2018-12-14 13:41:00 -05:00
|
|
|
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
|
2014-08-05 09:04:35 -04:00
|
|
|
|
|
|
|
|
#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 "IIntroTutorials.h"
|
|
|
|
|
#include "Widgets/DeclarativeSyntaxSupport.h"
|
|
|
|
|
#include "Widgets/SCompoundWidget.h"
|
|
|
|
|
#include "UObject/GCObject.h"
|
|
|
|
|
#include "Widgets/SWindow.h"
|
|
|
|
|
|
2014-08-05 09:04:35 -04:00
|
|
|
class SEditorTutorials;
|
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
|
|
|
class UEditorTutorial;
|
2014-08-05 09:04:35 -04:00
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* The widget which simply monitors windows in its tick function to see if we need to attach
|
|
|
|
|
* a tutorial overlay.
|
|
|
|
|
*/
|
|
|
|
|
class STutorialRoot : public SCompoundWidget, public FGCObject
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
SLATE_BEGIN_ARGS( STutorialRoot )
|
|
|
|
|
{
|
|
|
|
|
_Visibility = EVisibility::HitTestInvisible;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SLATE_END_ARGS()
|
|
|
|
|
|
|
|
|
|
void Construct(const FArguments& InArgs);
|
|
|
|
|
|
|
|
|
|
/** SWidget implementation */
|
|
|
|
|
virtual void Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime ) override;
|
|
|
|
|
|
|
|
|
|
/** FGCObject implementation */
|
|
|
|
|
virtual void AddReferencedObjects( FReferenceCollector& Collector ) override;
|
|
|
|
|
|
|
|
|
|
/** Launch the specified tutorial from the specified window */
|
2015-04-02 16:56:18 -04:00
|
|
|
void LaunchTutorial(UEditorTutorial* InTutorial, IIntroTutorials::ETutorialStartType InStartType, TWeakPtr<SWindow> InNavigationWindow, FSimpleDelegate InOnTutorialClosed, FSimpleDelegate InOnTutorialExited);
|
2014-08-28 06:22:40 -04:00
|
|
|
|
|
|
|
|
/** Close all tutorial content */
|
|
|
|
|
void CloseAllTutorialContent();
|
2014-08-05 09:04:35 -04:00
|
|
|
|
|
|
|
|
/** Reload tutorials that we know about */
|
|
|
|
|
void ReloadTutorials();
|
|
|
|
|
|
2014-08-20 10:27:41 -04:00
|
|
|
/** Got to the previous stage in the current tutorial */
|
|
|
|
|
void GoToPreviousStage();
|
|
|
|
|
|
|
|
|
|
/** Got to the next stage in the current tutorial */
|
|
|
|
|
void GoToNextStage(TWeakPtr<SWindow> InNavigationWindow);
|
|
|
|
|
|
2014-09-22 09:42:52 -04:00
|
|
|
/** Has this named widget been raw anywhere this frame? */
|
|
|
|
|
bool WasWidgetDrawn(const FName& InName) const;
|
|
|
|
|
|
|
|
|
|
/** Register that this widget was drawn this frame */
|
|
|
|
|
void WidgetWasDrawn(const FName& InName);
|
|
|
|
|
|
2015-01-27 14:54:15 -05:00
|
|
|
/** This is currently used for the "loading" widget */
|
|
|
|
|
void AttachWidget(TSharedPtr<SWidget> Widget);
|
|
|
|
|
|
|
|
|
|
/** This is currently used for the "loading" widget */
|
|
|
|
|
void DetachWidget();
|
|
|
|
|
|
2014-08-05 09:04:35 -04:00
|
|
|
private:
|
2014-09-18 08:10:29 -04:00
|
|
|
/** Handle when the next button is clicked */
|
2014-08-05 09:04:35 -04:00
|
|
|
void HandleNextClicked(TWeakPtr<SWindow> InNavigationWindow);
|
|
|
|
|
|
2014-09-18 08:10:29 -04:00
|
|
|
/** Handle when the back button is clicked */
|
2014-08-05 09:04:35 -04:00
|
|
|
void HandleBackClicked();
|
|
|
|
|
|
2014-09-18 08:10:29 -04:00
|
|
|
/** Handle when the home button is clickeds */
|
2014-08-05 09:04:35 -04:00
|
|
|
void HandleHomeClicked();
|
|
|
|
|
|
2014-09-18 08:10:29 -04:00
|
|
|
/** Handle when the close button is clicked */
|
|
|
|
|
void HandleCloseClicked();
|
|
|
|
|
|
2014-08-05 09:04:35 -04:00
|
|
|
/** Handle retrieving the current tutorial */
|
|
|
|
|
UEditorTutorial* HandleGetCurrentTutorial();
|
|
|
|
|
|
|
|
|
|
/** Handle retrieving the current tutorial stage */
|
|
|
|
|
int32 HandleGetCurrentTutorialStage();
|
|
|
|
|
|
|
|
|
|
/** Function called on Tick() to check active windows for whether they need an overlay adding */
|
|
|
|
|
void MaybeAddOverlay(TSharedRef<SWindow> InWindow);
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
/** Container widgets, inserted into window overlays */
|
|
|
|
|
TMap<TWeakPtr<SWindow>, TWeakPtr<SEditorTutorials>> TutorialWidgets;
|
|
|
|
|
|
|
|
|
|
/** Tutorial we are currently viewing */
|
|
|
|
|
UEditorTutorial* CurrentTutorial;
|
|
|
|
|
|
|
|
|
|
/** Current stage of tutorial */
|
|
|
|
|
int32 CurrentTutorialStage;
|
2014-09-18 08:10:29 -04:00
|
|
|
|
|
|
|
|
/** Start time of the current tutorial, if any */
|
|
|
|
|
float CurrentTutorialStartTime;
|
2014-09-22 09:42:52 -04:00
|
|
|
|
|
|
|
|
/** Current drawn widgets for the last frame */
|
|
|
|
|
TArray<FName> DrawnWidgets;
|
|
|
|
|
TArray<FName> PreviouslyDrawnWidgets;
|
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
|
|
|
};
|