Files
josh adams 08e95db7d2 Fixed the warning that caused the original backout
[Backout] - CL31459949
[FYI] bob.tellez
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL31443953
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
Phase 1 of the FConfigBranch changes:
Introduced FConfigBranch which maintains logic and data for each individual branch of GConfig (Engine, Game, Input, DeviceProfiles, etc), with static and dynamic layers
Introduced FConfigCommandStream which is how each layer is loaded, and Apply'd to an FConfigFile
Added a new way of making a "diff" of in-memory vs what's loaded, which creates an FConfigCommandStream that can be re-applied (more useful in Phase 2, see below)
Expectation is no visible differences from before this change, as it's mostly internal data structure changes
Phase 2 is where the functional changes will happen, with the dynamic layers being able to be removed at runtime, and the state of GConfig is maintained as expdected
The editor does maintain full state of where config values come from, so the "getini" command in the editor will show a lot more information now
Runtime will not keep any state, so unloading dynamic layers is not supported by default (running with -ConfigReplayMethod=1 or 2 will allow for it, but will use more memory)

#rb david.harvey
#jira UE-201472

[CL 31470013 by josh adams in ue5-main branch]
2024-02-14 08:59:25 -05:00

120 lines
3.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SConfigEditor.h"
#include "ConfigPropertyHelper.h"
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "Containers/UnrealString.h"
#include "DetailsViewArgs.h"
#include "HAL/Platform.h"
#include "HAL/PlatformCrt.h"
#include "IDetailsView.h"
#include "Layout/Children.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/ConfigTypes.h"
#include "Modules/ModuleManager.h"
#include "PropertyEditorModule.h"
#include "STargetPlatformSelector.h"
#include "SlateOptMacros.h"
#include "SlotBase.h"
#include "Templates/Tuple.h"
#include "UObject/Class.h"
#include "UObject/FieldPath.h"
#include "UObject/NameTypes.h"
#include "UObject/ObjectPtr.h"
#include "UObject/Package.h"
#include "UObject/UObjectGlobals.h"
#include "UObject/UnrealType.h"
#include "Widgets/SBoxPanel.h"
#define LOCTEXT_NAMESPACE "ConfigEditor"
BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
void SConfigEditor::Construct(const FArguments& InArgs, TWeakFieldPtr<FProperty> InEditProperty)
{
TargetPlatformSelection = SNew(STargetPlatformSelector)
.OnTargetPlatformChanged(this, &SConfigEditor::HandleTargetPlatformChanged);
EditProperty = InEditProperty;
LocalConfigCache = MakeShareable(new FConfigCacheIni(EConfigCacheType::Temporary));
// initialize details view
FDetailsViewArgs DetailsViewArgs;
{
DetailsViewArgs.bAllowSearch = false;
DetailsViewArgs.bHideSelectionTip = true;
DetailsViewArgs.bLockable = false;
DetailsViewArgs.bSearchInitialKeyFocus = true;
DetailsViewArgs.bUpdatesFromSelection = false;
DetailsViewArgs.bShowOptions = false;
DetailsViewArgs.bShowModifiedPropertiesOption = false;
}
DetailsView = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor").CreateDetailView(DetailsViewArgs);
CreateDisplayObjectForSelectedTargetPlatform();
////
// Our Widget setup is complete.
PropertyValueEditor = DetailsView.ToSharedRef();
ChildSlot
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.AutoHeight()
[
TargetPlatformSelection.ToSharedRef()
]
+ SVerticalBox::Slot()
[
PropertyValueEditor.ToSharedRef()
]
];
}
END_SLATE_FUNCTION_BUILD_OPTIMIZATION
void SConfigEditor::CreateDisplayObjectForSelectedTargetPlatform()
{
// Get the ini file and hierarchy linked with this property
FString SelectedTargetPlatform = *TargetPlatformSelection->GetSelectedTargetPlatform().Get();
FString ConfigHelperName(TEXT("ConfigEditorPropertyHelper_"));
ConfigHelperName += SelectedTargetPlatform;
PropHelper = FindObject<UConfigHierarchyPropertyView>(GetTransientPackage(), *ConfigHelperName);
if (!PropHelper.IsValid())
{
PropHelper = NewObject<UConfigHierarchyPropertyView>(GetTransientPackage(), *ConfigHelperName);
PropHelper->AddToRoot();
}
PropHelper->EditProperty = EditProperty.Get();
FString ClassConfigName = PropHelper->EditProperty->GetOwnerClass()->ClassConfigName.ToString();
FConfigFile PlatformIniFile;
LocalConfigCache->LoadLocalIniFile(PlatformIniFile, *ClassConfigName, true, *SelectedTargetPlatform);
for (const auto& IniFile : PlatformIniFile.Branch->Hierarchy)
{
UPropertyConfigFileDisplayRow* ConfigFilePropertyObj = NewObject<UPropertyConfigFileDisplayRow>(GetTransientPackage(), *IniFile.Value);
ConfigFilePropertyObj->InitWithConfigAndProperty(IniFile.Value, PropHelper->EditProperty.Get());
PropHelper->ConfigFilePropertyObjects.Add(ConfigFilePropertyObj);
}
DetailsView->SetObject(PropHelper.Get());
}
void SConfigEditor::HandleTargetPlatformChanged()
{
CreateDisplayObjectForSelectedTargetPlatform();
}
#undef LOCTEXT_NAMESPACE