Commit Graph

8 Commits

Author SHA1 Message Date
Jaroslaw Surowiec
1085fb3b7a Core - UE/UE-6813 - Confusing API: We have both FMemory::MemZero() and FMemory:Memzero()
[CL 2405761 by Jaroslaw Surowiec in Main branch]
2015-01-14 04:21:10 -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
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Nick Atamas
978a62ee0f Slate Hittesting 2.0 : Hittesting no longer bound to logical widget hierarchy.
Merged from usr/Nick.Atamas/UE4_SlateDev => /UE4

[CL 2228155 by Nick Atamas in Main branch]
2014-07-23 08:23:21 -04:00
Marc Audy
83dcc2fe11 Shadow variable fixes
[CL 2094759 by Marc Audy in Main branch]
2014-06-04 15:11:29 -04:00
Jaroslaw Surowiec
71628d5a60 Profiler - Disabled debug code
[CL 2070243 by Jaroslaw Surowiec in Main branch]
2014-05-12 08:42:36 -04:00
Jaroslaw Surowiec
01d1cdc57d Slate - Renamed FSlateRect.GetPosition to GetTopLeft (as per NickA's request)
[CL 2068033 by Jaroslaw Surowiec in Main branch]
2014-05-09 09:06:48 -04:00
Jaroslaw Surowiec
5da9559694 Profiler - Added first version of the thread view (to capture the data in the game use 'stat startfileraw')
#codereview Robert.Manuszewski

[CL 2066860 by Jaroslaw Surowiec in Main branch]
2014-05-08 08:00:35 -04:00