Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/ParticleSystemComponentDetails.cpp
Simon Tovey 091969e881 Moved some functionality from EmitterDetails.cpp to ParticleSystemComponent.cpp so that it appears for PSCs in the BP editor too.
#ttp 311726 - UE4: RENDERING: Rocket/Orion: Blueprint Editor: Components: ParticleSystems BP components are missing the particle 'expose parameters' button which is seen on particle component actors

#reviewedby Graeme.Thornton

[CL 2091978 by Simon Tovey in Main branch]
2014-06-02 14:21:39 -04:00

104 lines
3.2 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "DetailCustomizationsPrivatePCH.h"
#include "ParticleSystemComponentDetails.h"
#include "Particles/Emitter.h"
#include "Particles/ParticleSystemComponent.h"
#define LOCTEXT_NAMESPACE "ParticleSystemComponentDetails"
TSharedRef<IDetailCustomization> FParticleSystemComponentDetails::MakeInstance()
{
return MakeShareable(new FParticleSystemComponentDetails);
}
void FParticleSystemComponentDetails::CustomizeDetails(IDetailLayoutBuilder& InDetailLayout)
{
this->DetailLayout = &InDetailLayout;
InDetailLayout.EditCategory("Particles", TEXT(""), ECategoryPriority::Important);
IDetailCategoryBuilder& CustomCategory = InDetailLayout.EditCategory("EmitterActions", NSLOCTEXT("ParticleSystemComponentDetails", "EmitterActionCategoryName", "Emitter Actions").ToString(), ECategoryPriority::Important);
CustomCategory.AddCustomRow(TEXT(""))
[
SNew(SUniformGridPanel)
.SlotPadding(2.0f)
+ SUniformGridPanel::Slot(0, 0)
[
SNew(SButton)
.OnClicked(this, &FParticleSystemComponentDetails::OnAutoPopulateClicked)
.ToolTipText(NSLOCTEXT("ParticleSystemComponentDetails", "AutoPopulateButtonTooltip", "Copies properties from the source particle system into the instanced parameters of this system").ToString())
.HAlign(HAlign_Center)
[
SNew(STextBlock)
.Text(NSLOCTEXT("ParticleSystemComponentDetails", "AutoPopulateButton", "Expose Parameter").ToString())
]
]
+ SUniformGridPanel::Slot(1, 0)
[
SNew(SButton)
.OnClicked(this, &FParticleSystemComponentDetails::OnResetEmitter)
.ToolTipText(NSLOCTEXT("ParticleSystemComponentDetails", "ResetEmitterButtonTooltip", "Resets the selected particle system.").ToString())
.HAlign(HAlign_Center)
[
SNew(STextBlock)
.Text(NSLOCTEXT("ParticleSystemComponentDetails", "ResetEmitterButton", "Reset Emitter").ToString())
]
]
];
}
FReply FParticleSystemComponentDetails::OnAutoPopulateClicked()
{
const TArray< TWeakObjectPtr<UObject> >& SelectedObjects = DetailLayout->GetDetailsView().GetSelectedObjects();
for (int32 Idx = 0; Idx < SelectedObjects.Num(); ++Idx)
{
if (SelectedObjects[Idx].IsValid())
{
if (UParticleSystemComponent* PSC = Cast<UParticleSystemComponent>(SelectedObjects[Idx].Get()))
{
PSC->AutoPopulateInstanceProperties();
}
else if (AEmitter* Emitter = Cast<AEmitter>(SelectedObjects[Idx].Get()))
{
Emitter->AutoPopulateInstanceProperties();
}
}
}
return FReply::Handled();
}
FReply FParticleSystemComponentDetails::OnResetEmitter()
{
const TArray< TWeakObjectPtr<UObject> >& SelectedObjects = DetailLayout->GetDetailsView().GetSelectedObjects();
// Iterate over selected Actors.
for (int32 Idx = 0; Idx < SelectedObjects.Num(); ++Idx)
{
if (SelectedObjects[Idx].IsValid())
{
UParticleSystemComponent* PSC = Cast<UParticleSystemComponent>(SelectedObjects[Idx].Get());
if (!PSC)
{
if (AEmitter* Emitter = Cast<AEmitter>(SelectedObjects[Idx].Get()))
{
PSC = Emitter->ParticleSystemComponent;
}
}
if (PSC)
{
PSC->ResetParticles();
PSC->ActivateSystem();
}
}
}
return FReply::Handled();
}
#undef LOCTEXT_NAMESPACE