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KF2-Dev-Scripts/UnrealEd/Classes/GroupActor.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// GroupActor: Collects a group of actors, allowing for management and universal transformation.
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class GroupActor extends Actor
hidedropdown
native;
var editoronly public{private} bool bLocked;
var editoronly public{private} bool bResetProxy;
var editoronly public{private} bool bRemergeProxy;
var editoronly public{private} byte eMaterialType;
var editoronly public{private} byte eVertexColorMode;
var editoronly public{private} int iOnScreenSize;
var editoronly public{private} int iTextureSize;
var editoronly public{private} array<Actor> GroupActors;
var editoronly public{private} array<GroupActor> SubGroups;
cpptext
{
virtual void Spawned();
virtual void PostLoad();
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
virtual void PostScriptDestroyed();
virtual UBOOL Tick( FLOAT DeltaTime, enum ELevelTick TickType );
virtual UBOOL IsSelected() const;
/**
Checks the group/proxy to make sure it doesn't conflict with other groups or is attempting anything invalid
*/
UBOOL ValidateGroup();
void VerifyProxy( const UBOOL bSkipProxy, const UBOOL bSkipHidden );
/**
* Apply given deltas to all actors and subgroups for this group.
* @param Viewport The viewport to draw to apply our deltas
* @param InDrag Delta Transition
* @param InRot Delta Rotation
* @param InScale Delta Scale
*/
void GroupApplyDelta(FEditorLevelViewportClient* Viewport, const FVector& InDrag, const FRotator& InRot, const FVector& InScale );
/**
* Draw brackets around all selected groups
* @param PDI FPrimitiveDrawInterface used to draw lines in active viewports
* @param Viewport The viewport to draw brackets in.
* @param bMustBeSelected Flag to only draw currently selected groups. Defaults to TRUE.
*/
static void DrawBracketsForGroups( FPrimitiveDrawInterface* PDI, FViewport* Viewport, UBOOL bMustBeSelected=TRUE );
/**
* Changes the given array to remove any existing subgroups
* @param GroupArray Array to remove subgroups from
*/
static void RemoveSubGroupsFromArray(TArray<AGroupActor*>& GroupArray);
/**
* Returns the highest found root for the given actor or null if one is not found. Qualifications of root can be specified via optional parameters.
* @param InActor Actor to find a group root for.
* @param bMustBeLocked Flag designating to only return the topmost locked group.
* @param bMustBeSelected Flag designating to only return the topmost selected group.
* @return The topmost group actor for this actor. Returns null if none exists using the given conditions.
*/
static AGroupActor* GetRootForActor(AActor* InActor, UBOOL bMustBeLocked=FALSE, UBOOL bMustBeSelected=FALSE);
/**
* Returns the direct parent for the actor or null if one is not found.
* @param InActor Actor to find a group parent for.
* @return The direct parent for the given actor. Returns null if no group has this actor as a child.
*/
static AGroupActor* GetParentForActor(AActor* InActor);
/**
* Query to find how many active groups are currently in the editor.
* @param bSelected Flag to only return currently selected groups (defaults to FALSE).
* @param bDeepSearch Flag to do a deep search when checking group selections (defaults to TRUE).
* @return Number of active groups currently in the editor.
*/
static const INT NumActiveGroups( UBOOL bSelected=FALSE, UBOOL bDeepSearch=TRUE );
/**
* Get the selected group matching the supplied index
* @param iGroupIdx Index of selected groups to gather the actors from.
* @param bDeepSearch Flag to do a deep search when checking group selections (defaults to TRUE).
* @return Selected group actor, NULL if failed to find it
*/
static AGroupActor* GetSelectedGroup( INT iGroupIdx, UBOOL bDeepSearch=TRUE );
/**
* Adds selected ungrouped actors to a selected group. Does nothing if more than one group is selected.
*/
static UBOOL AddSelectedActorsToSelectedGroup();
/**
* Removes selected ungrouped actors from a selected group. Does nothing if more than one group is selected.
*/
static UBOOL RemoveSelectedActorsFromSelectedGroup();
/**
* Report stats for selected group.
*/
static UBOOL ReportStatsForSelectedGroups();
/**
* Report stats for selected actors.
*/
static UBOOL ReportStatsForSelectedActors();
/**
* Locks the lowest selected groups in the current selection.
*/
static UBOOL LockSelectedGroups();
/**
* Unlocks the highest locked parent groups for actors in the current selection.
*/
static UBOOL UnlockSelectedGroups();
/**
* Toggle group mode
*/
static void ToggleGroupMode();
/**
* Reselects any valid groups based on current editor selection
*/
static void SelectGroupsInSelection();
/**
* Loops through the active groups and checks to see if any need remerging
*/
static void RemergeActiveGroups();
/**
* Lock this group and all subgroups.
*/
void Lock();
/**
* Unlock this group
*/
FORCEINLINE void Unlock()
{
bLocked = false;
};
/**
* @return Group's locked state
*/
FORCEINLINE UBOOL IsLocked() const
{
return bLocked;
};
/**
* Indicate that this group needs it's proxy remerging
*/
FORCEINLINE void SetRemergeProxy(UBOOL bRemerge)
{
bRemergeProxy = bRemerge;
};
/**
* Get whether this group needs it's proxy remerging
*/
FORCEINLINE UBOOL GetRemergeProxy()
{
return bRemergeProxy;
};
/**
* Reset the params which constructed the proxy
*/
FORCEINLINE void ResetProxyParams()
{
eMaterialType = 255;
eVertexColorMode = 255;
iOnScreenSize = -1;
iTextureSize = -1;
};
/**
* Set the params which constructed the proxy
*/
FORCEINLINE void SetProxyParams(BYTE eMaterialTypeIn, BYTE eVertexColorModeIn, INT iOnScreenSizeIn, INT iTextureSizeIn)
{
eMaterialType = eMaterialTypeIn;
eVertexColorMode = eVertexColorModeIn;
iOnScreenSize = iOnScreenSizeIn;
iTextureSize = iTextureSizeIn;
};
/**
* Get the params which constructed the proxy
*/
FORCEINLINE UBOOL GetProxyParams(BYTE &eMaterialTypeOut, BYTE &eVertexColorModeOut, INT &iOnScreenSizeOut, INT &iTextureSizeOut)
{
eMaterialTypeOut = eMaterialType;
eVertexColorModeOut = eVertexColorMode;
iOnScreenSizeOut = iOnScreenSize;
iTextureSizeOut = iTextureSize;
return ( ( eMaterialTypeOut != 255 && eVertexColorModeOut != 255 && iOnScreenSizeOut != -1 && iTextureSizeOut != -1 ) ? TRUE : FALSE );
};
/**
* @param InActor Actor to add to this group
* @param bInformProxy Should the proxy dialog be informed of this change (necessary to stop recursion)
*/
void Add(AActor& InActor, const UBOOL bInformProxy = TRUE, const UBOOL bMaintainProxy = FALSE);
/**
* Removes the given actor from this group. If the group has no actors after this transaction, the group itself is removed.
* @param InActor Actor to remove from this group
* @param bInformProxy Should the proxy dialog be informed of this change (necessary to stop recursion & only when it's not moved to another group)
* @param bMaintainProxy Special case for when were removing the proxy from the group, but don't want to unmerge it
* @param bMaintainGroup Special case for when were reverting the proxy but want to keep it's meshes part of the group
*/
void Remove(AActor& InActor, const UBOOL bInformProxy = TRUE, const UBOOL bMaintainProxy = FALSE, const UBOOL bMaintainGroup = FALSE);
/**
* @param InActor Actor to search for
* @return True if the group contains the given actor.
*/
UBOOL Contains(AActor& InActor) const;
/**
* Searches the group for a proxy
* @return The proxy, if found
*/
AStaticMeshActor* ContainsProxy() const;
/**
* @param bDeepSearch Flag to check all subgroups as well. Defaults to TRUE.
* @return True if the group contains any selected actors.
*/
UBOOL HasSelectedActors(UBOOL bDeepSearch=TRUE) const;
/**
* Detaches all children (actors and subgroups) from this group and then removes it.
* @param bMaintainProxy Special case for when were removing the proxy from the group, but don't want to unmerge it
*/
void ClearAndRemove(const UBOOL bMaintainProxy = FALSE);
/**
* Sets this group's location to the center point based on current location of its children.
*/
void CenterGroupLocation();
/**
* @param OutGroupActors Array to fill with all actors for this group.
* @param bRecurse Flag to recurse and gather any actors in this group's subgroups.
*/
void GetGroupActors(TArray<AActor*>& OutGroupActors, UBOOL bRecurse=FALSE) const;
/**
* @param OutSubGroups Array to fill with all subgroups for this group.
* @param bRecurse Flag to recurse and gather any subgroups in this group's subgroups.
*/
void GetSubGroups(TArray<AGroupActor*>& OutSubGroups, UBOOL bRecurse=FALSE) const;
/**
* @param OutChildren Array to fill with all children for this group.
* @param bRecurse Flag to recurse and gather any children in this group's subgroups.
*/
void GetAllChildren(TArray<AActor*>& OutChildren, UBOOL bRecurse=FALSE) const;
}
defaultproperties
{
bLocked = true;
bResetProxy = false;
bRemergeProxy = false;
eMaterialType = 255;
iOnScreenSize = -1;
iTextureSize = -1;
}