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

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// Copyright 1998-2019 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 "Styling/SlateTypes.h"
#include "Framework/Text/IRun.h"
#include "Framework/Text/SlateHyperlinkRun.h"
#include "EditorStyleSet.h"
namespace EHyperlinkType
{
enum Type
{
Browser,
UDN,
Tutorial,
Code,
Asset
};
}
/** Helper struct to hold info about hyperlink types */
struct FHyperlinkTypeDesc
{
FHyperlinkTypeDesc(EHyperlinkType::Type InType, const FText& InText, const FText& InTooltipText, const FString& InId, FSlateHyperlinkRun::FOnClick InOnClickedDelegate, FSlateHyperlinkRun::FOnGetTooltipText InTooltipTextDelegate = FSlateHyperlinkRun::FOnGetTooltipText(), FSlateHyperlinkRun::FOnGenerateTooltip InTooltipDelegate = FSlateHyperlinkRun::FOnGenerateTooltip())
: Type(InType)
, Id(InId)
, Text(InText)
, TooltipText(InTooltipText)
, OnClickedDelegate(InOnClickedDelegate)
, TooltipTextDelegate(InTooltipTextDelegate)
, TooltipDelegate(InTooltipDelegate)
{
}
/** The type of the link */
EHyperlinkType::Type Type;
/** Tag used by this hyperlink's run */
FString Id;
/** Text to display in the UI */
FText Text;
/** Tooltip text to display in the UI */
FText TooltipText;
/** Delegate to execute for this hyperlink's run */
FSlateHyperlinkRun::FOnClick OnClickedDelegate;
/** Delegate used to retrieve the text to display in the hyperlink's tooltip */
FSlateHyperlinkRun::FOnGetTooltipText TooltipTextDelegate;
/** Delegate used to generate hyperlink's tooltip */
FSlateHyperlinkRun::FOnGenerateTooltip TooltipDelegate;
};
/** Text style and name to display in the UI */
struct FTextStyleAndName
{
/** Legacy: Flags controlling which TTF or OTF font should be picked from the given font family */
struct EFontStyle
{
typedef uint8 Flags;
enum Flag
{
Regular = 0,
Bold = 1<<0,
Italic = 1<<1,
};
};
FTextStyleAndName(FName InStyle, FText InDisplayName)
: Style(InStyle)
, DisplayName(InDisplayName)
{}
FRunInfo CreateRunInfo() const
{
FRunInfo RunInfo(TEXT("TextStyle"));
RunInfo.MetaData.Add(TEXT("Style"), Style.ToString());
return RunInfo;
}
static FName GetStyleFromRunInfo(const FRunInfo& InRunInfo)
{
const FString* const StyleString = InRunInfo.MetaData.Find(TEXT("Style"));
if(StyleString)
{
return **StyleString;
}
else
{
// legacy styling support - try to map older flexible styles to new fixed styles
int32 FontSize = 11;
const FString* const FontSizeString = InRunInfo.MetaData.Find(TEXT("FontSize"));
if(FontSizeString)
{
FontSize = static_cast<uint8>(FPlatformString::Atoi(**FontSizeString));
}
if(FontSize > 24)
{
return TEXT("Tutorials.Content.HeaderText2");
}
else if(FontSize > 11 && FontSize <= 24)
{
return TEXT("Tutorials.Content.HeaderText1");
}
else
{
EFontStyle::Flags FontStyle = EFontStyle::Regular;
const FString* const FontStyleString = InRunInfo.MetaData.Find(TEXT("FontStyle"));
if(FontStyleString)
{
if(*FontStyleString == TEXT("Bold"))
{
FontStyle = EFontStyle::Bold;
}
else if(*FontStyleString == TEXT("Italic"))
{
FontStyle = EFontStyle::Italic;
}
else if(*FontStyleString == TEXT("BoldItalic"))
{
FontStyle = EFontStyle::Bold | EFontStyle::Italic;
}
}
FLinearColor FontColor = FLinearColor::Black;
const FString* const FontColorString = InRunInfo.MetaData.Find(TEXT("FontColor"));
if(FontColorString && !FontColor.InitFromString(*FontColorString))
{
FontColor = FLinearColor::Black;
}
if(FontStyle != EFontStyle::Regular || FontColor != FLinearColor::Black)
{
return TEXT("Tutorials.Content.TextBold");
}
else
{
return TEXT("Tutorials.Content.Text");
}
}
}
return NAME_None;
}
FTextBlockStyle CreateTextBlockStyle() const
{
return FEditorStyle::Get().GetWidgetStyle<FTextBlockStyle>(Style);
}
static FTextBlockStyle CreateTextBlockStyle(const FRunInfo& InRunInfo)
{
return FEditorStyle::Get().GetWidgetStyle<FTextBlockStyle>(GetStyleFromRunInfo(InRunInfo));
}
/** The style identifier */
FName Style;
/** The text to display for this style */
FText DisplayName;
};
/** Helper functions for generating rich text */
struct FTutorialText
{
public:
static void GetRichTextDecorators(bool bForEditing, TArray<TSharedRef<class ITextDecorator>>& OutDecorators);
static const TArray<TSharedPtr<FHyperlinkTypeDesc>>& GetHyperLinkDescs();
private:
static void Initialize();
private:
static TArray<TSharedPtr<FHyperlinkTypeDesc>> HyperlinkDescs;
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
};