64 lines
1.7 KiB
C++
64 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "HAL/Platform.h"
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#include "Templates/SharedPointer.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Widgets/SCompoundWidget.h"
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#define UE_API CLOTHPAINTER_API
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class IDetailsView;
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class IPersonaToolkit;
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class ISkeletalMeshEditor;
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class SClothAssetSelector;
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class SClothPaintWidget;
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class SScrollBox;
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class UClothingAssetBase;
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struct FGeometry;
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class SClothPaintTab : public SCompoundWidget
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{
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public:
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SLATE_BEGIN_ARGS(SClothPaintTab)
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{}
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SLATE_ARGUMENT(TWeakPtr<class FAssetEditorToolkit>, InHostingApp)
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SLATE_END_ARGS()
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UE_API SClothPaintTab();
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UE_API ~SClothPaintTab();
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/** SWidget functions */
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UE_API void Construct(const FArguments& InArgs);
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UE_API virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override;
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/** Setup and teardown the cloth paint UI */
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UE_API void EnterPaintMode();
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UE_API void ExitPaintMode();
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protected:
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/** Called from the selector when the asset selection changes (Asset, LOD, Mask) */
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UE_API void OnAssetSelectionChanged(TWeakObjectPtr<UClothingAssetBase> InAssetPtr, int32 InLodIndex, int32 InMaskIndex);
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/** Whether or not the asset config section is enabled for editing */
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UE_API bool IsAssetDetailsPanelEnabled();
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/** Helpers for getting editor objects */
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UE_API ISkeletalMeshEditor* GetSkeletalMeshEditor() const;
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UE_API TSharedRef<IPersonaToolkit> GetPersonaToolkit() const;
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TWeakPtr<class FAssetEditorToolkit> HostingApp;
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TSharedPtr<SClothAssetSelector> SelectorWidget;
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TSharedPtr<SClothPaintWidget> ModeWidget;
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TSharedPtr<SScrollBox> ContentBox;
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TSharedPtr<IDetailsView> DetailsView;
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bool bModeApplied;
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};
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#undef UE_API
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