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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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# include "IntroTutorialsPrivatePCH.h"
# include "STutorialRoot.h"
# include "SEditorTutorials.h"
# include "EditorTutorialSettings.h"
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# include "TutorialStateSettings.h"
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# include "AssetEditorManager.h"
# include "ToolkitManager.h"
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# include "IToolkit.h"
# include "IToolkitHost.h"
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# include "EngineAnalytics.h"
# include "Runtime/Analytics/Analytics/Public/Interfaces/IAnalyticsProvider.h"
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# include "Editor/MainFrame/Public/Interfaces/IMainFrameModule.h"
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# include "NotificationManager.h"
# include "SNotificationList.h"
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# include "Kismet/GameplayStatics.h"
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# define LOCTEXT_NAMESPACE "STutorialRoot"
void STutorialRoot : : Construct ( const FArguments & InArgs )
{
CurrentTutorial = nullptr ;
CurrentTutorialStage = 0 ;
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CurrentTutorialStartTime = FPlatformTime : : Seconds ( ) ;
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ChildSlot
[
SNullWidget : : NullWidget
] ;
}
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void STutorialRoot : : AttachWidget ( TSharedPtr < SWidget > Widget )
{
//This checkSlow is just here to ensure we know what we're doing
checkSlow ( ChildSlot . GetWidget ( ) = = SNullWidget : : NullWidget ) ;
ChildSlot . AttachWidget ( Widget . ToSharedRef ( ) ) ;
}
void STutorialRoot : : DetachWidget ( )
{
ChildSlot . DetachWidget ( ) ;
}
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void STutorialRoot : : MaybeAddOverlay ( TSharedRef < SWindow > InWindow )
{
if ( InWindow - > HasOverlay ( ) )
{
---- Merging with SlateDev branch ----
Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI.
While asleep, Slate will skip the Tick & Paint pass for that frame entirely.
- There are TWO ways to "wake" Slate and cause a Tick/Paint pass:
1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active.
- Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick.
2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked.
- The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action.
- Examples include animation, async operations that update periodically, progress updates, loading bars, etc.
- An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before.
- An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick()
- There are THREE ways to unregister an active tick:
1. Return EActiveTickReturnType::StopTicking from the active tick function
2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick()
3. Destroy the widget responsible for the active tick
- Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar
- There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed.
- The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f)
- The FCurveSequence API has been updated to work with the active tick system
- Playing a curve sequence now requires that you pass the widget being animated by the sequence
- The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete
- GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end.
[CL 2391669 by Dan Hertzka in Main branch]
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// check we don't already have a widget overlay for this window
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TWeakPtr < SEditorTutorials > * FoundWidget = TutorialWidgets . Find ( InWindow ) ;
if ( FoundWidget = = nullptr )
{
TSharedPtr < SEditorTutorials > TutorialWidget = nullptr ;
InWindow - > AddOverlaySlot ( )
[
SNew ( SHorizontalBox )
+ SHorizontalBox : : Slot ( )
. VAlign ( VAlign_Fill )
. HAlign ( HAlign_Fill )
[
SAssignNew ( TutorialWidget , SEditorTutorials )
. ParentWindow ( InWindow )
. OnNextClicked ( FOnNextClicked : : CreateSP ( this , & STutorialRoot : : HandleNextClicked ) )
. OnBackClicked ( FSimpleDelegate : : CreateSP ( this , & STutorialRoot : : HandleBackClicked ) )
. OnHomeClicked ( FSimpleDelegate : : CreateSP ( this , & STutorialRoot : : HandleHomeClicked ) )
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. OnCloseClicked ( FSimpleDelegate : : CreateSP ( this , & STutorialRoot : : HandleCloseClicked ) )
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. OnGetCurrentTutorial ( FOnGetCurrentTutorial : : CreateSP ( this , & STutorialRoot : : HandleGetCurrentTutorial ) )
. OnGetCurrentTutorialStage ( FOnGetCurrentTutorialStage : : CreateSP ( this , & STutorialRoot : : HandleGetCurrentTutorialStage ) )
. OnLaunchTutorial ( FOnLaunchTutorial : : CreateSP ( this , & STutorialRoot : : LaunchTutorial ) )
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. OnWasWidgetDrawn ( FOnWasWidgetDrawn : : CreateSP ( this , & STutorialRoot : : WasWidgetDrawn ) )
. OnWidgetWasDrawn ( FOnWidgetWasDrawn : : CreateSP ( this , & STutorialRoot : : WidgetWasDrawn ) )
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]
] ;
FoundWidget = & TutorialWidgets . Add ( InWindow , TutorialWidget ) ;
FoundWidget - > Pin ( ) - > RebuildCurrentContent ( ) ;
}
}
TArray < TSharedRef < SWindow > > ChildWindows = InWindow - > GetChildWindows ( ) ;
for ( auto & ChildWindow : ChildWindows )
{
MaybeAddOverlay ( ChildWindow ) ;
}
}
---- Merging with SlateDev branch ----
Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI.
While asleep, Slate will skip the Tick & Paint pass for that frame entirely.
- There are TWO ways to "wake" Slate and cause a Tick/Paint pass:
1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active.
- Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick.
2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked.
- The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action.
- Examples include animation, async operations that update periodically, progress updates, loading bars, etc.
- An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before.
- An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick()
- There are THREE ways to unregister an active tick:
1. Return EActiveTickReturnType::StopTicking from the active tick function
2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick()
3. Destroy the widget responsible for the active tick
- Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar
- There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed.
- The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f)
- The FCurveSequence API has been updated to work with the active tick system
- Playing a curve sequence now requires that you pass the widget being animated by the sequence
- The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete
- GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end.
[CL 2391669 by Dan Hertzka in Main branch]
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void STutorialRoot : : Tick ( const FGeometry & AllottedGeometry , const double InCurrentTime , const float InDeltaTime )
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{
TArray < TSharedRef < SWindow > > Windows = FSlateApplication : : Get ( ) . GetInteractiveTopLevelWindows ( ) ;
for ( auto & Window : Windows )
{
MaybeAddOverlay ( Window ) ;
}
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// empty array but leave us the slack (we dont want to reallocate all the time, and this array should never grow too large)
PreviouslyDrawnWidgets . Empty ( PreviouslyDrawnWidgets . Max ( ) ) ;
PreviouslyDrawnWidgets . Append ( MoveTemp ( DrawnWidgets ) ) ;
DrawnWidgets . Empty ( DrawnWidgets . Max ( ) ) ;
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}
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void STutorialRoot : : LaunchTutorial ( UEditorTutorial * InTutorial , IIntroTutorials : : ETutorialStartType InStartType , TWeakPtr < SWindow > InNavigationWindow , FSimpleDelegate InOnTutorialClosed , FSimpleDelegate InOnTutorialExited )
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{
if ( InTutorial ! = nullptr )
{
CurrentTutorial = InTutorial ;
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// we force a restart if this tutorial was completed
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if ( GetDefault < UTutorialStateSettings > ( ) - > HaveCompletedTutorial ( CurrentTutorial ) & & ( InStartType = = IIntroTutorials : : ETutorialStartType : : TST_CONTINUE ) )
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{
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InStartType = IIntroTutorials : : ETutorialStartType : : TST_RESTART ;
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}
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bool bHaveSeenTutorial = false ;
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switch ( InStartType )
{
case IIntroTutorials : : ETutorialStartType : : TST_RESTART :
CurrentTutorialStage = 0 ;
break ;
case IIntroTutorials : : ETutorialStartType : : TST_LASTSTAGE :
CurrentTutorialStage = FMath : : Max ( 0 , ( CurrentTutorial - > Stages . Num ( ) - 1 ) ) ;
break ;
default :
case IIntroTutorials : : ETutorialStartType : : TST_CONTINUE :
CurrentTutorialStage = GetDefault < UTutorialStateSettings > ( ) - > GetProgress ( CurrentTutorial , bHaveSeenTutorial ) ;
break ;
}
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// check if we should be launching this tutorial for an asset editor
if ( InTutorial - > AssetToUse . IsValid ( ) )
{
TArray < FString > AssetPaths ;
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AssetPaths . Add ( InTutorial - > AssetToUse . ToString ( ) ) ;
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FAssetEditorManager : : Get ( ) . OpenEditorsForAssets ( AssetPaths ) ;
UObject * Asset = InTutorial - > AssetToUse . ResolveObject ( ) ;
if ( Asset ! = nullptr )
{
TSharedPtr < IToolkit > Toolkit = FToolkitManager : : Get ( ) . FindEditorForAsset ( Asset ) ;
if ( Toolkit . IsValid ( ) )
{
InNavigationWindow = FSlateApplication : : Get ( ) . FindWidgetWindow ( Toolkit - > GetToolkitHost ( ) - > GetParentWidget ( ) ) ;
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// make sure we have a valid tutorial overlay
if ( InNavigationWindow . IsValid ( ) )
{
MaybeAddOverlay ( InNavigationWindow . Pin ( ) . ToSharedRef ( ) ) ;
}
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}
}
}
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CurrentTutorialStartTime = FPlatformTime : : Seconds ( ) ;
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// launch tutorial for all windows we wrap - any tutorial can display over any window
for ( auto & TutorialWidget : TutorialWidgets )
{
if ( TutorialWidget . Value . IsValid ( ) )
{
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bool bIsNavigationWindow = false ;
if ( ! InNavigationWindow . IsValid ( ) )
{
bIsNavigationWindow = TutorialWidget . Value . Pin ( ) - > IsNavigationVisible ( ) ;
}
else
{
bIsNavigationWindow = ( TutorialWidget . Value . Pin ( ) - > GetParentWindow ( ) = = InNavigationWindow . Pin ( ) ) ;
}
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TutorialWidget . Value . Pin ( ) - > LaunchTutorial ( bIsNavigationWindow , InOnTutorialClosed , InOnTutorialExited ) ;
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}
}
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if ( CurrentTutorial ! = nullptr )
{
CurrentTutorial - > HandleTutorialLaunched ( ) ;
}
if ( CurrentTutorial ! = nullptr & & CurrentTutorialStage < CurrentTutorial - > Stages . Num ( ) )
{
CurrentTutorial - > HandleTutorialStageStarted ( CurrentTutorial - > Stages [ CurrentTutorialStage ] . Name ) ;
}
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}
}
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void STutorialRoot : : CloseAllTutorialContent ( )
{
for ( auto & TutorialWidget : TutorialWidgets )
{
if ( TutorialWidget . Value . IsValid ( ) )
{
TutorialWidget . Value . Pin ( ) - > HideContent ( ) ;
}
}
}
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void STutorialRoot : : HandleNextClicked ( TWeakPtr < SWindow > InNavigationWindow )
{
GoToNextStage ( InNavigationWindow ) ;
}
void STutorialRoot : : HandleBackClicked ( )
{
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if ( FEngineAnalytics : : IsAvailable ( ) & & CurrentTutorial ! = nullptr )
{
TArray < FAnalyticsEventAttribute > EventAttributes ;
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EventAttributes . Add ( FAnalyticsEventAttribute ( TEXT ( " Context.Tutorial " ) , FIntroTutorials : : AnalyticsEventNameFromTutorial ( CurrentTutorial ) ) ) ;
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EventAttributes . Add ( FAnalyticsEventAttribute ( TEXT ( " Context.StageIndex " ) , CurrentTutorialStage ) ) ;
FEngineAnalytics : : GetProvider ( ) . RecordEvent ( TEXT ( " Rocket.Tutorials.ClickedBackButton " ) , EventAttributes ) ;
}
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GoToPreviousStage ( ) ;
for ( auto & TutorialWidget : TutorialWidgets )
{
if ( TutorialWidget . Value . IsValid ( ) )
{
TSharedPtr < SEditorTutorials > PinnedTutorialWidget = TutorialWidget . Value . Pin ( ) ;
PinnedTutorialWidget - > RebuildCurrentContent ( ) ;
}
}
}
void STutorialRoot : : HandleHomeClicked ( )
{
if ( CurrentTutorial ! = nullptr )
{
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CurrentTutorial - > HandleTutorialClosed ( ) ;
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GetMutableDefault < UTutorialStateSettings > ( ) - > RecordProgress ( CurrentTutorial , CurrentTutorialStage ) ;
GetMutableDefault < UTutorialStateSettings > ( ) - > SaveProgress ( ) ;
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}
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// submit analytics data
if ( FEngineAnalytics : : IsAvailable ( ) & & CurrentTutorial ! = nullptr & & CurrentTutorialStage < CurrentTutorial - > Stages . Num ( ) )
{
FString const CurrentExcerptTitle = CurrentTutorial - > Stages [ CurrentTutorialStage ] . Name . ToString ( ) ;
int32 const CurrentExcerptIndex = CurrentTutorialStage ;
float const CurrentPageElapsedTime = ( float ) ( FPlatformTime : : Seconds ( ) - CurrentTutorialStartTime ) ;
TArray < FAnalyticsEventAttribute > EventAttributes ;
EventAttributes . Add ( FAnalyticsEventAttribute ( TEXT ( " LastStageIndex " ) , CurrentExcerptIndex ) ) ;
EventAttributes . Add ( FAnalyticsEventAttribute ( TEXT ( " LastStageTitle " ) , CurrentExcerptTitle ) ) ;
EventAttributes . Add ( FAnalyticsEventAttribute ( TEXT ( " TimeSpentInTutorial " ) , CurrentPageElapsedTime ) ) ;
EventAttributes . Add ( FAnalyticsEventAttribute ( TEXT ( " TutorialAsset " ) , FIntroTutorials : : AnalyticsEventNameFromTutorial ( CurrentTutorial ) ) ) ;
FEngineAnalytics : : GetProvider ( ) . RecordEvent ( TEXT ( " Rocket.Tutorials.Home " ) , EventAttributes ) ;
}
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CurrentTutorial = nullptr ;
CurrentTutorialStage = 0 ;
for ( auto & TutorialWidget : TutorialWidgets )
{
if ( TutorialWidget . Value . IsValid ( ) )
{
TSharedPtr < SEditorTutorials > PinnedTutorialWidget = TutorialWidget . Value . Pin ( ) ;
PinnedTutorialWidget - > RebuildCurrentContent ( ) ;
}
}
}
UEditorTutorial * STutorialRoot : : HandleGetCurrentTutorial ( )
{
return CurrentTutorial ;
}
int32 STutorialRoot : : HandleGetCurrentTutorialStage ( )
{
return CurrentTutorialStage ;
}
void STutorialRoot : : AddReferencedObjects ( FReferenceCollector & Collector )
{
if ( CurrentTutorial ! = nullptr )
{
Collector . AddReferencedObject ( CurrentTutorial ) ;
}
}
void STutorialRoot : : GoToPreviousStage ( )
{
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if ( CurrentTutorial ! = nullptr )
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{
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UEditorTutorial * OldTutorial = CurrentTutorial ;
int32 OldTutorialStage = CurrentTutorialStage ;
if ( CurrentTutorialStage < CurrentTutorial - > Stages . Num ( ) )
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{
CurrentTutorial - > HandleTutorialStageEnded ( CurrentTutorial - > Stages [ CurrentTutorialStage ] . Name ) ;
}
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FString PlatformName = UGameplayStatics : : GetPlatformName ( ) ;
for ( - - CurrentTutorialStage ; CurrentTutorialStage > = 0 ; - - CurrentTutorialStage )
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{
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bool bPlatformFoundInList = false ;
for ( FString PlatformToTest : CurrentTutorial - > Stages [ CurrentTutorialStage ] . PlatformsToTest )
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{
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if ( ! PlatformName . Compare ( PlatformToTest , ESearchCase : : IgnoreCase ) )
{
bPlatformFoundInList = true ;
break ;
}
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}
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if ( bPlatformFoundInList ! = CurrentTutorial - > Stages [ CurrentTutorialStage ] . bInvertPlatformTest )
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{
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// Skip this stage
continue ;
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}
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// We hit a page that we don't want to skip. Record progress and stop looking.
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GetMutableDefault < UTutorialStateSettings > ( ) - > RecordProgress ( CurrentTutorial , CurrentTutorialStage ) ;
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break ;
}
if ( CurrentTutorialStage < 0 )
{
// We went out of bounds for this tutorial, so see if we want to go to another one.
CurrentTutorialStage = 0 ;
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if ( FName ( * CurrentTutorial - > PreviousTutorial . ToString ( ) ) ! = NAME_None )
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{
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TSubclassOf < UEditorTutorial > PreviousTutorialClass = LoadClass < UEditorTutorial > ( NULL , * CurrentTutorial - > PreviousTutorial . ToString ( ) , NULL , LOAD_None , NULL ) ;
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if ( PreviousTutorialClass ! = nullptr )
{
LaunchTutorial ( PreviousTutorialClass - > GetDefaultObject < UEditorTutorial > ( ) , IIntroTutorials : : ETutorialStartType : : TST_LASTSTAGE , nullptr , FSimpleDelegate ( ) , FSimpleDelegate ( ) ) ;
}
else
{
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FSlateNotificationManager : : Get ( ) . AddNotification ( FNotificationInfo ( FText : : Format ( LOCTEXT ( " PreviousTutorialNotFound " , " Could not start previous tutorial {0} " ) , FText : : FromString ( CurrentTutorial - > PreviousTutorial . ToString ( ) ) ) ) ) ;
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}
}
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}
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if ( CurrentTutorial ! = nullptr & & CurrentTutorialStage < CurrentTutorial - > Stages . Num ( ) & & ( CurrentTutorial ! = OldTutorial | | CurrentTutorialStage ! = OldTutorialStage ) )
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{
CurrentTutorial - > HandleTutorialStageStarted ( CurrentTutorial - > Stages [ CurrentTutorialStage ] . Name ) ;
}
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}
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for ( auto & TutorialWidget : TutorialWidgets )
{
if ( TutorialWidget . Value . IsValid ( ) )
{
TSharedPtr < SEditorTutorials > PinnedTutorialWidget = TutorialWidget . Value . Pin ( ) ;
PinnedTutorialWidget - > RebuildCurrentContent ( ) ;
}
}
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}
void STutorialRoot : : GoToNextStage ( TWeakPtr < SWindow > InNavigationWindow )
{
if ( CurrentTutorial ! = nullptr )
{
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UEditorTutorial * OldTutorial = CurrentTutorial ;
int32 OldTutorialStage = CurrentTutorialStage ;
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if ( CurrentTutorialStage < CurrentTutorial - > Stages . Num ( ) )
{
CurrentTutorial - > HandleTutorialStageEnded ( CurrentTutorial - > Stages [ CurrentTutorialStage ] . Name ) ;
}
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FString PlatformName = UGameplayStatics : : GetPlatformName ( ) ;
for ( + + CurrentTutorialStage ; CurrentTutorialStage < CurrentTutorial - > Stages . Num ( ) ; + + CurrentTutorialStage )
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{
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bool bPlatformFoundInList = false ;
for ( FString PlatformToTest : CurrentTutorial - > Stages [ CurrentTutorialStage ] . PlatformsToTest )
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{
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if ( ! PlatformName . Compare ( PlatformToTest , ESearchCase : : IgnoreCase ) )
{
bPlatformFoundInList = true ;
break ;
}
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}
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if ( bPlatformFoundInList ! = CurrentTutorial - > Stages [ CurrentTutorialStage ] . bInvertPlatformTest )
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{
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// Skip this stage
continue ;
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}
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// We hit a page that we don't want to skip. Record progress and stop looking.
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GetMutableDefault < UTutorialStateSettings > ( ) - > RecordProgress ( CurrentTutorial , CurrentTutorialStage ) ;
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break ;
}
Copying //UE4/Dev-Framework to //UE4/Main @ 2830052
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2807479 on 2015/12/17 by Zak.Middleton
#ue4 - Optimize allocations in FFinalPostProcessSettings. Fix bug skipping an element when updating the ContributingCubemaps array if one is removed during an iteration.
#rb Aaron.Mcleran
#codereview Martin.Mittring
#jira UE-24485
Change 2807695 on 2015/12/17 by Aaron.McLeran
Changing the VolumeScale sound concurrency implementation to be a volume scalar on older sounds in a concurrency group rather than scale new sounds.
#rb zak.middleton
Change 2808628 on 2015/12/18 by Thomas.Sarkanen
Minor optimization: Dont call GetWorld() 3 times in a row in USceneComponent::ShouldRender()
#rb Martin.Wilson
Change 2810090 on 2015/12/21 by Ori.Cohen
Allow collision and trail particles to run off the game thread.
Clean up missing marshelled AsyncComponentToWorld
Change 2814518 on 2016/01/04 by Marc.Audy
Use Reset instead of Empty
Change 2814530 on 2016/01/04 by James.Golding
UE-2689 Hook up lots of new icons for component classes
#rb thomas.sarkanen
Change 2814665 on 2016/01/04 by Marc.Audy
PR #1860:Fix ChildActorComponent linking issue when extended from game (Contributed by lion03)
Change 2814686 on 2016/01/04 by Benn.Gallagher
Fix for radial force components applying impulses multiple times to destructible components
#rb Ori.Cohen
Change 2815221 on 2016/01/04 by Aaron.McLeran
UE-24528 Fixing focus-distance scaling and focus priority scaling working with concurrency settings.
USoundAttenuation:
- Added methods to SoundAttenuation to get focus, attenuation, and distance scale based on focus factor.
- Added NonFocusDistanceScale parameter to attenuation settings customization so its setable by users
USoundBase:
- Added function on USoundBase which checks IsLooping, which checks the duration
- Removed functions IsAudible and IsAudibleSimple from USoundBase since that functionality is accomplished differently and takes into account focus-distance scaling now.
FActiveSound:
- Caching values of FocusPriorityScale and FocusDistanceScale to Active sound so that can be used for audibility checks
- Included FocusDistanceScale when computing bIsAudible in Active sound
- Moved GetAttenuationListenerData and the accompanying private struct FAttenuationListenerData to FAudioDevice since the audio device and moved code which computes focus factor and geometry into FAudioDevice::GetFocusFactor since it needs to be computed before an active sound exist
FAudioDevice:
- Added SoundIsAudible function which queries a particular sound if its audible based on attenuation settings, focus factor, etc. Will optionally return computed MaxDistance to avoid recomputing it in certain cases.
- Added a few helper functions: FindClosestListenerIndex, GetAttenuationListenerData
- Added GetFocusFactor, which performs the vector math to determine focus factor (0.0 is in-focus, 1.0 is out of focus) for a given sound and listener and attenuation focus settings.
- Updated CreateComponent and PlaySoundAtLocation functions to use the new SoundIsAudible function rather than the old IsAudibleSimple
#rb zak.middleton
Change 2815694 on 2016/01/05 by thomas.sarkanen
Added test texture
Change 2815695 on 2016/01/05 by thomas.sarkanen
Modified test texture
Change 2815709 on 2016/01/05 by James.Golding
PR #1778 : New BP-callablle function AActor::WasRecentlyRendered, with optional tolerance in seconds
https://github.com/EpicGames/UnrealEngine/pull/1778
#github 1778
#jira UE-23674
#rb jurre.debaare
Change 2815711 on 2016/01/05 by James.Golding
PR #1534 : Add missing default tolerance value for FVector2D::Equal
https://github.com/EpicGames/UnrealEngine/pull/1534
#github 1534
#jira UE-20838
#rb jurre.debaare
Change 2815714 on 2016/01/05 by James.Golding
PR #1887 : Added 'Thickness' Parameter to all valid options in Draw Debug Helper
https://github.com/EpicGames/UnrealEngine/pull/1887
#github 1887
#jira UE-24802
#rb jurre.debaare
Change 2815725 on 2016/01/05 by James.Golding
Added comment that USkeletalMeshComponent::bEnablePhysicsOnDedicatedServer cannot be changed at runtime
#jira UE-20439
Change 2815813 on 2016/01/05 by Marc.Audy
Move dispatch of transition functions to new OnMatchStateSet virtual which is called from SetMatchState allowing subclasses to insert their own handling between the set of the variable and dispatch to GameState and Blueprints rather than having to override the entire function.
#codereview Peter.Knepley
Change 2815884 on 2016/01/05 by James.Golding
- Avoid PSC iterating over all particle emitters each tick to check for changes in DetailMode. Now remember global DetailMode when we last checked, and only iterate again if that has changed.
- Add 'WarmupTime' and 'CPUCollision' to Asset Registry Tags for Particle Systems
#rb simon.tovey
#codereview gil.gribb
Change 2816306 on 2016/01/05 by Marc.Audy
(4.11) Pass boolean to OnComponentDestroyed that indicates if the entire Actor's hierarchy is being destroyed. If so we can avoid doing a lot of expensive tear down, particularly detaching each component one at a time from the hierarchy and causing massive position/bounds updates.
#rb Zak.Middleton, James.Golding
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if ( CurrentTutorialStage > = CurrentTutorial - > Stages . Num ( ) )
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{
// We went out of bounds for this tutorial, so see if we want to go to another one.
CurrentTutorialStage = CurrentTutorial - > Stages . Num ( ) - 1 ;
Copying //UE4/Dev-Framework to //UE4/Main @ 2830052
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2807479 on 2015/12/17 by Zak.Middleton
#ue4 - Optimize allocations in FFinalPostProcessSettings. Fix bug skipping an element when updating the ContributingCubemaps array if one is removed during an iteration.
#rb Aaron.Mcleran
#codereview Martin.Mittring
#jira UE-24485
Change 2807695 on 2015/12/17 by Aaron.McLeran
Changing the VolumeScale sound concurrency implementation to be a volume scalar on older sounds in a concurrency group rather than scale new sounds.
#rb zak.middleton
Change 2808628 on 2015/12/18 by Thomas.Sarkanen
Minor optimization: Dont call GetWorld() 3 times in a row in USceneComponent::ShouldRender()
#rb Martin.Wilson
Change 2810090 on 2015/12/21 by Ori.Cohen
Allow collision and trail particles to run off the game thread.
Clean up missing marshelled AsyncComponentToWorld
Change 2814518 on 2016/01/04 by Marc.Audy
Use Reset instead of Empty
Change 2814530 on 2016/01/04 by James.Golding
UE-2689 Hook up lots of new icons for component classes
#rb thomas.sarkanen
Change 2814665 on 2016/01/04 by Marc.Audy
PR #1860:Fix ChildActorComponent linking issue when extended from game (Contributed by lion03)
Change 2814686 on 2016/01/04 by Benn.Gallagher
Fix for radial force components applying impulses multiple times to destructible components
#rb Ori.Cohen
Change 2815221 on 2016/01/04 by Aaron.McLeran
UE-24528 Fixing focus-distance scaling and focus priority scaling working with concurrency settings.
USoundAttenuation:
- Added methods to SoundAttenuation to get focus, attenuation, and distance scale based on focus factor.
- Added NonFocusDistanceScale parameter to attenuation settings customization so its setable by users
USoundBase:
- Added function on USoundBase which checks IsLooping, which checks the duration
- Removed functions IsAudible and IsAudibleSimple from USoundBase since that functionality is accomplished differently and takes into account focus-distance scaling now.
FActiveSound:
- Caching values of FocusPriorityScale and FocusDistanceScale to Active sound so that can be used for audibility checks
- Included FocusDistanceScale when computing bIsAudible in Active sound
- Moved GetAttenuationListenerData and the accompanying private struct FAttenuationListenerData to FAudioDevice since the audio device and moved code which computes focus factor and geometry into FAudioDevice::GetFocusFactor since it needs to be computed before an active sound exist
FAudioDevice:
- Added SoundIsAudible function which queries a particular sound if its audible based on attenuation settings, focus factor, etc. Will optionally return computed MaxDistance to avoid recomputing it in certain cases.
- Added a few helper functions: FindClosestListenerIndex, GetAttenuationListenerData
- Added GetFocusFactor, which performs the vector math to determine focus factor (0.0 is in-focus, 1.0 is out of focus) for a given sound and listener and attenuation focus settings.
- Updated CreateComponent and PlaySoundAtLocation functions to use the new SoundIsAudible function rather than the old IsAudibleSimple
#rb zak.middleton
Change 2815694 on 2016/01/05 by thomas.sarkanen
Added test texture
Change 2815695 on 2016/01/05 by thomas.sarkanen
Modified test texture
Change 2815709 on 2016/01/05 by James.Golding
PR #1778 : New BP-callablle function AActor::WasRecentlyRendered, with optional tolerance in seconds
https://github.com/EpicGames/UnrealEngine/pull/1778
#github 1778
#jira UE-23674
#rb jurre.debaare
Change 2815711 on 2016/01/05 by James.Golding
PR #1534 : Add missing default tolerance value for FVector2D::Equal
https://github.com/EpicGames/UnrealEngine/pull/1534
#github 1534
#jira UE-20838
#rb jurre.debaare
Change 2815714 on 2016/01/05 by James.Golding
PR #1887 : Added 'Thickness' Parameter to all valid options in Draw Debug Helper
https://github.com/EpicGames/UnrealEngine/pull/1887
#github 1887
#jira UE-24802
#rb jurre.debaare
Change 2815725 on 2016/01/05 by James.Golding
Added comment that USkeletalMeshComponent::bEnablePhysicsOnDedicatedServer cannot be changed at runtime
#jira UE-20439
Change 2815813 on 2016/01/05 by Marc.Audy
Move dispatch of transition functions to new OnMatchStateSet virtual which is called from SetMatchState allowing subclasses to insert their own handling between the set of the variable and dispatch to GameState and Blueprints rather than having to override the entire function.
#codereview Peter.Knepley
Change 2815884 on 2016/01/05 by James.Golding
- Avoid PSC iterating over all particle emitters each tick to check for changes in DetailMode. Now remember global DetailMode when we last checked, and only iterate again if that has changed.
- Add 'WarmupTime' and 'CPUCollision' to Asset Registry Tags for Particle Systems
#rb simon.tovey
#codereview gil.gribb
Change 2816306 on 2016/01/05 by Marc.Audy
(4.11) Pass boolean to OnComponentDestroyed that indicates if the entire Actor's hierarchy is being destroyed. If so we can avoid doing a lot of expensive tear down, particularly detaching each component one at a time from the hierarchy and causing massive position/bounds updates.
#rb Zak.Middleton, James.Golding
2016-01-15 13:01:30 -05:00
if ( FName ( * CurrentTutorial - > NextTutorial . ToString ( ) ) ! = NAME_None )
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{
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TSubclassOf < UEditorTutorial > NextTutorialClass = LoadClass < UEditorTutorial > ( NULL , * CurrentTutorial - > NextTutorial . ToString ( ) , NULL , LOAD_None , NULL ) ;
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if ( NextTutorialClass ! = nullptr )
{
LaunchTutorial ( NextTutorialClass - > GetDefaultObject < UEditorTutorial > ( ) , IIntroTutorials : : ETutorialStartType : : TST_RESTART , InNavigationWindow , FSimpleDelegate ( ) , FSimpleDelegate ( ) ) ;
}
else
{
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FSlateNotificationManager : : Get ( ) . AddNotification ( FNotificationInfo ( FText : : Format ( LOCTEXT ( " NextTutorialNotFound " , " Could not start next tutorial {0} " ) , FText : : FromString ( CurrentTutorial - > NextTutorial . ToString ( ) ) ) ) ) ;
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}
}
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}
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if ( CurrentTutorial ! = nullptr & & CurrentTutorialStage < CurrentTutorial - > Stages . Num ( ) & & ( CurrentTutorial ! = OldTutorial | | CurrentTutorialStage ! = OldTutorialStage ) )
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{
CurrentTutorial - > HandleTutorialStageStarted ( CurrentTutorial - > Stages [ CurrentTutorialStage ] . Name ) ;
}
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}
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for ( auto & TutorialWidget : TutorialWidgets )
{
if ( TutorialWidget . Value . IsValid ( ) )
{
TSharedPtr < SEditorTutorials > PinnedTutorialWidget = TutorialWidget . Value . Pin ( ) ;
PinnedTutorialWidget - > RebuildCurrentContent ( ) ;
}
}
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}
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void STutorialRoot : : HandleCloseClicked ( )
{
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if ( CurrentTutorial ! = nullptr )
{
CurrentTutorial - > HandleTutorialClosed ( ) ;
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// Update the current stage when we close
bool bHaveSeenTutorial = false ;
CurrentTutorialStage = GetDefault < UTutorialStateSettings > ( ) - > GetProgress ( CurrentTutorial , bHaveSeenTutorial ) ;
GetMutableDefault < UTutorialStateSettings > ( ) - > RecordProgress ( CurrentTutorial , CurrentTutorialStage ) ;
GetMutableDefault < UTutorialStateSettings > ( ) - > SaveProgress ( ) ;
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}
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// submit analytics data
if ( FEngineAnalytics : : IsAvailable ( ) & & CurrentTutorial ! = nullptr & & CurrentTutorialStage < CurrentTutorial - > Stages . Num ( ) )
{
UEditorTutorial * AttractTutorial = nullptr ;
UEditorTutorial * LaunchTutorial = nullptr ;
FString BrowserFilter ;
GetDefault < UEditorTutorialSettings > ( ) - > FindTutorialInfoForContext ( TEXT ( " LevelEditor " ) , AttractTutorial , LaunchTutorial , BrowserFilter ) ;
// prepare and send analytics data
bool const bClosedInitialAttract = ( CurrentTutorial = = AttractTutorial ) ;
FString const CurrentExcerptTitle = bClosedInitialAttract ? TEXT ( " InitialAttract " ) : CurrentTutorial - > Stages [ CurrentTutorialStage ] . Name . ToString ( ) ;
int32 const CurrentExcerptIndex = bClosedInitialAttract ? - 1 : CurrentTutorialStage ;
float const CurrentPageElapsedTime = bClosedInitialAttract ? 0.f : ( float ) ( FPlatformTime : : Seconds ( ) - CurrentTutorialStartTime ) ;
TArray < FAnalyticsEventAttribute > EventAttributes ;
EventAttributes . Add ( FAnalyticsEventAttribute ( TEXT ( " LastStageIndex " ) , CurrentExcerptIndex ) ) ;
EventAttributes . Add ( FAnalyticsEventAttribute ( TEXT ( " LastStageTitle " ) , CurrentExcerptTitle ) ) ;
EventAttributes . Add ( FAnalyticsEventAttribute ( TEXT ( " TimeSpentInTutorial " ) , CurrentPageElapsedTime ) ) ;
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EventAttributes . Add ( FAnalyticsEventAttribute ( TEXT ( " TutorialAsset " ) , FIntroTutorials : : AnalyticsEventNameFromTutorial ( CurrentTutorial ) ) ) ;
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FEngineAnalytics : : GetProvider ( ) . RecordEvent ( TEXT ( " Rocket.Tutorials.Closed " ) , EventAttributes ) ;
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}
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//Tutorial is no longer current
CurrentTutorial = nullptr ;
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}
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bool STutorialRoot : : WasWidgetDrawn ( const FName & InName ) const
{
for ( const auto & WidgetName : PreviouslyDrawnWidgets )
{
if ( InName = = WidgetName )
{
return true ;
}
}
return false ;
}
void STutorialRoot : : WidgetWasDrawn ( const FName & InName )
{
DrawnWidgets . Add ( InName ) ;
}
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# undef LOCTEXT_NAMESPACE