Commit Graph

1785 Commits

Author SHA1 Message Date
semion piskarev
c245cdc362 Slate: Fix toolbar overflow menu sometimes not having the correct type of entries.
#rb Sebastian.Nordgren
#jira UE-166064
#preflight 6377fdbc33774509008becd3

[CL 23222175 by semion piskarev in ue5-main branch]
2022-11-21 11:38:55 -05:00
Patrick Boutot
7ccbff75a4 UMG: Prevent the game widget to be painted/ticked when the BP is debugging. The SlateApplicatoin is enough to fix the jira but it can cause the same issue if the event was triggered by a mouse click instead of a tick. We need both until all events are registered. With GameLayerManager itself, it won't solve the jira in invalidation mode.
#jira UE-167057
#preflight 6373a930232e3d12cbbf668a

[CL 23153664 by Patrick Boutot in ue5-main branch]
2022-11-16 09:44:08 -05:00
halfdan ingvarsson
d48216a0e5 [Backout] - CL22948648
#fyi Helge.Mathee
Original CL Desc
-----------------------------------------------------------------
TreeView / Listview: Drag + Drop Auto Scroll / Expand

Enables auto scroll and auto expand by default for all list and tree views.

#rb lauren.barnes
#jira UE-168345
#preflight https://horde.devtools.epicgames.com/job/636288461608da6ba17aa4fb

[CL 23030642 by halfdan ingvarsson in ue5-main branch]
2022-11-08 12:00:52 -05:00
yohann dossantos
61ad1f2cc5 Fix 1 frame flickering when creating a sub text from a Rich text.
The scale was not taken into account at creation time (when creating a SlateWidgetRun), but it was updated in the next slate prepass.
Bonus: removed a bit of duplicated code.

test:
- got a 100% repro, in UMG designer, tested the fix in a simple case, but also with the rich text nested in a scaled vertical box, or in a scale box.
- played Lyra, no regression noticed.

#jira UE-169468
#rb patrick.boutot
#preflight 636a7a90d0174259cc3a094b

[CL 23029427 by yohann dossantos in ue5-main branch]
2022-11-08 11:05:04 -05:00
patrick boutot
5da8576d3f UMG: Update the CircularThrobber with getter and setter
[REVIEW] zahra.nikbakht
#preflight 63592423765b435ddd209378, 63656780581dc906bcf4c692

[CL 23012907 by patrick boutot in ue5-main branch]
2022-11-07 12:24:35 -05:00
sebastian nordgren
2666170b8f The "Packaging/Cooking complete" toasts now display for the correct duration.
SNotificationList::Tick() now only updates the InternalTime when bAutoExpire is set.

#jira UE-169054
#review-22950858 @jeanmichel.dignard
#preflight 6363d0a9c53af2f47f62cea4

[CL 22953128 by sebastian nordgren in ue5-main branch]
2022-11-03 10:47:38 -04:00
Helge Mathee
3ec9f281b5 TreeView / Listview: Drag + Drop Auto Scroll / Expand
Enables auto scroll and auto expand by default for all list and tree views.

#rb lauren.barnes
#jira UE-168345
#preflight https://horde.devtools.epicgames.com/job/636288461608da6ba17aa4fb

[CL 22948648 by Helge Mathee in ue5-main branch]
2022-11-03 05:52:04 -04:00
aditya ravichandran
dcfd86eedf Add the ability to provide a tooltip for menu items that use widgets
#jira UE-149022
#rb Lauren.Barnes
#preflight 63612687731604696a109fdd

[CL 22882146 by aditya ravichandran in ue5-main branch]
2022-11-01 10:12:45 -04:00
yohann dossantos
e3275ca59b Improve Scrollbox slot to support the same settings than the vertical/horizontal/stack box:
- size rule auto and strech.
- max size.
Expose the size rule also in the ScrollBoxSlot for UMG.

tests:
-reverted some workaround in the code and used the new FillSize slot parameter with success.
-tested a lot of sub editors, as the code also impact vertical/horizontal box.
-created new UMG data in QAGame using the new attributes (will submit them soon), and used blueprint graph to change the size settings of a scrollbox slot.

#jira UE-161777
#rb patrick.boutot
#preflight 6360112be86070572fd89aae

[CL 22868510 by yohann dossantos in ue5-main branch]
2022-10-31 14:44:30 -04:00
sebastian nordgren
6a1bc47892 Read-only textboxes won't try to commit text when losing focus anymore.
Reported on UDN.

[REVIEW] [at]lauren.barnes, [at]jamie.dale

[CL 22858425 by sebastian nordgren in ue5-main branch]
2022-10-31 07:37:43 -04:00
henrik karlsson
b5b86c796c This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
#preflight 6355d4940313c24974b2107b
#rb none

[CL 22783162 by henrik karlsson in ue5-main branch]
2022-10-26 12:57:32 -04:00
Vincent Gauthier
1947c91424 Remove ensure in slate when OnTouchEnded is called without a OnTouchStarted.
#jira UE-168142
#rb yohann.dossantos,patrick.boutot
#preflight 63593c028e260b1409e945fa

[CL 22779059 by Vincent Gauthier in ue5-main branch]
2022-10-26 10:17:43 -04:00
bryan sefcik
483f93dc1a Fixed misc include paths
#jira
#preflight 634f491669246074dbb2719d

[CL 22633214 by bryan sefcik in ue5-main branch]
2022-10-19 14:38:31 -04:00
David Harvey
c0f3c62c52 Adding a cvar to adjust the software cursor's scale.
- Can be used with 4k device profiles to make the cursor more visible.
 - Requires a cursor widget that is scale-aware.
 - ```Slate.SoftwareCursorScale```

#rb Darren.Cheng
#jira none
#preflight 634d116b820aa0c193cacd6a

[CL 22558256 by David Harvey in ue5-main branch]
2022-10-17 04:31:09 -04:00
daren cheng
b626e47f26 Fix list representation in widget library & widget library jittering.
#jira UE-166379 UE-166326
#rb aditya.ravichandran Patrick.Boutot
#preflight 634468f21d5e6dbf75a57606
#lockdown jeanmichel.dignard

[CL 22513071 by daren cheng in ue5-main branch]
2022-10-13 17:43:24 -04:00
yohann dossantos
0452c13dc7 Reverting a change where a method that was renamed for clarity, but that changes the public API.
#jira UE-166781
#preflight 6345cb02b757820b7a8f3aa4
#rb vincent.gauthier
#lockdown jeanmichel.dignard

[CL 22478777 by yohann dossantos in ue5-main branch]
2022-10-12 10:52:33 -04:00
ben hoffman
b770e92daf Fix for using the incorrect slate user when synthesizing the mouse cursor
#jira UE-161913
#preflight skip
#rb david.harvey
#rnx

[CL 22450144 by ben hoffman in ue5-main branch]
2022-10-11 00:32:46 -04:00
benjamin rouveyrol
8ec33f2227 Update HDR display info when display changed
Only handling the display change event is not enough though: the DXGI factory might not be contain up-to-date display information in case it's not current anymore. In that case, we need to rely on a newly created factory, used exclusively to retrieve the display info

#rb mihnea.balta
#jira UE-161418
#preflight 633f1a2b62762f4a1b604f62

[CL 22425912 by benjamin rouveyrol in ue5-main branch]
2022-10-10 03:22:42 -04:00
marshall beachy
717fb26a59 Added support to replace rich text block decorators at runtime
[REVIEW] [at]nick.darnell

[CL 22412632 by marshall beachy in ue5-main branch]
2022-10-07 19:41:16 -04:00
jamie dale
733e6e67a0 Added OnVerifyTextChanged to SMultiLineEditableTextBox (based on CL# 11063519 for SEditableTextBox)
#preflight 633dda590c2d12a858497503
#rb Rex.Hill

[CL 22388079 by jamie dale in ue5-main branch]
2022-10-06 19:51:26 -04:00
benjamin rouveyrol
4973907beb Add EXR support for screenshots
Add various functions to use FLinearColor in addition to FColor
Add support for EXR on platforms supporting HDR, but not openexr. This is driven by WITH_UNREALEXR_MINIMAL: the screenshot will not be compressed, only writes are supported, only RGBA float32 is supported as input (FLinearColor), and output will be RGB float16.
The convention used is ScRGB, not BT2100-PQ to store the HDR data, since the viewers I tested with were expecting ScRGB .

tested (both png and exr):
Editor d3d11/d3d12: F9 / highresshot 2 / High Resolution Screenshot Tool w/ and w/o Custom Depth Mask, w/ and w/o Buffer attributes / Trace.Screenshot
Game: shot / shot -showui / highresshot 2 / BugScreenShot / BugScreenShotWithHUDInfo (but HandleBugScreenShot is empty) / Trace.Screenshot / Trace.Screenshot w/ ui

What doesn't work : ScreenshotCapturedDelegate.Broadcast in HDR

#jira UE-140227
#rb charles.bloom eric.renaudhoude david.harvey
#preflight 63359b01691c0168b74151f2

[CL 22327553 by benjamin rouveyrol in ue5-main branch]
2022-10-04 03:25:56 -04:00
ben hoffman
b81974c765 Add an optional SlateUserIndex argument to Key Events that will handle situations where the slate user is not 1:1 with platform user Id
#rb david.harvey
#preflight 6335e1e62f447ea8dc1f44c5

[CL 22276223 by ben hoffman in ue5-main branch]
2022-09-30 14:30:21 -04:00
yohann dossantos
59b5769eca -Text font size changes in Text Box (Multy-Line) widget applies only after moving the text widget
It was the initial bug, but while looking at it, I noticed that the MultilineEditableTextBox was containing both a Font via FEditableTextBoxStyle, and another one via FTextBlockStyle, thus being error prone / inconsistent.
In order to fix the underlying issue (in addition to fix the initial bug), I removed the Font from FEditableTextBoxStyle, and moved the FTextBlockStyle from MultilineEditableTextBox to FEditableTextBoxStyle.
It solves the duplication issue and so make it clear where the Font should be set/read from.
However, as the text block style is now embedded in the editable text box style, it cannot be initialized the exact same way, and I had to do some changes to ensure there was no regression, by configuring various FEditableTextBoxStyle in some style files. I also change the default value for TextBlockStyle to better match our default theme.

-Default font is not set for text widgets.
EditableWidget: ensure to have a default font, and to set the style when calling SynchronizeProperties to ensure it reacts directly without having to force a refresh (by moving the widget for instance)

Bonus:
-Move to cpp some private methods that where 'forced' inline (and we were using function pointer on them). It will avoid some noise in public interface and speed up iteration / compile time when playing with them.

#jira UE-96464
#jira UE-137126

[RN] MultilineEditableTextBox was containing both a Font via FEditableTextBoxStyle, and another one via FTextBlockStyle, thus being error prone / inconsistent.The Font from FEditableTextBoxStyle has been removed, and the FTextBlockStyle moved from MultilineEditableTextBox to FEditableTextBoxStyle. It solves the duplication issue and so make it clear where the Font should be set/read from.
However, as the FTextBlockStyle is now embedded in the FEditableTextBoxStyle, it cannot be initialized the exact same way, and you can now configure the FTextBlockStyle of FEditableTextBoxStyle when creating one from scratch, by calling SetTextStyle on it.


Test
- created a Widget blueprint with different editable types combination: multiline or single line, box or no box.
    -Validated that everything was reacting live as expected now.
    -Created a blue print to set the text style and validated it was working.
    -Create data with old version, then open it with updated version to validate that the visual was still the same and deprecation of style working as expected.
-checked different places in the editor using variation of editable text to ensure they were behaving as before (detail view, console command entry, comment on blueprint node).
#preflight 63344b9f110bb3721ef8aa77

[CL 22232366 by yohann dossantos in ue5-main branch]
2022-09-28 17:59:29 -04:00
yohann dossantos
26a1981e67 Fix menu closing unexpectedly, by preventing to clear the 'WidgetToFocusOnActivate', from a SWindow that was triggering indirectly this unexpected close, when we tried to update the focused menus..
#jira UE-147209, UE-160293
#9423

Tests: Found an exact 100% repro (open Build menu, click on Lighting info, move on lightmap density, then lightmight resolution, then lightmap density again), it no longer occurs. Played with a lot menus in the editor, and steps from the jira, no regression found. No more menu closing unexpectedly.
#preflight 6332fd1fa907d7192f2e0826

[CL 22206232 by yohann dossantos in ue5-main branch]
2022-09-27 10:56:13 -04:00
benjamin rouveyrol
fbc7fb31f9 [Backout] - CL22202479
#fyi benjamin.rouveyrol
Original CL Desc
-----------------------------------------------------------------
Add EXR support for screenshots

Add various functions to use FLinearColor in addition to FColor
Add support for EXR on platforms supporting HDR, but not openexr. This is driven by WITH_UNREALEXR_MINIMAL: the screenshot will not be compressed, only writes are supported, only RGBA float32 is supported as input (FLinearColor), and output will be RGB float16.
The convention used is ScRGB, not BT2100-PQ to store the HDR data, since the viewers I tested with were expecting ScRGB .

tested (both png and exr):
Editor d3d11/d3d12: F9 / highresshot 2 / High Resolution Screenshot Tool w/ and w/o Custom Depth Mask, w/ and w/o Buffer attributes / Trace.Screenshot
Game: shot / shot -showui / highresshot 2 / BugScreenShot / BugScreenShotWithHUDInfo (but HandleBugScreenShot is empty) / Trace.Screenshot / Trace.Screenshot w/ ui

What doesn't work : ScreenshotCapturedDelegate.Broadcast in HDR

#jira UE-140227
#rb charles.bloom eric.renaudhoude
#preflight 63316dbec7791417aa5e7d51 6331600c671a1a24b5fbb4b8 6332b5dda907d7192f1b2711

[CL 22205685 by benjamin rouveyrol in ue5-main branch]
2022-09-27 10:23:05 -04:00