Files
Mike Beach 706505599a Providing a hook for external sources to override the editor's main window, much like the project browser does. Allows plugins to provide their own kind of "start up check" dialog.
Switching over the project browser dialog to use the new system.

#rb Lauren.Barnes
#preflight 63293e08b40000c8f04da02a
#preflight 6329eb72fc7f1efbdf479b84

[CL 22100188 by Mike Beach in ue5-main branch]
2022-09-20 15:34:49 -04:00

307 lines
9.6 KiB
C++

// Copyright 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"
#include "Interfaces/IEditorMainFrameProvider.h"
/**
* Utility class, which hooks into the editor's main window startup and
* supplies a project dialog window if the project hasn't been set.
*/
class FProjectDialogProvider : public IEditorMainFrameProvider
{
public:
void Register();
void UnRegister();
//~ Begin IEditorMainFrameProvider interface
virtual bool IsRequestingMainFrameControl() const override;
virtual FMainFrameWindowOverrides GetDesiredWindowConfiguration() const override;
virtual TSharedRef<SWidget> CreateMainFrameContentWidget() const override;
//~ End IEditorMainFrameProvider interface
};
/**
* Editor main frame module
*/
class FMainFrameModule
: public IMainFrameModule
{
public:
// IMainFrameModule interface
virtual void CreateDefaultMainFrame(const bool bStartImmersive, const bool bStartPIE) override;
virtual void RecreateDefaultMainFrame(const bool bStartImmersive, const bool bStartPIE) override;
private:
/**
* Shared code between CreateDefaultMainFrame and RecreateDefaultMainFrame
* @param bIsBeingRecreated False if it is being called by first time (CreateDefaultMainFrame), and true if it is being recreated (RecreateDefaultMainFrame). If recreated, it will also display
*/
virtual void CreateDefaultMainFrameAuxiliary(const bool bStartImmersive, const bool bStartPIE, const bool bIsBeingRecreated);
public:
virtual bool IsRecreatingDefaultMainFrame() const override;
virtual TSharedRef<SWidget> MakeMainMenu(const TSharedPtr<FTabManager>& TabManager, const FName MenuName, FToolMenuContext& ToolMenuContext) const override;
virtual TSharedRef<SWidget> MakeDeveloperTools( const TArray<FMainFrameDeveloperTool>& AdditionalTools ) 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
{
ClearDelayedShowMainFrameDelegate();
if ( MainFrameHandler->CanCloseEditor() )
{
MainFrameHandler->ShutDownEditor();
}
else
{
FUnrealEdMisc::Get().ClearPendingProjectName();
}
}
virtual void SetLevelNameForWindowTitle( const FString& InLevelFileName ) override;
virtual FString GetLoadedLevelName( ) const override
{
return LoadedLevelName;
}
virtual 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 OverriddenWindowTitle.IsEmpty() ? StaticGetApplicationTitle( bIncludeGameName ) : OverriddenWindowTitle;
}
virtual void SetApplicationTitleOverride(const FText& NewOverriddenApplicationTitle) override;
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);
}
DECLARE_DERIVED_EVENT(FMainFrameModule, IMainFrameModule::FMainFrameRequestResource, FMainFrameRequestResource);
virtual FMainFrameRequestResource& OnMainFrameRequestResource() override
{
return MainFrameRequestResource;
}
void BroadcastMainFrameRequestResource(const FString& Category, const FString& ResourceName) override
{
return MainFrameRequestResource.Broadcast(Category, ResourceName);
}
virtual void EnableDelayedShowMainFrame() override
{
bDelayedShowMainFrame = true;
}
virtual void ShowDelayedMainFrame() override
{
bDelayedShowMainFrame = false;
if (DelayedShowMainFrameDelegate.IsBound())
{
DelayedShowMainFrameDelegate.Execute();
ClearDelayedShowMainFrameDelegate();
}
}
virtual FDelegateHandle RegisterCanCloseEditor(const FMainFrameCanCloseEditor& InDelegate) override
{
return CanCloseEditorDelegates.Add_GetRef(InDelegate).GetHandle();
}
virtual void UnregisterCanCloseEditor(FDelegateHandle InHandle) override
{
CanCloseEditorDelegates.RemoveAll([InHandle](const FMainFrameCanCloseEditor& Delegate) { return Delegate.GetHandle() == InHandle; });
}
virtual bool ExecuteCanCloseEditorDelegates() override
{
for (const FMainFrameCanCloseEditor& It : CanCloseEditorDelegates)
{
if (It.IsBound() && !It.Execute())
{
return false;
}
}
return true;
}
virtual void SetEditorSettingsDefaultSelectionOverride(FName CategoryName = FName(), FName SectionName = FName()) override
{
EditorSettingsDefaultCategoryOverride = CategoryName;
EditorSettingsDefaultSectionOverride = SectionName;
}
virtual void GetEditorSettingsDefaultSelectionOverride(FName& OutCategoryName, FName& OutSectionName) override
{
OutCategoryName = EditorSettingsDefaultCategoryOverride;
OutSectionName = EditorSettingsDefaultSectionOverride;
}
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.
}
static void HandleResizeMainFrameCommand(const TArray<FString>& Args);
public:
/** Get the size of the project browser window */
static FVector2D GetProjectBrowserWindowSize() { return FVector2D(1190, 822); }
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 Reload completes */
void HandleReloadFinished( EReloadCompleteReason Reason );
// 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( );
// Reset delegate
void ClearDelayedShowMainFrameDelegate()
{
DelayedShowMainFrameDelegate.Unbind();
}
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;
// Override window title, or empty to not override
FText OverriddenWindowTitle;
// Overrides the category that gets selected by default when opening editor settings
FName EditorSettingsDefaultCategoryOverride;
// Overrides the section that gets selected by default when editor settings
FName EditorSettingsDefaultSectionOverride;
/// 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;
/// Event to be called to make an open-ended request for a resource from any registered listeners
FMainFrameRequestResource MainFrameRequestResource;
// 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;
// Delegate that holds a delayed call to ShowMainFrameWindow
FSimpleDelegate DelayedShowMainFrameDelegate;
// List of delegates that are called after user requests the editor to close that can stop the close
TArray<FMainFrameCanCloseEditor> CanCloseEditorDelegates;
// Allow delaying when to show main frame's window
bool bDelayedShowMainFrame;
// Is recreating Default Main Frame
bool bRecreatingDefaultMainFrame;
// Instantiation of the object responsible for spawning the editor's project dialog on startup
FProjectDialogProvider ProjectDialogProvider;
};