Commit Graph

13 Commits

Author SHA1 Message Date
Jaroslaw Palczynski
f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00
Jaroslaw Palczynski
fa31560e2d Enabled UHT to digest GENERATED_BODY instead of GENERATED_UCLASS_BODY, GENERATED_USTRUCT_BODY, GENERATED_UINTERFACE_BODY or GENERATED_IINTERFACE_BODY, changed every occurence to the new syntax and fixed every warning that have fallen out of this change.
#codereview Robert.Manuszewski

[CL 2481333 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:19:11 -04:00
Max Preussner
256933f5ab Merging using UE4-To-UE4-LauncherDev, up to CL 2431138
#CodeReview: carlos.cuello

[CL 2431178 by Max Preussner in Main branch]
2015-02-04 00:28:16 -05:00
bruce nesbit
6f095f81dc Added asset/class field to manifest
Added display of asset/class info used to Add Content dialog
Fixed several cut/pasted comments regarding UMG styles that referred to shooter game

[CL 2392502 by bruce nesbit in Main branch]
2014-12-18 10:27:15 -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
Frank Fella
a82edb0602 AddContentDialog - Minor additions.
+ Refresh feature packs automatically when they change on disk.
+ Remove drag and drop and batch install, and replace it with a single button for installing in the details section.
+ Don't allow multiple copies of the dialog to be opened.
+ Fix a missing brush visible when resizing the dialog.
+ Fix an issue where brushes in the dialog could get deleted resulting in white images.

[CL 2385434 by Frank Fella in Main branch]
2014-12-11 09:08:57 -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
Carlos Cuello
30b14c41b3 [INTEGRATE] merging ue4-launcherreleases->ue4 integrate all up to cl 2375442
[CL 2377899 by Carlos Cuello in Main branch]
2014-12-05 13:43:35 -05:00
Ben Marsh
48b287992a Break circular include dependencies.
[CL 2371087 by Ben Marsh in Main branch]
2014-11-26 15:31:15 -05:00
Frank Fella
f8d44675b6 WidgetCarousel - Add style structs for the navigation button and bar, and add separate styles for the launcher.
#codereview justin.sargent

[CL 2362515 by Frank Fella in Main branch]
2014-11-17 16:01:03 -05:00
Michael Trepka
df7aad3deb CIS fix
#codereview Frank.Fella

[CL 2357496 by Michael Trepka in Main branch]
2014-11-12 15:58:52 -05:00
Frank Fella
8c6526091f WidgetCarousel - Add missing files from initial checkin.
[CL 2357403 by Frank Fella in Main branch]
2014-11-12 14:53:52 -05:00
Frank Fella
1f01b502e6 Move the widget carousel and it's resources to a stand along module so that it can be used in both the launcher and the editor.
#codereview justin.sargent

[CL 2357396 by Frank Fella in Main branch]
2014-11-12 14:49:08 -05:00