Commit Graph

13 Commits

Author SHA1 Message Date
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
Marc Audy
0496f237ec Fix up symbol debugger to not try and load modules outside main thread
[CL 2294083 by Marc Audy in Main branch]
2014-09-11 15:44:57 -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
Jaroslaw Surowiec
bc01c16c09 CrashReport - Compilation fixes for SymbolDebugger
[CL 2227092 by Jaroslaw Surowiec in Main branch]
2014-07-22 11:50:18 -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
Bob Tellez
ab8c090a38 UE4: Removed bCompileNetworkProfiler. USE_NETWORK_PROFILER is now true whenever STATS is also true. Also, removed some platform-specific code in NetworkProfiler.cpp
[CL 2082160 by Bob Tellez in Main branch]
2014-05-22 14:04:35 -04:00
Max Preussner
b63129a60c Slate: Refactored core Slate implementation into SlateCore module in preparation for UMG.
Other Updates:
- The WidgetReflector is now in its own module as well. It will be converted to a plug-in later.
- The Public API of both Slate and SlateCore has largely been reorganized for better discoverabilty. More cleanup work is needed.
- Added a lot of missing API documentation and fixed existing ones. More and better documentation is needed.
- Removed dead code, fixed a couple things I stubled upon, and conformed to coding guidelines (NULL vs nullptr, line breaks, etc.)

Upgrade Notes:
- The Slate Remote Server is currently disabled - will be re-enabled shortly!
- If your module previously had a module dependency to 'Slate', it now also needs a PrivateModuleDependency to 'SlateCore' in its Build.cs file.
- If your module exposes in any of its Public header files types that are now declared in SlateCore, it needs a PublicModuleDependency to 'SlateCore'
- The ToolTip property type on SWidget has changed from SToolTip to IToolTip; change local variables to TSharedPtr<IToolTip> instead of TSharedPtr<SToolTip> where needed
- IToolTip is not a widget. If you need access to the actual widget that represents the tool tip, use IToolTip::AsWidget(); If you need access to the tool tip's content, use IToolTip::GetContentWidget()

Troubleshooting:
- After syncing to this changelist you may have to clean your /Engine/Intermediate/Build/ directory and rebuild your entire project
- If in your project you are getting linker errors for unresolved types that are now declared in SlateCore, you may be missing a dependency to 'SlateCore'
- If in the Engine code you are getting linker errors for unresolved types that are now declared in SlateCore, you may need to rebuild the entire Engine

[CL 2057118 by Max Preussner in Main branch]
2014-04-26 15:07:24 -04:00
Andrew Rodham
07b90d1da2 #ttp 331268 - SLATE: Replace instances of DragDrop::IsTypeMatch with FDragDropEvent::GetOperationAs()
#summary  Replaced instances of DragDrop::IsTypeMatch with FDragDropEvent::GetOperationAs()
#note Please change any instances of DragDrop::IsTypeMatch for the templated FDragDropEvent::GetOperationAs<>() or FDragDropOperation::IsOfType<>() where necessary
#proj Editor
#branch UE4
#reviewedby Nick.Atamas

[CL 2042222 by Andrew Rodham in Main branch]
2014-04-23 18:00:50 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00