Commit Graph

33 Commits

Author SHA1 Message Date
Bob Tellez
7e02d6cd7b [AUTOMERGE]
#UE4 Fixed a crash related to attempting to load a thumbnail for a package while in a GC stack.

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2581925 by Bob.Tellez on 2015/06/09 17:40:32.

[CL 2581940 by Bob Tellez in Main branch]
2015-06-09 17:45:01 -04:00
Matt Kuhlenschmidt
1af3eca125 Fix asset thumbnails in the content browser being very dark
[CL 2523339 by Matt Kuhlenschmidt in Main branch]
2015-04-23 16:58:49 -04:00
Dan Hertzka
b110d8e91d Usability improvements to foliage edit mode UI
- Tools multibox laid out vertically to keep spacing constant and match the style of the Placement Mode UI
- Formatting matches details panel
- Added thumbnail view in addition to the tree
- Can activate/deactivate types via double-click
- Can collapse the details area
- Selection modes have buttons for selection on ALL instances
- Tooltips for filters are mode-specific
- Activation toggle applies to all selected types when checked/unchecked

#codereview Jack.Porter, Dmitriy.Dyomin

[CL 2521566 by Dan Hertzka in Main branch]
2015-04-22 15:35:19 -04:00
Jamie Dale
ab47c05de4 Fixed unloaded Blueprint components having the wrong icon
UE-9331 - Missing icons for BP component classes when restarting editor

Moved the code to work out the correct class icon for a Blueprint or asset data into FClassIconFinder so that it can be shared between the asset thumbnails and the components context menu.

Added an extra IconClass member to FComponentClassComboEntry so that unloaded Blueprints can set this appropriately despite having a null ComponentClass.

[CL 2451813 by Jamie Dale in Main branch]
2015-02-19 12:15:18 -05:00
Matthew Griffin
0a7eb4b6a0 [INTEGRATE] Change 2427078 by Matt.Kuhlenschmidt@matt_kuhlenschmidt_main on 2015/01/31 12:24:27
Updated asset icons for basic shapes

[CL 2435293 by Matthew Griffin in Main branch]
2015-02-06 09:06:21 -05:00
Martin Mittring
167f8cfe2c fixed check() triggering
#code_review: jamie.dale

[CL 2421258 by Martin Mittring in Main branch]
2015-01-27 18:15:48 -05:00
Ben Marsh
bcf50ebacc [INTEGRATE] Change 2416912 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/23 11:17:07
Added the ability for asset type actions to provide an extra overlay layer for their asset thumbnails

	UE-7970 - Add small 'play' button to EditorTutorial asset thumbnail

	Also cleaned up FAssetThumbnail::MakeThumbnailWidget so that it took a config struct (FAssetThumbnailConfig) rather than 7 or 8 defaulted parameters.

[CL 2419655 by Ben Marsh in Main branch]
2015-01-26 19:57:37 -05:00
Ben Marsh
6a50162df6 [INTEGRATE] Change 2415497 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/22 13:33:05
Stopped derived types from UBlueprint being processed as if they were a BP class

	UE-7184 - Show game c++ classes and engine c++ classes in the content browser

	Also renamed "ClassAssetClass" to "ThumbnailClass" to better reflect its purpose.

[CL 2419545 by Ben Marsh in Main branch]
2015-01-26 19:07:07 -05:00
Ben Marsh
f3fdceb53e [INTEGRATE] Change 2415268 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/22 09:10:34
Improvements to the way thumbnails are shown in the Content Browser

	UE-7184 - Show game c++ classes and engine c++ classes in the content browser

	C++ classes and Blueprints now both show you either a live-thumbnail (for asset types), or a class thumbnail for their class type. If showing a live-thumbnail, they also show a mini class icon at the bottom right of the thumbnail.

	This iconography change has been applied to all asset types, and they now show you their asset type icon on the colored overlay, rather than show you the asset type text. They will still fallback to using the asset type text if there is no icon available for the asset type.

[CL 2419540 by Ben Marsh in Main branch]
2015-01-26 19:05:27 -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
Matt Kuhlenschmidt
e376709f5a Performance fixes for content browser thumbnails
- Removed several of the border widgets from always being created if they are not used
- Added caching of expensive visibility attributes
- Cached WrapTextAt values for asset labels to all STextBlock to cache the data
- Removed several delegates from asset border colors

[CL 2376338 by Matt Kuhlenschmidt in Main branch]
2014-12-04 15:45:23 -05:00
Michael Noland
9387956675 Editor: Ensure the asset type color strip in the content browser is always at least 3 units tall to preserve utility at small thumbnail sizes
[CL 2365906 by Michael Noland in Main branch]
2014-11-19 21:20:21 -05:00
Matt Kuhlenschmidt
d647c8f5ed Fix cases of constant FName recreation in the editor which is affecting performance
[CL 2363352 by Matt Kuhlenschmidt in Main branch]
2014-11-18 09:57:20 -05:00
Mikolaj Sieluzycki
c92ca070d1 Move references to UObjects from FCoreDelegates to FCoreUObjectDelegates
TTP #343071 CORE: FCoreDelegates should not have references to UObjects.
#codereview Robert.Manuszewski

[CL 2317144 by Mikolaj Sieluzycki in Main branch]
2014-10-02 06:13:35 -04:00
Andrew Rodham
c183604f57 Refined text rendering on content browser thumbnails and reverted back to full-width sizing method.
Tiny text is now using a lighter font with a better hinting algorithm, and is centrally justified.
We want to minimise waste of horizontal space, so content browser thumbnails now fill the width of the content browser once again.

[CL 2299335 by Andrew Rodham in Main branch]
2014-09-16 07:01:27 -04:00
Andrew Rodham
058e21069d Asset labels in the content browser can now fill beyond the width of the thumbnails.
The font has also been reduced in size to reduce the amount of wrapping on asset labels at small sizes.

Also polished the asset borders and shadows.

This addresses TTP 345457 and 345452.

[CL 2297910 by Andrew Rodham in Main branch]
2014-09-15 05:59:46 -04:00
Matt Kuhlenschmidt
71d3a58014 Removed gradient background from content browser thumbnail icons
[CL 2283902 by Matt Kuhlenschmidt in Main branch]
2014-09-03 22:11:31 -04:00
Bob Tellez
852282533f [AUTOMERGE]
#UE4 Moved asset thumbnail dirtying code out of ContentBrowserSingleton and into AssetThumbnail.cpp. Updating thumbnails is not the responsibility of the Content Browser since many systems use thumbnails now.

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2226322 by Bob.Tellez on 2014/07/21 21:37:47.

[CL 2227552 by Bob Tellez in Main branch]
2014-07-22 16:59:10 -04:00
Martin Wilson
b1575bcead Fix for thumbnail rendering producing black or incorrect thumbnails
#codereview Bob.Tellez

[CL 2222597 by Martin Wilson in Main branch]
2014-07-17 16:05:37 -04:00
Frank Fella
03cc9cf1bc AssetThumbnail - Add a header file to fix the non-unity builds.
[CL 2221211 by Frank Fella in Main branch]
2014-07-16 16:09:42 -04:00
Frank Fella
4de9e8f451 AssetThumbnail - Get the class thumbnail from the ClassIconFinder so that it works with alternate styles.
I'm not sure how much this class is actually used in the UI, but it does a lot of redundant work every frame in several different callback methods.  If it's used a lot, it should probably get an optimization pass.

TTP# 334639

[CL 2220983 by Frank Fella in Main branch]
2014-07-16 13:29:40 -04:00
Bob Tellez
5d67bd7047 UE4: World asset thumbnails are now updated when moving actors.
[CL 2124066 by Bob Tellez in Main branch]
2014-07-01 19:51:44 -04:00
Bob Tellez
73967653c8 UE4: Added a thumbnail renderer for world assets. This is slightly different than the level thumbnail renderer in that it needs more features for arbitrary levels and renders streaming levels in the same world as well.
[CL 2124053 by Bob Tellez in Main branch]
2014-07-01 19:16:36 -04:00