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