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78 lines
2.1 KiB
C++
78 lines
2.1 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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class SAdditionalMeshesDisplayPanel;
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/**
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* Implements the profile page for the session launcher wizard.
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*/
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class SAdditionalMeshesEditor : public SCompoundWidget
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{
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public:
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SLATE_BEGIN_ARGS( SAdditionalMeshesEditor ) { }
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SLATE_END_ARGS()
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/**
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* Constructs the widget.
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*
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* @param InArgs - The construction arguments.
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* @param InPersona - The owning Persona editor
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*/
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void Construct(const FArguments& InArgs, TSharedPtr<FPersona> InPersona);
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private:
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/**
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* Helper function to get the preview scene for Persona
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*
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* @return Persona's Preview Scene
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*/
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class FPreviewScene* GetPersonaPreviewScene();
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/**
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* Handler for the editor panels clear all button
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*/
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FReply OnClearAllClicked();
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/**
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* Handler for the Add Mesh button, makes the asset picker pop-up menu
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*
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* @return The new asset picker menu for display
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*/
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TSharedRef<SWidget> MakeAssetPickerMenu();
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/**
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* Handler for asset picker pop-up menu. Tests potentially displayable items to see whether they match the current skeleton.
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*
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* @param AssetData - The asset item to be tested.
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* @return True if the item should be filtered out of the list, false if it should be displayed.
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*/
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bool ShouldFilterAssetBasedOnSkeleton(const FAssetData& AssetData);
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/**
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* Handler for asset picker pop-up menu. Handles a particular asset being selected.
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*
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* @param AssetData - The asset that has been selected.
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*/
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void OnAssetSelectedFromPicker(const FAssetData& AssetData);
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/**
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* Handler for a user removing a mesh in the loaded meshes panel
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*
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* @param MeshToRemove - The mesh to be removed.
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*/
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void OnRemoveAdditionalMesh(USkeletalMeshComponent* MeshToRemove);
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// Pointer back to owning Persona instance (the keeper of state)
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TWeakPtr<class FPersona> PersonaPtr;
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// Pointer to the panels ComboButton for canceling the pop-up menu.
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TSharedPtr<SComboButton> PickerComboButton;
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// Pointer to the panels WrapBox for displaying each loaded mesh in.
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TSharedPtr<SAdditionalMeshesDisplayPanel> LoadedMeshButtonsHolder;
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//filter string for populating asset picker
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FString SkeletonNameAssetFilter;
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}; |