/* * Copyright (c) <2021> Side Effects Software Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * 2. The name of Side Effects Software may not be used to endorse or * promote products derived from this software without specific prior * written permission. * * THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN * NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, * OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #pragma once #include "CoreMinimal.h" #include "IDetailCustomization.h" #include "HoudiniPDGDetails.h" #include "HoudiniOutputDetails.h" #include "HoudiniParameterDetails.h" #include "HoudiniEngineDetails.h" class UHoudiniAssetComponent; class UStaticMesh; class FHoudiniAssetComponentDetails : public IDetailCustomization { public: // Constructor. FHoudiniAssetComponentDetails(); // Destructor. virtual ~FHoudiniAssetComponentDetails(); // IDetailCustomization methods. virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override; // Create an instance of this detail layout class. static TSharedRef MakeInstance(); // Adds a text row that indicate the status of the Houdini Session static void AddSessionStatusRow(IDetailCategoryBuilder& InCategory); static bool GetSessionStatusAndColor(FString& OutStatusString, FLinearColor& OutStatusColor); private: // Adds a text row indicate we're using a Houdini indie license void AddIndieLicenseRow(IDetailCategoryBuilder& InCategory); // Adds a category for baking options void AddBakeMenu(IDetailCategoryBuilder& InCategory, UHoudiniAssetComponent* HAC); // Handler for double clicking the static mesh thumbnail, opens the editor. FReply OnThumbnailDoubleClick( const FGeometry& InMyGeometry, const FPointerEvent& InMouseEvent, UObject* Object); private: // Components which are being customized. TArray> HoudiniAssetComponents; // Structure holding the output's details TSharedPtr OutputDetails; // Structure holding the parameter's details TSharedPtr ParameterDetails; // Structure holding the PDG Asset Link's details TSharedPtr PDGDetails; // Structure holding the HoudiniAsset details TSharedPtr HoudiniEngineDetails; };