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UnrealEngineUWP/Engine/Source/Editor/DeviceProfileEditor/Private/DeviceProfileConsoleVariableColumn.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
// Module includes
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 "DeviceProfileConsoleVariableColumn.h"
#include "UObject/UnrealType.h"
#include "DeviceProfiles/DeviceProfile.h"
#include "Widgets/Images/SImage.h"
#include "Widgets/Input/SButton.h"
#include "EditorStyleSet.h"
#include "IPropertyTableCellPresenter.h"
// Property table includes
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 "IPropertyTable.h"
#include "IPropertyTableCell.h"
// Misc includes
#define LOCTEXT_NAMESPACE "DeviceProfileEditor"
/**
* Formatter of the console variable property for a device profile.
*/
class FConsoleVariableCellPresenter : public TSharedFromThis< FConsoleVariableCellPresenter > , public IPropertyTableCellPresenter
{
public:
/**
* Constructor
*/
FConsoleVariableCellPresenter(TWeakObjectPtr<UDeviceProfile> InOwnerProfile, const FOnEditDeviceProfileCVarsRequestDelegate& OnCVarsEditRequest )
: OwnerProfile(InOwnerProfile)
, OnEditCVarsRequest(OnCVarsEditRequest)
{
}
virtual ~FConsoleVariableCellPresenter() {}
/**
* Event handler triggered when the user presses the edit CVars button
*
* @return Whether the event was handled.
*/
FReply HandleEditCVarsButtonPressed()
{
OnEditCVarsRequest.ExecuteIfBound(OwnerProfile);
return FReply::Handled();
}
public:
/** Begin IPropertyTableCellPresenter interface */
virtual TSharedRef<class SWidget> ConstructDisplayWidget() override;
virtual bool RequiresDropDown() override
{
return false;
}
virtual TSharedRef< class SWidget > ConstructEditModeCellWidget() override
{
return ConstructDisplayWidget();
}
virtual TSharedRef< class SWidget > ConstructEditModeDropDownWidget() override
{
return SNullWidget::NullWidget;
}
virtual TSharedRef< class SWidget > WidgetToFocusOnEdit() override
{
return SNullWidget::NullWidget;
}
virtual bool HasReadOnlyEditMode() override
{
return true;
}
virtual FString GetValueAsString() override
{
return TEXT("");
}
virtual FText GetValueAsText() override
{
return FText::FromString(TEXT(""));
}
/** End IPropertyTableCellPresenter interface */
private:
/** The object we will link to */
TWeakObjectPtr<UDeviceProfile> OwnerProfile;
/** Delegate triggered when the user opts to edit the CVars from the button in this cell */
FOnEditDeviceProfileCVarsRequestDelegate OnEditCVarsRequest;
};
TSharedRef<class SWidget> FConsoleVariableCellPresenter::ConstructDisplayWidget()
{
return SNew(SBorder)
.Padding(0.0f)
.VAlign(VAlign_Center)
.HAlign(HAlign_Center)
.BorderImage(FEditorStyle::GetBrush("NoBorder"))
.Content()
[
SNew(SButton)
.OnClicked(this, &FConsoleVariableCellPresenter::HandleEditCVarsButtonPressed)
.ContentPadding(2.0f)
.ForegroundColor(FSlateColor::UseForeground())
.IsFocusable(false)
[
SNew(SImage)
.Image(FEditorStyle::GetBrush("Icons.Edit"))
.ColorAndOpacity(FSlateColor::UseForeground())
]
];
}
FDeviceProfileConsoleVariableColumn::FDeviceProfileConsoleVariableColumn()
{
}
bool FDeviceProfileConsoleVariableColumn::Supports(const TSharedRef< IPropertyTableColumn >& Column, const TSharedRef< IPropertyTableUtilities >& Utilities) const
{
if( Column->GetDataSource()->IsValid() )
{
TSharedPtr< FPropertyPath > PropertyPath = Column->GetDataSource()->AsPropertyPath();
if( PropertyPath.IsValid() && PropertyPath->GetNumProperties() > 0 )
{
const FPropertyInfo& PropertyInfo = PropertyPath->GetRootProperty();
FProperty* Property = PropertyInfo.Property.Get();
if (Property->GetName() == TEXT("CVars") && Property->IsA(FArrayProperty::StaticClass()))
{
return true;
}
}
}
return false;
}
TSharedPtr< SWidget > FDeviceProfileConsoleVariableColumn::CreateColumnLabel(const TSharedRef< IPropertyTableColumn >& Column, const TSharedRef< IPropertyTableUtilities >& Utilities, const FName& Style) const
{
return NULL;
}
TSharedPtr< IPropertyTableCellPresenter > FDeviceProfileConsoleVariableColumn::CreateCellPresenter(const TSharedRef< IPropertyTableCell >& Cell, const TSharedRef< IPropertyTableUtilities >& Utilities, const FName& Style) const
{
TSharedPtr< IPropertyHandle > PropertyHandle = Cell->GetPropertyHandle();
if( PropertyHandle.IsValid() )
{
TArray<UObject*> OuterObjects;
PropertyHandle->GetOuterObjects(OuterObjects);
if (OuterObjects.Num() == 1)
{
return MakeShareable(new FConsoleVariableCellPresenter(CastChecked<UDeviceProfile>(OuterObjects[0]),OnEditCVarsRequestDelegate));
}
}
return NULL;
}
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
#undef LOCTEXT_NAMESPACE