Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/PreferenceStubs.cpp
Ori Cohen 6a468f3001 Exposed time dilation in PhAT
#UE-16714

[CL 2580572 by Ori Cohen in Main branch]
2015-06-08 18:04:56 -04:00

134 lines
3.1 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "UnrealEd.h"
// @todo find a better place for all of this, preferably in the appropriate modules
// though this would require the classes to be relocated as well
//
// UCascadeOptions
//
UCascadeOptions::UCascadeOptions(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
///////////////////////////////////////////////////////////////////////////////////////////////////
////////////////// UPhATSimOptions ////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////
UPhATSimOptions::UPhATSimOptions(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
PhysicsBlend = 1.0f;
MaxFPS = -1;
TimeDilation = 1.f;
}
UMaterialEditorOptions::UMaterialEditorOptions(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
UCurveEdOptions::UCurveEdOptions(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
UPersonaOptions::UPersonaOptions(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, DefaultLocalAxesSelection(2)
{
ViewModeIndex = VMI_Lit;
SectionTimingNodeColor = FLinearColor(0.0f, 1.0f, 0.0f);
NotifyTimingNodeColor = FLinearColor(1.0f, 0.0f, 0.0f);
BranchingPointTimingNodeColor = FLinearColor(0.5f, 1.0f, 1.0f);
}
void UPersonaOptions::SetViewportBackgroundColor( const FLinearColor& InViewportBackgroundColor)
{
ViewportBackgroundColor = InViewportBackgroundColor;
SaveConfig();
}
void UPersonaOptions::SetShowGrid( bool bInShowGrid )
{
bShowGrid = bInShowGrid;
SaveConfig();
}
void UPersonaOptions::SetHighlightOrigin( bool bInHighlightOrigin )
{
bHighlightOrigin = bInHighlightOrigin;
SaveConfig();
}
void UPersonaOptions::SetGridSize( int32 InGridSize )
{
GridSize = InGridSize;
SaveConfig();
}
void UPersonaOptions::SetViewModeIndex( EViewModeIndex InViewModeIndex )
{
ViewModeIndex = InViewModeIndex;
SaveConfig();
}
void UPersonaOptions::SetShowFloor( bool bInShowFloor )
{
bShowFloor = bInShowFloor;
SaveConfig();
}
void UPersonaOptions::SetShowSky( bool bInShowSky )
{
bShowSky = bInShowSky;
SaveConfig();
}
void UPersonaOptions::SetMuteAudio( bool bInMuteAudio )
{
bMuteAudio = bInMuteAudio;
SaveConfig();
}
void UPersonaOptions::SetViewFOV( float InViewFOV )
{
ViewFOV = InViewFOV;
SaveConfig();
}
void UPersonaOptions::SetDefaultLocalAxesSelection( uint32 InDefaultLocalAxesSelection )
{
DefaultLocalAxesSelection = InDefaultLocalAxesSelection;
SaveConfig();
}
void UPersonaOptions::SetShowMeshStats( int32 InShowMeshStats )
{
ShowMeshStats = InShowMeshStats;
SaveConfig();
}
void UPersonaOptions::SetSectionTimingNodeColor(const FLinearColor& InColor)
{
SectionTimingNodeColor = InColor;
SaveConfig();
}
void UPersonaOptions::SetNotifyTimingNodeColor(const FLinearColor& InColor)
{
NotifyTimingNodeColor = InColor;
SaveConfig();
}
void UPersonaOptions::SetBranchingPointTimingNodeColor(const FLinearColor& InColor)
{
BranchingPointTimingNodeColor = InColor;
SaveConfig();
}