Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/DirectionalLightComponentDetails.cpp
Daniel Wright f8a13b59d7 From NickA - Added ability to set per-property instance metadata.
[CL 2601290 by Daniel Wright in Main branch]
2015-06-25 17:00:49 -04:00

54 lines
2.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "DetailCustomizationsPrivatePCH.h"
#include "DirectionalLightComponentDetails.h"
#include "Components/LightComponentBase.h"
#define LOCTEXT_NAMESPACE "DirectionalLightComponentDetails"
TSharedRef<IDetailCustomization> FDirectionalLightComponentDetails::MakeInstance()
{
return MakeShareable( new FDirectionalLightComponentDetails );
}
void FDirectionalLightComponentDetails::CustomizeDetails( IDetailLayoutBuilder& DetailBuilder )
{
// Grab the Mobility property from SceneComponent
MobilityProperty = DetailBuilder.GetProperty("Mobility", USceneComponent::StaticClass());
// Get cascaded shadow map category
IDetailCategoryBuilder& ShadowMapCategory = DetailBuilder.EditCategory("CascadedShadowMaps", FText::GetEmpty(), ECategoryPriority::Default );
// Add DynamicShadowDistanceMovableLight
TSharedPtr<IPropertyHandle> MovableShadowRadiusProperty = DetailBuilder.GetProperty("DynamicShadowDistanceMovableLight");
ShadowMapCategory.AddProperty( MovableShadowRadiusProperty)
.IsEnabled( TAttribute<bool>( this, &FDirectionalLightComponentDetails::IsLightMovable ) );
// Add DynamicShadowDistanceStationaryLight
TSharedPtr<IPropertyHandle> StationaryShadowRadiusProperty = DetailBuilder.GetProperty("DynamicShadowDistanceStationaryLight");
ShadowMapCategory.AddProperty( StationaryShadowRadiusProperty)
.IsEnabled( TAttribute<bool>( this, &FDirectionalLightComponentDetails::IsLightStationary ) );
TSharedPtr<IPropertyHandle> LightIntensityProperty = DetailBuilder.GetProperty("Intensity", ULightComponentBase::StaticClass());
// Point lights need to override the ui min and max for units of lumens, so we have to undo that
LightIntensityProperty->SetInstanceMetaData("UIMin",TEXT("0.0f"));
LightIntensityProperty->SetInstanceMetaData("UIMax",TEXT("20.0f"));
}
bool FDirectionalLightComponentDetails::IsLightMovable() const
{
uint8 Mobility;
MobilityProperty->GetValue(Mobility);
return (Mobility == EComponentMobility::Movable);
}
bool FDirectionalLightComponentDetails::IsLightStationary() const
{
uint8 Mobility;
MobilityProperty->GetValue(Mobility);
return (Mobility == EComponentMobility::Stationary);
}
#undef LOCTEXT_NAMESPACE