コード例 #1
0
ファイル: PaperTileMap.cpp プロジェクト: johndpope/UE4
void UPaperTileMap::ResizeMap(int32 NewWidth, int32 NewHeight, bool bForceResize)
{
	if (bForceResize || (NewWidth != MapWidth) || (NewHeight != MapHeight))
	{
		MapWidth = FMath::Max(NewWidth, 1);
		MapHeight = FMath::Max(NewHeight, 1);

		// Resize all of the existing layers
		for (int32 LayerIndex = 0; LayerIndex < TileLayers.Num(); ++LayerIndex)
		{
			UPaperTileLayer* TileLayer = TileLayers[LayerIndex];
			TileLayer->Modify();
			TileLayer->ResizeMap(MapWidth, MapHeight);
		}
	}
}
コード例 #2
0
ファイル: STileLayerList.cpp プロジェクト: Codermay/Unreal4
void STileLayerList::MergeLayerDown()
{
	if (UPaperTileMap* TileMap = TileMapPtr.Get())
	{
		const int32 SourceIndex = GetSelectionIndex();
		const int32 TargetIndex = SourceIndex + 1;
		if ((SourceIndex != INDEX_NONE) && (TargetIndex != INDEX_NONE))
		{
			const FScopedTransaction Transaction(LOCTEXT("TileMapMergeLayerDown", "Merge Layer Down"));
			TileMap->SetFlags(RF_Transactional);
			TileMap->Modify();

			UPaperTileLayer* SourceLayer = TileMap->TileLayers[SourceIndex];
			UPaperTileLayer* TargetLayer = TileMap->TileLayers[TargetIndex];

			TargetLayer->SetFlags(RF_Transactional);
			TargetLayer->Modify();

			// Copy the non-empty tiles from the source to the target layer
			for (int32 Y = 0; Y < SourceLayer->LayerWidth; ++Y)
			{
				for (int32 X = 0; X < SourceLayer->LayerWidth; ++X)
				{
					FPaperTileInfo TileInfo = SourceLayer->GetCell(X, Y);
					if (TileInfo.IsValid())
					{
						TargetLayer->SetCell(X, Y, TileInfo);
					}
				}
			}

			// Remove the source layer
			TileMap->TileLayers.RemoveAt(SourceIndex);

			// Update viewers
			PostEditNotfications();
		}
	}
}