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81 lines
2.5 KiB
C++
81 lines
2.5 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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class FStreamingLevelCollectionModel;
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/////////////////////////////////////////////////////
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// FStreamingLevelCustomization
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class FStreamingLevelCustomization : public IDetailCustomization
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{
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public:
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// Makes a new instance of this detail layout class
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static TSharedRef<IDetailCustomization> MakeInstance(TSharedRef<FStreamingLevelCollectionModel> InWorldData);
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// IDetailCustomization interface
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virtual void CustomizeDetails(IDetailLayoutBuilder& DetailLayout) OVERRIDE;
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// End of IDetailCustomization interface
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private:
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FStreamingLevelCustomization();
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/**
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* Called by the Editor Level Transform column, to set the new values.
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*
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* @param NewValue The new value entered.
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* @param CommitInfo The way in which the value was committed, currently ignored, we always use the new value.
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* @param Axis The axis being edited.
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*/
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void OnSetLevelPosition( float NewValue, ETextCommit::Type CommitInfo, int32 Axis );
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/**
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* Called by the Editor Level Transform column, to get the current values.
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*
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* @param Axis The axis to return the value for.
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*
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* @return The current value of the translation for given axis.
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*/
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TOptional<float> OnGetLevelPosition( int32 Axis ) const;
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/**
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* Called by the Editor Level Rotation column, to set the new values.
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*
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* @param NewValue The new value entered.
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*/
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void OnSetLevelRotation( int32 NewValue );
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/**
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* Called by the Editor Level Rotation column, to set weve started spinning the value.
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*/
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void OnBeginLevelRotatonSlider();
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/**
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* Called by the Editor Level Rotation column, to set weve stopped spinning the value.
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*
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* @param NewValue The new value entered.
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*/
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void OnEndLevelRotatonSlider( int32 NewValue );
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/**
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* Called by the Editor Level Transform column, to get the current values.
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*
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* @return The current value of the Level Yaw.
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*/
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TOptional<int32> GetLevelRotation() const;
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/** @return Whether we can edit level transform in a viewport */
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bool LevelViewportTransformAllowed() const;
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/** @return Whether we can edit level transform through property editor text fields*/
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bool LevelEditTextTransformAllowed() const;
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/** Handle for edit level transform button */
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FReply OnEditLevelClicked();
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private:
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TWeakPtr<FStreamingLevelCollectionModel> WorldModel;
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TSharedPtr<class IPropertyHandle> LevelPositionProperty;
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TSharedPtr<class IPropertyHandle> LevelRotationProperty;
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bool bSliderMovement;
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TOptional<int32> CachedYawValue;
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};
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