Commit Graph

22 Commits

Author SHA1 Message Date
Jamie Dale
bbb0624bff Fixed code relying on SLATE_TEXT_ATTRIBUTE for tooltips.
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)

This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.

[CL 2401019 by Jamie Dale in Main branch]
2015-01-08 11:35:01 -05:00
Jamie Dale
a569f6b356 Fixed code relying on SLATE_TEXT_ATTRIBUTE for STextBlock.
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)

This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.

[CL 2399803 by Jamie Dale in Main branch]
2015-01-07 09:52:40 -05:00
Dan Hertzka
c042ddcb94 ---- 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]
2014-12-17 16:07:57 -05:00
Peter Sauerbrei
acc3b8ab0c UEPLAT-23 Faster iteration time for content
Implemented iterative deploy framework and iOS specific implementation
When utilizing iterative deploy in conjunction with incremental cooking only the changed items are pushed to the device resulting in potentially far faster iteration times.
#ios
#codereview daniel.lamb, marcus.wassmer, chris.babcock, josh.adams

[CL 2386082 by Peter Sauerbrei in Main branch]
2014-12-11 16:20:07 -05:00
Chris Gagnon
4510a57907 Made the add profile button stand out more so it's easier to see.
[CL 2386022 by Chris Gagnon in Main branch]
2014-12-11 15:39:40 -05:00
Nick Darnell
90e793745c Slate - ESlateCheckBoxState has been renamed to ECheckBoxState.
[CL 2384008 by Nick Darnell in Main branch]
2014-12-10 14:24:09 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Peter Sauerbrei
8a1d2a0f59 Moved pak file option to the cook by the book settings in the project launcher
UE-3402
Added check box to the advanced settings in build to build UAT as part of the launch
UE-3732
#ufe

[CL 2369278 by Peter Sauerbrei in Main branch]
2014-11-24 18:14:41 -05:00
Chris Gagnon
5c1fb58e93 Rocket version of UFE will no longer show Debug and Test.
[CL 2366940 by Chris Gagnon in Main branch]
2014-11-20 17:46:27 -05:00
Nick Darnell
8f3c5068f8 Editor - Fixing log statement text coloring in the project launcher, also adding some space between the log and the bottom row of buttons.
[CL 2342573 by Nick Darnell in Main branch]
2014-10-28 14:38:21 -04:00
Chris Gagnon
394a658a07 Fix for By the book not working in simple profiles.
[CL 2336011 by Chris Gagnon in Main branch]
2014-10-21 13:59:36 -04:00
Wes Hunt
31e2bb00ac Removed a bunch of stuff from Slate standard include, created SlateBasics.h
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN

[CL 2329610 by Wes Hunt in Main branch]
2014-10-14 22:50:06 -04:00
Robert Manuszewski
55f4bd6581 Removed [URL] GameName=Name from ini as we no longer need it for anything else than fixing the game name case (passed from command line)
#change Removed GGameName usage from code and replaced it with FApp::*GameName API
#change Added FApp::SetGameName(), FApp::IsGameNameEmpty()
#change Added IFileManager::GetFilenameOnDisk to get the correct case of a filename on disk
#change Renamed GGameName to GInternalGameName

[CL 2328446 by Robert Manuszewski in Main branch]
2014-10-14 10:31:43 -04:00
Dan Hertzka
f3092790eb Window menu refactor & polish
- Window menu is now sectioned and labeled based on the current editor. There's now a local workspace root member in FTabManager and a workspace category in FAssetEditorToolkit (both are FWorkspaceItem objects). Individual editors attach their local category to the tab manager's local root. Workflow app modes have their own category members that are swapped out when the mode changes.

- Finally, the AssetEditorCategory of FWorkspaceMenuStructure has been removed entirely.

- Replaced the AddMenuSeparator() call in FTabManager::PopulateSpawnerMenu_Helper() with a section of the same title as the workspace category.

- Tab spawner menu entries for the local editor now properly show the icon of the associated tab. To accomplish this it was necessary to change FWorkflowTabFactory::TabIcon to be an FSlateIcon instead of an FSlateBrush*. All factory instances have been updated accordingly.

- Added & updated lots of icons! (those missing will be TTP'd)

- The nomad tab spawner section (named "General" in the menu) has been largely compressed into the Developer Tools submenu, which has also been organized into sections for readability.

- Unreal frontend options were also moved into a context menu within the General section

- Moved all experimental tools to their own section of the Window menu. When they're no longer experimental they should register as nomads in the appropriate category

- Undo history now under Edit menu

[CL 2324285 by Dan Hertzka in Main branch]
2014-10-09 12:34:55 -04:00
Chris Gagnon
c36ad97587 UI is now robust enough to handle variant list corruption.
Fix for UFE Crash caused by Serialization issues (Corruption no longer occurs).

[CL 2320180 by Chris Gagnon in Main branch]
2014-10-06 14:07:37 -04:00
Max Preussner
121fccd2ab Code and documentation cleanup pass
- removed dummy UClasses (no longer needed)
- removed file header comments (not used)
- removed duplicated function documentation in cpp files
- documentation cleanup, punctuation, spelling etc.
- pragma once include guards (now work on all platforms)
- relative public includes (are auto-discovered by UBT)
- fixed too many/too few line breaks
- deleted empty files
- missing override
- NULL to nullptr

[CL 2305058 by Max Preussner in Main branch]
2014-09-21 20:35:48 -04:00
Chris Gagnon
49f229425a Fix for device lists not being saved.
[CL 2303355 by Chris Gagnon in Main branch]
2014-09-18 19:50:04 -04:00
Chris Gagnon
7c7c1cc543 Fixed a crash caused by a profile refering to an unsupported variant.
#codereview max.preussner

[CL 2302666 by Chris Gagnon in Main branch]
2014-09-18 13:32:06 -04:00
Chris Gagnon
e9fc0ada9d Removed Whitespace from usernames.
Added new buttons on the lauch profile results screen ( rerun, and cancel without closing).
Fixed possible crash when trying to populate a non existant profiler window.
#codereview matt.kuhlenschmidt

[CL 2295572 by Chris Gagnon in Main branch]
2014-09-12 16:57:10 -04:00
Chris Gagnon
538318e6be Fix for project launcher on mac.
#codereview matt.kuhlenschmidt

[CL 2293064 by Chris Gagnon in Main branch]
2014-09-10 18:30:00 -04:00
Chris Gagnon
0b7619a711 Added missing build configuration UI in the advanced settings.
Fixed possible crash when removing a device.
Some cleanup of unused API.
#codereview matt.kuhlenschmidt

[CL 2292529 by Chris Gagnon in Main branch]
2014-09-10 12:32:10 -04:00
Chris Gagnon
9ccd8c9ec4 Target Platform API added to provide more information about variants and variant support.
Device Services Refactoring to create the concept of a physical device.
Game launcher and device viewer UI changes to show these new concepts.
#codereview Max.Preussner, Matt.Kuhlenschmidt

[CL 2290918 by Chris Gagnon in Main branch]
2014-09-09 12:20:43 -04:00