Files
UnrealEngineUWP/Engine/Source/Editor/MainFrame/Private/MainFrameModule.h
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

195 lines
5.8 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Frame/MainFrameActions.h"
#include "Widgets/SWidget.h"
#include "Framework/Commands/UICommandList.h"
#include "Framework/MultiBox/MultiBoxExtender.h"
#include "Interfaces/IMainFrameModule.h"
#include "UnrealEdMisc.h"
#include "Frame/MainFrameHandler.h"
#include "Misc/CompilationResult.h"
/**
* Editor main frame module
*/
class FMainFrameModule
: public IMainFrameModule
{
public:
// IMainFrameModule interface
virtual void CreateDefaultMainFrame( const bool bStartImmersive, const bool bStartPIE ) override;
virtual TSharedRef<SWidget> MakeMainMenu( const TSharedPtr<FTabManager>& TabManager, const TSharedRef< FExtender > Extender ) const override;
virtual TSharedRef<SWidget> MakeMainTabMenu( const TSharedPtr<FTabManager>& TabManager, const TSharedRef< FExtender > Extender ) const override;
virtual TSharedRef<SWidget> MakeDeveloperTools( ) const override;
virtual bool IsWindowInitialized( ) const override
{
return MainFrameHandler->GetParentWindow().IsValid();
}
virtual TSharedPtr<SWindow> GetParentWindow( ) const override
{
return MainFrameHandler->GetParentWindow();
}
virtual void SetMainTab(const TSharedRef<SDockTab>& MainTab) override
{
MainFrameHandler->SetMainTab(MainTab);
}
virtual void EnableTabClosedDelegate( ) override
{
MainFrameHandler->EnableTabClosedDelegate();
}
virtual void DisableTabClosedDelegate( ) override
{
MainFrameHandler->DisableTabClosedDelegate();
}
virtual void RequestCloseEditor( ) override
{
if ( MainFrameHandler->CanCloseEditor() )
{
MainFrameHandler->ShutDownEditor();
}
else
{
FUnrealEdMisc::Get().ClearPendingProjectName();
}
}
virtual void SetLevelNameForWindowTitle( const FString& InLevelFileName ) override;
virtual FString GetLoadedLevelName( ) const override
{
return LoadedLevelName;
}
virtual const TSharedRef<FUICommandList>& GetMainFrameCommandBindings( ) override
{
return FMainFrameCommands::ActionList;
}
virtual class FMainMRUFavoritesList* GetMRUFavoritesList() const override
{
return MRUFavoritesList;
}
virtual const FText GetApplicationTitle( const bool bIncludeGameName ) const override
{
return StaticGetApplicationTitle( bIncludeGameName );
}
virtual void ShowAboutWindow( ) const override
{
FMainFrameActionCallbacks::AboutUnrealEd_Execute();
}
DECLARE_DERIVED_EVENT(FMainFrameModule, IMainFrameModule::FMainFrameCreationFinishedEvent, FMainFrameCreationFinishedEvent);
virtual FMainFrameCreationFinishedEvent& OnMainFrameCreationFinished( ) override
{
return MainFrameCreationFinishedEvent;
}
DECLARE_DERIVED_EVENT(FMainFrameModule, IMainFrameModule::FMainFrameSDKNotInstalled, FMainFrameSDKNotInstalled);
virtual FMainFrameSDKNotInstalled& OnMainFrameSDKNotInstalled( ) override
{
return MainFrameSDKNotInstalled;
}
void BroadcastMainFrameSDKNotInstalled(const FString& PlatformName, const FString& DocLink) override
{
return MainFrameSDKNotInstalled.Broadcast(PlatformName, DocLink);
}
public:
// IModuleInterface interface
virtual void StartupModule( ) override;
virtual void ShutdownModule( ) override;
virtual bool SupportsDynamicReloading( ) override
{
return true; // @todo: Eventually, this should probably not be allowed.
}
protected:
/**
* Checks whether the project dialog should be shown at startup.
*
* The project dialog should be shown if the Editor was started without a game specified.
*
* @return true if the project dialog should be shown, false otherwise.
*/
bool ShouldShowProjectDialogAtStartup( ) const;
public:
/** Get the size of the project browser window */
static FVector2D GetProjectBrowserWindowSize() { return FVector2D(1100, 740); }
private:
// Handles the level editor module starting to recompile.
void HandleLevelEditorModuleCompileStarted( bool bIsAsyncCompile );
// Handles the user requesting the current compilation to be canceled
void OnCancelCodeCompilationClicked();
// Handles the level editor module finishing to recompile.
void HandleLevelEditorModuleCompileFinished( const FString& LogDump, ECompilationResult::Type CompilationResult, bool bShowLog );
/** Called when Hot Reload completes */
void HandleHotReloadFinished( bool bWasTriggeredAutomatically );
// Handles the code accessor having finished launching its editor
void HandleCodeAccessorLaunched( const bool WasSuccessful );
// Handle an open file operation failing
void HandleCodeAccessorOpenFileFailed(const FString& Filename);
// Handles launching code accessor
void HandleCodeAccessorLaunching( );
private:
// Weak pointer to the level editor's compile notification item.
TWeakPtr<SNotificationItem> CompileNotificationPtr;
// Friendly name for persistently level name currently loaded. Used for window and tab titles.
FString LoadedLevelName;
/// Event to be called when the mainframe is fully created.
FMainFrameCreationFinishedEvent MainFrameCreationFinishedEvent;
/// Event to be called when the editor tried to use a platform, but it wasn't installed
FMainFrameSDKNotInstalled MainFrameSDKNotInstalled;
// Commands used by main frame in menus and key bindings.
TSharedPtr<class FMainFrameCommands> MainFrameActions;
// Holds the main frame handler.
TSharedPtr<class FMainFrameHandler> MainFrameHandler;
// Absolute real time that we started compiling modules. Used for stats tracking.
double ModuleCompileStartTime;
// Holds the collection of most recently used favorites.
class FMainMRUFavoritesList* MRUFavoritesList;
// Weak pointer to the code accessor's notification item.
TWeakPtr<class SNotificationItem> CodeAccessorNotificationPtr;
// Sounds used for compilation.
class USoundBase* CompileStartSound;
class USoundBase* CompileSuccessSound;
class USoundBase* CompileFailSound;
};