// Copyright Epic Games, Inc. All Rights Reserved. #include "CoreMinimal.h" #include "Modules/ModuleManager.h" #include "ISourceControlWindowsModule.h" #include "ISourceControlModule.h" #include "Widgets/Docking/SDockTab.h" #include "Textures/SlateIcon.h" #include "Framework/Application/SlateApplication.h" #include "EditorStyleSet.h" #include "LevelEditor.h" #include "WorkspaceMenuStructure.h" #include "WorkspaceMenuStructureModule.h" #include "SSourceControlChangelists.h" #define LOCTEXT_NAMESPACE "SourceControlWindows" /** * SourceControlWindows module */ class FSourceControlWindowsModule : public ISourceControlWindowsModule { public: /** * Called right after the module DLL has been loaded and the module object has been created */ virtual void StartupModule() override; /** * Called before the module is unloaded, right before the module object is destroyed. */ virtual void ShutdownModule() override; virtual void ShowChangelistsTab() override; virtual bool CanShowChangelistsTab() const override; private: TSharedRef CreateChangelistsTab(const FSpawnTabArgs& Args); TSharedPtr CreateChangelistsUI(); private: TWeakPtr ChangelistsTab; TWeakPtr ChangelistsWidget; }; IMPLEMENT_MODULE(FSourceControlWindowsModule, SourceControlWindows); static const FName SourceControlChangelistsTabName = FName(TEXT("SourceControlChangelists")); void FSourceControlWindowsModule::StartupModule() { ISourceControlWindowsModule::StartupModule(); // We're going to call a static function in the editor style module, so we need to make sure the module has actually been loaded FModuleManager::Get().LoadModuleChecked("EditorStyle"); // Create a Source Control group under the Tools category const FSlateIcon SourceControlIcon(FEditorStyle::GetStyleSetName(), "SourceControl.ChangelistsTab"); const IWorkspaceMenuStructure& MenuStructure = WorkspaceMenu::GetMenuStructure(); TSharedRef SourceControlGroup = MenuStructure.GetToolsCategory()->AddGroup( LOCTEXT("WorkspaceMenu_SourceControlCategory", "Source Control"), LOCTEXT("SourceControlMenuTooltipText", "Source Control Operations"), SourceControlIcon, true); // Register the changlist tab spawner FGlobalTabmanager::Get()->RegisterNomadTabSpawner(SourceControlChangelistsTabName, FOnSpawnTab::CreateRaw(this, &FSourceControlWindowsModule::CreateChangelistsTab)) .SetDisplayName(LOCTEXT("ChangelistsTabTitle", "Changelists")) .SetGroup(SourceControlGroup) .SetIcon(SourceControlIcon); #if WITH_HOT_RELOAD // This code attempts to relaunch the GameplayCueEditor tab when you hotreload this module if (GIsHotReload && FSlateApplication::IsInitialized()) { ShowChangelistsTab(); } #endif // WITH_HOT_RELOAD } void FSourceControlWindowsModule::ShutdownModule() { if (FSlateApplication::IsInitialized()) { FGlobalTabmanager::Get()->UnregisterNomadTabSpawner(SourceControlChangelistsTabName); if (ChangelistsTab.IsValid()) { ChangelistsTab.Pin()->RequestCloseTab(); } } } TSharedRef FSourceControlWindowsModule::CreateChangelistsTab(const FSpawnTabArgs & Args) { return SAssignNew(ChangelistsTab, SDockTab) .Icon(FEditorStyle::Get().GetBrush("SourceControl.ChangelistsTab")) .TabRole(ETabRole::NomadTab) [ CreateChangelistsUI().ToSharedRef() ]; } TSharedPtr FSourceControlWindowsModule::CreateChangelistsUI() { TSharedPtr ReturnWidget; if (IsInGameThread()) { TSharedPtr SharedPtr = SNew(SSourceControlChangelistsWidget); ReturnWidget = SharedPtr; ChangelistsWidget = SharedPtr; } return ReturnWidget; } void FSourceControlWindowsModule::ShowChangelistsTab() { FGlobalTabmanager::Get()->TryInvokeTab(FTabId(SourceControlChangelistsTabName)); } bool FSourceControlWindowsModule::CanShowChangelistsTab() const { ISourceControlModule& SourceControlModule = ISourceControlModule::Get(); if (ISourceControlModule::Get().IsEnabled() && ISourceControlModule::Get().GetProvider().IsAvailable()) { return true; } return false; } #undef LOCTEXT_NAMESPACE