Commit Graph

206 Commits

Author SHA1 Message Date
steve robb
66266c6a11 Fixed up DerivedDataCache, DesktopPlatform, ApplicationCore, AssetRegistry, Core, CoreUObject, Projects, Sockets code to use EAllowShrinking instead of bools.
[CL 30676428 by steve robb in ue5-main branch]
2024-01-17 19:51:06 -05:00
wouter dek
19a489f53a Make splash screen movable
#rb Patrick.Boutot

[CL 30566582 by wouter dek in ue5-main branch]
2024-01-11 08:25:20 -05:00
jamie dale
96d775b52a Re-added the text outline to the Windows splash screen text
This makes it easier to read the text on a non-solid background, and had previously been removed in the UE4 -> UE5 styling changes

[FYI] Matt.Kuhlenschmidt
#rnx

[CL 30546592 by jamie dale in ue5-main branch]
2024-01-10 15:19:36 -05:00
steve robb
0bbd5e4d69 Fixed deprecated FString constructors.
#rb james.hopkin

[CL 29690489 by steve robb in ue5-main branch]
2023-11-13 14:15:15 -05:00
henrik karlsson
d5bf11be3a Fixed for header units
#rb steve.robb

[CL 28171593 by henrik karlsson in ue5-main branch]
2023-09-23 02:37:45 -04:00
vlad golovan
592477d115 Adding support for windows clipboard contents update events for to be using for engine tooling.
#rb daren.cheng

[CL 27468844 by vlad golovan in ue5-main branch]
2023-08-29 18:01:09 -04:00
ben hoffman
df7a5466e6 Break XInput out into it's own Input Device module instead of being created as a part of the Windows Application.
This will pave the way for us to enable GameInput as the default input device in the future, and make it much easier to just turn off XInput via the plugin system instead of needing to add a bunch of checks to the WindowsApplication.cpp

Developer Note: This means that if you for some reason modified the engine to make XInputInterface.h a publicly available include, you need to add the XInputDevice module as a dependency. This should not be the case for anyone, unless they have customized the engine to extend on XInput and make it public in the first place (It was in a private module folder and not exposed with an API, so we can't really do anything about it if it was modified).

#jira UE-193160
#rb jodon.karlik

[CL 27279035 by ben hoffman in ue5-main branch]
2023-08-22 14:03:18 -04:00
david harvey
da9b5b86f5 Do not include PreWindowsApi.h / PostWindowsApi.h directly in code.
- mostly just replacing them AllowWindowsPlatformTypes.h / HideWindowsPlatformTypes.h
 - some other files had both Pre/PostWindowsApi.h and Allow/HideWindowsPlatformTypes.h, so just removed
 - some occasional include order changes.

#jira UE-152863
#rnx
#rb Devin.Doucette

[CL 26985385 by david harvey in ue5-main branch]
2023-08-10 03:34:53 -04:00
david harvey
bdb4199eeb Remove unnecessary WindowsHWrapper.h & MinWindows.h include - both files will be automatically included by AllowWindowsPlatformTypes.h
#jira UE-152863
#rnx
#rb Josh.Adams

[CL 26912096 by david harvey in ue5-main branch]
2023-08-08 05:50:53 -04:00
zahra nikbakht
cd424c4e53 Prevent activating context when HWND is destroyed.
bug: we call activate context immediately after the window is destroyed, and the window pointer is stilll not null. We have also destroyed HWND at this point through the microsoft function ::DestroyWindow, so we check ::IsWindowEnabled as a way to confirm the validity of HWND.
#jira UE-186416
#rb vincent.gauthier

[CL 25954162 by zahra nikbakht in ue5-main branch]
2023-06-13 12:02:34 -04:00
nicolas mercier
d0256f9166 Fix shutdown crash when using AddressSanitizer. The crash happens in AtExit deep in external DLLs, so instead disable TextInput altogether.
#rb [at]daniele.vettorel
#rnx

[CL 25647144 by nicolas mercier in ue5-main branch]
2023-05-26 12:49:52 -04:00
yuriy odonnell
5e26ac175f Only update stored console window width/size in SIZE_RESTORED and SIZE_MAXIMIZED
* Fixes a bug where invalid window dimensions would be stored in the .ini file if application is closed while the console is minimized

#rb Devin.Doucette
#preflight 646542554404e3cdd241a3fc

[CL 25518737 by yuriy odonnell in ue5-main branch]
2023-05-17 19:12:15 -04:00
bernard lambert
be2b61c941 Added a console variable to control if we should use an invisible cursor instead of setting the HCursor to NULL when the cursor type is set to None.
#RB [at]Camille.Gendreau [at]Ghislain.Theriault [at]Fourat.Jellouli [at]Bob.Tellez

[CL 24913211 by bernard lambert in ue5-main branch]
2023-04-04 12:56:18 -04:00
henrik karlsson
d3c4095c18 [Engine]
* WindowsConsoleOutputDevice2 - Fixed clang compile error by renaming parameter (shadowing variable)

#preflight skipped
#rb none

[CL 24873621 by henrik karlsson in ue5-main branch]
2023-03-31 12:29:47 -04:00
William Belcher
7591296349 Add a null platform for use when rendering off screen.
#rb
#jira UE-169493, UE-180546
#preflight https://horde.devtools.epicgames.com/job/6424d325710ec8400f989208
#fyi

[CL 24849011 by William Belcher in ue5-main branch]
2023-03-29 20:46:03 -04:00
Jeff Fisher
64403c6f95 UE-181471 Delete SteamVR plugin.
-Deprecated in 5.1.  OpenXR should be used instead.
-A few instances of the string "SteamVR" remain.  In some case we are comparing to the OpenXR Runtime name, which remains correct.  In some we are searching input profile paths for SteamVR, which also remains correct.  VRScouting is doing the input profile path and then overriding VREditor's view of the xr plugin name, so at first glance VREditor still seems to be using SteamVR, but it actually does not depend on that (That code will likely be further refactored as time goes on).
#jira UE-181471
#preflight 64233be9803cb466e86ad33c
#review
#rb Arciel.Rekman

[CL 24825198 by Jeff Fisher in ue5-main branch]
2023-03-28 15:55:51 -04:00
scott nelson
dbecf2ef2d Update WindowsPlatformSplash to allow setting custom text before calling Show()
#rb Dave.Belanger
#preflight 63f3d9d71d71bcd2624b51df

[CL 24327592 by scott nelson in ue5-main branch]
2023-02-20 17:10:12 -05:00
devin doucette
14a2e7482d Logging: Updated Windows and Linux feedback contexts to support structured logging
This sets up the base FFeedbackContext to do most of the work because there is very little behavioral difference between platforms, yet the majority of the code is duplicated for each platform.

#jira UE-152840
#preflight 63b45fe435203bc7aab23837
#rb Zousar.Shaker
#rnx

[CL 23567792 by devin doucette in ue5-main branch]
2023-01-03 13:07:24 -05:00
danny couture
3ef112d160 Prefer using Windows functions to get user32.dll to follow best practices and avoid a LoadLibrary with an absolute path
#rnx
#jira UE-170763
#rb Francis.Hurteau
#preflight 6380109418176c67c230c0cb

[CL 23287243 by danny couture in ue5-main branch]
2022-11-28 07:30:42 -05:00
danny couture
624b970cdb Add more info to the log when the createwindow function fails and remove unlocalized messagebox that was highly likely to fail to show a window anyway
#rnx
#jira UE-168160
#rb Martin.Sevigny
#preflight 6374e8e1232e3d12cb2a5c25

[CL 23153330 by danny couture in ue5-main branch]
2022-11-16 09:09:41 -05:00
joe pribele
1d8537f20b changed PRAGMA_DISABLE_OPTIMIZATION to UE_DISABLE_OPTIMIZATION_SHIP
#preflight 6372ba60ee4d25f90ae3d207

[CL 23128414 by joe pribele in ue5-main branch]
2022-11-14 17:31:05 -05:00
pj kack
7a12aa6728 TSet & TMap: Make sure any dynamic hash allocation is released when Empty() is called without additional slack.
Memory improvements on top of performance improvements in 11535961.
Allow the hash allocation to shrink for calls to Empty(), Shrink(), Compact() and CompactStable().
Let TSparseArray::Compact() shrink the data array just as for Shrink() and CompactStable().
Note: The private function TSet::ShouldRehash() is only called from Empty() and ConditionalRehash(), and ConditionalRehash() with bAllowShrinking=true is only called from Relax() via Shrink(), so there should be no impact on other/growth scenarios.
Modify GetAllocatedSize() for TSet, TMap and TSparseArray to only return any dynamically allocated size from the underlying allocators and change return type from uint32 to SIZE_T (just as for TArray and FContainerAllocatorInterface).

#rb johan.torp,steve.robb
#preflight 634952f4ce524ed356dafde7, 63496f80f622f6c4bb1c0321, 634d65df9c29024c982ecf26

[CL 22595144 by pj kack in ue5-main branch]
2022-10-18 04:03:13 -04:00
patrick laflamme
aae0e9dd6a Fixed CIS non-unity ShaderCompileWorker errors reported in WindowsPlatformSplash.cpp.
#jira none
#rb trivial
#preflight trivial

[CL 22145756 by patrick laflamme in ue5-main branch]
2022-09-22 17:35:23 -04:00
patrick laflamme
9fc1447777 Fixed deadlock in the splash screen happening when the main thread goes faster than the splash screen and try to hide the splash before the splash screen thread even created the window.
#jira UE-161578 - Game stuck on splash screen
#rb Vincent.Gauthier
#preflight 632b651a7b582f58abe53440

[CL 22140481 by patrick laflamme in ue5-main branch]
2022-09-22 14:07:38 -04:00
rex hill
737c7c6832 Fix DebugConsole.ini so it is placed in /Engine/Saved/Config instead of /Engine/Config
#preflight skip

[CL 22067866 by rex hill in ue5-main branch]
2022-09-17 15:27:55 -04:00