void FSpriteEditorViewportClient::NotifySpriteBeingEditedHasChanged()
{
	//@TODO: Ideally we do this before switching
	EndTransaction();

	// Refresh the viewport in case we were not in realtime mode
	Invalidate();

	// Update components to know about the new sprite being edited
	UPaperSprite* Sprite = GetSpriteBeingEdited();

	RenderSpriteComponent->SetSprite(Sprite);
	UpdateSourceTextureSpriteFromSprite(Sprite);

	InternalActivateNewMode(CurrentMode);

	//@TODO: Only do this if the sprite isn't visible (may consider doing a flashing pulse around the source region rect?)
	RequestFocusOnSelection(/*bInstant=*/ true);

	if (Sprite != nullptr)
	{
		// Create and display a notification about the new sprite being edited
		const FText NotificationErrorText = FText::Format(LOCTEXT("SwitchingToSprite", "Editing {0}"), FText::AsCultureInvariant(Sprite->GetName()));
		FNotificationInfo Info(NotificationErrorText);
		Info.ExpireDuration = 2.0f;
		FSlateNotificationManager::Get().AddNotification(Info);
	}
}
void FSpriteEditorViewportClient::Tick(float DeltaSeconds)
{
	if (UPaperSprite* Sprite = GetSpriteBeingEdited())
	{
		//@TODO: Doesn't need to happen every frame, only when properties are updated

		// Update the source texture view sprite (in case the texture has changed)
		UpdateSourceTextureSpriteFromSprite(Sprite);

		// Reposition the sprite (to be at the correct relative location to it's parent, undoing the pivot behavior)
		const FVector2D PivotInTextureSpace = Sprite->ConvertPivotSpaceToTextureSpace(FVector2D::ZeroVector);
		const FVector PivotInWorldSpace = TextureSpaceToWorldSpace(PivotInTextureSpace);
		RenderSpriteComponent->SetRelativeLocation(PivotInWorldSpace);

		bool bSourceTextureViewComponentVisibility = bShowSourceTexture || IsInSourceRegionEditMode();
		if (bSourceTextureViewComponentVisibility != SourceTextureViewComponent->IsVisible())
		{
			RequestFocusOnSelection(/*bInstant=*/ true);
			SourceTextureViewComponent->SetVisibility(bSourceTextureViewComponentVisibility);
		}

		bool bRenderTextureViewComponentVisibility = !IsInSourceRegionEditMode();
		if (bRenderTextureViewComponentVisibility != RenderSpriteComponent->IsVisible())
		{
			RequestFocusOnSelection(/*bInstant=*/ true);
			RenderSpriteComponent->SetVisibility(bRenderTextureViewComponentVisibility);
		}

		const FVector2D BoxSize(Sprite->GetSourceSize());
		const FVector2D BoxLocation(Sprite->GetSourceUV() + (BoxSize * 0.5f));
		FBox2D SpriteBounds(ForceInitToZero);
		SpriteBounds.Min = BoxSize - BoxLocation * 0.5f;
		SpriteBounds.Max = BoxSize + BoxLocation * 0.5f;

		if (FSpriteGeometryEditMode* GeometryEditMode = ModeTools->GetActiveModeTyped<FSpriteGeometryEditMode>(FSpriteGeometryEditMode::EM_SpriteGeometry))
		{
			GeometryEditMode->SetNewGeometryPreferredBounds(SpriteBounds);
		}
	}

	FPaperEditorViewportClient::Tick(DeltaSeconds);

	if (!GIntraFrameDebuggingGameThread)
	{
		OwnedPreviewScene.GetWorld()->Tick(LEVELTICK_All, DeltaSeconds);
	}
}
void FSingleTileEditorViewportClient::SetTileIndex(int32 InTileIndex)
{
	const int32 OldTileIndex = TileBeingEditedIndex;
	const bool bNewIndexValid = (InTileIndex >= 0) && (InTileIndex < TileSet->GetTileCount());
	TileBeingEditedIndex = bNewIndexValid ? InTileIndex : INDEX_NONE;

	FSpriteGeometryEditMode* GeometryEditMode = ModeTools->GetActiveModeTyped<FSpriteGeometryEditMode>(FSpriteGeometryEditMode::EM_SpriteGeometry);
	check(GeometryEditMode);
	FSpriteGeometryCollection* GeomToEdit = nullptr;
	
	if (TileBeingEditedIndex != INDEX_NONE)
	{
		if (FPaperTileMetadata* Metadata = TileSet->GetMutableTileMetadata(InTileIndex))
		{
			GeomToEdit = &(Metadata->CollisionData);
		}
	}

	// Tell the geometry editor about the new tile (if it exists)
	GeometryEditMode->SetGeometryBeingEdited(GeomToEdit, /*bAllowCircles=*/ true, /*bAllowSubtractivePolygons=*/ false);

	// Update the visual representation
	UPaperSprite* DummySprite = nullptr;
	if (TileBeingEditedIndex != INDEX_NONE)
	{
		DummySprite = NewObject<UPaperSprite>();
 		DummySprite->SpriteCollisionDomain = ESpriteCollisionMode::None;
 		DummySprite->PivotMode = ESpritePivotMode::Center_Center;
 		DummySprite->CollisionGeometry.GeometryType = ESpritePolygonMode::SourceBoundingBox;
 		DummySprite->RenderGeometry.GeometryType = ESpritePolygonMode::SourceBoundingBox;

		FSpriteAssetInitParameters SpriteReinitParams;

		SpriteReinitParams.Texture = TileSet->GetTileSheetTexture();

		//@TODO: Should analyze the texture (*at a higher level, not per tile click!*) to pick the correct material
		FVector2D UV;
		TileSet->GetTileUV(TileBeingEditedIndex, /*out*/ UV);
		SpriteReinitParams.Offset = FIntPoint((int32)UV.X, (int32)(UV.Y));
		SpriteReinitParams.Dimension = TileSet->GetTileSize();
		SpriteReinitParams.SetPixelsPerUnrealUnit(1.0f);
		DummySprite->InitializeSprite(SpriteReinitParams);
	}
	PreviewTileSpriteComponent->SetSprite(DummySprite);

	// Update the default geometry bounds
	const FVector2D HalfTileSize(TileSet->GetTileSize().X * 0.5f, TileSet->GetTileSize().Y * 0.5f);
	FBox2D DesiredBounds(ForceInitToZero);
	DesiredBounds.Min = -HalfTileSize;
	DesiredBounds.Max = HalfTileSize;
	GeometryEditMode->SetNewGeometryPreferredBounds(DesiredBounds);

	// Zoom to fit when we start editing a tile and weren't before, but leave it alone if we just changed tiles, in case they zoomed in or out further
	if ((TileBeingEditedIndex != INDEX_NONE) && (OldTileIndex == INDEX_NONE))
	{
		RequestFocusOnSelection(/*bInstant=*/ true);
	}

	// Trigger a details panel customization rebuild
	OnSingleTileIndexChanged.Broadcast(TileBeingEditedIndex, OldTileIndex);

	// Redraw the viewport
	Invalidate();
}
void FSpriteEditorViewportClient::UpdateSourceTextureSpriteFromSprite(UPaperSprite* SourceSprite)
{
	UPaperSprite* TargetSprite = SourceTextureViewComponent->GetSprite();
	check(TargetSprite);

	if (SourceSprite != nullptr)
	{
		if ((SourceSprite->GetSourceTexture() != TargetSprite->GetSourceTexture()) || (TargetSprite->PixelsPerUnrealUnit != SourceSprite->PixelsPerUnrealUnit))
		{
			FComponentReregisterContext ReregisterSprite(SourceTextureViewComponent);

			FSpriteAssetInitParameters SpriteReinitParams;

			SpriteReinitParams.SetTextureAndFill(SourceSprite->SourceTexture);
			SpriteReinitParams.DefaultMaterialOverride = SourceSprite->DefaultMaterial;
			SpriteReinitParams.AlternateMaterialOverride = SourceSprite->AlternateMaterial;
			SpriteReinitParams.SetPixelsPerUnrealUnit(SourceSprite->PixelsPerUnrealUnit);
			TargetSprite->InitializeSprite(SpriteReinitParams);

			RequestFocusOnSelection(/*bInstant=*/ true);
		}


		// Position the sprite for the mode its meant to be in
		FVector2D CurrentPivotPosition;
		ESpritePivotMode::Type CurrentPivotMode = TargetSprite->GetPivotMode(/*out*/CurrentPivotPosition);

		FVector Translation(1.0f * PaperAxisZ);
		if (IsInSourceRegionEditMode())
		{
			if (CurrentPivotMode != ESpritePivotMode::Bottom_Left)
			{
				TargetSprite->SetPivotMode(ESpritePivotMode::Bottom_Left, FVector2D::ZeroVector);
				TargetSprite->PostEditChange();
			}
			SourceTextureViewComponent->SetSpriteColor(FLinearColor::White);
			SourceTextureViewComponent->SetWorldTransform(FTransform(Translation));
		}
		else
		{
			const FVector2D PivotPosition = SourceSprite->GetPivotPosition();
			if (CurrentPivotMode != ESpritePivotMode::Custom || CurrentPivotPosition != PivotPosition)
			{
				TargetSprite->SetPivotMode(ESpritePivotMode::Custom, PivotPosition);
				TargetSprite->PostEditChange();
			}

			// Tint the source texture darker to help distinguish the two
			SourceTextureViewComponent->SetSpriteColor(SpriteEditingConstants::SourceTextureDarkTintColor);

			const bool bRotated = SourceSprite->IsRotatedInSourceImage();
			if (bRotated)
			{
				FQuat Rotation(PaperAxisZ, FMath::DegreesToRadians(90.0f));
				SourceTextureViewComponent->SetWorldTransform(FTransform(Rotation, Translation));
			}
			else
			{
				SourceTextureViewComponent->SetWorldTransform(FTransform(Translation));
			}
		}
	}
	else
	{
		// No source sprite, so don't draw the target either
		TargetSprite->SourceTexture = nullptr;
	}
}