chris tchou in ue5-main branch]
2022-09-27 23:53:05 -04:00

254 lines
8.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "LandscapeProxyUIDetails.h"
#include "Components/RuntimeVirtualTextureComponent.h"
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "DetailCategoryBuilder.h"
#include "DetailLayoutBuilder.h"
#include "DetailWidgetRow.h"
#include "Engine/World.h"
#include "Fonts/SlateFontInfo.h"
#include "HAL/PlatformCrt.h"
#include "IDetailPropertyRow.h"
#include "Internationalization/Internationalization.h"
#include "Internationalization/Text.h"
#include "Landscape.h"
#include "LandscapeInfo.h"
#include "LandscapeProxy.h"
#include "Layout/Margin.h"
#include "Math/IntPoint.h"
#include "Math/IntRect.h"
#include "Math/UnrealMathSSE.h"
#include "Misc/Attribute.h"
#include "RuntimeVirtualTextureSetBounds.h"
#include "ScopedTransaction.h"
#include "Templates/Casts.h"
#include "Types/SlateEnums.h"
#include "UObject/LazyObjectPtr.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ObjectPtr.h"
#include "UObject/UObjectIterator.h"
#include "UObject/WeakObjectPtr.h"
#include "UObject/WeakObjectPtrTemplates.h"
#include "VT/RuntimeVirtualTextureVolume.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/Input/SButton.h"
#include "Widgets/Text/STextBlock.h"
class IPropertyHandle;
class SWidget;
class UObject;
class URuntimeVirtualTexture;
#define LOCTEXT_NAMESPACE "FLandscapeProxyUIDetails"
FLandscapeProxyUIDetails::FLandscapeProxyUIDetails()
{
}
TSharedRef<IDetailCustomization> FLandscapeProxyUIDetails::MakeInstance()
{
return MakeShareable( new FLandscapeProxyUIDetails);
}
void FLandscapeProxyUIDetails::CustomizeDetails( IDetailLayoutBuilder& DetailBuilder )
{
TArray<TWeakObjectPtr<UObject>> EditingObjects;
DetailBuilder.GetObjectsBeingCustomized(EditingObjects);
auto GenerateTextWidget = [](const FText& InText, bool bInBold = false) -> TSharedRef<SWidget>
{
return SNew(STextBlock)
.Font(bInBold? IDetailLayoutBuilder::GetDetailFontBold() : IDetailLayoutBuilder::GetDetailFont())
.Text(InText);
};
if (EditingObjects.Num() == 1)
{
LandscapeProxy = Cast<ALandscapeProxy>(EditingObjects[0]);
if (LandscapeProxy != nullptr)
{
if (ULandscapeInfo* LandscapeInfo = LandscapeProxy->GetLandscapeInfo())
{
IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory("Information", FText::GetEmpty(), ECategoryPriority::Important);
FText RowDisplayText = LOCTEXT("LandscapeComponentResolution", "Component Resolution (Verts)");
CategoryBuilder.AddCustomRow(RowDisplayText)
.RowTag(TEXT("LandscapeComponentResolution"))
.NameContent()
[
GenerateTextWidget(RowDisplayText)
]
.ValueContent()
[
GenerateTextWidget(FText::Format(LOCTEXT("LandscapeComponentResolutionValue", "{0} x {0}"), LandscapeProxy->ComponentSizeQuads+1), true) // Verts
];
RowDisplayText = LOCTEXT("LandscapeComponentCount", "Component Count");
CategoryBuilder.AddCustomRow(RowDisplayText)
.RowTag(TEXT("LandscapeComponentCount"))
.NameContent()
[
GenerateTextWidget(RowDisplayText)
]
.ValueContent()
[
GenerateTextWidget(FText::Format(LOCTEXT("LandscapeComponentCountValue", "{0}"), LandscapeProxy->LandscapeComponents.Num()), true)
];
RowDisplayText = LOCTEXT("LandscapeComponentSubsections", "Component Subsections");
CategoryBuilder.AddCustomRow(RowDisplayText)
.RowTag(TEXT("LandscapeComponentSubsections"))
.NameContent()
[
GenerateTextWidget(RowDisplayText)
]
.ValueContent()
[
GenerateTextWidget(FText::Format(LOCTEXT("LandscapeComponentSubSectionsValue", "{0} x {0}"), LandscapeProxy->NumSubsections), true)
];
FIntRect Rect = LandscapeProxy->GetBoundingRect();
FIntPoint Size = Rect.Size();
RowDisplayText = LOCTEXT("LandscapeResolution", "Resolution (Verts)");
CategoryBuilder.AddCustomRow(RowDisplayText)
.RowTag(TEXT("LandscapeResolution"))
.NameContent()
[
GenerateTextWidget(RowDisplayText)
]
.ValueContent()
[
GenerateTextWidget(FText::Format(LOCTEXT("LandscapeResolutionValue", "{0} x {1}"), Size.X+1, Size.Y+1), true)
];
int32 LandscapeCount = LandscapeInfo->StreamingProxies.Num() + (LandscapeInfo->LandscapeActor.Get() ? 1 : 0);
RowDisplayText = LOCTEXT("LandscapeCount", "Landscape Count");
CategoryBuilder.AddCustomRow(RowDisplayText)
.RowTag(TEXT("LandscapeCount"))
.NameContent()
[
GenerateTextWidget(RowDisplayText)
]
.ValueContent()
[
GenerateTextWidget(FText::Format(LOCTEXT("LandscapeCountValue", "{0}"), LandscapeCount), true)
];
int32 TotalComponentCount = LandscapeInfo->XYtoComponentMap.Num();
RowDisplayText = LOCTEXT("TotalLandscapeComponentCount", "Total Component Count");
CategoryBuilder.AddCustomRow(RowDisplayText)
.RowTag(TEXT("TotalLandscapeComponentCount"))
.NameContent()
[
GenerateTextWidget(RowDisplayText)
]
.ValueContent()
[
GenerateTextWidget(FText::Format(LOCTEXT("TotalLandscapeComponentCountValue", "{0}"), TotalComponentCount), true)
];
LandscapeInfo->GetLandscapeExtent(Rect.Min.X, Rect.Min.Y, Rect.Max.X, Rect.Max.Y);
Size = Rect.Size();
RowDisplayText = LOCTEXT("LandscapeOverallResolution", "Overall Resolution (Verts)");
CategoryBuilder.AddCustomRow(RowDisplayText)
.RowTag(TEXT("LandscapeOverallResolution"))
.NameContent()
[
GenerateTextWidget(RowDisplayText)
]
.ValueContent()
[
GenerateTextWidget(FText::Format(LOCTEXT("LandscapeOveralResolutionValue", "{0} x {1}"), Size.X + 1, Size.Y + 1), true)
];
}
// Apply custom widget for CreateVolume.
TSharedRef<IPropertyHandle> CreateVolumePropertyHandle = DetailBuilder.GetProperty(TEXT("bSetCreateRuntimeVirtualTextureVolumes"));
DetailBuilder.EditDefaultProperty(CreateVolumePropertyHandle)->CustomWidget()
.NameContent()
[
SNew(STextBlock)
.Font(IDetailLayoutBuilder::GetDetailFont())
.Text(LOCTEXT("Button_CreateVolumes", "Create Volumes"))
.ToolTipText(LOCTEXT("Button_CreateVolumes_Tooltip", "Create volumes for the selected Runtime Virtual Textures."))
]
.ValueContent()
.MinDesiredWidth(125.f)
[
SNew(SButton)
.VAlign(VAlign_Center)
.HAlign(HAlign_Center)
.ContentPadding(2)
.Text(LOCTEXT("Button_CreateVolumes", "Create Volumes"))
.OnClicked(this, &FLandscapeProxyUIDetails::CreateRuntimeVirtualTextureVolume)
.IsEnabled(this, &FLandscapeProxyUIDetails::IsCreateRuntimeVirtualTextureVolumeEnabled)
];
}
}
}
static void GetMissingRuntimeVirtualTextureVolumes(ALandscapeProxy* LandscapeProxy, TArray<URuntimeVirtualTexture*>& OutVirtualTextures)
{
UWorld* World = LandscapeProxy != nullptr ? LandscapeProxy->GetWorld() : nullptr;
if (World == nullptr)
{
return;
}
TArray<URuntimeVirtualTexture*> FoundVolumes;
for (TObjectIterator<URuntimeVirtualTextureComponent> It(RF_ClassDefaultObject, false, EInternalObjectFlags::Garbage); It; ++It)
{
if (It->GetWorld() == World)
{
if (URuntimeVirtualTexture* VirtualTexture = It->GetVirtualTexture())
{
FoundVolumes.Add(VirtualTexture);
}
}
}
for (URuntimeVirtualTexture* VirtualTexture : LandscapeProxy->RuntimeVirtualTextures)
{
if (VirtualTexture != nullptr && FoundVolumes.Find(VirtualTexture) == INDEX_NONE)
{
OutVirtualTextures.Add(VirtualTexture);
}
}
}
bool FLandscapeProxyUIDetails::IsCreateRuntimeVirtualTextureVolumeEnabled() const
{
TArray<URuntimeVirtualTexture*> VirtualTextureVolumesToCreate;
GetMissingRuntimeVirtualTextureVolumes(LandscapeProxy, VirtualTextureVolumesToCreate);
return VirtualTextureVolumesToCreate.Num() > 0;
}
FReply FLandscapeProxyUIDetails::CreateRuntimeVirtualTextureVolume()
{
TArray<URuntimeVirtualTexture*> VirtualTextureVolumesToCreate;
GetMissingRuntimeVirtualTextureVolumes(LandscapeProxy, VirtualTextureVolumesToCreate);
if (VirtualTextureVolumesToCreate.Num() == 0)
{
return FReply::Unhandled();
}
const FScopedTransaction Transaction(LOCTEXT("Transaction_CreateVolumes", "Create Runtime Virtual Texture Volumes"));
for (URuntimeVirtualTexture* VirtualTexture : VirtualTextureVolumesToCreate)
{
ARuntimeVirtualTextureVolume* NewVolume = LandscapeProxy->GetWorld()->SpawnActor<ARuntimeVirtualTextureVolume>();
NewVolume->VirtualTextureComponent->SetVirtualTexture(VirtualTexture);
NewVolume->VirtualTextureComponent->SetBoundsAlignActor(LandscapeProxy);
RuntimeVirtualTexture::SetBounds(NewVolume->VirtualTextureComponent);
}
return FReply::Handled();
}
#undef LOCTEXT_NAMESPACE