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UnrealEngine/Engine/Source/Editor/LevelEditor/Public/LevelEditorMenuContext.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

127 lines
3.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "CoreMinimal.h"
#include "Elements/Framework/TypedElementHandle.h"
#include "Math/UnrealMathSSE.h"
#include "Math/Vector.h"
#include "Templates/SharedPointer.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/ObjectPtr.h"
#include "UObject/UObjectGlobals.h"
#include "UObject/WeakObjectPtr.h"
#include "UObject/WeakObjectPtrTemplates.h"
#include "LevelEditorMenuContext.generated.h"
#define UE_API LEVELEDITOR_API
class AActor;
class FLevelEditorViewportClient;
class ILevelEditor;
class SLevelEditor;
class SLevelViewport;
class SLevelViewportToolBar;
class UActorComponent;
class UTypedElementSelectionSet;
struct FFrame;
class UToolMenu;
struct FToolMenuSection;
struct FToolMenuContext;
UCLASS(MinimalAPI)
class ULevelEditorMenuContext : public UObject
{
GENERATED_BODY()
public:
UE_API TWeakPtr<ILevelEditor> GetLevelEditor() const;
TWeakPtr<SLevelEditor> LevelEditor;
};
/** Enum to describe what a level editor context menu should be built for */
UENUM()
enum class ELevelEditorMenuContext : uint8
{
/** This context menu is applicable to a viewport (limited subset of entries) */
Viewport,
/** This context menu is applicable to the Scene Outliner (disables click-position-based menu items) */
SceneOutliner,
/** This is the replica of the context menu that appears in the main menu bar (lists all entries) */
MainMenu,
};
UCLASS(MinimalAPI)
class ULevelEditorContextMenuContext : public UObject
{
GENERATED_BODY()
public:
TWeakPtr<ILevelEditor> LevelEditor;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="LevelEditor|Menu")
ELevelEditorMenuContext ContextType;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="LevelEditor|Menu")
TObjectPtr<const UTypedElementSelectionSet> CurrentSelection;
/** If the ContextType is Viewport this property can be set to the HitProxy element that triggered the ContextMenu. */
FTypedElementHandle HitProxyElement;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="LevelEditor|Menu")
FVector CursorWorldLocation;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="LevelEditor|Menu")
TArray<TObjectPtr<UActorComponent>> SelectedComponents;
/** If the ContextType is Viewport this property can be set to the HitProxy actor that triggered the ContextMenu. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="LevelEditor|Menu")
TWeakObjectPtr<AActor> HitProxyActor = nullptr;
UFUNCTION(BlueprintCallable, Category = "LevelEditor | Menu", DisplayName="Get Hit Proxy Element", meta=(ScriptName="GetHitProxyElement"))
UE_API FScriptTypedElementHandle GetScriptHitProxyElement();
};
UCLASS(MinimalAPI)
class ULevelViewportContext : public UObject
{
GENERATED_BODY()
public:
static UE_API TSharedPtr<SLevelViewport> GetLevelViewport(const UToolMenu* Menu);
static UE_API TSharedPtr<SLevelViewport> GetLevelViewport(const FToolMenuSection& Section);
static UE_API TSharedPtr<SLevelViewport> GetLevelViewport(const FToolMenuContext& Context);
TWeakPtr<SLevelViewport> LevelViewport;
UE_API FLevelEditorViewportClient* GetLevelViewportClient() const;
};
UCLASS(MinimalAPI)
class UE_DEPRECATED(5.7, "Use ULevelViewportContext instead") ULevelViewportToolBarContext : public UObject
{
GENERATED_BODY()
public:
PRAGMA_DISABLE_DEPRECATION_WARNINGS
TWeakPtr<SLevelViewportToolBar> LevelViewportToolBarWidget;
PRAGMA_ENABLE_DEPRECATION_WARNINGS
UE_API virtual FLevelEditorViewportClient* GetLevelViewportClient() const { return nullptr; }
};
UCLASS(MinimalAPI)
class UQuickActionMenuContext : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="LevelEditor|Menu")
TObjectPtr<const UTypedElementSelectionSet> CurrentSelection;
};
#undef UE_API