Files
UnrealEngineUWP/Engine/Source/Editor/MainFrame/Private/MainFrameModule.h
Tim Smith a2237e050d LiveCoding Re-instancing
LIMITATIONS:

1) Re-instancing will only update UClass instance data.
2) Adding and removing properties should only be done towards the end of a class or structure and can not be followed by complex data types.
3) Adding and removing properties from a base class should not be done if a derived class contains complex data types.

KNOWN ISSUES:

1) Changes to enumerations and structures will not be reflected in existing blueprints.  However, adding new nodes to the blueprint will show the updated enumeration or structure.
2) If a class contains an enumeration or structure as a member, the class will not be re-instanced if enumeration or structure is changed.

CHANGES:

1) LiveCodingServer
1a) Modified to always execute certain static instances during load.
1b) Modified to exclude the _Statics static structures to avoid patching to old copies.

2) Added support for LiveCoding reinstancing
2a) Refactored deferred registration system for UClass, UEnum, and UScriptStruct to use a common system that works for normal game, hot reload and live coding.
2b) Type specific version check data is possible (i.e. enum doesn't have a size)
2c) Single registration static for UClass
2d) Single registration class for all types that is just a blind forward to API.
2e) Static and dynamic registrations use different API entry points to avoid having overloaded argument lists that just apply to one or the other.
2f) Shims for older API

3) New common "Reload" system to avoid using HotReload code.
3a) Support common delegates regardless of who is reloading/reinstancing.
3b) Re-instancing code moved from HotReload to Kismet2 (where the bulk of the re-instance code already existed).
3c) Modified PyWrapper to use new helper class instead of depending on HotRelaod
3d) Added WITH_RELOAD which is defined if HotReload or LiveCoding is enabled.
3e) Modifed existing code to use new #define and delegates.

Robert did the review on the changes covered by Part 2.  Remaining changes are all straightforward.

#rb robert.manuszewski
#jira UE-74493

[CL 15736777 by Tim Smith in ue5-main branch]
2021-03-18 08:13:59 -04:00

271 lines
8.1 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"
/**
* Editor main frame module
*/
PRAGMA_DISABLE_DEPRECATION_WARNINGS
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;
// deprecated in 4.26
virtual TSharedRef<SWidget> MakeMainTabMenu(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);
}
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;
}
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);
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(1190, 733); }
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;
/// 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;
// 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;
};
PRAGMA_ENABLE_DEPRECATION_WARNINGS