2019-12-26 15:33:43 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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#include "SDocumentationAnchor.h"
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#include "EditorClassUtils.h"
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#include "Styling/AppStyle.h"
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#include "IDocumentation.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "Widgets/Images/SImage.h"
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#include "Widgets/Input/SButton.h"
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#include "Widgets/Layout/SBox.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "Widgets/SToolTip.h"
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#include "SSimpleButton.h"
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2014-03-14 14:13:41 -04:00
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2014-07-21 17:31:27 -04:00
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void SDocumentationAnchor::Construct(const FArguments& InArgs )
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{
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Link = InArgs._Link;
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SetVisibility(TAttribute<EVisibility>::CreateLambda([this]()
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{
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return Link.Get(FString()).IsEmpty() ? EVisibility::Collapsed : EVisibility::Visible;
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}));
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Converted STextBlock to use an FTextLayout
This solves a wrapping issue where STextBlock would incorrectly consume new-line characters when wrapping, as well as allowing it to use custom wrapping behavior (eg, CamelCase wrapping for asset names in the content browser).
This change also implements FString -> FText passthrough for SLATE_TEXT_ATTRIBUTE (it was previously performing FText -> FString passthrough, however this didn't fit well with the fact that FText has a more efficient method of comparing whether a bound text attribute has changed (see FTextSnapshot), so can quickly work out that the FTextLayout doesn't need updating).
This change adds FTextBlockLayout to handle the text layout cache for text block types (STextBlock and SRichTextBlock) and serves a dual purpose of moving the duplicated caching logic into a single place, as well as hiding it from the widget (so allowing the cache to mutate, even when called from immutable widget functions).
This change also increases the unification between the STextBlock and SRichTextBlock construction parameters, by allowing STextBlock to specify a Justification, Margin, and LineHeightPercentage, and allowing SRichTextBlock to specify its HighlightText as an attribute.
ReviewedBy Nick.Atamas, Justin.Sargent
[CL 2280351 by Jamie Dale in Main branch]
2014-09-01 06:28:16 -04:00
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TAttribute<FText> ToolTipText = InArgs._ToolTipText;
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if (!ToolTipText.IsBound() && ToolTipText.Get().IsEmpty())
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{
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ToolTipText = NSLOCTEXT("DocumentationAnchor", "DefaultToolTip", "Click to open documentation");
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}
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const FString PreviewLink = InArgs._PreviewLink;
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// All in-editor UDN documents must live under the Shared/ folder
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ensure(PreviewLink.IsEmpty() || PreviewLink.StartsWith(TEXT("Shared/")));
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2014-03-14 14:13:41 -04:00
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ChildSlot
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[
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SAssignNew(Button, SSimpleButton)
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.OnClicked(this, &SDocumentationAnchor::OnClicked)
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.Icon(FAppStyle::Get().GetBrush("Icons.Help"))
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.ToolTip(IDocumentation::Get()->CreateToolTip(ToolTipText, nullptr, PreviewLink, InArgs._PreviewExcerptName))
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];
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}
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FReply SDocumentationAnchor::OnClicked() const
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{
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IDocumentation::Get()->Open(Link.Get(FString()), FDocumentationSourceInfo(TEXT("doc_anchors")));
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2014-03-14 14:13:41 -04:00
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return FReply::Handled();
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}
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