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