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#branch UE4 #proj Editor.LevelEditor #summary Added 1x1 viewport layout and tidied the margins in the layout menu #add Added FLevelViewportLayout::bIsMaximizeSupported and public getter IsMaximizeSupported(). This is set on the new one-pane layout to block the maximize command/button. #add LevelViewportConfigurationNames::OnePane - new named layout config. #add FLevelViewportCommands::ViewportConfig_OnePane - new layout command. #change FLevelViewportLayout::InitCommonLayoutFromString() - will never start a layout maximised if bIsMaximizeSupported is false. #change FLevelViewportLayout::SaveCommonLayoutString() - will never save a layout maximised if bIsMaximizeSupported is false. #change FLevelViewportLayout::MaximizeViewport() - checks that bIsMaximizeSupported is true as it should never be called on a layout that doesn't support it. #add SlateEditorStyle - added brushes for one pane option in the viewport layout menu. #add SLevelViewportToolBar::GenerateViewportConfigsMenu() - new section for one pane layouts with the one pane button in it. #change SLevelViewportToolBar::GenerateViewportConfigsMenu() - fixed the layout margins by setting the label visibility to collapsed instead of passing an empty string as the label. #add Binding new ViewportConfig_OnePane command SLevelViewport::BindViewCommands to OnSetViewportConfiguration(). #change SLevelViewport::GetMaximizeToggleVisibility() & OnToggleMaximize - check IsMaximizeSupported() on the parent layout and always collapses the maximize button when it isn't supported. #add FLevelViewportTabContent::ConstructViewportLayoutByTypeName() - added LevelViewportConfigurationNames::OnePane. #add New icon image for one pane button in the menu - ViewportLayout_OnePane.png #add New layout class FLevelViewportLayoutOnePane - based on other layouts but simpler because it only contains one pane and therefore no splitters. reviewedby Thomas.Sarkanen, Max.Preussner [CL 2048729 by Chris Wood in Main branch]
74 lines
2.0 KiB
C++
74 lines
2.0 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "LevelEditor.h"
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#include "LevelViewportLayoutOnePane.h"
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#include "SLevelViewport.h"
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// FLevelViewportLayoutOnePane /////////////////////////////
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void FLevelViewportLayoutOnePane::SaveLayoutString(const FString& LayoutString) const
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{
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if (!bIsTransitioning)
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{
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FString SpecificLayoutString = GetTypeSpecificLayoutString(LayoutString);
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SaveCommonLayoutString(SpecificLayoutString);
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}
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}
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TSharedRef<SWidget> FLevelViewportLayoutOnePane::MakeViewportLayout(const FString& LayoutString)
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{
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// single viewport layout blocks maximize feature as it doesn't make sense
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bIsMaximizeSupported = false;
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FString SpecificLayoutString = GetTypeSpecificLayoutString(LayoutString);
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FEngineShowFlags OrthoShowFlags(ESFIM_Editor);
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ApplyViewMode(VMI_BrushWireframe, false, OrthoShowFlags);
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FEngineShowFlags PerspectiveShowFlags(ESFIM_Editor);
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ApplyViewMode(VMI_Lit, true, PerspectiveShowFlags);
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FString ViewportKey;
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if (!SpecificLayoutString.IsEmpty())
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{
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ViewportKey = SpecificLayoutString + TEXT(".Viewport0");
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}
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TSharedPtr<SLevelViewport> ViewportWidget;
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ViewportBox =
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SNew(SHorizontalBox)
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+ SHorizontalBox::Slot()
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[
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SAssignNew(ViewportWidget, SLevelViewport)
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.ViewportType(LVT_Perspective)
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.Realtime(true)
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.ParentLayout(AsShared())
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.ParentLevelEditor(ParentLevelEditor)
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.ConfigKey(ViewportKey)
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];
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Viewports.Add(ViewportWidget);
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// Make newly-created perspective viewports active by default
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GCurrentLevelEditingViewportClient = &ViewportWidget->GetLevelViewportClient();
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InitCommonLayoutFromString(SpecificLayoutString);
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return StaticCastSharedRef<SWidget>(ViewportBox.ToSharedRef());
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}
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void FLevelViewportLayoutOnePane::ReplaceWidget(TSharedRef<SWidget> Source, TSharedRef<SWidget> Replacement)
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{
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check(ViewportBox->GetChildren()->Num() == 1)
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TSharedRef<SWidget> ViewportWidget = ViewportBox->GetChildren()->GetChildAt(0);
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check(ViewportWidget == Source);
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ViewportBox->RemoveSlot(Source);
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ViewportBox->AddSlot()
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[
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Replacement
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];
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}
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