Tooling
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#include "WorldMap/WorldMapTab.h"
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#include "AssetRegistry/ARFilter.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "Editor.h"
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#include "Framework/Docking/TabManager.h"
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#include "LevelEditorViewport.h"
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#include "SaltyEditor.h"
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#include "UI/SWorldMap.h"
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#include "Widgets/Docking/SDockTab.h"
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#include "Widgets/Input/SButton.h"
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#include "Widgets/Input/SCheckBox.h"
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#include "Widgets/Input/SComboBox.h"
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#include "Styling/AppStyle.h"
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#include "Widgets/SBoxPanel.h"
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#include "Widgets/Layout/SBorder.h"
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#include "Widgets/Layout/SSeparator.h"
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#include "Widgets/Text/STextBlock.h"
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#include "WorkspaceMenuStructure.h"
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#include "WorkspaceMenuStructureModule.h"
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#include "World/WorldMapDefinition.h"
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#define LOCTEXT_NAMESPACE "SaltyWorldMapTab"
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namespace SaltyWorldMapTab
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{
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const FName TabId("SaltyWorldMap");
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}
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void SWorldMapPanel::Construct(const FArguments& InArgs)
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{
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FindDefinitions();
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ChildSlot
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[
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SNew(SVerticalBox)
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+ SVerticalBox::Slot()
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.AutoHeight()
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[
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SNew(SBorder)
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.BorderImage(FAppStyle::GetBrush("ToolPanel.GroupBorder"))
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.Padding(4.f)
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[
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MakeToolbar()
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]
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]
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+ SVerticalBox::Slot()
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.FillHeight(1.f)
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[
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SAssignNew(Map, SWorldMap)
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.Definition(Selected.Get())
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.ShowGrid(true)
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.ShowScaleBar(true)
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// No subsystem in an editor world, so neither of these has anything to draw. Said explicitly
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// rather than left to default, because "where is my player arrow" is otherwise a puzzle.
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.ShowMarkers(false)
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.ShowLocalPlayer(false)
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.OnClicked(FOnWorldMapClicked::CreateSP(this, &SWorldMapPanel::HandleMapClicked))
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]
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];
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}
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void SWorldMapPanel::FindDefinitions()
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{
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Definitions.Reset();
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const FAssetRegistryModule& Registry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
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FARFilter Filter;
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Filter.ClassPaths.Add(UWorldMapDefinition::StaticClass()->GetClassPathName());
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Filter.bRecursiveClasses = true;
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TArray<FAssetData> Found;
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Registry.Get().GetAssets(Filter, Found);
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for (const FAssetData& Asset : Found)
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{
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if (UWorldMapDefinition* Definition = Cast<UWorldMapDefinition>(Asset.GetAsset()))
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{
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Definitions.Add(Definition);
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}
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}
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// A stable order, so the combo does not shuffle between sessions.
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Definitions.Sort([](const TWeakObjectPtr<UWorldMapDefinition>& A, const TWeakObjectPtr<UWorldMapDefinition>& B)
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{
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return A.IsValid() && B.IsValid() && A->GetName() < B->GetName();
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});
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if (!Selected.IsValid() && Definitions.Num() > 0)
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{
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Selected = Definitions[0];
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}
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LayerOptions.Reset();
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if (const UWorldMapDefinition* Definition = Selected.Get())
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{
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for (const FName& Id : Definition->GetLayerIds())
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{
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LayerOptions.Add(MakeShared<FName>(Id));
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}
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}
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}
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void SWorldMapPanel::SelectDefinition(TWeakObjectPtr<UWorldMapDefinition> Choice)
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{
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Selected = Choice;
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LayerOptions.Reset();
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if (const UWorldMapDefinition* Definition = Selected.Get())
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{
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for (const FName& Id : Definition->GetLayerIds())
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{
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LayerOptions.Add(MakeShared<FName>(Id));
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}
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}
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if (Map.IsValid())
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{
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Map->SetDefinition(Selected.Get());
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Map->ZoomToFit();
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}
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if (LayerCombo.IsValid())
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{
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LayerCombo->RefreshOptions();
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}
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}
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void SWorldMapPanel::HandleMapClicked(FVector2D WorldCm)
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{
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// Move every perspective viewport, because "the active one" is whichever was clicked last and that was
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// this tab. Keep the altitude: a click on a map is "look over there", not "drop to sea level".
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int32 Moved = 0;
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for (FLevelEditorViewportClient* Client : GEditor->GetLevelViewportClients())
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{
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if (!Client || !Client->IsPerspective())
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{
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continue;
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}
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FVector Location = Client->GetViewLocation();
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Location.X = WorldCm.X;
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Location.Y = WorldCm.Y;
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Client->SetViewLocation(Location);
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Client->Invalidate();
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++Moved;
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}
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const FVector2D WorldM = WorldCm / 100.0;
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Status = Moved > 0
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? FText::Format(LOCTEXT("Moved", "Viewport moved to X {0} m, Y {1} m"),
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FText::AsNumber(FMath::RoundToInt(WorldM.X)), FText::AsNumber(FMath::RoundToInt(WorldM.Y)))
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: LOCTEXT("NoViewport", "No perspective viewport to move.");
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UE_LOG(LogSaltyEditor, Log, TEXT("World map: clicked X %.0f m, Y %.0f m; moved %d viewport(s)"),
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WorldM.X, WorldM.Y, Moved);
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}
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FText SWorldMapPanel::DefinitionLabel() const
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{
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const UWorldMapDefinition* Definition = Selected.Get();
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return Definition ? FText::FromString(Definition->GetName()) : LOCTEXT("NoDefinition", "No map found");
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}
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FText SWorldMapPanel::LayerLabel() const
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{
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return Map.IsValid() ? FText::FromName(Map->GetLayer()) : FText::GetEmpty();
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}
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FText SWorldMapPanel::StatusLabel() const
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{
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if (!Status.IsEmpty())
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{
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return Status;
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}
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const UWorldMapDefinition* Definition = Selected.Get();
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return Definition
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? FText::FromString(Definition->Projection.ToString())
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: LOCTEXT("BuildHint", "Run Scripts/Authoring/build_world_map.sh to build one.");
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}
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TSharedRef<SWidget> SWorldMapPanel::MakeToolbar()
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{
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return SNew(SHorizontalBox)
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+ SHorizontalBox::Slot().AutoWidth().Padding(0, 0, 6, 0).VAlign(VAlign_Center)
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[
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SNew(SComboBox<TWeakObjectPtr<UWorldMapDefinition>>)
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.OptionsSource(&Definitions)
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.OnGenerateWidget_Lambda([](TWeakObjectPtr<UWorldMapDefinition> Item)
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{
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return SNew(STextBlock).Text(FText::FromString(Item.IsValid() ? Item->GetName() : TEXT("(missing)")));
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})
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.OnSelectionChanged_Lambda([this](TWeakObjectPtr<UWorldMapDefinition> Item, ESelectInfo::Type)
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{
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if (Item.IsValid())
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{
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SelectDefinition(Item);
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}
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})
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[
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SNew(STextBlock).Text(this, &SWorldMapPanel::DefinitionLabel)
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]
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]
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+ SHorizontalBox::Slot().AutoWidth().Padding(0, 0, 6, 0).VAlign(VAlign_Center)
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[
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SAssignNew(LayerCombo, SComboBox<TSharedPtr<FName>>)
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.OptionsSource(&LayerOptions)
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.OnGenerateWidget_Lambda([](TSharedPtr<FName> Item)
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{
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return SNew(STextBlock).Text(FText::FromName(Item.IsValid() ? *Item : NAME_None));
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})
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.OnSelectionChanged_Lambda([this](TSharedPtr<FName> Item, ESelectInfo::Type)
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{
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if (Item.IsValid() && Map.IsValid())
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{
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Map->SetLayer(*Item);
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}
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})
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[
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SNew(STextBlock).Text(this, &SWorldMapPanel::LayerLabel)
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]
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]
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+ SHorizontalBox::Slot().AutoWidth().Padding(0, 0, 6, 0).VAlign(VAlign_Center)
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[
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SNew(SCheckBox)
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.IsChecked(ECheckBoxState::Checked)
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.OnCheckStateChanged_Lambda([this](ECheckBoxState State)
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{
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if (Map.IsValid())
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{
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Map->SetShowGrid(State == ECheckBoxState::Checked);
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}
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})
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[
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SNew(STextBlock).Text(LOCTEXT("Grid", "Grid"))
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]
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]
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+ SHorizontalBox::Slot().AutoWidth().Padding(0, 0, 6, 0).VAlign(VAlign_Center)
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[
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SNew(SButton)
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.Text(LOCTEXT("Fit", "Fit"))
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.ToolTipText(LOCTEXT("FitTip", "Zoom out until the whole world fits. Right-double-click the map does the same."))
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.OnClicked_Lambda([this]()
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{
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if (Map.IsValid())
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{
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Map->ZoomToFit();
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}
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return FReply::Handled();
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})
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]
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+ SHorizontalBox::Slot().AutoWidth().Padding(0, 0, 6, 0).VAlign(VAlign_Center)
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[
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SNew(SButton)
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.Text(LOCTEXT("Refresh", "Refresh"))
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.ToolTipText(LOCTEXT("RefreshTip", "Look for map definitions again, after a rebuild."))
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.OnClicked_Lambda([this]()
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{
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FindDefinitions();
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if (Map.IsValid())
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{
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Map->SetDefinition(Selected.Get());
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}
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if (LayerCombo.IsValid())
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{
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LayerCombo->RefreshOptions();
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}
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return FReply::Handled();
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})
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]
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+ SHorizontalBox::Slot().FillWidth(1.f).VAlign(VAlign_Center).Padding(6, 0, 0, 0)
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[
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SNew(STextBlock)
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.Text(this, &SWorldMapPanel::StatusLabel)
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.ColorAndOpacity(FSlateColor::UseSubduedForeground())
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];
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}
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// ---------------------------------------------------------------------------------------------------------
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namespace SaltyWorldMapTab
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{
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static TSharedRef<SDockTab> SpawnTab(const FSpawnTabArgs&)
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{
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return SNew(SDockTab)
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.TabRole(ETabRole::NomadTab)
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[
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SNew(SWorldMapPanel)
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];
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}
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void Register()
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{
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FGlobalTabmanager::Get()->RegisterNomadTabSpawner(TabId, FOnSpawnTab::CreateStatic(&SpawnTab))
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.SetDisplayName(LOCTEXT("TabTitle", "World Map"))
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.SetTooltipText(LOCTEXT("TabTooltip", "The world's map. Click it to move the viewport camera."))
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.SetGroup(WorkspaceMenu::GetMenuStructure().GetLevelEditorCategory())
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.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "Icons.WorldBrowser"));
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}
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void Unregister()
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{
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FGlobalTabmanager::Get()->UnregisterNomadTabSpawner(TabId);
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}
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}
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#undef LOCTEXT_NAMESPACE
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@@ -0,0 +1,58 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Widgets/SCompoundWidget.h"
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class SWorldMap;
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class UWorldMapDefinition;
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template <typename T> class SComboBox;
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/**
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* The World Map tab: the same SWorldMap the game draws, with a strip of controls above it and a click that
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* takes the viewport camera somewhere.
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*
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* The map widget is shared rather than reimplemented, which is the point of it being Slate. What differs here
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* is only what an editor has and a game does not: a choice of which world's map to look at, and a viewport to
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* send somewhere. There are no markers, because markers come from a UWorldMapSubsystem and an editor world
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* has none - that is not a gap, it is that nobody is playing.
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*/
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class SWorldMapPanel : public SCompoundWidget
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{
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public:
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SLATE_BEGIN_ARGS(SWorldMapPanel) {}
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SLATE_END_ARGS()
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void Construct(const FArguments& InArgs);
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private:
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/** Every UWorldMapDefinition in the project, by asset registry. Editor-only, which is why it may do this. */
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void FindDefinitions();
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void SelectDefinition(TWeakObjectPtr<UWorldMapDefinition> Choice);
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void HandleMapClicked(FVector2D WorldCm);
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TSharedRef<SWidget> MakeToolbar();
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FText DefinitionLabel() const;
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FText LayerLabel() const;
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FText StatusLabel() const;
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TArray<TWeakObjectPtr<UWorldMapDefinition>> Definitions;
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TWeakObjectPtr<UWorldMapDefinition> Selected;
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TArray<TSharedPtr<FName>> LayerOptions;
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TSharedPtr<SWorldMap> Map;
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TSharedPtr<SComboBox<TSharedPtr<FName>>> LayerCombo;
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/** What the last click did, so a click that could not move a camera says why rather than doing nothing. */
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FText Status;
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};
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/** Registers and unregisters the tab with the global tab manager. Called by the module. */
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namespace SaltyWorldMapTab
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{
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extern const FName TabId;
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void Register();
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void Unregister();
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}
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