Commit Graph

97 Commits

Author SHA1 Message Date
Max Preussner
84c03378f2 Added sRGB color input support in ColorPicker (GitHub PR# 1436 by maxpestun); some layout tweaks.
https://github.com/EpicGames/UnrealEngine/pull/1436

#CodeReview: nick.darnell

[CL 2686676 by Max Preussner in Main branch]
2015-09-10 13:54:50 -04:00
Nick Atamas
312c9b7cea Integrating CL 2655118, 2655170 from UE4-Oriont/... to UE4/...
Now using FPopupMethodReply instead of EPopupMethod to correctly drive throttling.

[CL 2666291 by Nick Atamas in Main branch]
2015-08-24 13:22:04 -04:00
Dmitry Rekman
a9221dfcb5 Matching LOCTEXT_NAMESPACE #def/#undef
- Also changed some #undef's to be more uniform

[CL 2665419 by Dmitry Rekman in Main branch]
2015-08-23 00:57:30 -04:00
Jamie Dale
1b119af458 Added the ability to take, save, and load widget snapshots via the widget reflector (Epic Friday)
Major changes:
 - The widget reflector UI now uses tabs. The hierarchy and stats views have been moved to tabs, and new tabs have been added to support picking widgets from a snapshot.
 - The widget reflector node trees are no longer using UObject types. The idea here was to make the serialization easier, but it didn't work and I ended up using JSON instead.
 - When you take or load a widget snapshot, you're now shown the screenshot of the window associated with that snapshot, and are able to pick widgets from it as you would do with a live tree.

API changes:
 - The tab spawners for the widget reflector and atlas visualizers are now registered automatically when the SlateReflector module is loaded. These are now the only way to create these windows.
 - The tabbed layout within the widget reflector has made it impossible to create the widget reflector unless spawned via a tab manager. To this end, the following functions have been removed from ISlateReflectorModule:
  - GetWidgetReflector
  - GetAtlasVisualizer
  - GetTextureAtlasVisualizer
  - GetFontAtlasVisualizer
 - These functions used to be used to create a raw widget reflector or atlas viewer widget.
  - If you were doing this because you were placing it into your own window, you can take advantage of the fact that the widget reflector tab spawner is always available, and use the global tab manager to create your window and place a spawned widget reflector tab inside it - SummonPerfTestSuite in SPerfSuite.cpp provides an example of this.
  - If you were doing this in the handler of your own widget reflector tab spawner, you can either just use the standard widget reflector tab spawner instead (you need to load the SlateReflector module once, and then "WidgetReflector" will be available to spawn via the global tab manager), or you can just use the DisplayWidgetReflector function of ISlateReflectorModule (which will internally do the same thing).

[CL 2661609 by Jamie Dale in Main branch]
2015-08-19 16:30:27 -04:00
Jamie Dale
543e06757e Ensured that Engine/Runtime modules don't depend on SlateReflector in a shipping build
Changed everything using SlateReflector to list it as a dynamic dependency. Nothing should ever need to link directly to SlateReflector as it just provides an interface for spawning the various debug UIs, such as the WidgetReflector.

Went through and made sure that the Engine/Runtime modules that use SlateReflector aren't using it in a shipping build. Also removed the testing code from AppFramework, and made sure that you can't try and spawn the test suite in a shipping build.

[CL 2660803 by Jamie Dale in Main branch]
2015-08-19 07:53:45 -04:00
Nick Darnell
6688b23a22 Slate - Updating the standalone D3D and OpenGL Slate renderers to do a similar sRGB packing in the vertex buffer color, as well as a sRGB standards compliant transform in the pixel shader instead of the pow(color, 2.2) gamma conversion it was previously performing. Since Photoshop does not display in the Mac's native gamma space of 2.2, and instead sticks to the sRGB standard, I've made it so the standalone OpenGL renderer also uses the sRGB standard. Probably going to do the same in the RHI version as it doesn't make a ton of sense to vary it across platforms for Mac when Photoshop doesn't vary.
#codereview justin.sargent
#pandacake

[CL 2657733 by Nick Darnell in Main branch]
2015-08-17 09:40:01 -04:00
Nick Darnell
5b648f3ed8 UMG/Slate - Attempting to fix an issue in the mac build's AppFramework, needed to link in CoreUObject
[CL 2656393 by Nick Darnell in Main branch]
2015-08-14 14:10:12 -04:00
Josh Markiewicz
f8d83447e1 #Integration FN->Main from CL#2642868
Engine Source changes

[CL 2645403 by Josh Markiewicz in Main branch]
2015-08-05 15:54:57 -04:00
Nick Darnell
ace5c0c1de Editor - The color picker no longer assumes a straight inverse gamma conversion from colors sampled on the screen using the eye dropper. This change makes it so sRGB is the assumed space all colors are sampled in, making sampling colors from Photoshop bring in the identical version of the color converted into linear space, which when transformed back into sRGB space will be the same color you saw in photoshop. FColor and FLinearColors can now default to sRGB space using a UPROPERTY meta tag of sRGB="true" or false, you can force a specific default checking of the sRGB checkbox. Several places in UMG now force this default since the space you really care about sampling and previewing is sRGB space since that's the space UMG will be rendered in (on PC), additional work will be needed on Mac where the final rendering space is gamma 2.2.
#platformnotify Josh.Adams

[CL 2622375 by Nick Darnell in Main branch]
2015-07-15 16:40:00 -04:00
Nick Darnell
3a0214070f Slate/UMG - Continuing to work on the Invalidation Panel, correctly offsetting volatile widgets to render from the true last hit testable index that their potentinally cached parent used. Also introducing a way to cache transforms relative to the parent so that widgets that fly around the screen but otherwise don't change shape...etc can be cached.
[CL 2615587 by Nick Darnell in Main branch]
2015-07-09 15:28:24 -04:00
Nick Darnell
35045ac11f UMG - Continuing to work on the invalidation panel, there's now a caching mechanism it uses to allow aspects of the hit testing to be recreated every frame. Additionally, started working on a test suite for it in the Slate Viewer. A simple proof of concept of invalidating a hit testable control can be seen on button.
#codereview nick.atamas, matt.Kuhlenschmidt, justin.Sargent

[CL 2612788 by Nick Darnell in Main branch]
2015-07-07 15:50:03 -04:00
Jamie Dale
414659a5ed Made clearing the text selection when a ML editable text loses focus optional
UE-17599 - Rich Text for tutorials is not working in Main

Previously SMultiLineEditableText never cleared its selection when it lost focus, however recent changes to make it behave more like SEditableText had undone that behavior. This caused issues with some of our text editors, as they rely on the selection being preserved when focus is lost so that they can style the selected text.

I've added an option to control whether focus loss should clear the current selection, and have turned it off for our text editors.

#codereview Justin.Sargent, Ben.Cosh

[CL 2600404 by Jamie Dale in Main branch]
2015-06-25 08:43:42 -04:00
Matt Kuhlenschmidt
7f518bc81e Removed usage of disabled button style which has invalid art work
[CL 2597833 by Matt Kuhlenschmidt in Main branch]
2015-06-23 16:44:41 -04:00
Chris Wood
8a112d6140 PushMenu() now respects QueryPopupMethod(). All menus now support reusing windows.
UE-14641 - Fix PushMenu() to use QueryPopupMethod()

Pretty big refactor
Adds IMenu as way to identify menus. Replaces referring to menus as SWindows.
Lots of uses of PushMenu() fixed up to match new API

#codereview Nick.Atamas

[CL 2579277 by Chris Wood in Main branch]
2015-06-05 20:19:33 -04:00
Jurre DeBaare
5cf9ddaa79 Fixed gamma correction for the EyeDropper (UE-6942)
[CL 2539403 by Jurre DeBaare in Main branch]
2015-05-06 12:13:38 -04:00
Chris Wood
448d36643d Added option to disable or add custom context menus to editable text widgets in Slate
[UE-14497] - Game client stops responding when the RMB is clicked in the Enter Your Hero Name textbox while in Full Screen mode

#codereview Nick.Atamas

[CL 2530347 by Chris Wood in Main branch]
2015-04-29 11:24:54 -04:00
Andrew Rodham
5194f5cfc0 Fixed some windows not gaining focus when opened
On mac, window activation is not guaranteed syncronously when a window is created, thus any code that opened a window, then immediately opened some focus-sensitive operation, may fail.

I've fixed up three of the most common cases (SAssetView::ItemScrolledIntoView, STextEntryPopup and STextComboPopup) so they register an active tick to focus the widget when the window gains focus (optionally controllable from the .AutoFocus() argument)

This addresses UE-12929.

[CL 2521062 by Andrew Rodham in Main branch]
2015-04-22 10:34:02 -04:00
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00
Jamie Dale
48b7de223f Backing out changelist 2498725 as this is now handled by SHeaderRow rather than SSplitter
[CL 2510181 by Jamie Dale in Main branch]
2015-04-13 07:24:13 -04:00
Dan Oconnor
ff8f481e10 Modified fixes for PVS-Studio warnings, mostly adding comments to warnings that were disabled. A few reworked fixes where needed.
[CL 2507311 by Dan Oconnor in Main branch]
2015-04-09 16:42:44 -04:00
Jamie Dale
e6bd050b0e Added some test cases for the ManualSize splitter slot type
Renamed the slot type from AbsoluteSize to ManualSize to avoid overloading the term "absolute".

Fixed some resizing issues when a ManualSize slot was used alongside the other slot types.

Improved the validation used when deciding whether a drag handle cursor should be shown, as this wasn't working correctly for ManualSize slots.

#codereview Nick.Atamas

[CL 2498725 by Jamie Dale in Main branch]
2015-04-01 12:09:44 -04:00
Mike Fricker
114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -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
Jamie Dale
4f94ab55b0 Changed some text input boxes to be numeric input boxes, and fixed a crash when testing an invalid item index
[CL 2484556 by Jamie Dale in Main branch]
2015-03-19 11:12:28 -04:00
Jamie Dale
d7834e7c30 Added test case for multi-line editable hint text
[CL 2481717 by Jamie Dale in Main branch]
2015-03-17 12:08:28 -04:00