Commit Graph

26 Commits

Author SHA1 Message Date
Matt Kuhlenschmidt
56afd4c6da Fix bad filter string on "image" property for a slate brush
[CL 2519761 by Matt Kuhlenschmidt in Main branch]
2015-04-21 15:29:04 -04:00
Dan Hertzka
fcca7b991d Updated SPropertyEditorAsset to account for AllowedClasses metadata on properties when being created without a valid property editor
[CL 2508764 by Dan Hertzka in Main branch]
2015-04-10 15:22:21 -04:00
PaulEremeeff
3d878d5a79 PR #996: Fixing PVS-Studio warnings (Contributed by PaulEremeeff)
I have reviewed each change carefully, but it is a large change and I could have missed something! Here is a summary of the types of changes in this CL:
 * Made nullptr checks consistent (the plurality of the changes are of this type)
 * Completed switch statements (IE, switch did not explicitly handle default case, but had unhandled enum entries - this is the second most popular type of fix)
 * Removed unused variables
 * Removed redundant initializations
 * WidgetNavigationCustomization.cpp was fixed by the owner
 * integers converted to floats where result was stored in a float
 * Removed redundent null checks (e.g. before delete statements)
 * Renamed variables to prevent non-obvious shadowing
 * Fixed use of bitwise & when checking for equality to an enum entry (which is often 0)
 * Fixes for some copy paste errors (e.g. FoliageEdMode.cpp)

[CL 2498053 by Dan Oconnor in Main branch]
2015-03-31 20:12:31 -04:00
Marc Audy
79f610442c Fix shadowed variables
[CL 2467803 by Marc Audy in Main branch]
2015-03-03 12:30:55 -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
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Jamie Dale
f440490671 Converted the property editor to use FText
The display name, filter string, and tooltips for the property editor (and associated detail customizations) are now stored as FText rather than FString. This allows us to remove SLATE_TEXT_ARGUMENT from the detail customization widgets.

[CL 2372595 by Jamie Dale in Main branch]
2014-12-01 11:19:41 -05:00
Andrew Brown
2bb6b0dc1b Modify CreatePropertyNameWidget so that the tooltip (like with the name) is also overrideable. (and fixedup usage).
[CL 2335803 by Andrew Brown in Main branch]
2014-10-21 11:13:59 -04:00
Nick Darnell
16b8048540 UMG - Shift the position of the tint property on the slate brush customization.
[CL 2333228 by Nick Darnell in Main branch]
2014-10-17 12:48:24 -04:00
Nick Darnell
4549a97d5c UMG - Refactoring the slate color customization to play nice with bindings. Adding a new property existenion system to the details panel. Allows for special case additions to be added to the property after it's customization has been used. Now used for bindings. User widgets now have foreground color and color and opacity support.
[CL 2328816 by Nick Darnell in Main branch]
2014-10-14 13:37:45 -04:00
Richard TalbotWatkin
32c3df38c9 Fixed bug in which SObjectPropertyEntryBox widgets without an allowed class specified would allow all asset types to be created. Now the option is explicitly provided to specify which factories to use to populate the menu with new asset types.
#ttp 349345 - Editor: Asset pickers with custom filtering can show all object types
#branch UE4
#proj Editor.DetailCustomizations, Editor.PropertyEditor

[CL 2328545 by Richard TalbotWatkin in Main branch]
2014-10-14 10:32:57 -04:00
Bob Tellez
f647b16748 [AUTOMERGE]
Merging using UE4-Fortnite-To-UE4-Fortnite-AbilitySystem

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2325082 by Bob.Tellez on 2014/10/09 23:41:13.

[CL 2325085 by Bob Tellez in Main branch]
2014-10-09 23:44:13 -04:00
Bob Tellez
87e82eb2fc [AUTOMERGE]
#Fortnite Icon scale/aspect ratio fix for Image type slate brushes.

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2325080 by Bob.Tellez on 2014/10/09 23:39:49.

[CL 2325084 by Bob Tellez in Main branch]
2014-10-09 23:44:01 -04:00
Bob Tellez
a1d6c3f35c [AUTOMERGE]
UE4: The customization for the slate brush asset now always shows the preview image at 40 pixels in height, while maintaining the aspect ratio of the brush. Also fixed an issue where customized rows were not getting alignment rules applied to them.

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2323461 by Bob.Tellez on 2014/10/08 21:13:59.

[CL 2323462 by Bob Tellez in Main branch]
2014-10-08 21:18:53 -04:00
Nick Darnell
b27e9f4b21 UMG - The slate brush customization now shows images differently than border/box in the little preview image.
[CL 2301442 by Nick Darnell in Main branch]
2014-09-17 15:27:38 -04:00
Nick Darnell
be851a4b63 UMG - We no use the publically exposed slate brush customization in UMG to override it so that the preview is not displayed in UMG, but still displayed for brush assets.
[CL 2293765 by Nick Darnell in Main branch]
2014-09-11 10:53:56 -04:00
Daniel Lamb
b2d61808f7 Fixed compliation error on mac.
[CL 2285387 by Daniel Lamb in Main branch]
2014-09-04 18:46:53 -04:00
Nick Darnell
dceb9f07cf UMG - Adding render transforms to the base widget class. Beginning work on the designer interface for them. Lots of style refactoring for a few widgets to make it far easier to change their appearance at runtime. Adding slate utility functions to accessing geometry data in blueprints. The math struct customization can now apply min/max UI slider clamps on their components. Disabling the preview on the slate brush customization. Will re-introduce later when we can provide instanced struct customizations. The thumbnails in the details panel now have a hover effect to indicate that they are double clickable. Adding a Delta metadata on numeric properties so that if you want the slider to move in specific increments you can now.
[CL 2285217 by Nick Darnell in Main branch]
2014-09-04 17:26:33 -04:00
Matt Kuhlenschmidt
a480dd5884 Added material support to Slate (unlit only)
- Materials are usable on any brush type and there is a new dynamic brush type (FSlateMaterialBrush) for MIDs

[CL 2118849 by Matt Kuhlenschmidt in Main branch]
2014-06-26 20:42:50 -04:00
bruce nesbit
32fd421749 Fixed non unity build.
#codereview Matt.Kuhlenschmidt,Ben.Marsh

[CL 2115056 by bruce nesbit in Main branch]
2014-06-24 05:24:49 -04:00
Matt Kuhlenschmidt
cf0d944b2c Adding all stubs for material rendering in Slate
[CL 2114405 by Matt Kuhlenschmidt in Main branch]
2014-06-23 15:56:35 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Matt Kuhlenschmidt
0bac17760c Fixup usage of deprecated IStructCustomizationUtils interface
[CL 2094462 by Matt Kuhlenschmidt in Main branch]
2014-06-04 11:16:24 -04:00
Matt Kuhlenschmidt
13939a90e9 Deprecated IStructCustomization and struct property customization registration. Use IPropertyTypeCustomization and RegisterPropertyTypeCustomization instead
[CL 2094389 by Matt Kuhlenschmidt in Main branch]
2014-06-04 10:16:14 -04:00