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201 lines (138 loc) · 5.86 KB
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#include "UnrealEnginePythonPrivatePCH.h"
#if WITH_EDITOR
#include "LevelEditor.h"
#include "Editor/LevelEditor/Public/ILevelViewport.h"
#include "Editor/UnrealEd/Public/LevelEditorViewport.h"
#endif
PyObject *py_unreal_engine_get_game_viewport_client(PyObject * self, PyObject * args) {
UGameViewportClient *viewport_client = GEngine->GameViewport;
if (!viewport_client) {
return PyErr_Format(PyExc_Exception, "no engine GameViewport found");
}
ue_PyUObject *ret = ue_get_python_wrapper(GEngine->GameViewport);
if (!ret)
return PyErr_Format(PyExc_Exception, "uobject is in invalid state");
Py_INCREF(ret);
return (PyObject *)ret;
}
#if WITH_EDITOR
PyObject *py_unreal_engine_get_editor_pie_game_viewport_client(PyObject * self, PyObject * args) {
UGameViewportClient *viewport_client = GEditor->GameViewport;
if (!viewport_client) {
return PyErr_Format(PyExc_Exception, "no editor GameViewport found");
}
ue_PyUObject *ret = ue_get_python_wrapper(viewport_client);
if (!ret)
return PyErr_Format(PyExc_Exception, "uobject is in invalid state");
Py_INCREF(ret);
return (PyObject *)ret;
}
PyObject *py_unreal_engine_editor_set_view_mode(PyObject * self, PyObject * args) {
int mode;
if (!PyArg_ParseTuple(args, "i:editor_set_view_mode", &mode)) {
return NULL;
}
FLevelEditorModule &EditorModule = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor");
if (!EditorModule.GetFirstActiveViewport().IsValid())
return PyErr_Format(PyExc_Exception, "no active LevelEditor Viewport");
FLevelEditorViewportClient &viewport_client = EditorModule.GetFirstActiveViewport()->GetLevelViewportClient();
viewport_client.SetViewMode((EViewModeIndex)mode);
Py_RETURN_NONE;
}
PyObject *py_unreal_engine_editor_set_camera_speed(PyObject * self, PyObject * args) {
int speed;
if (!PyArg_ParseTuple(args, "f:editor_set_camera_speed", &speed)) {
return NULL;
}
FLevelEditorModule &EditorModule = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor");
if (!EditorModule.GetFirstActiveViewport().IsValid())
return PyErr_Format(PyExc_Exception, "no active LevelEditor Viewport");
FLevelEditorViewportClient &viewport_client = EditorModule.GetFirstActiveViewport()->GetLevelViewportClient();
viewport_client.SetCameraSpeedSetting(speed);
Py_RETURN_NONE;
}
PyObject *py_unreal_engine_editor_set_view_location(PyObject * self, PyObject * args) {
PyObject *py_vector;
if (!PyArg_ParseTuple(args, "O:editor_set_view_location", &py_vector)) {
return NULL;
}
ue_PyFVector *vector = py_ue_is_fvector(py_vector);
if (!vector)
return PyErr_Format(PyExc_Exception, "argument is not a FVector");
FLevelEditorModule &EditorModule = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor");
if (!EditorModule.GetFirstActiveViewport().IsValid())
return PyErr_Format(PyExc_Exception, "no active LevelEditor Viewport");
FLevelEditorViewportClient &viewport_client = EditorModule.GetFirstActiveViewport()->GetLevelViewportClient();
viewport_client.SetViewLocation(vector->vec);
Py_RETURN_NONE;
}
PyObject *py_unreal_engine_editor_set_view_rotation(PyObject * self, PyObject * args) {
PyObject *py_rotator;
if (!PyArg_ParseTuple(args, "O:editor_set_view_rotation", &py_rotator)) {
return NULL;
}
ue_PyFRotator *rotator = py_ue_is_frotator(py_rotator);
if (!rotator)
return PyErr_Format(PyExc_Exception, "argument is not a FRotator");
FLevelEditorModule &EditorModule = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor");
if (!EditorModule.GetFirstActiveViewport().IsValid())
return PyErr_Format(PyExc_Exception, "no active LevelEditor Viewport");
FLevelEditorViewportClient &viewport_client = EditorModule.GetFirstActiveViewport()->GetLevelViewportClient();
viewport_client.SetViewRotation(rotator->rot);
Py_RETURN_NONE;
}
#endif
PyObject *py_ue_add_viewport_widget_content(ue_PyUObject *self, PyObject * args) {
ue_py_check(self);
PyObject *py_widget;
int z_order = 0;
if (!PyArg_ParseTuple(args, "O|i:add_viewport_widget_content", &py_widget, &z_order)) {
return NULL;
}
UGameViewportClient *viewport = ue_py_check_type<UGameViewportClient>(self);
if (!viewport) {
UWorld *world = ue_py_check_type<UWorld>(self);
if (!world)
return PyErr_Format(PyExc_Exception, "object is not a GameViewportClient or a UWorld");
viewport = world->GetGameViewport();
if (!viewport)
return PyErr_Format(PyExc_Exception, "cannot retrieve GameViewportClient from UWorld");
}
ue_PySWidget *py_swidget = py_ue_is_swidget(py_widget);
if (!py_swidget) {
return PyErr_Format(PyExc_Exception, "argument is not a SWidget");
}
// Do not increment reference count as it is assumed this function is used in a PyComponent/PyActor/ that can holds reference to
// it in various ways
// Py_INCREF(py_swidget);
viewport->AddViewportWidgetContent(py_swidget->s_widget, z_order);
Py_INCREF(Py_None);
return Py_None;
}
PyObject *py_ue_remove_viewport_widget_content(ue_PyUObject *self, PyObject * args) {
ue_py_check(self);
PyObject *py_widget;
if (!PyArg_ParseTuple(args, "O:remove_viewport_widget_content", &py_widget)) {
return NULL;
}
UGameViewportClient *viewport = ue_py_check_type<UGameViewportClient>(self);
if (!viewport)
return PyErr_Format(PyExc_Exception, "object is not a GameViewportClient");
ue_PySWidget *py_swidget = py_ue_is_swidget(py_widget);
if (!py_swidget) {
return PyErr_Format(PyExc_Exception, "argument is not a SWidget");
}
Py_DECREF(py_swidget);
viewport->RemoveViewportWidgetContent(py_swidget->s_widget);
Py_INCREF(Py_None);
return Py_None;
}
PyObject *py_ue_remove_all_viewport_widgets(ue_PyUObject *self, PyObject * args) {
ue_py_check(self);
UGameViewportClient *viewport = ue_py_check_type<UGameViewportClient>(self);
if (!viewport)
return PyErr_Format(PyExc_Exception, "object is not a GameViewportClient");
viewport->RemoveAllViewportWidgets();
Py_INCREF(Py_None);
return Py_None;
}