// Copyright Epic Games, Inc. All Rights Reserved. #include "Frame/MainFrameActions.h" #include "Misc/MessageDialog.h" #include "HAL/FileManager.h" #include "Misc/CommandLine.h" #include "Misc/Paths.h" #include "Misc/App.h" #include "Modules/ModuleManager.h" #include "Widgets/DeclarativeSyntaxSupport.h" #include "Widgets/SWindow.h" #include "Framework/Application/SlateApplication.h" #include "Framework/Commands/UICommandList.h" #include "Framework/Docking/TabManager.h" #include "Interfaces/IMainFrameModule.h" #include "AboutScreen.h" #include "CreditsScreen.h" #include "DesktopPlatformModule.h" #include "ISourceControlModule.h" #include "GameProjectGenerationModule.h" #include "Toolkits/GlobalEditorCommonCommands.h" #include "Logging/TokenizedMessage.h" #include "Logging/MessageLog.h" #include "SourceCodeNavigation.h" #include "SourceControlWindows.h" #include "ISettingsModule.h" #include "Interfaces/IProjectManager.h" #include "Interfaces/ITargetPlatform.h" #include "Interfaces/ITargetPlatformManagerModule.h" #include "PlatformInfo.h" #include "EditorStyleSet.h" #include "Settings/EditorExperimentalSettings.h" #include "CookerSettings.h" #include "UnrealEdMisc.h" #include "FileHelpers.h" #include "EditorAnalytics.h" #include "LevelEditor.h" #include "Interfaces/IProjectTargetPlatformEditorModule.h" #include "Misc/ConfigCacheIni.h" #include "MainFrameModule.h" #include "Widgets/Docking/SDockTab.h" #include "Framework/Commands/GenericCommands.h" #include "Dialogs/SOutputLogDialog.h" #include "Dialogs/Dialogs.h" #include "IUATHelperModule.h" #include "Menus/LayoutsMenu.h" #include "TargetReceipt.h" #include "Settings/EditorSettings.h" #include "AnalyticsEventAttribute.h" #include "Kismet2/DebuggerCommands.h" #include "GameMapsSettings.h" #define LOCTEXT_NAMESPACE "MainFrameActions" DEFINE_LOG_CATEGORY_STATIC(MainFrameActions, Log, All); TSharedRef< FUICommandList > FMainFrameCommands::ActionList( new FUICommandList() ); TWeakPtr FMainFrameActionCallbacks::ChoosePackagesToCheckInNotification; namespace { const FName SwitchProjectBundle = "SwitchProject"; } FMainFrameCommands::FMainFrameCommands() : TCommands( TEXT("MainFrame"), // Context name for fast lookup LOCTEXT( "MainFrame", "Main Frame" ), // Localized context name for displaying NAME_None, // No parent context FEditorStyle::GetStyleSetName() ), // Icon Style Set ToggleFullscreenConsoleCommand( TEXT( "MainFrame.ToggleFullscreen" ), TEXT( "Toggles the editor between \"full screen\" mode and \"normal\" mode. In full screen mode, the task bar and window title area are hidden." ), FConsoleCommandDelegate::CreateStatic( &FMainFrameActionCallbacks::ToggleFullscreen_Execute ) ) { AddBundle(SwitchProjectBundle, LOCTEXT("SwitchProjectBundle", "Switch Project")); } void FMainFrameCommands::RegisterCommands() { // Some commands cannot be processed in a commandlet or if the editor is started without a project if ( !IsRunningCommandlet() && FApp::HasProjectName() && !IsRunningDedicatedServer()) { // The global action list was created at static initialization time. Create a handler for otherwise unhandled keyboard input to route key commands through this list. FSlateApplication::Get().SetUnhandledKeyDownEventHandler( FOnKeyEvent::CreateStatic( &FMainFrameActionCallbacks::OnUnhandledKeyDownEvent ) ); } // Make a default can execute action that disables input when in debug mode FCanExecuteAction DefaultExecuteAction = FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::DefaultCanExecuteAction ); UI_COMMAND( SaveAll, "Save All", "Saves all unsaved levels and assets to disk", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Control | EModifierKey::Shift, EKeys::S ) ); ActionList->MapAction( SaveAll, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::SaveAll ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanSaveWorld ) ); UI_COMMAND( ChooseFilesToSave, "Choose Files to Save...", "Opens a dialog with save options for content and levels", EUserInterfaceActionType::Button, FInputChord() ); ActionList->MapAction( ChooseFilesToSave, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ChoosePackagesToSave ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanSaveWorld ) ); UI_COMMAND( ChooseFilesToCheckIn, "Submit to Source Control...", "Opens a dialog with check in options for content and levels", EUserInterfaceActionType::Button, FInputChord() ); ActionList->MapAction( ChooseFilesToCheckIn, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ChoosePackagesToCheckIn ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanChoosePackagesToCheckIn ) ); UI_COMMAND( ConnectToSourceControl, "Connect To Source Control...", "Connect to source control to allow source control operations to be performed on content and levels.", EUserInterfaceActionType::Button, FInputChord() ); ActionList->MapAction( ConnectToSourceControl, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ConnectToSourceControl ), DefaultExecuteAction ); UI_COMMAND( NewProject, "New Project...", "Opens a dialog to create a new game project", EUserInterfaceActionType::Button, FInputChord() ); ActionList->MapAction( NewProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::NewProject, false, true), DefaultExecuteAction ); UI_COMMAND( OpenProject, "Open Project...", "Opens a dialog to choose a game project to open", EUserInterfaceActionType::Button, FInputChord() ); ActionList->MapAction( OpenProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::NewProject, true, false), DefaultExecuteAction ); UI_COMMAND( AddCodeToProject, "New C++ Class...", "Adds C++ code to the project. The code can only be compiled if you have an appropriate C++ compiler installed.", EUserInterfaceActionType::Button, FInputChord() ); ActionList->MapAction( AddCodeToProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::AddCodeToProject )); UI_COMMAND( RefreshCodeProject, "Refresh code project", "Refreshes your C++ code project.", EUserInterfaceActionType::Button, FInputChord() ); ActionList->MapAction( RefreshCodeProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::RefreshCodeProject ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::IsCodeProject ) ); UI_COMMAND( OpenIDE, "Open IDE", "Opens your C++ code in an integrated development environment.", EUserInterfaceActionType::Button, FInputChord() ); ActionList->MapAction( OpenIDE, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::OpenIDE ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::IsCodeProject ), FGetActionCheckState(), FIsActionButtonVisible::CreateStatic( &FMainFrameActionCallbacks::CanOpenIDE ) ); UI_COMMAND( ZipUpProject, "Zip Up Project", "Zips up the project into a zip file.", EUserInterfaceActionType::Button, FInputChord() ); ActionList->MapAction(ZipUpProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ZipUpProject ), DefaultExecuteAction); //UI_COMMAND( LocalizeProject, "Localize Project...", "Opens the dashboard for managing project localization data.", EUserInterfaceActionType::Button, FInputChord() ); //ActionList->MapAction( LocalizeProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::LocalizeProject ), DefaultExecuteAction ); const int32 MaxProjects = 20; for( int32 CurProjectIndex = 0; CurProjectIndex < MaxProjects; ++CurProjectIndex ) { // NOTE: The actual label and tool-tip will be overridden at runtime when the command is bound to a menu item, however // we still need to set one here so that the key bindings UI can function properly FFormatNamedArguments Arguments; Arguments.Add(TEXT("CurrentProjectIndex"), CurProjectIndex); const FText Message = FText::Format( LOCTEXT( "SwitchProject", "Switch Project {CurrentProjectIndex}" ), Arguments ); TSharedRef< FUICommandInfo > SwitchProject = FUICommandInfoDecl( this->AsShared(), FName( *FString::Printf( TEXT( "SwitchProject%i" ), CurProjectIndex ) ), Message, LOCTEXT( "SwitchProjectToolTip", "Restarts the editor and switches to selected project" ), SwitchProjectBundle) .UserInterfaceType( EUserInterfaceActionType::Button ) .DefaultChord( FInputChord() ); SwitchProjectCommands.Add( SwitchProject ); ActionList->MapAction( SwitchProjectCommands[ CurProjectIndex ], FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::SwitchProjectByIndex, CurProjectIndex ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanSwitchToProject, CurProjectIndex ), FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::IsSwitchProjectChecked, CurProjectIndex ) ); } UI_COMMAND( Exit, "Exit", "Exits the application", EUserInterfaceActionType::Button, FInputChord() ); ActionList->MapAction( Exit, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::Exit ), DefaultExecuteAction ); ActionList->MapAction( FGenericCommands::Get().Undo, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ExecuteExecCommand, FString( TEXT("TRANSACTION UNDO") ) ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::Undo_CanExecute ) ); ActionList->MapAction( FGenericCommands::Get().Redo, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ExecuteExecCommand, FString( TEXT("TRANSACTION REDO") ) ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::Redo_CanExecute ) ); UI_COMMAND( OpenDeviceManagerApp, "Device Manager", "Opens up the device manager app", EUserInterfaceActionType::Check, FInputChord() ); ActionList->MapAction( OpenDeviceManagerApp, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp, FName( TEXT( "DeviceManager" ) ) ), FCanExecuteAction(), FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp_IsChecked, FName( TEXT( "DeviceManager" ) ) ) ); UI_COMMAND( OpenSessionManagerApp, "Session Manager", "Opens up the session manager app", EUserInterfaceActionType::Check, FInputChord() ); ActionList->MapAction( OpenSessionManagerApp, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp, FName( "SessionFrontend" ) ), FCanExecuteAction(), FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp_IsChecked, FName("SessionFrontend" ) ) ); UI_COMMAND(VisitOnlineLearning, "Online Learning...", "Learn Unreal Engine for free with easy-to-follow video courses and guided learning paths.", EUserInterfaceActionType::Button, FInputChord()); ActionList->MapAction(VisitOnlineLearning, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::VisitOnlineLearning)); UI_COMMAND(VisitForums, "Forums...", "Go to the Unreal Engine forums to view announcements and engage in discussions with other developers.", EUserInterfaceActionType::Button, FInputChord()); ActionList->MapAction(VisitForums, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::VisitForums)); UI_COMMAND(ReportABug, "Report a Bug...", "Found a bug? Go here to fill out a bug report", EUserInterfaceActionType::Button, FInputChord()); ActionList->MapAction(ReportABug, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::ReportABug)); UI_COMMAND(OpenIssueTracker, "Issue Tracker", "Go here to view the Unreal Engine bug tracking website", EUserInterfaceActionType::Button, FInputChord()); ActionList->MapAction(OpenIssueTracker, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::OpenIssueTracker)); UI_COMMAND( VisitAskAQuestionPage, "Ask a Question...", "Have a question? Go here to ask about anything and everything related to Unreal.", EUserInterfaceActionType::Button, FInputChord() ); ActionList->MapAction( VisitAskAQuestionPage, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitAskAQuestionPage ) ); UI_COMMAND( VisitSearchForAnswersPage, "Answer Hub...", "Go to the AnswerHub to ask questions, search existing answers, and share your knowledge with other UE4 developers.", EUserInterfaceActionType::Button, FInputChord() ); ActionList->MapAction( VisitSearchForAnswersPage, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitSearchForAnswersPage ) ); UI_COMMAND( VisitSupportWebSite, "Support...", "Navigates to the Unreal Engine Support web site's main page.", EUserInterfaceActionType::Button, FInputChord() ); ActionList->MapAction( VisitSupportWebSite, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitSupportWebSite ) ); UI_COMMAND( VisitEpicGamesDotCom, "Visit UnrealEngine.com...", "Navigates to UnrealEngine.com where you can learn more about Unreal Technology.", EUserInterfaceActionType::Button, FInputChord() ); ActionList->MapAction( VisitEpicGamesDotCom, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitEpicGamesDotCom ) ); UI_COMMAND( AboutUnrealEd, "About Editor...", "Displays application credits and copyright information", EUserInterfaceActionType::Button, FInputChord() ); ActionList->MapAction( AboutUnrealEd, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::AboutUnrealEd_Execute ) ); UI_COMMAND( CreditsUnrealEd, "Credits", "Displays application credits", EUserInterfaceActionType::Button, FInputChord() ); ActionList->MapAction( CreditsUnrealEd, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::CreditsUnrealEd_Execute) ); // Layout commands UI_COMMAND(ImportLayout, "Import Layout...", "Import a custom layout (or set of layouts) from a different directory and load it into your current instance of the Unreal Editor UI", EUserInterfaceActionType::Button, FInputChord()); ActionList->MapAction(ImportLayout, FExecuteAction::CreateStatic(&FLayoutsMenuLoad::ImportLayout)); UI_COMMAND(SaveLayoutAs, "Save Layout As...", "Save the current layout customization on disk so it can be loaded later", EUserInterfaceActionType::Button, FInputChord()); ActionList->MapAction(SaveLayoutAs, FExecuteAction::CreateStatic(&FLayoutsMenuSave::SaveLayoutAs)); UI_COMMAND(ExportLayout, "Export Layout...", "Export the custom layout customization to a different directory", EUserInterfaceActionType::Button, FInputChord()); ActionList->MapAction(ExportLayout, FExecuteAction::CreateStatic(&FLayoutsMenuSave::ExportLayout)); UI_COMMAND(RemoveUserLayouts, "Remove All User Layouts...", "Remove all the layout customizations created by the user", EUserInterfaceActionType::Button, FInputChord()); ActionList->MapAction( RemoveUserLayouts, FExecuteAction::CreateStatic(&FLayoutsMenuRemove::RemoveUserLayouts), FCanExecuteAction::CreateStatic(&FLayoutsMenu::IsThereUserLayouts) ); #if !PLATFORM_MAC && !PLATFORM_LINUX // Fullscreen mode in the editor is currently unsupported on Mac and Linux UI_COMMAND( ToggleFullscreen, "Enable Fullscreen", "Enables fullscreen mode for the application, expanding across the entire monitor", EUserInterfaceActionType::ToggleButton, FInputChord(EModifierKey::Shift, EKeys::F11) ); ActionList->MapAction( ToggleFullscreen, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ToggleFullscreen_Execute ), FCanExecuteAction(), FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::FullScreen_IsChecked ) ); #endif UI_COMMAND(OpenWidgetReflector, "Open Widget Reflector", "Opens the Widget Reflector", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift | EModifierKey::Control , EKeys::W)); ActionList->MapAction(OpenWidgetReflector, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::OpenWidgetReflector_Execute)); FGlobalEditorCommonCommands::MapActions(ActionList); } FReply FMainFrameActionCallbacks::OnUnhandledKeyDownEvent(const FKeyEvent& InKeyEvent) { if(!GIsSlowTask) { if (FMainFrameCommands::ActionList->ProcessCommandBindings(InKeyEvent)) { return FReply::Handled(); } else if (FPlayWorldCommands::GlobalPlayWorldActions.IsValid() && FPlayWorldCommands::GlobalPlayWorldActions->ProcessCommandBindings(InKeyEvent)) { return FReply::Handled(); } } return FReply::Unhandled(); } bool FMainFrameActionCallbacks::DefaultCanExecuteAction() { return FSlateApplication::Get().IsNormalExecution(); } void FMainFrameActionCallbacks::ChoosePackagesToSave() { const bool bPromptUserToSave = true; const bool bSaveMapPackages = true; const bool bSaveContentPackages = true; const bool bFastSave = false; const bool bClosingEditor = false; const bool bNotifyNoPackagesSaved = true; const bool bCanBeDeclined = false; FEditorFileUtils::SaveDirtyPackages( bPromptUserToSave, bSaveMapPackages, bSaveContentPackages, bFastSave, bNotifyNoPackagesSaved, bCanBeDeclined ); } void FMainFrameActionCallbacks::ChoosePackagesToCheckIn() { FSourceControlWindows::ChoosePackagesToCheckIn(); } bool FMainFrameActionCallbacks::CanChoosePackagesToCheckIn() { return FSourceControlWindows::CanChoosePackagesToCheckIn(); } void FMainFrameActionCallbacks::ConnectToSourceControl() { ELoginWindowMode::Type Mode = !FSlateApplication::Get().GetActiveModalWindow().IsValid() ? ELoginWindowMode::Modeless : ELoginWindowMode::Modal; ISourceControlModule::Get().ShowLoginDialog(FSourceControlLoginClosed(), Mode); } bool FMainFrameActionCallbacks::CanSaveWorld() { return FSlateApplication::Get().IsNormalExecution() && (!GUnrealEd || !GUnrealEd->GetPackageAutoSaver().IsAutoSaving()); } void FMainFrameActionCallbacks::SaveAll() { const bool bPromptUserToSave = false; const bool bSaveMapPackages = true; const bool bSaveContentPackages = true; const bool bFastSave = false; const bool bNotifyNoPackagesSaved = false; const bool bCanBeDeclined = false; FEditorFileUtils::SaveDirtyPackages( bPromptUserToSave, bSaveMapPackages, bSaveContentPackages, bFastSave, bNotifyNoPackagesSaved, bCanBeDeclined ); } TArray FMainFrameActionCallbacks::RecentProjects; void FMainFrameActionCallbacks::CacheProjectNames() { // The switch project menu is filled with recently opened project files RecentProjects = GetDefault()->RecentlyOpenedProjectFiles; } void FMainFrameActionCallbacks::NewProject( bool bAllowProjectOpening, bool bAllowProjectCreate ) { if (GUnrealEd->WarnIfLightingBuildIsCurrentlyRunning()) { return; } FText Title; if (bAllowProjectOpening && bAllowProjectCreate) { Title = LOCTEXT( "SelectProjectWindowHeader", "Select Project"); } else if (bAllowProjectOpening) { Title = LOCTEXT( "OpenProjectWindowHeader", "Open Project"); } else { Title = LOCTEXT( "NewProjectWindowHeader", "New Project"); } TSharedRef NewProjectWindow = SNew(SWindow) .Title(Title) .ClientSize( FMainFrameModule::GetProjectBrowserWindowSize() ) .SizingRule( ESizingRule::UserSized ) .SupportsMinimize(false) .SupportsMaximize(false); NewProjectWindow->SetContent( FGameProjectGenerationModule::Get().CreateGameProjectDialog(bAllowProjectOpening, bAllowProjectCreate) ); IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked(TEXT("MainFrame")); if (MainFrameModule.GetParentWindow().IsValid()) { FSlateApplication::Get().AddWindowAsNativeChild(NewProjectWindow, MainFrameModule.GetParentWindow().ToSharedRef()); } else { FSlateApplication::Get().AddWindow(NewProjectWindow); } } void FMainFrameActionCallbacks::AddCodeToProject() { FGameProjectGenerationModule::Get().OpenAddCodeToProjectDialog(); } void FMainFrameActionCallbacks::RefreshCodeProject() { if ( !FSourceCodeNavigation::IsCompilerAvailable() ) { // Attempt to trigger the tutorial if the user doesn't have a compiler installed for the project. FSourceCodeNavigation::AccessOnCompilerNotFound().Broadcast(); } FText FailReason, FailLog; if(!FGameProjectGenerationModule::Get().UpdateCodeProject(FailReason, FailLog)) { SOutputLogDialog::Open(LOCTEXT("RefreshProject", "Refresh Project"), FailReason, FailLog, FText::GetEmpty()); } } bool FMainFrameActionCallbacks::IsCodeProject() { // Not particularly rigorous, but assume it's a code project if it can find a Source directory const bool bIsCodeProject = IFileManager::Get().DirectoryExists(*FPaths::GameSourceDir()); return bIsCodeProject; } void FMainFrameActionCallbacks::OpenIDE() { if ( !FSourceCodeNavigation::IsCompilerAvailable() ) { // Attempt to trigger the tutorial if the user doesn't have a compiler installed for the project. FSourceCodeNavigation::AccessOnCompilerNotFound().Broadcast(); } else { if ( !FSourceCodeNavigation::OpenModuleSolution() ) { FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("OpenIDEFailed_UnableToOpenSolution", "Unable to open solution")); } } } bool FMainFrameActionCallbacks::CanOpenIDE() { return FSourceCodeNavigation::DoesModuleSolutionExist(); } void FMainFrameActionCallbacks::ZipUpProject() { bool bOpened = false; TArray SaveFilenames; IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get(); if (DesktopPlatform != NULL) { bOpened = DesktopPlatform->SaveFileDialog( NULL, NSLOCTEXT("UnrealEd", "ZipUpProject", "Zip file location").ToString(), FPaths::ProjectDir(), FApp::GetProjectName(), TEXT("Zip file|*.zip"), EFileDialogFlags::None, SaveFilenames); } if (bOpened) { for (FString FileName : SaveFilenames) { // Ensure path is full rather than relative (for macs) FString FinalFileName = FPaths::ConvertRelativePathToFull(FileName); FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::ProjectDir()) : FPaths::RootDir() / FApp::GetProjectName(); FString CommandLine = FString::Printf(TEXT("ZipProjectUp -nocompileeditor -project=\"%s\" -install=\"%s\""), *ProjectPath, *FinalFileName); IUATHelperModule::Get().CreateUatTask( CommandLine, GetTargetPlatformManager()->GetRunningTargetPlatform()->DisplayName(), LOCTEXT("ZipTaskName", "Zipping Up Project"), LOCTEXT("ZipTaskShortName", "Zip Project Task"), FEditorStyle::GetBrush(TEXT("MainFrame.CookContent")), IUATHelperModule::UatTaskResultCallack(), FPaths::GetPath(FinalFileName)); } } } //void FMainFrameActionCallbacks::LocalizeProject() //{ // FModuleManager::LoadModuleChecked("LocalizationDashboard").Show(); //} void FMainFrameActionCallbacks::SwitchProjectByIndex(int32 ProjectIndex) { FUnrealEdMisc::Get().SwitchProject(RecentProjects[ProjectIndex].ProjectName); } void FMainFrameActionCallbacks::SwitchProject(const FString& GameOrProjectFileName) { FUnrealEdMisc::Get().SwitchProject(GameOrProjectFileName); } void FMainFrameActionCallbacks::OpenBackupDirectory(FString BackupFile) { FPlatformProcess::LaunchFileInDefaultExternalApplication(*FPaths::GetPath(FPaths::ConvertRelativePathToFull(BackupFile))); } void FMainFrameActionCallbacks::ToggleFullscreen_Execute() { #if !PLATFORM_MAC && !PLATFORM_LINUX // Fullscreen mode in the editor is currently unsupported on Mac or Linux if ( GIsEditor && FApp::HasProjectName() ) { TSharedPtr LevelEditorTabPtr = FGlobalTabmanager::Get()->TryInvokeTab(FTabId("LevelEditor")); const TSharedPtr LevelEditorWindow = FSlateApplication::Get().FindWidgetWindow( LevelEditorTabPtr.ToSharedRef() ); if (LevelEditorWindow->GetWindowMode() == EWindowMode::Windowed) { LevelEditorWindow->SetWindowMode(EWindowMode::WindowedFullscreen); } else { LevelEditorWindow->SetWindowMode(EWindowMode::Windowed); } } #endif } bool FMainFrameActionCallbacks::FullScreen_IsChecked() { const TSharedPtr LevelEditorTabPtr = FModuleManager::Get().GetModuleChecked( "LevelEditor" ).GetLevelEditorTab(); const TSharedPtr LevelEditorWindow = LevelEditorTabPtr.IsValid() ? LevelEditorTabPtr->GetParentWindow() : TSharedPtr(); return (LevelEditorWindow.IsValid()) ? (LevelEditorWindow->GetWindowMode() != EWindowMode::Windowed) : false; } bool FMainFrameActionCallbacks::CanSwitchToProject( int32 InProjectIndex ) { if (FApp::HasProjectName() && RecentProjects[InProjectIndex].ProjectName.StartsWith(FApp::GetProjectName())) { return false; } if (FPaths::IsProjectFilePathSet() && RecentProjects[InProjectIndex].ProjectName == FPaths::GetProjectFilePath()) { return false; } return true; } bool FMainFrameActionCallbacks::IsSwitchProjectChecked( int32 InProjectIndex ) { return CanSwitchToProject( InProjectIndex ) == false; } void FMainFrameActionCallbacks::Exit() { FSlateApplication::Get().LeaveDebuggingMode(); // Shut down the editor // NOTE: We can't close the editor from within this stack frame as it will cause various DLLs // (such as MainFrame) to become unloaded out from underneath the code pointer. We'll shut down // as soon as it's safe to do so. GEngine->DeferredCommands.Add( TEXT("CLOSE_SLATE_MAINFRAME")); } bool FMainFrameActionCallbacks::Undo_CanExecute() { return GUnrealEd->Trans->CanUndo() && FSlateApplication::Get().IsNormalExecution(); } bool FMainFrameActionCallbacks::Redo_CanExecute() { return GUnrealEd->Trans->CanRedo() && FSlateApplication::Get().IsNormalExecution(); } void FMainFrameActionCallbacks::ExecuteExecCommand( FString Command ) { GUnrealEd->Exec( GEditor->GetEditorWorldContext(false).World(), *Command ); } void FMainFrameActionCallbacks::OpenSlateApp_ViaModule( FName AppName, FName ModuleName ) { FModuleManager::Get().LoadModule( ModuleName ); OpenSlateApp( AppName ); } void FMainFrameActionCallbacks::OpenSlateApp( FName AppName ) { FGlobalTabmanager::Get()->TryInvokeTab(FTabId(AppName)); } bool FMainFrameActionCallbacks::OpenSlateApp_IsChecked( FName AppName ) { return false; } void FMainFrameActionCallbacks::ReportABug() { FString ReportABugURL; if (FUnrealEdMisc::Get().GetURL(TEXT("ReportABugURL"), ReportABugURL, false)) { FPlatformProcess::LaunchURL(*ReportABugURL, NULL, NULL); } } void FMainFrameActionCallbacks::OpenIssueTracker() { FString IssueTrackerURL; if (FUnrealEdMisc::Get().GetURL(TEXT("IssueTrackerURL"), IssueTrackerURL, false)) { FPlatformProcess::LaunchURL(*IssueTrackerURL, NULL, NULL); } } void FMainFrameActionCallbacks::VisitAskAQuestionPage() { FString AskAQuestionURL; if(FUnrealEdMisc::Get().GetURL( TEXT("AskAQuestionURL"), AskAQuestionURL, true )) { FPlatformProcess::LaunchURL( *AskAQuestionURL, NULL, NULL ); } } void FMainFrameActionCallbacks::VisitSearchForAnswersPage() { FString SearchForAnswersURL; if(FUnrealEdMisc::Get().GetURL( TEXT("SearchForAnswersURL"), SearchForAnswersURL, true )) { FPlatformProcess::LaunchURL( *SearchForAnswersURL, NULL, NULL ); } } void FMainFrameActionCallbacks::VisitSupportWebSite() { FString SupportWebsiteURL; if(FUnrealEdMisc::Get().GetURL( TEXT("SupportWebsiteURL"), SupportWebsiteURL, true )) { FPlatformProcess::LaunchURL( *SupportWebsiteURL, NULL, NULL ); } } void FMainFrameActionCallbacks::VisitEpicGamesDotCom() { FString EpicGamesURL; if(FUnrealEdMisc::Get().GetURL( TEXT("EpicGamesURL"), EpicGamesURL )) { FPlatformProcess::LaunchURL( *EpicGamesURL, NULL, NULL ); } } void FMainFrameActionCallbacks::VisitOnlineLearning() { FString URL; if (FUnrealEdMisc::Get().GetURL(TEXT("OnlineLearningURL"), URL)) { FPlatformProcess::LaunchURL(*URL, NULL, NULL); } } void FMainFrameActionCallbacks::VisitForums() { FString URL; if (FUnrealEdMisc::Get().GetURL(TEXT("ForumsURL"), URL)) { FPlatformProcess::LaunchURL(*URL, NULL, NULL); } } void FMainFrameActionCallbacks::AboutUnrealEd_Execute() { const FText AboutWindowTitle = LOCTEXT( "AboutUnrealEditor", "About Unreal Editor" ); TSharedPtr AboutWindow = SNew(SWindow) .Title( AboutWindowTitle ) .ClientSize(FVector2D(600.f, 200.f)) .SupportsMaximize(false) .SupportsMinimize(false) .SizingRule( ESizingRule::FixedSize ) [ SNew(SAboutScreen) ]; IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked( "MainFrame" ); TSharedPtr ParentWindow = MainFrame.GetParentWindow(); if ( ParentWindow.IsValid() ) { FSlateApplication::Get().AddModalWindow(AboutWindow.ToSharedRef(), ParentWindow.ToSharedRef()); } else { FSlateApplication::Get().AddWindow(AboutWindow.ToSharedRef()); } } void FMainFrameActionCallbacks::CreditsUnrealEd_Execute() { const FText CreditsWindowTitle = LOCTEXT("CreditsUnrealEditor", "Credits"); TSharedPtr CreditsWindow = SNew(SWindow) .Title(CreditsWindowTitle) .ClientSize(FVector2D(600.f, 700.f)) .SupportsMaximize(false) .SupportsMinimize(false) .SizingRule(ESizingRule::FixedSize) [ SNew(SCreditsScreen) ]; IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked("MainFrame"); TSharedPtr ParentWindow = MainFrame.GetParentWindow(); if ( ParentWindow.IsValid() ) { FSlateApplication::Get().AddModalWindow(CreditsWindow.ToSharedRef(), ParentWindow.ToSharedRef()); } else { FSlateApplication::Get().AddWindow(CreditsWindow.ToSharedRef()); } } void FMainFrameActionCallbacks::OpenWidgetReflector_Execute() { FGlobalTabmanager::Get()->TryInvokeTab(FTabId("WidgetReflector")); } /* FMainFrameActionCallbacks implementation *****************************************************************************/ void FMainFrameActionCallbacks::AddMessageLog( const FText& Text, const FText& Detail, const FString& TutorialLink, const FString& DocumentationLink ) { TSharedRef Message = FTokenizedMessage::Create(EMessageSeverity::Error); Message->AddToken(FTextToken::Create(Text)); Message->AddToken(FTextToken::Create(Detail)); if (!TutorialLink.IsEmpty()) { Message->AddToken(FTutorialToken::Create(TutorialLink)); } if (!DocumentationLink.IsEmpty()) { Message->AddToken(FDocumentationToken::Create(DocumentationLink)); } FMessageLog MessageLog("PackagingResults"); MessageLog.AddMessage(Message); MessageLog.Open(); } #undef LOCTEXT_NAMESPACE