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73 lines
1.7 KiB
C++
73 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "LevelEditorMenuContext.generated.h"
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class SLevelEditor;
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class UActorComponent;
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class SLevelViewport;
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class SLevelViewportToolBar;
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class FLevelEditorViewportClient;
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class UTypedElementSelectionSet;
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UCLASS()
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class LEVELEDITOR_API ULevelEditorMenuContext : public UObject
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{
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GENERATED_BODY()
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public:
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TWeakPtr<SLevelEditor> LevelEditor;
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};
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/** Enum to describe what a level editor context menu should be built for */
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enum class ELevelEditorMenuContext
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{
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/** This context menu is applicable to a viewport */
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Viewport,
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/** This context menu is applicable to the Scene Outliner (disables click-position-based menu items) */
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SceneOutliner,
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};
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UCLASS()
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class LEVELEDITOR_API ULevelEditorContextMenuContext : public UObject
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{
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GENERATED_BODY()
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public:
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TWeakPtr<SLevelEditor> LevelEditor;
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ELevelEditorMenuContext ContextType;
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UPROPERTY()
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TArray<TObjectPtr<UActorComponent>> SelectedComponents;
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/** If the ContextType is Viewport this property can be set to the HitProxy actor that triggered the ContextMenu. */
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UPROPERTY()
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TObjectPtr<AActor> HitProxyActor = nullptr;
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};
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UCLASS()
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class LEVELEDITOR_API ULevelViewportToolBarContext : public UObject
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{
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GENERATED_BODY()
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public:
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TWeakPtr<SLevelViewportToolBar> LevelViewportToolBarWidget;
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TWeakPtr<const SLevelViewportToolBar> LevelViewportToolBarWidgetConst;
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FLevelEditorViewportClient* GetLevelViewportClient();
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};
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UCLASS()
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class LEVELEDITOR_API UQuickActionMenuContext : public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY(Transient)
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TObjectPtr<const UTypedElementSelectionSet> CurrentSelection;
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};
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