107 lines
2.7 KiB
C++
107 lines
2.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/EnumAsByte.h"
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#include "CoreMinimal.h"
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#include "Engine/DeveloperSettings.h"
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#include "HAL/Platform.h"
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#include "Internationalization/Text.h"
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#include "UObject/Object.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/ObjectPtr.h"
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#include "UObject/UObjectGlobals.h"
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#include "WidgetPaletteFavorites.h"
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#include "WidgetDesignerSettings.generated.h"
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#define UE_API UMGEDITOR_API
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class UObject;
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class UWidgetPaletteFavorites;
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UENUM()
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enum EDisplayOnCompile : int
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{
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DoC_ErrorsOrWarnings,
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DoC_ErrorsOnly,
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DoC_WarningsOnly,
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DoC_Never,
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};
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/**
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* Implements the settings for the Widget Blueprint Designer.
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*/
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UCLASS(MinimalAPI, config=EditorPerProjectUserSettings)
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class UWidgetDesignerSettings : public UDeveloperSettings
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{
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GENERATED_BODY()
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public:
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UE_API UWidgetDesignerSettings();
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#if WITH_EDITOR
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UE_API virtual FText GetSectionText() const override;
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UE_API virtual FText GetSectionDescription() const override;
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#endif
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public:
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/** If enabled, actor positions will snap to the grid. */
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UPROPERTY(EditAnywhere, config, Category = GridSnapping, meta = (DisplayName = "Enable Grid Snapping"))
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uint32 GridSnapEnabled:1;
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/**
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*
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*/
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UPROPERTY(config)
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int32 GridSnapSize;
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/**
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*
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*/
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UPROPERTY(EditAnywhere, config, Category = Dragging)
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bool bLockToPanelOnDragByDefault;
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/** The default preview resolution in the designer.*/
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UPROPERTY(EditAnywhere, config, Category = Visuals)
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FUintVector2 DefaultPreviewResolution;
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/**
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* Should the designer show outlines by default?
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*/
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UPROPERTY(EditAnywhere, config, Category = Visuals, meta = ( DisplayName = "Show Dashed Outlines By Default" ))
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bool bShowOutlines;
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/**
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* Should the designer run the design event? Disable this if you're seeing crashes in the designer,
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* you may have some unsafe code running in the designer.
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*/
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UPROPERTY(EditAnywhere, config, Category = Visuals)
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bool bExecutePreConstructEvent;
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/**
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* Should the designer respect locked widgets? If true, the designer by default
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* will not allow you to select locked widgets in the designer view.
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*/
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UPROPERTY(EditAnywhere, config, Category = Interaction)
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bool bRespectLocks;
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/** Setting to automatically create compile tab based on compile results */
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UPROPERTY(EditAnywhere, config, Category = Interaction)
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TEnumAsByte<EDisplayOnCompile> CreateOnCompile;
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/** Setting to automatically dismiss compile tab based on compile results */
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UPROPERTY(EditAnywhere, config, Category = Interaction)
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TEnumAsByte<EDisplayOnCompile> DismissOnCompile;
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/**
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* List of Favorites widgets used to populate the Favorites Palette
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*/
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UPROPERTY()
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TObjectPtr<UWidgetPaletteFavorites> Favorites;
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};
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#undef UE_API
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