264 lines
8.9 KiB
C++
264 lines
8.9 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 "Layout/Visibility.h"
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#include "Styling/SlateColor.h"
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#include "Input/Reply.h"
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#include "Widgets/SOverlay.h"
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#include "Widgets/SViewport.h"
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#include "UnrealWidget.h"
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#include "EditorViewportClient.h"
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class FActiveTimerHandle;
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class FSceneViewport;
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class FUICommandList;
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class SViewport;
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struct FSlateBrush;
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class UNREALED_API SEditorViewport
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: public SCompoundWidget
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{
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public:
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SLATE_BEGIN_ARGS(SEditorViewport)
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: _ViewportSize(SViewport::FArguments::GetDefaultViewportSize())
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{}
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SLATE_ATTRIBUTE(FVector2D, ViewportSize);
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SLATE_END_ARGS()
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SEditorViewport();
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virtual ~SEditorViewport();
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void Construct(const FArguments& InArgs);
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virtual FReply OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent) override;
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virtual bool SupportsKeyboardFocus() const override;
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virtual FReply OnFocusReceived(const FGeometry& MyGeometry, const FFocusEvent& InFocusEvent) override;
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virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override;
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/**
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* @return True if the viewport is being updated in realtime
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*/
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bool IsRealtime() const;
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/** @return True if the viewport is currently visible */
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virtual bool IsVisible() const;
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/**
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* Invalidates the viewport to ensure it is redrawn during the next tick.
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* This is implied every frame while the viewport IsRealtime().
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*/
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void Invalidate();
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/** Toggles realtime on/off for the viewport. Slate tick/paint is ensured when realtime is on. */
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void OnToggleRealtime();
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/**
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* Sets whether this viewport can render directly to the back buffer. Advanced use only
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*
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* @param bInRenderDirectlyToWindow Whether we should be able to render to the back buffer
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*/
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void SetRenderDirectlyToWindow(const bool bInRenderDirectlyToWindow);
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/**
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* Sets whether stereo rendering is allowed for this viewport. Advanced use only
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*
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* @param bInEnableStereoRendering Whether stereo rendering should be allowed for this viewport
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*/
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void EnableStereoRendering(const bool bInEnableStereoRendering);
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/**
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* @return true if the specified coordinate system the active one active
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*/
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virtual bool IsCoordSystemActive(ECoordSystem CoordSystem) const;
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/** @return The viewport command list */
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const TSharedPtr<FUICommandList> GetCommandList() const { return CommandList; }
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TSharedPtr<FEditorViewportClient> GetViewportClient() const { return Client; }
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/**
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* @return The current FSceneViewport shared pointer
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*/
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TSharedPtr<FSceneViewport> GetSceneViewport() { return SceneViewport; }
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/**
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* Controls the visibility of the widget transform toolbar, if there is an associated toolbar
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*/
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virtual EVisibility GetTransformToolbarVisibility() const;
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/** Build the exposure menu using EV100 settings */
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TSharedRef<SWidget> BuildFixedEV100Menu() const;
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///////////////////////////////////////////////////////////////////////////////
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// begin feature level control functions block
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///////////////////////////////////////////////////////////////////////////////
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private:
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/** Called to get the feature level preview text */
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FText GetCurrentFeatureLevelPreviewText(bool bDrawOnlyLabel) const;
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/** @return The visibility of the current feature level preview text display */
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EVisibility GetCurrentFeatureLevelPreviewTextVisibility() const;
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/** Helper function that, for some FeatureLevel argument, will retrieve the required shader platform */
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EShaderPlatform GetShaderPlatformHelper(const ERHIFeatureLevel::Type InFeatureLevel) const;
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protected:
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/** @return true if realtime can be toggled (it cannot be toggled directly if there is an override in place) */
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bool CanToggleRealtime() const;
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/** call this function to build a 'text' widget that can display the present feature level */
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TSharedRef<SWidget> BuildFeatureLevelWidget() const;
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///////////////////////////////////////////////////////////////////////////////
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// end feature level control functions block
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///////////////////////////////////////////////////////////////////////////////
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/** Called by the fixed EV100 slider to get the fixed EV100 value */
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float OnGetFixedEV100Value() const;
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/** Called when fixed EV100 slider is adjusted */
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void OnFixedEV100ValueChanged(float NewValue);
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/** Called to know whether the fixed EV100 slider is enabled. */
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bool IsFixedEV100Enabled() const;
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virtual TSharedRef<FEditorViewportClient> MakeEditorViewportClient() = 0;
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// Implement this to add a viewport toolbar to the inside top of the viewport
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virtual TSharedPtr<SWidget> MakeViewportToolbar() { return TSharedPtr<SWidget>(nullptr); }
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// Implement this to add an arbitrary set of toolbars or other overlays to the inside of the viewport
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virtual void PopulateViewportOverlays(TSharedRef<SOverlay> Overlay) {}
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virtual void BindCommands();
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virtual const FSlateBrush* OnGetViewportBorderBrush() const { return NULL; }
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virtual FSlateColor OnGetViewportBorderColorAndOpacity() const { return FLinearColor::Black; }
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/**
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* @return The visibility of widgets in the viewport (e.g, menus). Note this is not the visibility of the scene rendered in the viewport
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*/
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virtual EVisibility OnGetViewportContentVisibility() const;
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/** UI Command delegate bindings */
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void OnToggleStats();
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/**
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* Toggles Stat command visibility in this viewport
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*
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* @param CommandName Name of the command
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*/
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virtual void ToggleStatCommand(FString CommandName);
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/**
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* Checks if Stat command is visible in this viewport
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*
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* @param CommandName Name of the command
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*/
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virtual bool IsStatCommandVisible(FString CommandName) const;
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/**
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* Toggles a show flag in this viewport
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*
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* @param EngineShowFlagIndex the ID to toggle
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*/
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void ToggleShowFlag(uint32 EngineShowFlagIndex);
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/**
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* Checks if a show flag is enabled in this viewport
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*
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* @param EngineShowFlagIndex the ID to check
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* @return true if the show flag is enabled, false otherwise
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*/
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bool IsShowFlagEnabled(uint32 EngineShowFlagIndex) const;
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/** Changes the auto exposure setting for this viewport */
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void ChangeExposureSetting();
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/** Checks if auto exposure setting is selected */
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bool IsExposureSettingSelected() const;
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virtual void OnScreenCapture();
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virtual void OnScreenCaptureForProjectThumbnail();
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virtual bool DoesAllowScreenCapture() { return true; }
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/**
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* Changes the snapping grid size
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*/
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virtual void OnIncrementPositionGridSize() {};
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virtual void OnDecrementPositionGridSize() {};
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virtual void OnIncrementRotationGridSize() {};
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virtual void OnDecrementRotationGridSize() {};
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/**
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* @return true if the specified widget mode is active
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*/
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virtual bool IsWidgetModeActive(FWidget::EWidgetMode Mode) const;
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/**
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* @return true if the translate/rotate mode widget is visible
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*/
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virtual bool IsTranslateRotateModeVisible() const;
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/**
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* @return true if the 2d mode widget is visible
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*/
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virtual bool Is2DModeVisible() const;
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/**
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* Moves between widget modes
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*/
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virtual void OnCycleWidgetMode();
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/**
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* Cycles between world and local coordinate systems
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*/
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virtual void OnCycleCoordinateSystem();
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/**
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* Called when the user wants to focus the viewport to the current selection
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*/
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virtual void OnFocusViewportToSelection() {}
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/** Gets the world this viewport is for */
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virtual UWorld* GetWorld() const;
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/**
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* Called when surface snapping has been enabled/disabled
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*/
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static void OnToggleSurfaceSnap();
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/**
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* Called to test whether surface snapping is enabled or not
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*/
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static bool OnIsSurfaceSnapEnabled();
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protected:
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TSharedPtr<SOverlay> ViewportOverlay;
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/** Viewport that renders the scene provided by the viewport client */
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TSharedPtr<FSceneViewport> SceneViewport;
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/** Widget where the scene viewport is drawn in */
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TSharedPtr<SViewport> ViewportWidget;
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/** The client responsible for setting up the scene */
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TSharedPtr<FEditorViewportClient> Client;
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/** Commandlist used in the viewport (Maps commands to viewport specific actions) */
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TSharedPtr<FUICommandList> CommandList;
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/** The last time the viewport was ticked (for visibility determination) */
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double LastTickTime;
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private:
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/** Ensures a Slate tick/paint pass when the viewport is realtime or was invalidated this frame */
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EActiveTimerReturnType EnsureTick(double InCurrentTime, float InDeltaTime);
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/** The handle to the active timer */
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TWeakPtr<FActiveTimerHandle> ActiveTimerHandle;
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/** Whether the viewport needs to update, even without input or realtime (e.g. inertial camera movement) */
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bool bInvalidated;
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};
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