2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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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 "Framework/Text/SlateTextHighlightRunRenderer.h"
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#include "Rendering/DrawElements.h"
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#include "Styling/SlateTypes.h"
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2014-03-14 14:13:41 -04:00
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Added support for "lightweight highlighters"
TTP# 336464 - Editor: Finish the Multiline Editable Text Block
These are a kind of highlighter that exist at the line level, rather than the run level. This means that they can't do the more complex things like adjusting the run rendering (eg, changing the text color), but it does mean that they can be overlapped and don't require a re-flow of the entire layout when they're added or removed.
To avoid confusion with the existing "highlighter" concept, and to better describe what the classes do, the existing IRunHighlighter has been renamed to IRunRenderer, and the newly added "lightweight highlighters" are called ILineHighlighter.
FTextLayout has been updated to flow the lightweight highlighters separately to the main layout flow, and the dirty flag has been split so that we can skip the layout re-flow if only the highlighters have been changed.
FSlateTextLayout has been updated to first paint any "underlay" highlighters, then the line view blocks (potentially with a custom run renderer), then any "overlay" highlighters.
The GetChildren and OnArrangeChildren have been removed from ISlateRunRenderer (and not added to ISlateLineHighlighter) because they were never being used (FSlateTextLayout wasn't calling them), and were seemingly just adding complexity.
ReviewedBy Justin.Sargent
[CL 2222209 by Jamie Dale in Main branch]
2014-07-17 11:00:01 -04:00
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FSlateTextHighlightRunRenderer::FSlateTextHighlightRunRenderer()
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{
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}
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2014-07-23 08:23:21 -04:00
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int32 FSlateTextHighlightRunRenderer::OnPaint( const FPaintArgs& Args, const FTextLayout::FLineView& Line, const TSharedRef< ISlateRun >& Run, const TSharedRef< ILayoutBlock >& Block, const FTextBlockStyle& DefaultStyle, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled ) const
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{
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FVector2D Location( Block->GetLocationOffset() );
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Location.Y = Line.Offset.Y;
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2014-09-04 15:41:07 -04:00
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// The block size and offset values are pre-scaled, so we need to account for that when converting the block offsets into paint geometry
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const float InverseScale = Inverse(AllottedGeometry.Scale);
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2014-03-14 14:13:41 -04:00
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// Draw the actual highlight rectangle
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FSlateDrawElement::MakeBox(
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OutDrawElements,
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++LayerId,
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2014-09-04 15:41:07 -04:00
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AllottedGeometry.ToPaintGeometry(TransformVector(InverseScale, FVector2D( Block->GetSize().X, Line.Size.Y )), FSlateLayoutTransform(TransformPoint(InverseScale, Location))),
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&DefaultStyle.HighlightShape,
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MyClippingRect,
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bParentEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect,
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InWidgetStyle.GetColorAndOpacityTint() * DefaultStyle.HighlightColor
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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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FLinearColor InvertedHighlightColor = FLinearColor::White - DefaultStyle.HighlightColor;
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InvertedHighlightColor.A = InWidgetStyle.GetForegroundColor().A;
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FWidgetStyle WidgetStyle( InWidgetStyle );
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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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WidgetStyle.SetForegroundColor( InvertedHighlightColor );
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2014-03-14 14:13:41 -04:00
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2014-07-23 08:23:21 -04:00
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return Run->OnPaint( Args, Line, Block, DefaultStyle, AllottedGeometry, MyClippingRect, OutDrawElements, LayerId, WidgetStyle, bParentEnabled );
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2014-03-14 14:13:41 -04:00
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}
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Added support for "lightweight highlighters"
TTP# 336464 - Editor: Finish the Multiline Editable Text Block
These are a kind of highlighter that exist at the line level, rather than the run level. This means that they can't do the more complex things like adjusting the run rendering (eg, changing the text color), but it does mean that they can be overlapped and don't require a re-flow of the entire layout when they're added or removed.
To avoid confusion with the existing "highlighter" concept, and to better describe what the classes do, the existing IRunHighlighter has been renamed to IRunRenderer, and the newly added "lightweight highlighters" are called ILineHighlighter.
FTextLayout has been updated to flow the lightweight highlighters separately to the main layout flow, and the dirty flag has been split so that we can skip the layout re-flow if only the highlighters have been changed.
FSlateTextLayout has been updated to first paint any "underlay" highlighters, then the line view blocks (potentially with a custom run renderer), then any "overlay" highlighters.
The GetChildren and OnArrangeChildren have been removed from ISlateRunRenderer (and not added to ISlateLineHighlighter) because they were never being used (FSlateTextLayout wasn't calling them), and were seemingly just adding complexity.
ReviewedBy Justin.Sargent
[CL 2222209 by Jamie Dale in Main branch]
2014-07-17 11:00:01 -04:00
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TSharedRef< FSlateTextHighlightRunRenderer > FSlateTextHighlightRunRenderer::Create()
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2014-03-14 14:13:41 -04:00
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{
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Added support for "lightweight highlighters"
TTP# 336464 - Editor: Finish the Multiline Editable Text Block
These are a kind of highlighter that exist at the line level, rather than the run level. This means that they can't do the more complex things like adjusting the run rendering (eg, changing the text color), but it does mean that they can be overlapped and don't require a re-flow of the entire layout when they're added or removed.
To avoid confusion with the existing "highlighter" concept, and to better describe what the classes do, the existing IRunHighlighter has been renamed to IRunRenderer, and the newly added "lightweight highlighters" are called ILineHighlighter.
FTextLayout has been updated to flow the lightweight highlighters separately to the main layout flow, and the dirty flag has been split so that we can skip the layout re-flow if only the highlighters have been changed.
FSlateTextLayout has been updated to first paint any "underlay" highlighters, then the line view blocks (potentially with a custom run renderer), then any "overlay" highlighters.
The GetChildren and OnArrangeChildren have been removed from ISlateRunRenderer (and not added to ISlateLineHighlighter) because they were never being used (FSlateTextLayout wasn't calling them), and were seemingly just adding complexity.
ReviewedBy Justin.Sargent
[CL 2222209 by Jamie Dale in Main branch]
2014-07-17 11:00:01 -04:00
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return MakeShareable( new FSlateTextHighlightRunRenderer() );
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2014-03-14 14:13:41 -04:00
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}
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