Commit Graph

12 Commits

Author SHA1 Message Date
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Jamie Dale
5a2a61c9c4 Fixed a "todo" about a module name assumption
This now uses GameProjectUtils::GetCurrentModuleContextInfo(), which provides the same information as used by the rest of the class wizard validation.

ReviewedBy Thomas.Sarkanen
#codereview Max.Preussner

[CL 2088202 by Jamie Dale in Main branch]
2014-05-29 17:38:55 -04:00
Jamie Dale
5a166cf0c5 MinimalAPI classes are now considered valid base classes in the class wizard
https://answers.unrealengine.com/questions/49569/i-cant-find-scenecapture2d-in-add-code-to-project.html

ReviewedBy Thomas.Sarkanen
#codereview Max.Preussner

[CL 2088201 by Jamie Dale in Main branch]
2014-05-29 17:38:42 -04:00
Jamie Dale
435c1c76d5 Fixed the code generated by the New Project wizard not compiling
TTP# 332794 - EDITOR: Usability improvements for the New Class Wizard

GetClassLocation was failing because it was doing the validation based upon the current project, and not the project that was being created. I've changed the validation logic and creation functions to use a module context that must be provided; this allows the functions used to generate code for a new project to override the module validation information.

[CL 2075544 by Jamie Dale in Main branch]
2014-05-16 10:47:37 -04:00
Jamie Dale
6ee0cd827d Added support for the Class Wizard to create non-UObject classes
TTP# 332794 - EDITOR: Usability improvements for the New Class Wizard

Abstracted away the parent class information into FNewClassInfo, which can hold either a UClass*, or an enum value corresponding to a pre-defined non-UObject type class (currently; an empty class, a Slate widget, and a Slate widget style).

Made the interface of GenerateClassHeaderFile and GenerateClassCPPFile more consistent. They now both take an unprefixed class name as well as the base class information; any extra information they can then generate internally. They also no longer rely on the filename to work out the class name, as the Slate classes may add a prefix or suffix to the filename due to the way the templates are set-up.

Updated everything in the SNewClassDialog and GameProjectUtils that was previously working with a UClass* to work with a FNewClassInfo instead.

ReviewedBy Thomas.Sarkanen, Max.Preussner

[CL 2075367 by Jamie Dale in Main branch]
2014-05-16 07:26:51 -04:00
Jamie Dale
bac1e1a5d2 Condensed the class wizard layout so it wastes less space
TTP# 332794 - EDITOR: Usability improvements for the New Class Wizard

ReviewedBy Max.Preussner

[CL 2072777 by Jamie Dale in Main branch]
2014-05-14 07:07:29 -04:00
Jamie Dale
273df4a473 Improved the way the class wizard informs users about whether a class with be Public or Private
TTP# 332794 - EDITOR: Usability improvements for the New Class Wizard

It now displays a checkbox for Public and Private, with a tooltip explaining what each option means. If you're not using a Public/Private layout for your code, it disables these options and also displays a tooltip explaining why.

Clicking on one of these check boxes will adjust the current path to place the class either in the Public or Private folder, preserving any sub-path information correctly.

Finally, when creating a class in the Public or Classes folder, the class wizard will now automatically add the MODULENAME_API macro to the class declaration.

Also improved the button alignment used for the wizard.

ReviewedBy Thomas.Sarkanen, Max.Preussner

[CL 2072761 by Jamie Dale in Main branch]
2014-05-14 06:47:25 -04:00
Jamie Dale
c010db2fb4 #ttp 322244 - LIVE: Feature Request: During "Add Code to Project", allow user to select path where files go
#proj UE4
#branch UE4
#summary You can now choose where to place a class added via the New Class Wizard
#extra This tries to be smart about your placement if you have Public and Private folders for your project.
- By default the header would go into Public, and the source file would go into Private.
- If you select the Public/Classes folder for the path, the source file will still go into Private.
- If you have a sub-path, eg) /Public/MyStuff/MyClass.h, this will be mirrored in the placement of the source file, eg) /Private/MyStuff/MyClass.cpp
#extra If you're not using Public or Private folders it will just place the source at whatever path you specified.
#extra It will verify that your source code is going to a valid module folder for your game, and also allows matching of modules that start with your game name, eg) MyGame, MyGameEditor.
#reviewedby Thomas.Sarkanen, Max.Preussner

[CL 2046528 by Jamie Dale in Main branch]
2014-04-23 18:50:08 -04:00
Justin Sargent
0bc686f251 Fixed up redundant FText .ToString() usage and some improper FText usage.
[CL 2042623 by Justin Sargent in Main branch]
2014-04-23 18:06:41 -04:00
Saul Abreu
b16c5668f5 #summary Updated metadata gathering commandlet to be configuration driven. Fixed a bug with local edits to metadata overriding localization. Updated property editors using comboboxes for enums to use localized data. Added Region & Language Settings for toggling use of localized field names.
#ttp 331251 - L10N: Editor: Tooltips and Property Names need to be localized

[CL 2040155 by Saul Abreu in Main branch]
2014-04-23 17:36:48 -04:00
TimSweeney
3a75fe0114 Engine source (Main branch up to CL 2027006) 2014-03-15 01:14:25 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00