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- /*******************************************************************************
- The content of this file includes portions of the proprietary AUDIOKINETIC Wwise
- Technology released in source code form as part of the game integration package.
- The content of this file may not be used without valid licenses to the
- AUDIOKINETIC Wwise Technology.
- Note that the use of the game engine is subject to the Unreal(R) Engine End User
- License Agreement at https://www.unrealengine.com/en-US/eula/unreal
-
- License Usage
-
- Licensees holding valid licenses to the AUDIOKINETIC Wwise Technology may use
- this file in accordance with the end user license agreement provided with the
- software or, alternatively, in accordance with the terms contained
- in a written agreement between you and Audiokinetic Inc.
- Copyright (c) 2023 Audiokinetic Inc.
- *******************************************************************************/
- #include "AkLateReverbComponentDetailsCustomization.h"
- #include "AkComponent.h"
- #include "AkLateReverbComponent.h"
- #include "DetailLayoutBuilder.h"
- #include "DetailCategoryBuilder.h"
- #include "ScopedTransaction.h"
- #include "IPropertyUtilities.h"
- #include "Widgets/Text/STextBlock.h"
- #define LOCTEXT_NAMESPACE "AudiokineticTools"
- //////////////////////////////////////////////////////////////////////////
- // FAkLateReverbComponentDetailsCustomization
- FAkLateReverbComponentDetailsCustomization::FAkLateReverbComponentDetailsCustomization()
- {
- }
- TSharedRef<IDetailCustomization> FAkLateReverbComponentDetailsCustomization::MakeInstance()
- {
- return MakeShareable(new FAkLateReverbComponentDetailsCustomization());
- }
- void FAkLateReverbComponentDetailsCustomization::CustomizeDetails(const TSharedPtr<IDetailLayoutBuilder>& InDetailBuilder)
- {
- InDetailBuilder->EditCategory("Toggle", FText::GetEmpty(), ECategoryPriority::Important);
- InDetailBuilder->EditCategory("Late Reverb", FText::GetEmpty(), ECategoryPriority::TypeSpecific);
- DetailBuilder = InDetailBuilder;
- CustomizeDetails(*InDetailBuilder);
- }
- void FAkLateReverbComponentDetailsCustomization::CustomizeDetails(IDetailLayoutBuilder& InDetailBuilder)
- {
- TArray<TWeakObjectPtr<UObject>> ObjectsBeingCustomized;
- InDetailBuilder.GetObjectsBeingCustomized(ObjectsBeingCustomized);
- InDetailBuilder.HideProperty("AuxBusManual");
- for (TWeakObjectPtr<UObject>& Object : ObjectsBeingCustomized)
- {
- UAkLateReverbComponent* LateReverbBeingCustomized = Cast<UAkLateReverbComponent>(Object.Get());
- if (LateReverbBeingCustomized)
- {
- UObject* OuterObj = LateReverbBeingCustomized->GetOuter();
- UActorComponent* OuterComponent = Cast<UActorComponent>(OuterObj);
- AActor* OuterActor = Cast<AActor>(OuterObj);
- // Do not hide the transform if the component has been created from within a component or actor, as this will hide the transform for that component / actor as well
- // (i.e. - only hide the transform if the component has been added to the hierarchy of a blueprint class or actor instance from the editor)
- if (OuterComponent == nullptr && OuterActor == nullptr)
- {
- IDetailCategoryBuilder& TransformCategory = InDetailBuilder.EditCategory("TransformCommon", LOCTEXT("TransformCommonCategory", "Transform"), ECategoryPriority::Transform);
- TransformCategory.SetCategoryVisibility(false);
- break;
- }
- }
- }
- if (ObjectsBeingCustomized.Num() != 1)
- {
- return;
- }
- UAkLateReverbComponent* LateReverbBeingCustomized = Cast<UAkLateReverbComponent>(ObjectsBeingCustomized[0].Get());
- if (LateReverbBeingCustomized)
- {
- IDetailCategoryBuilder& ToggleDetailCategory = InDetailBuilder.EditCategory("Toggle");
- auto EnableHandle = InDetailBuilder.GetProperty("bEnable");
- EnableHandle->SetOnPropertyValueChanged(FSimpleDelegate::CreateSP(this, &FAkLateReverbComponentDetailsCustomization::OnEnableValueChanged));
- if (!LateReverbBeingCustomized->bEnable)
- {
- InDetailBuilder.HideCategory("Late Reverb");
- }
- }
- }
- void FAkLateReverbComponentDetailsCustomization::OnEnableValueChanged()
- {
- if (DetailBuilder.IsValid())
- {
- IDetailLayoutBuilder* Layout = nullptr;
- if (auto LockedDetailBuilder = DetailBuilder.Pin())
- {
- Layout = LockedDetailBuilder.Get();
- }
- if (LIKELY(Layout))
- {
- Layout->ForceRefreshDetails();
- }
- }
- }
- //////////////////////////////////////////////////////////////////////////
- #undef LOCTEXT_NAMESPACE
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