void FSpriteEditorViewportClient::InternalActivateNewMode(ESpriteEditorMode::Type NewMode)
{
	CurrentMode = NewMode;
	Viewport->InvalidateHitProxy();

	UPaperSprite* Sprite = GetSpriteBeingEdited();

	FSpriteGeometryEditMode* GeometryEditMode = ModeTools->GetActiveModeTyped<FSpriteGeometryEditMode>(FSpriteGeometryEditMode::EM_SpriteGeometry);
	check(GeometryEditMode);

	// Note: This has side effects (clearing the selection set, ensuring the geometry is correct if the sprite being edited changed, etc...).
	// Do not skip even if the mode is not really changing.
	GeometryEditMode->SetGeometryBeingEdited(nullptr, /*bAllowCircles=*/ false, /*bAllowSubtractivePolygons=*/ false);

	switch (CurrentMode)
	{
	case ESpriteEditorMode::ViewMode:
		break;
	case ESpriteEditorMode::EditSourceRegionMode:
		UpdateRelatedSpritesList();
		break;
	case ESpriteEditorMode::EditCollisionMode:
		GeometryEditMode->SetGeometryColors(SpriteEditingConstants::CollisionShapeColor, FLinearColor::White);
		if (Sprite != nullptr)
		{
			GeometryEditMode->SetGeometryBeingEdited(&(Sprite->CollisionGeometry), /*bAllowCircles=*/ true, /*bAllowSubtractivePolygons=*/ false);
		}
		break;
	case ESpriteEditorMode::EditRenderingGeomMode:
		GeometryEditMode->SetGeometryColors(SpriteEditingConstants::RenderShapeColor, SpriteEditingConstants::SubtractiveRenderShapeColor);
		if (Sprite != nullptr)
		{
			GeometryEditMode->SetGeometryBeingEdited(&(Sprite->RenderGeometry), /*bAllowCircles=*/ false, /*bAllowSubtractivePolygons=*/ true);
		}
		break;
	}
}
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();
}