Commit Graph

14 Commits

Author SHA1 Message Date
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Michael Trepka
e1ba23a275 Removed debug printf from SlateViewerMainMac.cpp
[CL 2377996 by Michael Trepka in Main branch]
2014-12-05 14:43:07 -05:00
Michael Trepka
cc71376314 CEF3 integration for Mac in SlateViewer. Still WIP - there's no keyboard support yet and horizontal scrolling with mouse wheel/gestures doesn't work.
#codereview Matthew.Griffin, Mark.Satterthwaite, Dmitry.Rekman

[CL 2367740 by Michael Trepka in Main branch]
2014-11-21 13:41:17 -05:00
Michael Trepka
1d5a0d5506 Updated engine code to compile correctly with OS X 10.10 SDK, added SDK detection to MacToolChain (based on iOS one)
#codereview Mark.Satterthwaite

[CL 2325808 by Michael Trepka in Main branch]
2014-10-10 15:07:46 -04:00
Michael Trepka
c7760aa8a6 FSlateMacMenu::UpdateCachedState() now checks with the global tab manager if there's any active tab instead of depending on not being called when there's not. This should solve any remaining issues with executing it while the app is quitting.
[CL 2314311 by Michael Trepka in Main branch]
2014-09-30 11:38:23 -04:00
Mark Satterthwaite
e432c124c8 Rather than cancelling OS quit requests on OS X and then quitting behind Cocoa's back, use the proper deferral mechanism so that we have Cocoa wait for the separate game thread to exit before it tears the application down. UE4 applications shouldn't cancel shutdown, restart or logout requests anymore.
#codereview michael.trepka

[CL 2312939 by Mark Satterthwaite in Main branch]
2014-09-29 11:10:28 -04:00
Michael Trepka
310577c6d2 Refactored Mac menu code to work better with game thread and fix crashes caused by performing game thread calls in menuNeedsUpdate:
#codereview Mark.Satterthwaite

[CL 2310125 by Michael Trepka in Main branch]
2014-09-25 14:42:11 -04:00
Mark Satterthwaite
8f351ac383 On OS X detach the game thread from the 'blessed' Cocoa main thread.
Cocoa isn't an event-polling API as UE4 expects, so previously we were subverting the NSApplication's event handling to pretend that it was. When the engine wasn't running the event loop fast enough, such as when loading where it isn't processed at all, this resulted in unresponsive windows and Spinning-Beachball-Of-Death. That isn't very satisfactory & to some users appears as if the application has crashed. To address these deficiencies without further attempts to subvert Cocoa, the game is now punted onto a separate thread where it can run its own tight-loop, leaving the main thread to handle the Cocoa event run-loop. Events are captured by delegate objects, as Cocoa requires, but dispatched and handled on the game thread which makes Cocoa appear more like other platform APIs to the higher-level UE4 code.
This can all be disabled using the MAC_SEPARATE_GAME_THREAD define in CocoaThread.cpp.
#codereview michael.trepka

[CL 2262543 by Mark Satterthwaite in Main branch]
2014-08-19 10:46:30 -04:00
Max Preussner
259dd3c351 Programs: NULL to nullptr
[CL 2239480 by Max Preussner in Main branch]
2014-08-01 02:40:54 -04:00
Michael Trepka
ac834c4a36 Removed redundant setting of GUseCrashReportClient on Mac and some unused code from FMacPlatformMisc::SubmitErrorReport()
#codereview Mark.Satterthwaite

[CL 2223750 by Michael Trepka in Main branch]
2014-07-18 14:22:26 -04:00
Michael Trepka
e0b50589d2 Removed Mac MainMenu.xib, the app and window menus are now generated dynamically.
[CL 2088627 by Michael Trepka in Main branch]
2014-05-29 17:46:24 -04:00
Michael Trepka
87999b56cb Fixed Mac non-unity build errors
[CL 2049921 by Michael Trepka in Main branch]
2014-04-23 19:35:31 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00