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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

439 lines
16 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Layout/Visibility.h"
#include "Styling/SlateColor.h"
#include "Input/Reply.h"
#include "Widgets/SOverlay.h"
#include "Widgets/SViewport.h"
#include "UnrealWidgetFwd.h"
#include "EditorViewportClient.h"
#include "Viewports/SDepthBar.h"
class FActiveTimerHandle;
class FSceneViewport;
class FUICommandList;
class IPreviewProfileController;
class SViewport;
class UModeManagerInteractiveToolsContext;
class UViewportInteractionsBehaviorSource;
struct FSlateBrush;
struct FToolMenuContext;
class SDepthBar;
class SEditorViewport
: public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS(SEditorViewport)
: _ViewportSize(SViewport::FArguments::GetDefaultViewportSize())
{ }
SLATE_ATTRIBUTE(FVector2D, ViewportSize);
SLATE_END_ARGS()
UNREALED_API SEditorViewport();
UNREALED_API virtual ~SEditorViewport();
UNREALED_API void Construct( const FArguments& InArgs );
UNREALED_API virtual FReply OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent ) override;
UNREALED_API virtual bool SupportsKeyboardFocus() const override;
UNREALED_API virtual FReply OnFocusReceived( const FGeometry& MyGeometry, const FFocusEvent& InFocusEvent ) override;
UNREALED_API virtual void Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime ) override;
/**
* @return True if the viewport is being updated in realtime
*/
UNREALED_API bool IsRealtime() const;
/** @return True if the viewport is currently visible */
UNREALED_API virtual bool IsVisible() const;
/**
* Invalidates the viewport to ensure it is redrawn during the next tick.
* This is implied every frame while the viewport IsRealtime().
*/
UNREALED_API void Invalidate();
/** Toggles realtime on/off for the viewport. Slate tick/paint is ensured when realtime is on. */
UNREALED_API void OnToggleRealtime();
/**
* Sets whether this viewport can render directly to the back buffer. Advanced use only
*
* @param bInRenderDirectlyToWindow Whether we should be able to render to the back buffer
*/
UNREALED_API void SetRenderDirectlyToWindow( const bool bInRenderDirectlyToWindow );
/**
* Sets whether stereo rendering is allowed for this viewport. Advanced use only
*
* @param bInEnableStereoRendering Whether stereo rendering should be allowed for this viewport
*/
UNREALED_API void EnableStereoRendering( const bool bInEnableStereoRendering );
/**
* @return true if the specified coordinate system the active one active
*/
UNREALED_API virtual bool IsCoordSystemActive( ECoordSystem CoordSystem ) const;
/**
* Cycles between world and local coordinate systems
*/
UNREALED_API virtual void OnCycleCoordinateSystem();
/** @return The viewport command list */
const TSharedPtr<FUICommandList> GetCommandList() const { return CommandList; }
TSharedPtr<FEditorViewportClient> GetViewportClient() const { return Client; }
/**
* @return The current FSceneViewport shared pointer
*/
TSharedPtr<FSceneViewport> GetSceneViewport() { return SceneViewport; }
/**
* Controls the visibility of the widget transform toolbar, if there is an associated toolbar
*/
UNREALED_API virtual EVisibility GetTransformToolbarVisibility() const;
/** Build the exposure menu using EV100 settings */
UNREALED_API TSharedRef<SWidget> BuildFixedEV100Menu() const;
/** Build the slider to adjust wireframe opacity */
UNREALED_API TSharedRef<SWidget> BuildWireframeMenu() const;
/**
* Called when the user wants to show the in-viewport context menu
*/
virtual void ToggleInViewportContextMenu() {}
virtual void HideInViewportContextMenu() {}
UNREALED_API virtual void UpdateInViewportMenuLocation(const FVector2D InLocation);
virtual bool CanToggleInViewportContextMenu() { return false; }
UNREALED_API bool IsPreviewingScreenPercentage() const;
UNREALED_API void TogglePreviewingScreenPercentage();
UNREALED_API void OnOpenViewportPerformanceProjectSettings();
UNREALED_API void OnOpenViewportPerformanceEditorPreferences();
UNREALED_API TSharedPtr<IPreviewProfileController> GetPreviewProfileController();
/**
* A legacy patch built to allow SCommonEditorViewportToolbarBase to automatically switch to the new viewport style.
* This function will go away in the future.
*/
void MarkLegacyToolbarChildAsAutomaticallyUpgradable(const TSharedRef<SWidget>& ExpectedChild);
///////////////////////////////////////////////////////////////////////////////
// begin shader platform control functions block
///////////////////////////////////////////////////////////////////////////////
private:
/** Called to get the shader platform preview text */
UE_DEPRECATED(5.7, "GetCurrentFeatureLevelPreviewText is deprecated, please use GetCurrentShaderPlatformPreviewText")
UNREALED_API FText GetCurrentFeatureLevelPreviewText(bool bDrawOnlyLabel) const;
UNREALED_API FText GetCurrentShaderPlatformPreviewText(bool bDrawOnlyLabel) const;
/** Helper function that, for some FeatureLevel argument, will retrieve the required shader platform */
UNREALED_API EShaderPlatform GetShaderPlatformHelper(const ERHIFeatureLevel::Type InFeatureLevel) const;
protected:
/** @return The visibility of the current shader platform preview text display */
UE_DEPRECATED(5.7, "GetCurrentFeatureLevelPreviewTextVisibility is deprecated, please use GetCurrentShaderPlatformPreviewTextVisibility")
UNREALED_API EVisibility GetCurrentFeatureLevelPreviewTextVisibility() const;
UNREALED_API EVisibility GetCurrentShaderPlatformPreviewTextVisibility() const;
/** @return true if realtime can be toggled (it cannot be toggled directly if there is an override in place) */
UNREALED_API bool CanToggleRealtime() const;
/** call this function to build a 'text' widget that can display the current Shader Platform */
UE_DEPRECATED(5.7, "BuildFeatureLevelWidget is deprecated, please use BuildShaderPlatformWidget")
UNREALED_API TSharedRef<SWidget> BuildFeatureLevelWidget() const;
UNREALED_API TSharedRef<SWidget> BuildShaderPlatformWidget() const;
///////////////////////////////////////////////////////////////////////////////
// end shader platform control functions block
///////////////////////////////////////////////////////////////////////////////
/** Called by the fixed EV100 slider to get the fixed EV100 value */
UNREALED_API float OnGetFixedEV100Value() const;
/** Called when fixed EV100 slider is adjusted */
UNREALED_API void OnFixedEV100ValueChanged( float NewValue );
/** Called to know whether the fixed EV100 slider is enabled. */
UNREALED_API bool IsFixedEV100Enabled() const;
/** Adjustable wireframe opacity */
UNREALED_API void OnWireframeOpacityChanged(float Opacity);
UNREALED_API float OnGetWireframeOpacity() const;
virtual TSharedRef<FEditorViewportClient> MakeEditorViewportClient() = 0;
// Implement this to add a viewport toolbar above the viewport that does not cover the viewport.
virtual TSharedPtr<SWidget> BuildViewportToolbar() { return TSharedPtr<SWidget>(nullptr); }
// Implement this to add a viewport toolbar to the inside top of the viewport
UE_DEPRECATED(5.7, "Please use BuildViewportToolbar() to create a toolbar that lives above the viewport instead. Alternatively, insert the toolbar in PopulateViewportOverlays()")
virtual TSharedPtr<SWidget> MakeViewportToolbar() final { return TSharedPtr<SWidget>(nullptr); }
// Implement this to add an arbitrary set of toolbars or other overlays to the inside of the viewport
virtual void PopulateViewportOverlays(TSharedRef<SOverlay> Overlay) { }
virtual TSharedPtr<IPreviewProfileController> CreatePreviewProfileController() { return nullptr; }
UNREALED_API virtual void BindCommands();
UNREALED_API virtual void BindShowCommands( FUICommandList& OutCommandList );
virtual const FSlateBrush* OnGetViewportBorderBrush() const { return nullptr; }
virtual FSlateColor OnGetViewportBorderColorAndOpacity() const { return FLinearColor::Black; }
/**
* @return The visibility of widgets in the viewport (e.g, menus). Note this is not the visibility of the scene rendered in the viewport
*/
UNREALED_API virtual EVisibility OnGetViewportContentVisibility() const;
/**
* @return The visibility of the viewport focus indicator.
*/
virtual EVisibility OnGetFocusedViewportIndicatorVisibility() const { return EVisibility::Collapsed; }
/** UI Command delegate bindings */
UNREALED_API void OnToggleStats();
/**
* Toggles Stat command visibility in this viewport
*
* @param CommandName Name of the command
*/
UNREALED_API virtual void ToggleStatCommand(FString CommandName);
/**
* Checks if Stat command is visible in this viewport
*
* @param CommandName Name of the command
*/
UNREALED_API virtual bool IsStatCommandVisible(FString CommandName) const;
/**
* Toggles a show flag in this viewport
*
* @param EngineShowFlagIndex the ID to toggle
*/
UNREALED_API void ToggleShowFlag( uint32 EngineShowFlagIndex );
/**
* Checks if a show flag is enabled in this viewport
*
* @param EngineShowFlagIndex the ID to check
* @return true if the show flag is enabled, false otherwise
*/
UNREALED_API bool IsShowFlagEnabled( uint32 EngineShowFlagIndex ) const;
/** Changes the auto exposure setting for this viewport */
UNREALED_API void ChangeExposureSetting();
/** Checks if auto exposure setting is selected */
UNREALED_API bool IsExposureSettingSelected() const;
UNREALED_API virtual void OnScreenCapture();
UNREALED_API virtual void OnScreenCaptureForProjectThumbnail();
virtual bool DoesAllowScreenCapture() { return true; }
/**
* Changes the snapping grid size
*/
virtual void OnIncrementPositionGridSize() {};
virtual void OnDecrementPositionGridSize() {};
virtual void OnIncrementRotationGridSize() {};
virtual void OnDecrementRotationGridSize() {};
/**
* @return true if the specified widget mode is active
*/
UNREALED_API virtual bool IsWidgetModeActive( UE::Widget::EWidgetMode Mode ) const;
/**
* @return true if the translate/rotate mode widget is visible
*/
UNREALED_API virtual bool IsTranslateRotateModeVisible() const;
/**
* @return true if the 2d mode widget is visible
*/
UNREALED_API virtual bool Is2DModeVisible() const;
/**
* Moves between widget modes
*/
UNREALED_API virtual void OnCycleWidgetMode();
/**
* Called when the user wants to focus the viewport to the current selection
*/
virtual void OnFocusViewportToSelection(){}
/** Gets the world this viewport is for */
UNREALED_API virtual UWorld* GetWorld() const;
/**
* Override this function to add the desired viewport interactions for this editor.
* Requires virtual function GetModeManagerInteractiveToolsContext to return a valid UModeManagerInteractiveToolsContext
*/
virtual void OnRegisterViewportInteractions(UViewportInteractionsBehaviorSource* InBehaviorSource)
{
}
/**
* Override to return the Mode Manager Interactive Tools Context for your specific SEditorViewport. Required by
* OnRegisterViewportInteractions in order to obtain a valid UViewportInteractionsBehaviorSource
*/
virtual UModeManagerInteractiveToolsContext* GetModeManagerInteractiveToolsContext()
{
return nullptr;
}
/**
* Called when surface snapping has been enabled/disabled
*/
static UNREALED_API void OnToggleSurfaceSnap();
/**
* Called to test whether surface snapping is enabled or not
*/
static UNREALED_API bool OnIsSurfaceSnapEnabled();
/**
* Called when rotation matching surface normal has been enabled/disabled
*/
static UNREALED_API void OnToggleRotateToSurfaceNormal();
/**
* Called to test whether rotation matching surface normal is enabled or not
*/
static UNREALED_API bool IsRotateToSurfaceNormalEnabled();
/**
* Called to enable/disable distance-based perspective camera speed scaling
*/
static UNREALED_API void OnToggleDistanceBasedCameraSpeed();
/**
* Called to test whether distance-based perspective camera speed scaling is enabled
*/
static UNREALED_API bool IsDistanceBasedCameraSpeedEnabled();
/**
* Creates a widget showing whether the viewport is active or not
* @param InVisibility visibility attribute, can be used to dynamically hide the widget
*/
static UNREALED_API TSharedPtr<SWidget> CreateViewportIndicatorWidget(const TAttribute<EVisibility>& InVisibility);
protected:
TSharedPtr<SOverlay> ViewportOverlay;
/** Viewport that renders the scene provided by the viewport client */
TSharedPtr<FSceneViewport> SceneViewport;
/** Widget where the scene viewport is drawn in */
TSharedPtr<SViewport> ViewportWidget;
/** The client responsible for setting up the scene */
TSharedPtr<FEditorViewportClient> Client;
PRAGMA_DISABLE_EXPERIMENTAL_WARNINGS
/** The depth bar used by this viewport */
UE_EXPERIMENTAL(5.7, "Experimental interface to the Depth bar controls")
TSharedPtr<SDepthBar> DepthBar;
PRAGMA_ENABLE_EXPERIMENTAL_WARNINGS
/** Commandlist used in the viewport (Maps commands to viewport specific actions) */
TSharedPtr<FUICommandList> CommandList;
/** Handles Preview Profiles */
TSharedPtr<IPreviewProfileController> PreviewProfileController;
/** The last time the viewport was ticked (for visibility determination) */
double LastTickTime;
FVector2D InViewportContextMenuLocation;
private:
/** Ensures a Slate tick/paint pass when the viewport is realtime or was invalidated this frame */
UNREALED_API EActiveTimerReturnType EnsureTick( double InCurrentTime, float InDeltaTime );
/** Gets the visibility of the active viewport border */
UNREALED_API EVisibility GetActiveBorderVisibility() const;
/**
* Will register ITF viewport interactions, if OnRegisterViewportInteractions is overridden in your SEditorViewport
*/
void RegisterViewportInteractions();
/** Called when the user wants to focus the viewport to the current selection and clip the near plane to the bounds of that selection */
void OnFocusAndClipViewportToSelection();
/**
* Creates the viewport depth bar and any containing widgets
*/
TSharedPtr<SWidget> BuildViewportDepthBar();
/**
* Called when enabling or disabling the depth bar.
*/
void OnToggleUseDepthBar();
/**
* @return True if the depth bar can be enabled.
*/
bool CanUseDepthBar() const;
/**
* @return True if the depth bar is active
*/
bool IsDepthBarActive() const;
/** @return The visibility of the viewport depth bar. */
EVisibility OnGetDepthBarVisibility() const;
PRAGMA_DISABLE_EXPERIMENTAL_WARNINGS
/** @return The current mode of the depth bar. */
SDepthBar::EMode GetDepthBarMode() const;
/** @return The current depth space of the depth bar. */
TOptional<SDepthBar::FDepthSpace> GetDepthBarSpace() const;
PRAGMA_ENABLE_EXPERIMENTAL_WARNINGS
/** @return The current near plane for the depth bar. */
TOptional<double> GetDepthBarNearPlane() const;
/** @return The current near plane for the depth bar. */
TOptional<double> GetDepthBarFarPlane() const;
/** Called to change the depth bar near plane. */
void OnDepthBarNearPlaneChanged(const TOptional<double>& InNearPlane);
/** Called to change the depth bar far plane. */
void OnDepthBarFarPlaneChanged(const TOptional<double>& InFarPlane);
/** Reset the depth bar back to the default state. */
void DismissDepthBar();
private:
/** The handle to the active timer */
TWeakPtr<FActiveTimerHandle> ActiveTimerHandle;
/** Whether the viewport needs to update, even without input or realtime (e.g. inertial camera movement) */
bool bInvalidated;
/** Whether the depth bar should be displayed, if possible */
bool bShowDepthBar = false;
/** Whether there is enough space to display the depth bar */
bool bHasSpaceForDepthBar = false;
/** For automatic legacy toolbar upgrades. Registers the child widget to expect in order to allow an automatic upgrade. */
TWeakPtr<SWidget> AutoUpgradeWidgetChild = nullptr;
/** A flag indicating that the automatic toolbar upgrade has been approved */
bool bLegacyToolbarIsAutomaticallyUpgradable = false;
};