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

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2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*
* This class contains a list of thumbnail rendering entries, which can be
* configured from Editor.ini. The idea is for thumbnail rendering to be
* extensible without having to modify Epic code.
*/
class ThumbnailManager extends Object
native
config(Editor);
/**
* Types of primitives for drawing thumbnails of resources.
*/
enum EThumbnailPrimType
{
TPT_None,
TPT_Sphere,
TPT_Cube,
TPT_Plane,
TPT_Cylinder
};
/**
* Types of backgrounds to use for rendering thumbnails
*/
enum EThumbnailBackgroundType
{
TBT_None,
TBT_DefaultBackground,
TBT_SolidBackground
};
/**
* Holds the settings for a class that needs a thumbnail renderer. Each entry
* maps to a corresponding class and holds the information needed
* to render the thumbnail, including which object to render via and its
* border color.
*/
struct native ThumbnailRenderingInfo
{
/**
* The name of the class that this thumbnail is for (so we can lazy bind)
*/
var String ClassNeedingThumbnailName;
/**
* This is the class that this entry is for, i.e. the class that
* will be rendered in the thumbnail views
*/
var Class ClassNeedingThumbnail;
/**
* The name of the class to load when rendering this thumbnail
* NOTE: This is a string to avoid any dependencies of compilation
*/
var String RendererClassName;
/**
* The instance of the renderer class
*/
var ThumbnailRenderer Renderer;
/**
* The name of the class to load when rendering labels for this thumbnail
* NOTE: This is a string to avoid any dependencies of compilation
*/
var String LabelRendererClassName;
/**
* The instance of the label renderer class
*/
var ThumbnailLabelRenderer LabelRenderer;
/**
* This is the border color to use for this type
*/
var Color BorderColor;
/**
* Icon for objects that don't have specialized drawing needs but still
* want to be able to see a thumbnail
*/
var String IconName;
};
/**
* The array of thumbnail rendering information entries. Each type that supports
* thumbnail rendering has an entry in here.
*/
var const config array<ThumbnailRenderingInfo> RenderableThumbnailTypes;
/**
* The array of thumbnail rendering information entries which support archetypes. Each type that supports
* archetype thumbnail rendering must have an entry in the .ini file.
*/
var const config array<ThumbnailRenderingInfo> ArchetypeRenderableThumbnailTypes;
/**
* Determines whether the initialization function is needed or not
*/
var const bool bIsInitialized;
// The following members are present for performance optimizations
/**
* Whether to update the map or not (GC usually causes this)
*/
var const bool bMapNeedsUpdate;
/**
* This holds a map of object type to render info entries
*/
var private{private} native transient const pointer RenderInfoMap;
/**
* This holds a map of object type to render info entries for archetypes
*/
var private{private} native transient const pointer ArchetypeRenderInfoMap{TMap<UClass *,FThumbnailRenderingInfo *>};
/**
* The render info to share across all object types when the object doesn't
* support rendering of thumbnails
*/
var const ThumbnailRenderingInfo NotSupported;
/**
* Cached background component instead of creating and destroying them for each
* thumbnail that is rendered
*/
var const StaticMeshComponent BackgroundComponent;
/**
* Cached static mesh component instead of creating and destroying them for
* each thumbnail that is rendered
*/
var const StaticMeshComponent SMPreviewComponent;
/**
* Cached skeletal mesh component instead of creating and destroying them for
* each thumbnail that is rendered
*/
var const SkeletalMeshComponent SKPreviewComponent;
/**
* When TRUE, ParticleSystem thumbnails will render a real-time preview
*/
var bool bPSysRealTime;
// All these meshes/materials/textures are preloaded via default properties
var const StaticMesh TexPropCube;
var const StaticMesh TexPropSphere;
var const StaticMesh TexPropCylinder;
var const StaticMesh TexPropPlane;
var const Material ThumbnailBackground;
var const Material ThumbnailBackgroundSolid;
var const MaterialInstanceConstant ThumbnailBackgroundSolidMatInst;
var const array<MaterialInterface> MeshMaterialArray;
cpptext
{
typedef TMap<UClass*,FThumbnailRenderingInfo*> FClassToRenderInfoMap;
protected:
/**
* Returns the pointer to the map as a reference. Creates it if one isn't
* already instanced.
*/
inline FClassToRenderInfoMap& GetRenderInfoMap(void)
{
if (RenderInfoMap == NULL)
{
RenderInfoMap = (void*)new FClassToRenderInfoMap();
}
return *(FClassToRenderInfoMap*)RenderInfoMap;
}
inline FClassToRenderInfoMap& GetArchetypeRenderInfoMap(void)
{
if ( ArchetypeRenderInfoMap == NULL )
{
ArchetypeRenderInfoMap = new FClassToRenderInfoMap();
}
return *ArchetypeRenderInfoMap;
}
public:
/**
* Returns the component to use for rendering a background. Creates one
* if needed.
*/
inline UStaticMeshComponent* GetBackgroundComponent(void)
{
if (BackgroundComponent == NULL)
{
BackgroundComponent = ConstructObject<UStaticMeshComponent>(UStaticMeshComponent::StaticClass());;
}
return BackgroundComponent;
}
/**
* Returns the component to use for rendering a static mesh. Creates one
* if needed.
*/
inline UStaticMeshComponent* GetStaticMeshPreviewComponent(void)
{
if (SMPreviewComponent == NULL)
{
SMPreviewComponent = ConstructObject<UStaticMeshComponent>(UStaticMeshComponent::StaticClass());;
}
// Reset the static-mesh's CastShadow flag to its default value.
SMPreviewComponent->CastShadow = TRUE;
SMPreviewComponent->DepthPriorityGroup = SDPG_UnrealEdBackground;
return SMPreviewComponent;
}
/**
* Returns the component to use for rendering a skeletal mesh. Creates one
* if needed.
*/
inline USkeletalMeshComponent* GetSkeletalMeshPreviewComponent(void)
{
if (SKPreviewComponent == NULL)
{
SKPreviewComponent = ConstructObject<USkeletalMeshComponent>(USkeletalMeshComponent::StaticClass());;
}
return SKPreviewComponent;
}
/**
* Sets Material Array for meshes
*/
void SetMeshPreviewMaterial (TArray<UMaterialInterface*>& InMaterialArray)
{
MeshMaterialArray = InMaterialArray;
}
/**
* Gets Material Array for meshes
*/
TArrayNoInit <UMaterialInterface*>& GetStaticMeshMaterialArray(void)
{
return MeshMaterialArray;
}
/**
* Clears Material Array for meshes. Should be called directly after
*/
void ClearStaticMeshmaterialArray (void)
{
MeshMaterialArray.Empty();
}
/**
* Clears cached components.
*/
void ClearComponents(void);
/**
* Cleans up any allocations that won't be GCed (UObject interface)
*/
void FinishDestroy(void);
/**
* Serializes any object renferences and sets the map needs update flag
*
* @param Ar the archive to serialize to/from
*/
void Serialize(FArchive& Ar);
/**
* Fixes up any classes that need to be loaded in the thumbnail types
*/
void Initialize(void);
/**
* Returns the entry for the specified object
*
* @param Object the object to find thumbnail rendering info for
*
* @return A pointer to the rendering info if valid, otherwise NULL
*/
FThumbnailRenderingInfo* GetRenderingInfo(UObject* Object);
protected:
/**
* Fixes up any classes that need to be loaded in the thumbnail types per-map type
*/
void InitializeRenderTypeArray( TArray<struct FThumbnailRenderingInfo>& ThumbnailRendererTypes, FClassToRenderInfoMap& ThumbnailMap );
}
defaultproperties
{
TexPropCube=StaticMesh'EditorMeshes.TexPropCube'
TexPropSphere=StaticMesh'EditorMeshes.TexPropSphere'
TexPropCylinder=StaticMesh'EditorMeshes.TexPropCylinder'
TexPropPlane=StaticMesh'EditorMeshes.TexPropPlane'
ThumbnailBackground=Material'EditorMaterials.ThumbnailBack'
ThumbnailBackgroundSolid=Material'EditorMaterials.ThumbnailSolid'
ThumbnailBackgroundSolidMatInst=MaterialInstanceConstant'EditorMaterials.ThumbnailSolid_MATInst'
bPSysRealTime=true
}