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UnrealEngineUWP/Engine/Source/Editor/IntroTutorials/Private/STutorialOverlay.h

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
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
#include "CoreMinimal.h"
#include "Layout/Visibility.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SWidget.h"
#include "Widgets/SCompoundWidget.h"
class FPaintArgs;
class FSlateWindowElementList;
class SCanvas;
class SWindow;
class UEditorTutorial;
struct FTutorialStage;
struct FTutorialWidgetContent;
/** Delegate used when drawing/arranging widgets */
DECLARE_MULTICAST_DELEGATE_TwoParams(FOnPaintNamedWidget, TSharedRef<SWidget> /*InWidget*/, const FGeometry& /*InGeometry*/);
/** Delegate used to inform widgets of the current window size, so they can auto-adjust layout */
DECLARE_MULTICAST_DELEGATE_OneParam(FOnCacheWindowSize, const FVector2D& /*InWindowSize*/);
/** Delegates for registering & querying whether a widget was drawn */
DECLARE_DELEGATE_OneParam(FOnWidgetWasDrawn, const FName& /*InName*/);
DECLARE_DELEGATE_RetVal_OneParam(bool, FOnWasWidgetDrawn, const FName& /*InName*/);
/**
* The widget which displays multiple 'floating' pieces of content overlaid onto the editor
*/
class STutorialOverlay : public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS( STutorialOverlay )
{
_Visibility = EVisibility::SelfHitTestInvisible;
}
/** The window this content is displayed over */
SLATE_ARGUMENT(TWeakPtr<SWindow>, ParentWindow)
/** Whether this a standalone widget (with its own close button) or part of a group of other widgets, paired with tutorial navigation */
SLATE_ARGUMENT(bool, IsStandalone)
/** Delegate fired when the close button is clicked */
SLATE_EVENT(FSimpleDelegate, OnClosed)
SLATE_EVENT(FSimpleDelegate, OnBackClicked)
SLATE_EVENT(FSimpleDelegate, OnHomeClicked)
SLATE_EVENT(FSimpleDelegate, OnNextClicked)
SLATE_ATTRIBUTE(bool, IsBackEnabled)
SLATE_ATTRIBUTE(bool, IsHomeEnabled)
SLATE_ATTRIBUTE(bool, IsNextEnabled)
/** Whether we can show full window content in this overlay (i.e. in the same window as the navigation controls) */
SLATE_ARGUMENT(bool, AllowNonWidgetContent)
/** Delegates for registering & querying whether a widget was drawn */
SLATE_EVENT(FOnWidgetWasDrawn, OnWidgetWasDrawn)
SLATE_EVENT(FOnWasWidgetDrawn, OnWasWidgetDrawn)
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, UEditorTutorial* InTutorial, FTutorialStage* const InStage);
/** SWidget implementation */
virtual int32 OnPaint( const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled ) const override;
private:
/** Recursive function used to re-generate widget geometry and forward the geometry of named widgets onto their respective content */
int32 TraverseWidgets(TSharedRef<SWidget> InWidget, const FGeometry& InGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId) const;
/* Opens the browser that the given widget requires if it is not already. */
void OpenBrowserForWidgetAnchor(UEditorTutorial* InTutorial, const FTutorialWidgetContent &WidgetContent);
/* Focus on the blueprint node if an anchor widget references one */
void FocusOnAnyBlueprintNodes(const FTutorialWidgetContent &WidgetContent);
/* Do any interaction stuff for a widget - open browser, scroll to node etc */
void PerformWidgetInteractions(UEditorTutorial* InTutorial, const FTutorialWidgetContent &WidgetContent);
private:
/** Reference to the canvas we use to position our content widgets */
TSharedPtr<SCanvas> OverlayCanvas;
/** The window this content is displayed over */
TWeakPtr<SWindow> ParentWindow;
/** Whether this a standalone widget (with its own close button) or part of a group of other widgets, paired with tutorial navigation */
bool bIsStandalone;
/** Delegate fired when a cos ebutton is clicked in tutorial content */
FSimpleDelegate OnClosed;
/** Delegate used when drawing/arranging widgets */
FOnPaintNamedWidget OnPaintNamedWidget;
/** Delegate used to reset drawing of named widgets */
FSimpleMulticastDelegate OnResetNamedWidget;
/** Delegate used to inform widgets of the current window size, so they can auto-adjust layout */
FOnCacheWindowSize OnCacheWindowSize;
/** Flag to see if we have valid content (this widget is created to also supply picker overlays) */
bool bHasValidContent;
/** Delegate for querying whether a widget was drawn */
FOnWidgetWasDrawn OnWidgetWasDrawn;
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
};