Files
UnrealEngineUWP/Engine/Source/Editor/MainFrame/Private/Frame/MainFrameActions.cpp
Mike Beach 134cb04d27 Copying //UE4/Dev-Blueprints to Dev-Main (//UE4/Dev-Main) @ 2781164
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2716841 on 2015/10/05 by Mike.Beach

	(WIP) Cleaning up how we setup script assets for replacement on cook (aligning more with the Blueprint conversion tool).

	#codereview Maciej.Mroz

Change 2719089 on 2015/10/07 by Maciej.Mroz

	ToValidCPPIdentifierChars handles propertly '?' char.

	#codereview Dan.Oconnor

Change 2719361 on 2015/10/07 by Maciej.Mroz

	Generated native code for AnimBPGC - some preliminary changes.

	Refactor: UAnimBlueprintGeneratedClass is not accessed directly in runtime. It is accessed via UAnimClassInterface interface.
	Properties USkeletalMeshComponent::AnimBlueprintGeneratedClass and UInterpTrackFloatAnimBPParam::AnimBlueprintClass were changed into "TSubclassOf<UAnimInstance> AnimClass"

	The UDynamicClass also can deliver the IAnimClassInterface interface. See UAnimClassData, IAnimClassInterface::GetFromClass and UDynamicClass::AnimClassImplementation.

	#codereview Lina.Halper, Thomas.Sarkanen

Change 2719383 on 2015/10/07 by Maciej.Mroz

	Debug-only code removed

Change 2720528 on 2015/10/07 by Dan.Oconnor

	Fix for determinsitc cooking of async tasks and load asset nodes
	#codereview Mike.Beach, Maciej.Mroz

Change 2721273 on 2015/10/08 by Maciej.Mroz

	Blueprint Compiler Cpp Backend
	- Anim Blueprints can be converted
	- Various fixes/improvements

Change 2721310 on 2015/10/08 by Maciej.Mroz

	refactor (cl#2719361) - no "auto" keyword

Change 2721727 on 2015/10/08 by Mike.Beach

	(WIP) Setup the cook commandlet so it handles converted assets, replacing them with generated classes.

	    - Refactored the conversion manifest (using a map over an array)
	    - Centralized destination paths into a helper struct (for the manifest)
	    - Generating an Editor module that automatically hooks into the cook process when enabled
	    - Loading and applying native replacments for the cook

Change 2723276 on 2015/10/09 by Michael.Schoell

	Blueprints duplicated for PIE will no longer register as dependencies to other Blueprint.

	#jira UE-16695 - Editor freezes then crashes while attempting to save during PIE
	#jira UE-21614 - [CrashReport] Crash while saving during PIE - FKismetEditorUtilities::CompileBlueprint() kismet2.cpp:736

Change 2724345 on 2015/10/11 by Ben.Cosh

	Blueprint profiler at first pass, this includes the ability to instrument specific blueprints with realtime editor stat display.
	#UEBP-21 - Profiling data capture and storage
	#UEBP-13 - Performance capture landing page
	#Branch UE4
	#Proj BlueprintProfiler, BlueprintGraph, EditorStyle, Kismet, UnrealEd, CoreUObject, Engine

Change 2724613 on 2015/10/12 by Ben.Cosh

	Incremental update for blueprint profiler to fix the way some of the reported stats cascade through events and branches and additionally some missed bits of code are refactored/removed.
	#Branch UE4
	#Proj BlueprintProfiler

	#info Whilst looking into this I spotted the reason why the stats seem so erratic, There appears to be an issue with FText's use of EXPERIMENTAL_TEXT_FAST_DECIMAL_FORMAT which I have reported, but ideally disable this locally until a fix is integrated.

Change 2724723 on 2015/10/12 by Maciej.Mroz

	Constructor of a dynamic class creates CDO.

	#codereview Robert.Manuszewski

Change 2725108 on 2015/10/12 by Mike.Beach

	[UE-21891] Minor fix to the array shuffle() function; now processes the last entry like all the others.

Change 2726358 on 2015/10/13 by Maciej.Mroz

	UDataTable is properly saved even if its RowStruct is null.

	https://udn.unrealengine.com/questions/264064/crash-using-hotreload-in-custom-datatable-cdo-clas.html

Change 2727395 on 2015/10/13 by Mike.Beach

	(WIP) Second pass on the Blueprint conversion pipeline; setting it up for more optimal (speedier) performance.
	    * Using stubs for replacements (rather than loading dynamic replacement).
	    * Giving the cook commandlet more control (so a conversion could be ran directly).
	    * Now logging replacements by old object path (to account for UPackage replacement queries).
	    * Fix for [UE-21947], unshelved from CL 2724944 (by Maciej.Mroz).

	#codereview Maciej.Mroz

Change 2727484 on 2015/10/13 by Mike.Beach

	[UE-22008] Fixing up comment/tooltip typo for UActorComponent::bAutoActivate.

Change 2727527 on 2015/10/13 by Mike.Beach

	Downgrading an inactionable EdGraph warning, while adding more info so we could possibly determine what's happening.

Change 2727702 on 2015/10/13 by Dan.Oconnor

	Fix for crash in UDelegateProperty::GetCPPType when called on a function with no OwnerClass (events)

Change 2727968 on 2015/10/14 by Maciej.Mroz

	Since ConstructorHelpers::FClassFinder is usually static, the loaded class should be in root set, to prevent the pointer stored in  ConstructorHelpers::FClassFinder from being obsolete.
	FindOrLoadClass behaves now like FindOrLoadObject.

	#codereview Robert.Manuszewski, Nick.Whiting

Change 2728139 on 2015/10/14 by Phillip.Kavan
2015-11-25 18:47:20 -05:00

1389 lines
55 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "MainFramePrivatePCH.h"
#include "MessageLog.h"
#include "SDockTab.h"
#include "SNotificationList.h"
#include "NotificationManager.h"
#include "GenericCommands.h"
#include "EngineBuildSettings.h"
#include "SourceCodeNavigation.h"
#include "SOutputLogDialog.h"
#include "Settings/EditorSettings.h"
#define LOCTEXT_NAMESPACE "MainFrameActions"
DEFINE_LOG_CATEGORY_STATIC(MainFrameActions, Log, All);
TSharedRef< FUICommandList > FMainFrameCommands::ActionList( new FUICommandList() );
TWeakPtr<SNotificationItem> FMainFrameActionCallbacks::ChoosePackagesToCheckInNotification;
FMainFrameCommands::FMainFrameCommands()
: TCommands<FMainFrameCommands>(
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 ) )
{ }
void FMainFrameCommands::RegisterCommands()
{
if ( !IsRunningCommandlet() )
{
// 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, 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 ) );
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( PackagingSettings, "Packaging Settings...", "Opens the settings for project packaging", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( PackagingSettings, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::PackagingSettings ), 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" ) )
.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(VisitWiki, "Wiki...", "Go to the Unreal Engine Wiki page to view community-created resources, or to create your own.", EUserInterfaceActionType::Button, FInputChord());
ActionList->MapAction(VisitWiki, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::VisitWiki));
UI_COMMAND(VisitForums, "Forums...", "Go the 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( 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, "Unreal Engine Support Web Site...", "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) );
UI_COMMAND( ResetLayout, "Reset Layout...", "Make a backup of your user settings and reset the layout customizations", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( ResetLayout, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ResetLayout) );
UI_COMMAND( SaveLayout, "Save Layout", "Save the layout customizations", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( SaveLayout, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::SaveLayout) );
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 )
);
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 ( FMainFrameCommands::ActionList->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<FString> FMainFrameActionCallbacks::ProjectNames;
void FMainFrameActionCallbacks::CacheProjectNames()
{
ProjectNames.Empty();
// The switch project menu is filled with recently opened project files
ProjectNames = GetDefault<UEditorSettings>()->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<SWindow> 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<IMainFrameModule>(TEXT("MainFrame"));
if (MainFrameModule.GetParentWindow().IsValid())
{
FSlateApplication::Get().AddWindowAsNativeChild(NewProjectWindow, MainFrameModule.GetParentWindow().ToSharedRef());
}
else
{
FSlateApplication::Get().AddWindow(NewProjectWindow);
}
}
void FMainFrameActionCallbacks::AddCodeToProject()
{
FGameProjectGenerationModule::Get().OpenAddCodeToProjectDialog();
}
/**
* Gets compilation flags for UAT for this system.
*/
const TCHAR* GetUATCompilationFlags()
{
// We never want to compile editor targets when invoking UAT in this context.
// If we are rocket or don't have a compiler, we must assume we have a precompiled UAT.
return (FApp::GetEngineIsPromotedBuild() || FApp::IsEngineInstalled())
? TEXT("-nocompile -nocompileeditor")
: TEXT("-nocompileeditor");
}
FString GetCookingOptionalParams()
{
FString OptionalParams;
const UProjectPackagingSettings* const PackagingSettings = GetDefault<UProjectPackagingSettings>();
if (PackagingSettings->bCookAll)
{
OptionalParams += TEXT(" -CookAll");
// maps only flag only affects cook all
if (PackagingSettings->bCookMapsOnly)
{
OptionalParams += TEXT(" -CookMapsOnly");
}
}
if (PackagingSettings->bSkipEditorContent)
{
OptionalParams += TEXT(" -SKIPEDITORCONTENT");
}
return OptionalParams;
}
void FMainFrameActionCallbacks::CookContent(const FName InPlatformInfoName)
{
const PlatformInfo::FPlatformInfo* const PlatformInfo = PlatformInfo::FindPlatformInfo(InPlatformInfoName);
check(PlatformInfo);
FString OptionalParams;
if (!FModuleManager::LoadModuleChecked<IProjectTargetPlatformEditorModule>("ProjectTargetPlatformEditor").ShowUnsupportedTargetWarning(PlatformInfo->VanillaPlatformName))
{
return;
}
if (PlatformInfo->SDKStatus == PlatformInfo::EPlatformSDKStatus::NotInstalled)
{
IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
MainFrameModule.BroadcastMainFrameSDKNotInstalled(PlatformInfo->TargetPlatformName.ToString(), PlatformInfo->SDKTutorial);
return;
}
// Append any extra UAT flags specified for this platform flavor
if (!PlatformInfo->UATCommandLine.IsEmpty())
{
OptionalParams += TEXT(" ");
OptionalParams += PlatformInfo->UATCommandLine;
}
else
{
OptionalParams += TEXT(" -targetplatform=");
OptionalParams += *PlatformInfo->TargetPlatformName.ToString();
}
OptionalParams += GetCookingOptionalParams();
const bool bRunningDebug = FParse::Param(FCommandLine::Get(), TEXT("debug"));
if (bRunningDebug)
{
OptionalParams += TEXT(" -UseDebugParamForEditorExe");
}
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
FString CommandLine = FString::Printf(TEXT("BuildCookRun %s%s%s -nop4 -project=\"%s\" -cook -ue4exe=%s %s"),
FRocketSupport::IsRocket() ? TEXT("-rocket ") : TEXT(""),
GetUATCompilationFlags(),
FApp::IsEngineInstalled() ? TEXT(" -installed") : TEXT(""),
*ProjectPath,
*FUnrealEdMisc::Get().GetExecutableForCommandlets(),
*OptionalParams
);
CreateUatTask(CommandLine, PlatformInfo->DisplayName, LOCTEXT("CookingContentTaskName", "Cooking content"), LOCTEXT("CookingTaskName", "Cooking"), FEditorStyle::GetBrush(TEXT("MainFrame.CookContent")));
}
bool FMainFrameActionCallbacks::CookContentCanExecute( const FName PlatformInfoName )
{
return true;
}
void FMainFrameActionCallbacks::PackageBuildConfiguration( EProjectPackagingBuildConfigurations BuildConfiguration )
{
UProjectPackagingSettings* PackagingSettings = Cast<UProjectPackagingSettings>(UProjectPackagingSettings::StaticClass()->GetDefaultObject());
PackagingSettings->BuildConfiguration = BuildConfiguration;
}
bool FMainFrameActionCallbacks::CanPackageBuildConfiguration( EProjectPackagingBuildConfigurations BuildConfiguration )
{
UProjectPackagingSettings* PackagingSettings = Cast<UProjectPackagingSettings>(UProjectPackagingSettings::StaticClass()->GetDefaultObject());
if (PackagingSettings->ForDistribution && BuildConfiguration != PPBC_Shipping)
{
return false;
}
return true;
}
bool FMainFrameActionCallbacks::PackageBuildConfigurationIsChecked( EProjectPackagingBuildConfigurations BuildConfiguration )
{
return (GetDefault<UProjectPackagingSettings>()->BuildConfiguration == BuildConfiguration);
}
void FMainFrameActionCallbacks::PackageProject( const FName InPlatformInfoName )
{
GUnrealEd->CancelPlayingViaLauncher();
// does the project have any code?
FGameProjectGenerationModule& GameProjectModule = FModuleManager::LoadModuleChecked<FGameProjectGenerationModule>(TEXT("GameProjectGeneration"));
bool bProjectHasCode = GameProjectModule.Get().ProjectRequiresBuild(InPlatformInfoName);
const PlatformInfo::FPlatformInfo* const PlatformInfo = PlatformInfo::FindPlatformInfo(InPlatformInfoName);
check(PlatformInfo);
if (PlatformInfo->SDKStatus == PlatformInfo::EPlatformSDKStatus::NotInstalled || (bProjectHasCode && PlatformInfo->bUsesHostCompiler && !FSourceCodeNavigation::IsCompilerAvailable()))
{
IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
MainFrameModule.BroadcastMainFrameSDKNotInstalled(PlatformInfo->TargetPlatformName.ToString(), PlatformInfo->SDKTutorial);
TArray<FAnalyticsEventAttribute> ParamArray;
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), 0.0));
FEditorAnalytics::ReportEvent(TEXT("Editor.Package.Failed"), PlatformInfo->TargetPlatformName.ToString(), bProjectHasCode, EAnalyticsErrorCodes::SDKNotFound, ParamArray);
return;
}
{
const ITargetPlatform* const Platform = GetTargetPlatformManager()->FindTargetPlatform(PlatformInfo->TargetPlatformName.ToString());
if (Platform)
{
FString NotInstalledTutorialLink;
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
int32 Result = Platform->CheckRequirements(ProjectPath, bProjectHasCode, NotInstalledTutorialLink);
// report to analytics
FEditorAnalytics::ReportBuildRequirementsFailure(TEXT("Editor.Package.Failed"), PlatformInfo->TargetPlatformName.ToString(), bProjectHasCode, Result);
// report to message log
if ((Result & ETargetPlatformReadyStatus::SDKNotFound) != 0)
{
AddMessageLog(
LOCTEXT("SdkNotFoundMessage", "Software Development Kit (SDK) not found."),
FText::Format(LOCTEXT("SdkNotFoundMessageDetail", "Please install the SDK for the {0} target platform!"), Platform->DisplayName()),
NotInstalledTutorialLink
);
}
if ((Result & ETargetPlatformReadyStatus::ProvisionNotFound) != 0)
{
AddMessageLog(
LOCTEXT("ProvisionNotFoundMessage", "Provision not found."),
LOCTEXT("ProvisionNotFoundMessageDetail", "A provision is required for deploying your app to the device."),
NotInstalledTutorialLink
);
}
if ((Result & ETargetPlatformReadyStatus::SigningKeyNotFound) != 0)
{
AddMessageLog(
LOCTEXT("SigningKeyNotFoundMessage", "Signing key not found."),
LOCTEXT("SigningKeyNotFoundMessageDetail", "The app could not be digitally signed, because the signing key is not configured."),
NotInstalledTutorialLink
);
}
if ((Result & ETargetPlatformReadyStatus::ManifestNotFound) != 0)
{
AddMessageLog(
LOCTEXT("ManifestNotFound", "Manifest not found."),
LOCTEXT("ManifestNotFoundMessageDetail", "The generated application manifest could not be found."),
NotInstalledTutorialLink
);
}
// report to main frame
bool UnrecoverableError = false;
if ((Result & ETargetPlatformReadyStatus::CodeUnsupported) != 0)
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("NotSupported", "Sorry, packaging a code-based project for the selected platform is currently not supported. This feature may be available in a future release."));
UnrecoverableError = true;
}
else if ((Result & ETargetPlatformReadyStatus::PluginsUnsupported) != 0)
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("NotSupported", "Sorry, packaging a project with third-party plugins is currently not supported for the selected platform. This feature may be available in a future release."));
UnrecoverableError = true;
}
if (UnrecoverableError)
{
return;
}
}
}
if (!FModuleManager::LoadModuleChecked<IProjectTargetPlatformEditorModule>("ProjectTargetPlatformEditor").ShowUnsupportedTargetWarning(PlatformInfo->VanillaPlatformName))
{
return;
}
UProjectPackagingSettings* PackagingSettings = Cast<UProjectPackagingSettings>(UProjectPackagingSettings::StaticClass()->GetDefaultObject());
// let the user pick a target directory
if (PackagingSettings->StagingDirectory.Path.IsEmpty())
{
PackagingSettings->StagingDirectory.Path = FPaths::GameDir();
}
FString OutFolderName;
void* ParentWindowWindowHandle = nullptr;
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
const TSharedPtr<SWindow>& MainFrameParentWindow = MainFrameModule.GetParentWindow();
if ( MainFrameParentWindow.IsValid() && MainFrameParentWindow->GetNativeWindow().IsValid() )
{
ParentWindowWindowHandle = MainFrameParentWindow->GetNativeWindow()->GetOSWindowHandle();
}
if (!FDesktopPlatformModule::Get()->OpenDirectoryDialog(ParentWindowWindowHandle, LOCTEXT("PackageDirectoryDialogTitle", "Package project...").ToString(), PackagingSettings->StagingDirectory.Path, OutFolderName))
{
return;
}
PackagingSettings->StagingDirectory.Path = OutFolderName;
PackagingSettings->SaveConfig();
// create the packager process
FString OptionalParams;
if (PackagingSettings->FullRebuild)
{
OptionalParams += TEXT(" -clean");
}
if ( PackagingSettings->bCompressed )
{
OptionalParams += TEXT(" -compressed");
}
OptionalParams += GetCookingOptionalParams();
if (PackagingSettings->UsePakFile)
{
if (PlatformInfo->TargetPlatformName != FName("HTML5"))
{
OptionalParams += TEXT(" -pak");
}
}
if (PackagingSettings->IncludePrerequisites)
{
OptionalParams += TEXT(" -prereqs");
}
if (PackagingSettings->ForDistribution)
{
OptionalParams += TEXT(" -distribution");
}
if (!PackagingSettings->IncludeDebugFiles)
{
OptionalParams += TEXT(" -nodebuginfo");
}
if (PackagingSettings->bNativizeBlueprintAssets)
{
OptionalParams += TEXT(" -nativizeAssets");
}
bool bTargetPlatformCanUseCrashReporter = true;
if (PlatformInfo->TargetPlatformName == FName("WindowsNoEditor") && PlatformInfo->PlatformFlavor == TEXT("Win32"))
{
FString MinumumSupportedWindowsOS;
GConfig->GetString(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("MinimumOSVersion"), MinumumSupportedWindowsOS, GEngineIni);
if (MinumumSupportedWindowsOS == TEXT("MSOS_XP"))
{
OptionalParams += TEXT(" -SpecifiedArchitecture=_xp");
bTargetPlatformCanUseCrashReporter = false;
}
}
// Append any extra UAT flags specified for this platform flavor
if (!PlatformInfo->UATCommandLine.IsEmpty())
{
OptionalParams += TEXT(" ");
OptionalParams += PlatformInfo->UATCommandLine;
}
else
{
OptionalParams += TEXT(" -targetplatform=");
OptionalParams += *PlatformInfo->TargetPlatformName.ToString();
}
// only build if the project has code that might need to be built
if (bProjectHasCode || (!FApp::GetEngineIsPromotedBuild() && !FApp::IsEngineInstalled()) || PackagingSettings->bNativizeBlueprintAssets)
{
OptionalParams += TEXT(" -build");
}
// Whether to include the crash reporter.
if (PackagingSettings->IncludeCrashReporter && bTargetPlatformCanUseCrashReporter)
{
OptionalParams += TEXT( " -CrashReporter" );
}
if (PackagingSettings->bBuildHttpChunkInstallData)
{
OptionalParams += FString::Printf(TEXT(" -manifests -createchunkinstall -chunkinstalldirectory=\"%s\" -chunkinstallversion=%s"), *(PackagingSettings->HttpChunkInstallDataDirectory.Path), *(PackagingSettings->HttpChunkInstallDataVersion));
}
int32 NumCookers = GetDefault<UEditorExperimentalSettings>()->MultiProcessCooking;
if (NumCookers > 0 )
{
OptionalParams += FString::Printf(TEXT(" -NumCookersToSpawn=%d"), NumCookers);
}
const bool bRunningDebug = FParse::Param(FCommandLine::Get(), TEXT("debug"));
if (bRunningDebug)
{
OptionalParams += TEXT(" -UseDebugParamForEditorExe");
}
FString Configuration = FindObject<UEnum>(ANY_PACKAGE, TEXT("EProjectPackagingBuildConfigurations"))->GetEnumName(PackagingSettings->BuildConfiguration);
Configuration = Configuration.Replace(TEXT("PPBC_"), TEXT(""));
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
FString CommandLine = FString::Printf(TEXT("-ScriptsForProject=\"%s\" BuildCookRun %s%s%s -nop4 -project=\"%s\" -cook -stage -archive -archivedirectory=\"%s\" -package -clientconfig=%s -ue4exe=%s %s -utf8output"),
*ProjectPath,
FRocketSupport::IsRocket() ? TEXT("-rocket ") : TEXT(""),
GetUATCompilationFlags(),
FApp::IsEngineInstalled() ? TEXT(" -installed") : TEXT(""),
*ProjectPath,
*PackagingSettings->StagingDirectory.Path,
*Configuration,
*FUnrealEdMisc::Get().GetExecutableForCommandlets(),
*OptionalParams
);
CreateUatTask(CommandLine, PlatformInfo->DisplayName, LOCTEXT("PackagingProjectTaskName", "Packaging project"), LOCTEXT("PackagingTaskName", "Packaging"), FEditorStyle::GetBrush(TEXT("MainFrame.PackageProject")));
}
bool FMainFrameActionCallbacks::PackageProjectCanExecute( const FName PlatformInfoName )
{
return true;
}
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() )
{
FString SolutionPath;
if(FDesktopPlatformModule::Get()->GetSolutionPath(SolutionPath))
{
const FString FullPath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead( *SolutionPath );
const FText Message = FText::Format( LOCTEXT( "OpenIDEFailed_MissingFile", "Could not open {0} for project {1}" ), FSourceCodeNavigation::GetSuggestedSourceCodeIDE(), FText::FromString( FullPath ) );
FMessageDialog::Open( EAppMsgType::Ok, Message );
}
else
{
FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("OpenIDEFailed_MissingSolution", "Couldn't find solution"));
}
}
}
}
void FMainFrameActionCallbacks::ZipUpProject()
{
#if PLATFORM_WINDOWS
FText PlatformName = LOCTEXT("Platform Name", "Windows");
#elif PLATFORM_MAC
FText PlatformName = LOCTEXT("Platform Name", "Mac");
#elif PLATFORM_LINUX
FText PlatformName = LOCTEXT("Platform Name", "Linux");
#else
FText PlatformName = LOCTEXT("Platform Name", "Other OS");
#endif
bool bOpened = false;
TArray<FString> SaveFilenames;
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
if (DesktopPlatform != NULL)
{
bOpened = DesktopPlatform->SaveFileDialog(
NULL,
NSLOCTEXT("UnrealEd", "InterpEd_ExportSoundCueInfoDialogTitle", "Zip file location").ToString(),
FPaths::GameDir(),
FApp::GetGameName(),
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::GameDir()) : FPaths::RootDir() / FApp::GetGameName();
FString CommandLine = FString::Printf(TEXT("ZipProjectUp -project=\"%s\" -install=\"%s\""), *ProjectPath, *FinalFileName);
CreateUatTask(CommandLine, PlatformName, LOCTEXT("ZipTaskName", "Zipping Up Project"),
LOCTEXT("ZipTaskShortName", "Zip Project Task"), FEditorStyle::GetBrush(TEXT("MainFrame.CookContent")));
}
}
}
void FMainFrameActionCallbacks::PackagingSettings()
{
FModuleManager::LoadModuleChecked<ISettingsModule>("Settings").ShowViewer("Project", "Project", "Packaging");
}
//void FMainFrameActionCallbacks::LocalizeProject()
//{
// FModuleManager::LoadModuleChecked<ILocalizationDashboardModule>("LocalizationDashboard").Show();
//}
void FMainFrameActionCallbacks::SwitchProjectByIndex( int32 ProjectIndex )
{
FUnrealEdMisc::Get().SwitchProject( ProjectNames[ ProjectIndex ] );
}
void FMainFrameActionCallbacks::SwitchProject(const FString& GameOrProjectFileName)
{
FUnrealEdMisc::Get().SwitchProject( GameOrProjectFileName );
}
void FMainFrameActionCallbacks::OpenBackupDirectory( FString BackupFile )
{
FPlatformProcess::LaunchFileInDefaultExternalApplication(*FPaths::GetPath(FPaths::ConvertRelativePathToFull(BackupFile)));
}
void FMainFrameActionCallbacks::ResetLayout()
{
if(EAppReturnType::Ok != OpenMsgDlgInt(EAppMsgType::OkCancel, LOCTEXT( "ActionRestartMsg", "This action requires the editor to restart; you will be prompted to save any changes. Continue?" ), LOCTEXT( "ResetUILayout_Title", "Reset UI Layout" ) ) )
{
return;
}
// make a backup
GetMutableDefault<UEditorPerProjectUserSettings>()->SaveConfig();
FString BackupEditorLayoutIni = FString::Printf(TEXT("%s_Backup.ini"), *FPaths::GetBaseFilename(GEditorLayoutIni, false));
if( COPY_Fail == IFileManager::Get().Copy(*BackupEditorLayoutIni, *GEditorLayoutIni) )
{
FMessageLog EditorErrors("EditorErrors");
if(!FPaths::FileExists(GEditorLayoutIni))
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("FileName"), FText::FromString(GEditorLayoutIni));
EditorErrors.Warning(FText::Format(LOCTEXT("UnsuccessfulBackup_NoExist_Notification", "Unsuccessful backup! {FileName} does not exist!"), Arguments));
}
else if(IFileManager::Get().IsReadOnly(*BackupEditorLayoutIni))
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("FileName"), FText::FromString(FPaths::ConvertRelativePathToFull(BackupEditorLayoutIni)));
EditorErrors.Warning(FText::Format(LOCTEXT("UnsuccessfulBackup_ReadOnly_Notification", "Unsuccessful backup! {FileName} is read-only!"), Arguments));
}
else
{
// We don't specifically know why it failed, this is a fallback.
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("SourceFileName"), FText::FromString(GEditorLayoutIni));
Arguments.Add(TEXT("BackupFileName"), FText::FromString(FPaths::ConvertRelativePathToFull(BackupEditorLayoutIni)));
EditorErrors.Warning(FText::Format(LOCTEXT("UnsuccessfulBackup_Fallback_Notification", "Unsuccessful backup of {SourceFileName} to {BackupFileName}"), Arguments));
}
EditorErrors.Notify(LOCTEXT("BackupUnsuccessful_Title", "Backup Unsuccessful!"));
}
else
{
FNotificationInfo ErrorNotification( FText::GetEmpty() );
ErrorNotification.bFireAndForget = true;
ErrorNotification.ExpireDuration = 3.0f;
ErrorNotification.bUseThrobber = true;
ErrorNotification.Hyperlink = FSimpleDelegate::CreateStatic(&FMainFrameActionCallbacks::OpenBackupDirectory, BackupEditorLayoutIni);
ErrorNotification.HyperlinkText = LOCTEXT("SuccessfulBackup_Notification_Hyperlink", "Open Directory");
ErrorNotification.Text = LOCTEXT("SuccessfulBackup_Notification", "Backup Successful!");
ErrorNotification.Image = FEditorStyle::GetBrush(TEXT("NotificationList.SuccessImage"));
FSlateNotificationManager::Get().AddNotification(ErrorNotification);
}
// reset layout & restart Editor
FUnrealEdMisc::Get().AllowSavingLayoutOnClose(false);
FUnrealEdMisc::Get().RestartEditor(false);
}
void FMainFrameActionCallbacks::SaveLayout()
{
FGlobalTabmanager::Get()->SaveAllVisualState();
// Write the saved state's config to disk
GConfig->Flush( false, GEditorLayoutIni );
}
void FMainFrameActionCallbacks::ToggleFullscreen_Execute()
{
if ( GIsEditor && FApp::HasGameName() )
{
static TWeakPtr<SDockTab> LevelEditorTabPtr = FGlobalTabmanager::Get()->InvokeTab(FTabId("LevelEditor"));
const TSharedPtr<SWindow> LevelEditorWindow = FSlateApplication::Get().FindWidgetWindow( LevelEditorTabPtr.Pin().ToSharedRef() );
if (LevelEditorWindow->GetWindowMode() == EWindowMode::Windowed)
{
LevelEditorWindow->SetWindowMode(EWindowMode::WindowedFullscreen);
}
else
{
LevelEditorWindow->SetWindowMode(EWindowMode::Windowed);
}
}
}
bool FMainFrameActionCallbacks::FullScreen_IsChecked()
{
const TSharedPtr<SDockTab> LevelEditorTabPtr = FModuleManager::Get().GetModuleChecked<FLevelEditorModule>( "LevelEditor" ).GetLevelEditorTab();
const TSharedPtr<SWindow> LevelEditorWindow = LevelEditorTabPtr.IsValid()
? LevelEditorTabPtr->GetParentWindow()
: TSharedPtr<SWindow>();
return (LevelEditorWindow.IsValid())
? (LevelEditorWindow->GetWindowMode() != EWindowMode::Windowed)
: false;
}
bool FMainFrameActionCallbacks::CanSwitchToProject( int32 InProjectIndex )
{
if (FApp::HasGameName() && ProjectNames[InProjectIndex].StartsWith(FApp::GetGameName()))
{
return false;
}
if ( FPaths::IsProjectFilePathSet() && ProjectNames[ InProjectIndex ] == 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(true).World(), *Command );
}
void FMainFrameActionCallbacks::OpenSlateApp_ViaModule( FName AppName, FName ModuleName )
{
FModuleManager::Get().LoadModule( ModuleName );
OpenSlateApp( AppName );
}
void FMainFrameActionCallbacks::OpenSlateApp( FName AppName )
{
FGlobalTabmanager::Get()->InvokeTab(FTabId(AppName));
}
bool FMainFrameActionCallbacks::OpenSlateApp_IsChecked( FName AppName )
{
return false;
}
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::VisitWiki()
{
FString URL;
if (FUnrealEdMisc::Get().GetURL(TEXT("WikiURL"), 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<SWindow> AboutWindow =
SNew(SWindow)
.Title( AboutWindowTitle )
.ClientSize(FVector2D(600.f, 200.f))
.SupportsMaximize(false) .SupportsMinimize(false)
.SizingRule( ESizingRule::FixedSize )
[
SNew(SAboutScreen)
];
IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked<IMainFrameModule>( "MainFrame" );
TSharedPtr<SWindow> 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<SWindow> CreditsWindow =
SNew(SWindow)
.Title(CreditsWindowTitle)
.ClientSize(FVector2D(600.f, 700.f))
.SupportsMaximize(false)
.SupportsMinimize(false)
.SizingRule(ESizingRule::FixedSize)
[
SNew(SCreditsScreen)
];
IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked<IMainFrameModule>("MainFrame");
TSharedPtr<SWindow> 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()->InvokeTab(FTabId("WidgetReflector"));
}
/* FMainFrameActionCallbacks implementation
*****************************************************************************/
void FMainFrameActionCallbacks::AddMessageLog( const FText& Text, const FText& Detail, const FString& TutorialLink )
{
TSharedRef<FTokenizedMessage> Message = FTokenizedMessage::Create(EMessageSeverity::Error);
Message->AddToken(FTextToken::Create(Text));
Message->AddToken(FTextToken::Create(Detail));
Message->AddToken(FTutorialToken::Create(TutorialLink));
Message->AddToken(FDocumentationToken::Create(TEXT("Platforms/iOS/QuickStart/6")));
FMessageLog MessageLog("PackagingResults");
MessageLog.AddMessage(Message);
MessageLog.Open();
}
void FMainFrameActionCallbacks::CreateUatTask( const FString& CommandLine, const FText& PlatformDisplayName, const FText& TaskName, const FText &TaskShortName, const FSlateBrush* TaskIcon )
{
// make sure that the UAT batch file is in place
#if PLATFORM_WINDOWS
FString RunUATScriptName = TEXT("RunUAT.bat");
FString CmdExe = TEXT("cmd.exe");
#elif PLATFORM_LINUX
FString RunUATScriptName = TEXT("RunUAT.sh");
FString CmdExe = TEXT("/bin/bash");
#else
FString RunUATScriptName = TEXT("RunUAT.command");
FString CmdExe = TEXT("/bin/sh");
#endif
FString UatPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles") / RunUATScriptName);
FGameProjectGenerationModule& GameProjectModule = FModuleManager::LoadModuleChecked<FGameProjectGenerationModule>(TEXT("GameProjectGeneration"));
bool bHasCode = GameProjectModule.Get().ProjectHasCodeFiles();
if (!FPaths::FileExists(UatPath))
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("File"), FText::FromString(UatPath));
FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("RequiredFileNotFoundMessage", "A required file could not be found:\n{File}"), Arguments));
TArray<FAnalyticsEventAttribute> ParamArray;
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), 0.0));
FString EventName = (CommandLine.Contains(TEXT("-package")) ? TEXT("Editor.Package") : TEXT("Editor.Cook"));
FEditorAnalytics::ReportEvent(EventName + TEXT(".Failed"), PlatformDisplayName.ToString(), bHasCode, EAnalyticsErrorCodes::UATNotFound, ParamArray);
return;
}
#if PLATFORM_WINDOWS
FString FullCommandLine = FString::Printf(TEXT("/c \"\"%s\" %s\""), *UatPath, *CommandLine);
#else
FString FullCommandLine = FString::Printf(TEXT("\"%s\" %s"), *UatPath, *CommandLine);
#endif
TSharedPtr<FMonitoredProcess> UatProcess = MakeShareable(new FMonitoredProcess(CmdExe, FullCommandLine, true));
// create notification item
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("Platform"), PlatformDisplayName);
Arguments.Add(TEXT("TaskName"), TaskName);
FNotificationInfo Info( FText::Format( LOCTEXT("UatTaskInProgressNotification", "{TaskName} for {Platform}..."), Arguments) );
Info.Image = TaskIcon;
Info.bFireAndForget = false;
Info.ExpireDuration = 3.0f;
Info.Hyperlink = FSimpleDelegate::CreateStatic(&FMainFrameActionCallbacks::HandleUatHyperlinkNavigate);
Info.HyperlinkText = LOCTEXT("ShowOutputLogHyperlink", "Show Output Log");
Info.ButtonDetails.Add(
FNotificationButtonInfo(
LOCTEXT("UatTaskCancel", "Cancel"),
LOCTEXT("UatTaskCancelToolTip", "Cancels execution of this task."),
FSimpleDelegate::CreateStatic(&FMainFrameActionCallbacks::HandleUatCancelButtonClicked, UatProcess)
)
);
TSharedPtr<SNotificationItem> NotificationItem = FSlateNotificationManager::Get().AddNotification(Info);
if (!NotificationItem.IsValid())
{
return;
}
FString EventName = (CommandLine.Contains(TEXT("-package")) ? TEXT("Editor.Package") : TEXT("Editor.Cook"));
FEditorAnalytics::ReportEvent(EventName + TEXT(".Start"), PlatformDisplayName.ToString(), bHasCode);
NotificationItem->SetCompletionState(SNotificationItem::CS_Pending);
// launch the packager
TWeakPtr<SNotificationItem> NotificationItemPtr(NotificationItem);
EventData Data;
Data.StartTime = FPlatformTime::Seconds();
Data.EventName = EventName;
Data.bProjectHasCode = bHasCode;
UatProcess->OnCanceled().BindStatic(&FMainFrameActionCallbacks::HandleUatProcessCanceled, NotificationItemPtr, PlatformDisplayName, TaskShortName, Data);
UatProcess->OnCompleted().BindStatic(&FMainFrameActionCallbacks::HandleUatProcessCompleted, NotificationItemPtr, PlatformDisplayName, TaskShortName, Data);
UatProcess->OnOutput().BindStatic(&FMainFrameActionCallbacks::HandleUatProcessOutput, NotificationItemPtr, PlatformDisplayName, TaskShortName);
if (UatProcess->Launch())
{
GEditor->PlayEditorSound(TEXT("/Engine/EditorSounds/Notifications/CompileStart_Cue.CompileStart_Cue"));
}
else
{
GEditor->PlayEditorSound(TEXT("/Engine/EditorSounds/Notifications/CompileFailed_Cue.CompileFailed_Cue"));
NotificationItem->SetText(LOCTEXT("UatLaunchFailedNotification", "Failed to launch Unreal Automation Tool (UAT)!"));
NotificationItem->SetCompletionState(SNotificationItem::CS_Fail);
NotificationItem->ExpireAndFadeout();
TArray<FAnalyticsEventAttribute> ParamArray;
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), 0.0));
FEditorAnalytics::ReportEvent(EventName + TEXT(".Failed"), PlatformDisplayName.ToString(), bHasCode, EAnalyticsErrorCodes::UATLaunchFailure, ParamArray);
}
}
/* FMainFrameActionCallbacks callbacks
*****************************************************************************/
class FMainFrameActionsNotificationTask
{
public:
FMainFrameActionsNotificationTask( TWeakPtr<SNotificationItem> InNotificationItemPtr, SNotificationItem::ECompletionState InCompletionState, const FText& InText )
: CompletionState(InCompletionState)
, NotificationItemPtr(InNotificationItemPtr)
, Text(InText)
{ }
void DoTask( ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent )
{
if (NotificationItemPtr.IsValid())
{
if (CompletionState == SNotificationItem::CS_Fail)
{
GEditor->PlayEditorSound(TEXT("/Engine/EditorSounds/Notifications/CompileFailed_Cue.CompileFailed_Cue"));
}
else
{
GEditor->PlayEditorSound(TEXT("/Engine/EditorSounds/Notifications/CompileSuccess_Cue.CompileSuccess_Cue"));
}
TSharedPtr<SNotificationItem> NotificationItem = NotificationItemPtr.Pin();
NotificationItem->SetText(Text);
NotificationItem->SetCompletionState(CompletionState);
NotificationItem->ExpireAndFadeout();
}
}
static ESubsequentsMode::Type GetSubsequentsMode() { return ESubsequentsMode::TrackSubsequents; }
ENamedThreads::Type GetDesiredThread( ) { return ENamedThreads::GameThread; }
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FMainFrameActionsNotificationTask, STATGROUP_TaskGraphTasks);
}
private:
SNotificationItem::ECompletionState CompletionState;
TWeakPtr<SNotificationItem> NotificationItemPtr;
FText Text;
};
void FMainFrameActionCallbacks::HandleUatHyperlinkNavigate( )
{
FGlobalTabmanager::Get()->InvokeTab(FName("OutputLog"));
}
void FMainFrameActionCallbacks::HandleUatCancelButtonClicked( TSharedPtr<FMonitoredProcess> PackagerProcess )
{
if (PackagerProcess.IsValid())
{
PackagerProcess->Cancel(true);
}
}
void FMainFrameActionCallbacks::HandleUatProcessCanceled( TWeakPtr<SNotificationItem> NotificationItemPtr, FText PlatformDisplayName, FText TaskName, EventData Event )
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("Platform"), PlatformDisplayName);
Arguments.Add(TEXT("TaskName"), TaskName);
TGraphTask<FMainFrameActionsNotificationTask>::CreateTask().ConstructAndDispatchWhenReady(
NotificationItemPtr,
SNotificationItem::CS_Fail,
FText::Format(LOCTEXT("UatProcessFailedNotification", "{TaskName} canceled!"), Arguments)
);
TArray<FAnalyticsEventAttribute> ParamArray;
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), FPlatformTime::Seconds() - Event.StartTime));
FEditorAnalytics::ReportEvent(Event.EventName + TEXT(".Canceled"), PlatformDisplayName.ToString(), Event.bProjectHasCode, ParamArray);
// FMessageLog("PackagingResults").Warning(FText::Format(LOCTEXT("UatProcessCanceledMessageLog", "{TaskName} for {Platform} canceled by user"), Arguments));
}
/**
* Helper class to deal with packaging issues encountered in UAT.
**/
class FPackagingErrorHandler
{
private:
/**
* Create a message to send to the Message Log.
*
* @Param MessageString - The error we wish to send to the Message Log.
* @Param MessageType - The severity of the message, i.e. error, warning etc.
**/
static void AddMessageToMessageLog(FString MessageString, EMessageSeverity::Type MessageType)
{
FText MsgText = FText::FromString(MessageString);
TSharedRef<FTokenizedMessage> Message = FTokenizedMessage::Create(MessageType);
Message->AddToken(FTextToken::Create(MsgText));
FMessageLog MessageLog("PackagingResults");
MessageLog.AddMessage(Message);
}
/**
* Send Error to the Message Log.
*
* @Param MessageString - The error we wish to send to the Message Log.
* @Param MessageType - The severity of the message, i.e. error, warning etc.
**/
static void SyncMessageWithMessageLog(FString MessageString, EMessageSeverity::Type MessageType)
{
DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.SendPackageErrorToMessageLog"),
STAT_FSimpleDelegateGraphTask_SendPackageErrorToMessageLog,
STATGROUP_TaskGraphTasks);
// Remove any new line terminators
MessageString.ReplaceInline(TEXT("\r"), TEXT(""));
MessageString.ReplaceInline(TEXT("\n"), TEXT(""));
/**
* Dispatch the error from packaging to the message log.
**/
FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
FSimpleDelegateGraphTask::FDelegate::CreateStatic(&FPackagingErrorHandler::AddMessageToMessageLog, MessageString, MessageType),
GET_STATID(STAT_FSimpleDelegateGraphTask_SendPackageErrorToMessageLog),
nullptr, ENamedThreads::GameThread
);
}
public:
/**
* Determine if the output is an error we wish to send to the Message Log.
*
* @Param UATOutput - The current line of output from the UAT package process.
**/
static void ProcessAndHandleCookErrorOutput(FString UATOutput)
{
FString LhsUATOutputMsg, ParsedCookIssue;
// note: CookResults:Warning: actually outputs some unhandled errors.
if (UATOutput.Split(TEXT("CookResults:Warning: "), &LhsUATOutputMsg, &ParsedCookIssue))
{
SyncMessageWithMessageLog(ParsedCookIssue, EMessageSeverity::Warning);
}
if (UATOutput.Split(TEXT("CookResults:Error: "), &LhsUATOutputMsg, &ParsedCookIssue))
{
SyncMessageWithMessageLog(ParsedCookIssue, EMessageSeverity::Error);
}
}
/**
* Send the UAT Packaging error message to the Message Log.
*
* @Param ErrorCode - The UAT return code we received and wish to display the error message for.
**/
static void SendPackagingErrorToMessageLog(int32 ErrorCode)
{
SyncMessageWithMessageLog(FEditorAnalytics::TranslateErrorCode(ErrorCode), EMessageSeverity::Error);
}
};
DECLARE_CYCLE_STAT(TEXT("Requesting FMainFrameActionCallbacks::HandleUatProcessCompleted message dialog to present the error message"), STAT_FMainFrameActionCallbacks_HandleUatProcessCompleted_DialogMessage, STATGROUP_TaskGraphTasks);
void FMainFrameActionCallbacks::HandleUatProcessCompleted( int32 ReturnCode, TWeakPtr<SNotificationItem> NotificationItemPtr, FText PlatformDisplayName, FText TaskName, EventData Event )
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("Platform"), PlatformDisplayName);
Arguments.Add(TEXT("TaskName"), TaskName);
if (ReturnCode == 0)
{
TGraphTask<FMainFrameActionsNotificationTask>::CreateTask().ConstructAndDispatchWhenReady(
NotificationItemPtr,
SNotificationItem::CS_Success,
FText::Format(LOCTEXT("UatProcessSucceededNotification", "{TaskName} complete!"), Arguments)
);
TArray<FAnalyticsEventAttribute> ParamArray;
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), FPlatformTime::Seconds() - Event.StartTime));
FEditorAnalytics::ReportEvent(Event.EventName + TEXT(".Completed"), PlatformDisplayName.ToString(), Event.bProjectHasCode, ParamArray);
// FMessageLog("PackagingResults").Info(FText::Format(LOCTEXT("UatProcessSuccessMessageLog", "{TaskName} for {Platform} completed successfully"), Arguments));
}
else
{
TGraphTask<FMainFrameActionsNotificationTask>::CreateTask().ConstructAndDispatchWhenReady(
NotificationItemPtr,
SNotificationItem::CS_Fail,
FText::Format(LOCTEXT("PackagerFailedNotification", "{TaskName} failed!"), Arguments)
);
TArray<FAnalyticsEventAttribute> ParamArray;
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), FPlatformTime::Seconds() - Event.StartTime));
FEditorAnalytics::ReportEvent(Event.EventName + TEXT(".Failed"), PlatformDisplayName.ToString(), Event.bProjectHasCode, ReturnCode, ParamArray);
// Send the error to the Message Log.
if (TaskName.EqualTo(LOCTEXT("PackagingTaskName", "Packaging")))
{
FPackagingErrorHandler::SendPackagingErrorToMessageLog(ReturnCode);
}
// Present a message dialog if we want the error message to be prominent.
if (FEditorAnalytics::ShouldElevateMessageThroughDialog(ReturnCode))
{
FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
FSimpleDelegateGraphTask::FDelegate::CreateLambda([=](){
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString(FEditorAnalytics::TranslateErrorCode(ReturnCode)));
}),
GET_STATID(STAT_FMainFrameActionCallbacks_HandleUatProcessCompleted_DialogMessage),
nullptr,
ENamedThreads::GameThread
);
}
// FMessageLog("PackagingResults").Info(FText::Format(LOCTEXT("UatProcessFailedMessageLog", "{TaskName} for {Platform} failed"), Arguments));
}
}
void FMainFrameActionCallbacks::HandleUatProcessOutput( FString Output, TWeakPtr<SNotificationItem> NotificationItemPtr, FText PlatformDisplayName, FText TaskName )
{
if (!Output.IsEmpty() && !Output.Equals("\r"))
{
UE_LOG(MainFrameActions, Log, TEXT("%s (%s): %s"), *TaskName.ToString(), *PlatformDisplayName.ToString(), *Output);
if (TaskName.EqualTo(LOCTEXT("PackagingTaskName", "Packaging")))
{
// Deal with any cook errors that may have been encountered.
FPackagingErrorHandler::ProcessAndHandleCookErrorOutput(Output);
}
}
}
#undef LOCTEXT_NAMESPACE