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914 lines
31 KiB
C++
914 lines
31 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "MainFrameModule.h"
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#include "Widgets/Text/STextBlock.h"
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#include "Widgets/Layout/SBorder.h"
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#include "SlateOptMacros.h"
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#include "Widgets/Images/SImage.h"
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#include "Widgets/Layout/SBox.h"
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#include "Widgets/Input/SButton.h"
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#include "Interfaces/ICrashTrackerModule.h"
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#include "GameProjectGenerationModule.h"
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#include "MessageLogModule.h"
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#include "MRUFavoritesList.h"
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#include "SuperSearchModule.h"
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#include "OutputLogModule.h"
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#include "EditorStyleSet.h"
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#include "Editor/EditorPerProjectUserSettings.h"
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#include "Sound/SoundBase.h"
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#include "ISourceCodeAccessor.h"
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#include "ISourceCodeAccessModule.h"
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#include "Menus/MainMenu.h"
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#include "Frame/RootWindowLocation.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "Editor/EditorLiveStreaming/Public/IEditorLiveStreaming.h"
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#include "Developer/HotReload/Public/IHotReload.h"
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#include "Framework/Notifications/NotificationManager.h"
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#include "Widgets/Notifications/SNotificationList.h"
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#include "Framework/Commands/GenericCommands.h"
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#include "AnalyticsEventAttribute.h"
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#include "Interfaces/IAnalyticsProvider.h"
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#include "EngineAnalytics.h"
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DEFINE_LOG_CATEGORY(LogMainFrame);
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#define LOCTEXT_NAMESPACE "FMainFrameModule"
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const FText StaticGetApplicationTitle( const bool bIncludeGameName )
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{
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static const FText ApplicationTitle = NSLOCTEXT("UnrealEditor", "ApplicationTitle", "Unreal Editor");
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if (bIncludeGameName && FApp::HasGameName())
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("GameName"), FText::FromString( FString( FApp::GetGameName())));
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Args.Add(TEXT("AppTitle"), ApplicationTitle);
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const EBuildConfigurations::Type BuildConfig = FApp::GetBuildConfiguration();
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if (BuildConfig != EBuildConfigurations::Shipping && BuildConfig != EBuildConfigurations::Development && BuildConfig != EBuildConfigurations::Unknown)
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{
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Args.Add( TEXT("Config"), EBuildConfigurations::ToText(BuildConfig));
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return FText::Format( NSLOCTEXT("UnrealEditor", "AppTitleGameNameWithConfig", "{GameName} [{Config}] - {AppTitle}"), Args );
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}
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return FText::Format( NSLOCTEXT("UnrealEditor", "AppTitleGameName", "{GameName} - {AppTitle}"), Args );
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}
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return ApplicationTitle;
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}
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/* IMainFrameModule implementation
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*****************************************************************************/
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void FMainFrameModule::CreateDefaultMainFrame( const bool bStartImmersive, const bool bStartPIE )
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{
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if (!IsWindowInitialized())
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{
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FRootWindowLocation DefaultWindowLocation;
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bool bEmbedTitleAreaContent = true;
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bool bIsUserSizable = true;
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bool bSupportsMaximize = true;
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bool bSupportsMinimize = true;
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FText WindowTitle;
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if ( ShouldShowProjectDialogAtStartup() )
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{
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// Force tabs restored from layout that have no window (the LevelEditor tab) to use a docking area with
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// embedded title area content. We need to override the behavior here because we're creating the actual
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// window ourselves instead of letting the tab management system create it for us.
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bEmbedTitleAreaContent = false;
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// Do not maximize the window initially. Keep a small dialog feel.
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DefaultWindowLocation.InitiallyMaximized = false;
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FDisplayMetrics DisplayMetrics;
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FSlateApplication::Get().GetDisplayMetrics(DisplayMetrics);
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const float DPIScaleFactor = FPlatformMisc::GetDPIScaleFactorAtPoint(DisplayMetrics.PrimaryDisplayWorkAreaRect.Left, DisplayMetrics.PrimaryDisplayWorkAreaRect.Top);
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DefaultWindowLocation.WindowSize = GetProjectBrowserWindowSize() * DPIScaleFactor;
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DefaultWindowLocation.ScreenPosition = DefaultWindowLocation.GetCenteredScreenPosition();
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bIsUserSizable = true;
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bSupportsMaximize = true;
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bSupportsMinimize = true;
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// When opening the project dialog, show "Project Browser" in the window title
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WindowTitle = LOCTEXT("ProjectBrowserDialogTitle", "Unreal Project Browser");
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}
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else
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{
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if( bStartImmersive )
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{
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// Start maximized if we are in immersive mode
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DefaultWindowLocation.InitiallyMaximized = true;
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}
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const bool bIncludeGameName = true;
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WindowTitle = GetApplicationTitle( bIncludeGameName );
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}
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TSharedRef<SWindow> RootWindow = SNew(SWindow)
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.AutoCenter( EAutoCenter::None )
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.Title( WindowTitle )
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.IsInitiallyMaximized( DefaultWindowLocation.InitiallyMaximized )
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.ScreenPosition( DefaultWindowLocation.ScreenPosition )
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.ClientSize( DefaultWindowLocation.WindowSize )
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.CreateTitleBar( !bEmbedTitleAreaContent )
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.SizingRule( bIsUserSizable ? ESizingRule::UserSized : ESizingRule::FixedSize )
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.SupportsMaximize( bSupportsMaximize )
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.SupportsMinimize( bSupportsMinimize );
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const bool bShowRootWindowImmediately = false;
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FSlateApplication::Get().AddWindow( RootWindow, bShowRootWindowImmediately );
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FGlobalTabmanager::Get()->SetRootWindow(RootWindow);
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FSlateNotificationManager::Get().SetRootWindow(RootWindow);
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TSharedPtr<SWidget> MainFrameContent;
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bool bLevelEditorIsMainTab = false;
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if ( ShouldShowProjectDialogAtStartup() )
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{
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MainFrameContent = FGameProjectGenerationModule::Get().CreateGameProjectDialog(/*bAllowProjectOpening=*/true, /*bAllowProjectCreate=*/true);
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}
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else
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{
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// Get desktop metrics
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FDisplayMetrics DisplayMetrics;
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FSlateApplication::Get().GetDisplayMetrics( DisplayMetrics );
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// Setup a position and size for the main frame window that's centered in the desktop work area
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const float CenterScale = 0.65f;
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const FVector2D DisplaySize(
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DisplayMetrics.PrimaryDisplayWorkAreaRect.Right - DisplayMetrics.PrimaryDisplayWorkAreaRect.Left,
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DisplayMetrics.PrimaryDisplayWorkAreaRect.Bottom - DisplayMetrics.PrimaryDisplayWorkAreaRect.Top );
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const FVector2D WindowSize = CenterScale * DisplaySize;
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TSharedRef<FTabManager::FLayout> LoadedLayout = FLayoutSaveRestore::LoadFromConfig(GEditorLayoutIni,
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// We persist the positioning of the level editor and the content browser.
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// The asset editors currently do not get saved.
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FTabManager::NewLayout( "UnrealEd_Layout_v1.4" )
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->AddArea
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(
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// level editor window
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FTabManager::NewPrimaryArea()
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->Split
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(
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FTabManager::NewStack()
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->SetSizeCoefficient(2.0f)
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->AddTab("LevelEditor", ETabState::OpenedTab)
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->AddTab("DockedToolkit", ETabState::ClosedTab)
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)
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)
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->AddArea
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(
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// content browser window
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FTabManager::NewArea(WindowSize)
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->Split
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(
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FTabManager::NewStack()
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->SetSizeCoefficient(1.0f)
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->AddTab("ContentBrowser1Tab", ETabState::ClosedTab)
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)
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)
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->AddArea
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(
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// toolkits window
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FTabManager::NewArea(WindowSize)
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->SetOrientation(Orient_Vertical)
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->Split
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(
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FTabManager::NewStack()
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->SetSizeCoefficient(1.0f)
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->AddTab("StandaloneToolkit", ETabState::ClosedTab)
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)
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->Split
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(
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FTabManager::NewStack()
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->SetSizeCoefficient(0.35f)
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->AddTab("MergeTool", ETabState::ClosedTab)
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)
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)
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->AddArea
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(
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// settings window
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FTabManager::NewArea(WindowSize)
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->Split
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(
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FTabManager::NewStack()
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->SetSizeCoefficient(1.0f)
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->AddTab("EditorSettings", ETabState::ClosedTab)
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->AddTab("ProjectSettings", ETabState::ClosedTab)
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->AddTab("PluginsEditor", ETabState::ClosedTab)
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)
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)
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);
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MainFrameContent = FGlobalTabmanager::Get()->RestoreFrom( LoadedLayout, RootWindow, bEmbedTitleAreaContent );
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bLevelEditorIsMainTab = true;
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}
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RootWindow->SetContent(MainFrameContent.ToSharedRef());
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TSharedPtr<SDockTab> MainTab;
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if ( bLevelEditorIsMainTab )
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{
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MainTab = FGlobalTabmanager::Get()->InvokeTab( FTabId("LevelEditor") );
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// make sure we only allow the message log to be shown when we have a level editor main tab
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FMessageLogModule& MessageLogModule = FModuleManager::LoadModuleChecked<FMessageLogModule>(TEXT("MessageLog"));
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MessageLogModule.EnableMessageLogDisplay(true);
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}
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// Initialize the main frame window
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MainFrameHandler->OnMainFrameGenerated( MainTab, RootWindow );
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// Show the window!
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MainFrameHandler->ShowMainFrameWindow( RootWindow, bStartImmersive, bStartPIE );
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MRUFavoritesList = new FMainMRUFavoritesList;
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MRUFavoritesList->ReadFromINI();
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MainFrameCreationFinishedEvent.Broadcast(RootWindow, ShouldShowProjectDialogAtStartup());
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}
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}
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TSharedRef<SWidget> FMainFrameModule::MakeMainMenu( const TSharedPtr<FTabManager>& TabManager, const TSharedRef< FExtender > Extender ) const
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{
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return FMainMenu::MakeMainMenu( TabManager, Extender );
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}
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TSharedRef<SWidget> FMainFrameModule::MakeMainTabMenu( const TSharedPtr<FTabManager>& TabManager, const TSharedRef< FExtender > Extender ) const
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{
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return FMainMenu::MakeMainTabMenu( TabManager, Extender );
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}
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BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
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TSharedRef<SWidget> FMainFrameModule::MakeDeveloperTools() const
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{
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struct Local
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{
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static FText GetFrameRateAsString()
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{
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// Clamp to avoid huge averages at startup or after hitches
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const float AverageFPS = 1.0f / FSlateApplication::Get().GetAverageDeltaTime();
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const float ClampedFPS = ( AverageFPS < 0.0f || AverageFPS > 4000.0f ) ? 0.0f : AverageFPS;
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static const FNumberFormattingOptions FormatOptions = FNumberFormattingOptions()
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.SetMinimumFractionalDigits(1)
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.SetMaximumFractionalDigits(1);
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return FText::AsNumber( ClampedFPS, &FormatOptions );
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}
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static FText GetFrameTimeAsString()
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{
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// Clamp to avoid huge averages at startup or after hitches
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const float AverageMS = FSlateApplication::Get().GetAverageDeltaTime() * 1000.0f;
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const float ClampedMS = ( AverageMS < 0.0f || AverageMS > 4000.0f ) ? 0.0f : AverageMS;
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static const FNumberFormattingOptions FormatOptions = FNumberFormattingOptions()
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.SetMinimumFractionalDigits(1)
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.SetMaximumFractionalDigits(1);
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static const FText FrameTimeFmt = FText::FromString(TEXT("{0} ms"));
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return FText::Format( FrameTimeFmt, FText::AsNumber( ClampedMS, &FormatOptions ) );
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}
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static FText GetMemoryAsString()
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{
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// Only refresh process memory allocated after every so often, to reduce fixed frame time overhead
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static SIZE_T StaticLastTotalAllocated = 0;
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static int32 QueriesUntilUpdate = 1;
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if( --QueriesUntilUpdate <= 0 )
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{
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// Query OS for process memory used
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FPlatformMemoryStats MemoryStats = FPlatformMemory::GetStats();
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StaticLastTotalAllocated = MemoryStats.UsedPhysical;
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// Wait 60 queries until we refresh memory again
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QueriesUntilUpdate = 60;
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}
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static const FNumberFormattingOptions FormatOptions = FNumberFormattingOptions()
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.SetMinimumFractionalDigits(2)
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.SetMaximumFractionalDigits(2);
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static const FText MemorySizeFmt = FText::FromString(TEXT("{0} mb"));
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return FText::Format( MemorySizeFmt, FText::AsNumber( (float)StaticLastTotalAllocated / ( 1024.0f * 1024.0f ), &FormatOptions ) );
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}
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static FText GetUObjectCountAsString()
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{
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return FText::AsNumber(GUObjectArray.GetObjectArrayNumMinusAvailable());
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}
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static void OpenVideo( FString SourceFilePath )
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{
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FPlatformProcess::ExploreFolder( *( FPaths::GetPath(SourceFilePath) ) );
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}
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/** Clicked the SaveVideo button available */
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static FReply OnClickSaveVideo()
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{
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// Default the result to fail it will be set to SNotificationItem::CS_Success if saved ok
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SNotificationItem::ECompletionState SaveResultState = SNotificationItem::CS_Fail;
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// The string we will use to tell the user the result of the save
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FText VideoSaveResultText;
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FString HyperLinkText;
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// Capture unavailable or inactive error string
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ICrashTrackerModule* CrashTracker = FModuleManager::LoadModulePtr<ICrashTrackerModule>("CrashTracker");
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if(CrashTracker)
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{
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FString VideoSaveName;
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EWriteUserCaptureVideoError::Type WriteResult = CrashTracker->WriteUserVideoNow( VideoSaveName );
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// If this returns None the capture was successful, otherwise report the error
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if( WriteResult == EWriteUserCaptureVideoError::None )
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{
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// Setup the string with the path and name of the file
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VideoSaveResultText = LOCTEXT( "VideoSavedAs", "Video capture saved as" );
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HyperLinkText = FPaths::ConvertRelativePathToFull(VideoSaveName);
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// Flag success
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SaveResultState = SNotificationItem::CS_Success;
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}
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else
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{
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// Write returned an error - differentiate between directory creation failure and the capture unavailable
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if( WriteResult == EWriteUserCaptureVideoError::FailedToCreateDirectory )
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{
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FFormatNamedArguments Args;
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Args.Add( TEXT("VideoCaptureDirectory"), FText::FromString( FPaths::ConvertRelativePathToFull(FPaths::VideoCaptureDir()) ) );
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VideoSaveResultText = LOCTEXT( "VideoSavedFailedFailedToCreateDir", "Video capture save failed - Failed to create directory\n{VideoCaptureDirectory}" );
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}
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else
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{
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VideoSaveResultText = LOCTEXT( "VideoSavedFailedNotRunning", "Video capture save failed - Capture not active or unavailable" );
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}
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}
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}
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else
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{
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// This shouldn't happen as the button is hidden when there is no crash tracker
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VideoSaveResultText = LOCTEXT( "VideoSavedFailedNoTracker", "Video capture failed - CrashTracker inactive" );
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}
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// Inform the user of the result of the operation
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FNotificationInfo Info( VideoSaveResultText );
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Info.ExpireDuration = 5.0f;
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Info.FadeOutDuration = 0.5f;
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Info.bUseSuccessFailIcons = false;
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Info.bUseLargeFont = false;
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if( HyperLinkText != "" )
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{
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Info.Hyperlink = FSimpleDelegate::CreateStatic(&Local::OpenVideo, HyperLinkText );
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Info.HyperlinkText = FText::FromString( HyperLinkText );
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}
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TWeakPtr<SNotificationItem> SaveMessagePtr;
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SaveMessagePtr = FSlateNotificationManager::Get().AddNotification(Info);
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SaveMessagePtr.Pin()->SetCompletionState(SaveResultState);
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return FReply::Handled();
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}
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/** @return Returns true if frame rate and memory should be displayed in the UI */
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static EVisibility ShouldShowFrameRateAndMemory()
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{
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return GetDefault<UEditorPerProjectUserSettings>()->bShowFrameRateAndMemory ? EVisibility::SelfHitTestInvisible : EVisibility::Collapsed;
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}
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};
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const FSuperSearchModule& SuperSearchModule = FModuleManager::LoadModuleChecked< FSuperSearchModule >(TEXT("SuperSearch"));
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// We need the output log module in order to instantiate SConsoleInputBox widgets
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const FOutputLogModule& OutputLogModule = FModuleManager::LoadModuleChecked< FOutputLogModule >(TEXT("OutputLog"));
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const FSlateFontInfo& SmallFixedFont = FEditorStyle::GetFontStyle(TEXT("MainFrame.DebugTools.SmallFont") );
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const FSlateFontInfo& NormalFixedFont = FEditorStyle::GetFontStyle(TEXT("MainFrame.DebugTools.NormalFont") );
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const FSlateFontInfo& LabelFont = FEditorStyle::GetFontStyle(TEXT("MainFrame.DebugTools.LabelFont") );
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TSharedPtr< SWidget > DeveloperTools;
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TSharedPtr< SEditableTextBox > ExposedEditableTextBox;
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ICrashTrackerModule* CrashTracker = FModuleManager::LoadModulePtr<ICrashTrackerModule>("CrashTracker");
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bool bCrashTrackerVideoAvailable = false;
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if (CrashTracker)
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{
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bCrashTrackerVideoAvailable = CrashTracker->IsVideoCaptureAvailable();
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}
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TSharedRef<SWidget> FrameRateAndMemoryWidget =
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SNew( SHorizontalBox )
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.Visibility_Static( &Local::ShouldShowFrameRateAndMemory )
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// FPS
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+SHorizontalBox::Slot()
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.AutoWidth()
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.Padding( 0.0f, 0.0f, 4.0f, 0.0f )
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[
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SNew( SHorizontalBox )
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.Visibility( GIsDemoMode ? EVisibility::Collapsed : EVisibility::HitTestInvisible )
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+SHorizontalBox::Slot()
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.AutoWidth()
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.VAlign(VAlign_Bottom)
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[
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SNew( STextBlock )
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.Text( LOCTEXT("FrameRateLabel", "FPS: ") )
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.Font( LabelFont )
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.ColorAndOpacity( FLinearColor( 0.3f, 0.3f, 0.3f ) )
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]
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+SHorizontalBox::Slot()
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.AutoWidth()
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.VAlign(VAlign_Bottom)
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[
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SNew( STextBlock )
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.Text_Static( &Local::GetFrameRateAsString )
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.Font(NormalFixedFont)
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.ColorAndOpacity( FLinearColor( 0.6f, 0.6f, 0.6f ) )
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]
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+SHorizontalBox::Slot()
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.AutoWidth()
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.VAlign(VAlign_Bottom)
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.Padding( 4.0f, 0.0f, 0.0f, 0.0f )
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[
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SNew( STextBlock )
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.Text( LOCTEXT("FrameRate/FrameTime", "/") )
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.Font( SmallFixedFont )
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.ColorAndOpacity( FLinearColor( 0.4f, 0.4f, 0.4f ) )
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]
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+SHorizontalBox::Slot()
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.AutoWidth()
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.VAlign(VAlign_Bottom)
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.Padding( 4.0f, 0.0f, 0.0f, 0.0f )
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[
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SNew( STextBlock )
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.Text_Static( &Local::GetFrameTimeAsString )
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.Font( SmallFixedFont )
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.ColorAndOpacity( FLinearColor( 0.4f, 0.4f, 0.4f ) )
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]
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]
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// Memory
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+SHorizontalBox::Slot()
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.AutoWidth()
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.Padding( 4.0f, 0.0f, 4.0f, 0.0f )
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[
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SNew( SHorizontalBox )
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.Visibility( GIsDemoMode ? EVisibility::Collapsed : EVisibility::HitTestInvisible )
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+SHorizontalBox::Slot()
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.AutoWidth()
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.VAlign(VAlign_Bottom)
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[
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SNew( STextBlock )
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.Text( LOCTEXT("MemoryLabel", "Mem: ") )
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.Font( LabelFont )
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.ColorAndOpacity( FLinearColor( 0.3f, 0.3f, 0.3f ) )
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]
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+SHorizontalBox::Slot()
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.AutoWidth()
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.VAlign(VAlign_Bottom)
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[
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SNew( STextBlock )
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.Text_Static( &Local::GetMemoryAsString )
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|
.Font(NormalFixedFont)
|
|
.ColorAndOpacity( FLinearColor( 0.6f, 0.6f, 0.6f ) )
|
|
]
|
|
]
|
|
|
|
// UObject count
|
|
+SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
.Padding( 4.0f, 0.0f, 4.0f, 0.0f )
|
|
[
|
|
SNew( SHorizontalBox )
|
|
.Visibility( GIsDemoMode ? EVisibility::Collapsed : EVisibility::HitTestInvisible )
|
|
+SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
.VAlign(VAlign_Bottom)
|
|
[
|
|
SNew( STextBlock )
|
|
.Text( LOCTEXT("UObjectCountLabel", "Objs: ") )
|
|
.Font( LabelFont )
|
|
.ColorAndOpacity( FLinearColor( 0.3f, 0.3f, 0.3f ) )
|
|
]
|
|
+SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
.VAlign(VAlign_Bottom)
|
|
[
|
|
SNew( STextBlock )
|
|
.Text_Static( &Local::GetUObjectCountAsString )
|
|
.Font(NormalFixedFont)
|
|
.ColorAndOpacity( FLinearColor( 0.6f, 0.6f, 0.6f ) )
|
|
]
|
|
]
|
|
;
|
|
|
|
bool bUseSuperSearch = true;
|
|
|
|
// Invisible border, so that we can animate our box panel size
|
|
return SNew( SBorder )
|
|
.Visibility( EVisibility::SelfHitTestInvisible )
|
|
.Padding( FMargin(0.0f, 0.0f, 0.0f, 1.0f) )
|
|
.VAlign(VAlign_Bottom)
|
|
.BorderImage( FEditorStyle::GetBrush("NoBorder") )
|
|
[
|
|
SNew( SHorizontalBox )
|
|
.Visibility( EVisibility::SelfHitTestInvisible )
|
|
|
|
+SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
.Padding( 0.0f )
|
|
[
|
|
FrameRateAndMemoryWidget
|
|
]
|
|
|
|
+SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
.VAlign(VAlign_Bottom)
|
|
.Padding( 0.0f )
|
|
[
|
|
SNew(SBox)
|
|
.Padding( FMargin( 4.0f, 0.0f, 0.0f, 0.0f ) )
|
|
[
|
|
bUseSuperSearch ? SuperSearchModule.MakeSearchBox( ExposedEditableTextBox ) : OutputLogModule.MakeConsoleInputBox( ExposedEditableTextBox )
|
|
]
|
|
]
|
|
// Editor live streaming toggle button
|
|
+SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
.VAlign( VAlign_Bottom )
|
|
[
|
|
SNew(SButton)
|
|
.Visibility_Static( []() -> EVisibility { return IEditorLiveStreaming::Get().IsLiveStreamingAvailable() ? EVisibility::Visible : EVisibility::Collapsed; } )
|
|
.ToolTipText( LOCTEXT( "BroadcastTooltip", "Starts or stops broadcasting of this editor session to a live internet streaming service." ) )
|
|
.OnClicked_Static( []
|
|
{
|
|
// Toggle broadcasting on or off
|
|
if( IEditorLiveStreaming::Get().IsBroadcastingEditor() )
|
|
{
|
|
IEditorLiveStreaming::Get().StopBroadcastingEditor();
|
|
}
|
|
else
|
|
{
|
|
IEditorLiveStreaming::Get().StartBroadcastingEditor();
|
|
}
|
|
return FReply::Handled();
|
|
} )
|
|
.ButtonStyle( FEditorStyle::Get(), "NoBorder" )
|
|
.ContentPadding(FMargin(1,0))
|
|
[
|
|
SNew(SImage)
|
|
.Image( FEditorStyle::GetBrush("EditorLiveStreaming.BroadcastButton") )
|
|
.ColorAndOpacity_Static( []
|
|
{
|
|
// Pulsate the button graphics while we're broadcasting
|
|
FSlateColor Color( FLinearColor::White );
|
|
if( IEditorLiveStreaming::Get().IsBroadcastingEditor() )
|
|
{
|
|
Color = FLinearColor( 1.0f, 1.0f, 1.0f, FMath::MakePulsatingValue( FSlateApplication::Get().GetCurrentTime(), 2.0f ) );
|
|
}
|
|
return Color;
|
|
} )
|
|
]
|
|
]
|
|
|
|
// Crash report "save video" button
|
|
+SHorizontalBox::Slot()
|
|
.AutoWidth()
|
|
.VAlign( VAlign_Bottom )
|
|
[
|
|
SNew(SButton)
|
|
.Visibility( bCrashTrackerVideoAvailable ? EVisibility::Visible : EVisibility::Collapsed )
|
|
.ToolTipText( LOCTEXT( "SaveReplayTooltip", "Saves a video of the last 20 seconds of your work." ) )
|
|
.OnClicked_Static( &Local::OnClickSaveVideo )
|
|
.ButtonStyle( FEditorStyle::Get(), "NoBorder" )
|
|
.ContentPadding(FMargin(1,0))
|
|
[
|
|
SNew(SImage)
|
|
. Image( FEditorStyle::GetBrush("CrashTracker.Record") )
|
|
]
|
|
]
|
|
];
|
|
}
|
|
END_SLATE_FUNCTION_BUILD_OPTIMIZATION
|
|
|
|
|
|
void FMainFrameModule::SetLevelNameForWindowTitle( const FString& InLevelFileName )
|
|
{
|
|
LoadedLevelName = (InLevelFileName.Len() > 0)
|
|
? FPaths::GetBaseFilename(InLevelFileName)
|
|
: NSLOCTEXT("UnrealEd", "Untitled", "Untitled" ).ToString();
|
|
}
|
|
|
|
|
|
/* IModuleInterface implementation
|
|
*****************************************************************************/
|
|
|
|
void FMainFrameModule::StartupModule( )
|
|
{
|
|
MRUFavoritesList = NULL;
|
|
|
|
ensureMsgf(!IsRunningGame(), TEXT("The MainFrame module should only be loaded when running the editor. Code that extends the editor, adds menu items, etc... should not run when running in -game mode or in a non-WITH_EDITOR build"));
|
|
MainFrameHandler = MakeShareable(new FMainFrameHandler);
|
|
|
|
FGenericCommands::Register();
|
|
FMainFrameCommands::Register();
|
|
|
|
SetLevelNameForWindowTitle(TEXT(""));
|
|
|
|
// Register to find out about when hot reload completes, so we can show a notification
|
|
IHotReloadModule& HotReloadModule = IHotReloadModule::Get();
|
|
HotReloadModule.OnModuleCompilerStarted().AddRaw( this, &FMainFrameModule::HandleLevelEditorModuleCompileStarted );
|
|
HotReloadModule.OnModuleCompilerFinished().AddRaw( this, &FMainFrameModule::HandleLevelEditorModuleCompileFinished );
|
|
HotReloadModule.OnHotReload().AddRaw( this, &FMainFrameModule::HandleHotReloadFinished );
|
|
|
|
#if WITH_EDITOR
|
|
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
|
|
SourceCodeAccessModule.OnLaunchingCodeAccessor().AddRaw( this, &FMainFrameModule::HandleCodeAccessorLaunching );
|
|
SourceCodeAccessModule.OnDoneLaunchingCodeAccessor().AddRaw( this, &FMainFrameModule::HandleCodeAccessorLaunched );
|
|
SourceCodeAccessModule.OnOpenFileFailed().AddRaw( this, &FMainFrameModule::HandleCodeAccessorOpenFileFailed );
|
|
#endif
|
|
|
|
// load sounds
|
|
CompileStartSound = LoadObject<USoundBase>(NULL, TEXT("/Engine/EditorSounds/Notifications/CompileStart_Cue.CompileStart_Cue"));
|
|
CompileStartSound->AddToRoot();
|
|
CompileSuccessSound = LoadObject<USoundBase>(NULL, TEXT("/Engine/EditorSounds/Notifications/CompileSuccess_Cue.CompileSuccess_Cue"));
|
|
CompileSuccessSound->AddToRoot();
|
|
CompileFailSound = LoadObject<USoundBase>(NULL, TEXT("/Engine/EditorSounds/Notifications/CompileFailed_Cue.CompileFailed_Cue"));
|
|
CompileFailSound->AddToRoot();
|
|
|
|
ModuleCompileStartTime = 0.0f;
|
|
|
|
// migrate old layout settings
|
|
FLayoutSaveRestore::MigrateConfig(GEditorPerProjectIni, GEditorLayoutIni);
|
|
}
|
|
|
|
|
|
void FMainFrameModule::ShutdownModule( )
|
|
{
|
|
// Destroy the main frame window
|
|
TSharedPtr< SWindow > ParentWindow( GetParentWindow() );
|
|
if( ParentWindow.IsValid() )
|
|
{
|
|
ParentWindow->DestroyWindowImmediately();
|
|
}
|
|
|
|
MainFrameHandler.Reset();
|
|
|
|
FMainFrameCommands::Unregister();
|
|
|
|
if( IHotReloadModule::IsAvailable() )
|
|
{
|
|
IHotReloadModule& HotReloadModule = IHotReloadModule::Get();
|
|
HotReloadModule.OnHotReload().RemoveAll( this );
|
|
HotReloadModule.OnModuleCompilerStarted().RemoveAll( this );
|
|
HotReloadModule.OnModuleCompilerFinished().RemoveAll( this );
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
if(FModuleManager::Get().IsModuleLoaded("SourceCodeAccess"))
|
|
{
|
|
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::GetModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
|
|
SourceCodeAccessModule.OnLaunchingCodeAccessor().RemoveAll( this );
|
|
SourceCodeAccessModule.OnDoneLaunchingCodeAccessor().RemoveAll( this );
|
|
SourceCodeAccessModule.OnOpenFileFailed().RemoveAll( this );
|
|
}
|
|
#endif
|
|
|
|
if(CompileStartSound != NULL)
|
|
{
|
|
if (!GExitPurge)
|
|
{
|
|
CompileStartSound->RemoveFromRoot();
|
|
}
|
|
CompileStartSound = NULL;
|
|
}
|
|
|
|
if(CompileSuccessSound != NULL)
|
|
{
|
|
if (!GExitPurge)
|
|
{
|
|
CompileSuccessSound->RemoveFromRoot();
|
|
}
|
|
CompileSuccessSound = NULL;
|
|
}
|
|
|
|
if(CompileFailSound != NULL)
|
|
{
|
|
if (!GExitPurge)
|
|
{
|
|
CompileFailSound->RemoveFromRoot();
|
|
}
|
|
CompileFailSound = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
/* FMainFrameModule implementation
|
|
*****************************************************************************/
|
|
|
|
bool FMainFrameModule::ShouldShowProjectDialogAtStartup( ) const
|
|
{
|
|
return !FApp::HasGameName();
|
|
}
|
|
|
|
|
|
/* FMainFrameModule event handlers
|
|
*****************************************************************************/
|
|
|
|
void FMainFrameModule::HandleLevelEditorModuleCompileStarted( bool bIsAsyncCompile )
|
|
{
|
|
ModuleCompileStartTime = FPlatformTime::Seconds();
|
|
|
|
if (CompileNotificationPtr.IsValid())
|
|
{
|
|
CompileNotificationPtr.Pin()->ExpireAndFadeout();
|
|
}
|
|
|
|
if ( GEditor )
|
|
{
|
|
GEditor->PlayEditorSound(CompileStartSound);
|
|
}
|
|
|
|
FNotificationInfo Info( NSLOCTEXT("MainFrame", "RecompileInProgress", "Compiling C++ Code") );
|
|
Info.Image = FEditorStyle::GetBrush(TEXT("LevelEditor.RecompileGameCode"));
|
|
Info.ExpireDuration = 5.0f;
|
|
Info.bFireAndForget = false;
|
|
|
|
// We can only show the cancel button on async builds
|
|
if (bIsAsyncCompile)
|
|
{
|
|
Info.ButtonDetails.Add(FNotificationButtonInfo(LOCTEXT("CancelC++Compilation", "Cancel"), FText(), FSimpleDelegate::CreateRaw(this, &FMainFrameModule::OnCancelCodeCompilationClicked)));
|
|
}
|
|
|
|
CompileNotificationPtr = FSlateNotificationManager::Get().AddNotification(Info);
|
|
|
|
if (CompileNotificationPtr.IsValid())
|
|
{
|
|
CompileNotificationPtr.Pin()->SetCompletionState(SNotificationItem::CS_Pending);
|
|
}
|
|
}
|
|
|
|
void FMainFrameModule::OnCancelCodeCompilationClicked()
|
|
{
|
|
IHotReloadModule::Get().RequestStopCompilation();
|
|
}
|
|
|
|
void FMainFrameModule::HandleLevelEditorModuleCompileFinished(const FString& LogDump, ECompilationResult::Type CompilationResult, bool bShowLog)
|
|
{
|
|
// Track stats
|
|
{
|
|
const float ModuleCompileDuration = (float)(FPlatformTime::Seconds() - ModuleCompileStartTime);
|
|
UE_LOG(LogMainFrame, Log, TEXT("MainFrame: Module compiling took %.3f seconds"), ModuleCompileDuration);
|
|
|
|
if( FEngineAnalytics::IsAvailable() )
|
|
{
|
|
TArray< FAnalyticsEventAttribute > CompileAttribs;
|
|
CompileAttribs.Add(FAnalyticsEventAttribute(TEXT("Duration"), FString::Printf(TEXT("%.3f"), ModuleCompileDuration)));
|
|
CompileAttribs.Add(FAnalyticsEventAttribute(TEXT("Result"), ECompilationResult::ToString(CompilationResult)));
|
|
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Modules.Recompile"), CompileAttribs);
|
|
}
|
|
}
|
|
|
|
TSharedPtr<SNotificationItem> NotificationItem = CompileNotificationPtr.Pin();
|
|
|
|
if (NotificationItem.IsValid())
|
|
{
|
|
if (!ECompilationResult::Failed(CompilationResult))
|
|
{
|
|
if ( GEditor )
|
|
{
|
|
GEditor->PlayEditorSound(CompileSuccessSound);
|
|
}
|
|
|
|
NotificationItem->SetText(NSLOCTEXT("MainFrame", "RecompileComplete", "Compile Complete!"));
|
|
NotificationItem->SetExpireDuration( 5.0f );
|
|
NotificationItem->SetCompletionState(SNotificationItem::CS_Success);
|
|
}
|
|
else
|
|
{
|
|
struct Local
|
|
{
|
|
static void ShowCompileLog()
|
|
{
|
|
FMessageLogModule& MessageLogModule = FModuleManager::GetModuleChecked<FMessageLogModule>("MessageLog");
|
|
MessageLogModule.OpenMessageLog(FCompilerResultsLog::GetLogName());
|
|
}
|
|
};
|
|
|
|
if ( GEditor )
|
|
{
|
|
GEditor->PlayEditorSound(CompileFailSound);
|
|
}
|
|
|
|
if (CompilationResult == ECompilationResult::FailedDueToHeaderChange)
|
|
{
|
|
NotificationItem->SetText(NSLOCTEXT("MainFrame", "RecompileFailedDueToHeaderChange", "Compile failed due to the header changes. Close the editor and recompile project in IDE to apply changes."));
|
|
}
|
|
else if (CompilationResult == ECompilationResult::Canceled)
|
|
{
|
|
NotificationItem->SetText(NSLOCTEXT("MainFrame", "RecompileCanceled", "Compile Canceled!"));
|
|
}
|
|
else
|
|
{
|
|
NotificationItem->SetText(NSLOCTEXT("MainFrame", "RecompileFailed", "Compile Failed!"));
|
|
}
|
|
|
|
NotificationItem->SetCompletionState(SNotificationItem::CS_Fail);
|
|
NotificationItem->SetHyperlink(FSimpleDelegate::CreateStatic(&Local::ShowCompileLog));
|
|
NotificationItem->SetExpireDuration(30.0f);
|
|
}
|
|
|
|
NotificationItem->ExpireAndFadeout();
|
|
|
|
CompileNotificationPtr.Reset();
|
|
}
|
|
}
|
|
|
|
|
|
void FMainFrameModule::HandleHotReloadFinished( bool bWasTriggeredAutomatically )
|
|
{
|
|
// Only play the notification for hot reloads that were triggered automatically. If the user triggered the hot reload, they'll
|
|
// have a different visual cue for that, such as the "Compiling Complete!" notification
|
|
if( bWasTriggeredAutomatically )
|
|
{
|
|
FNotificationInfo Info( LOCTEXT("HotReloadFinished", "Hot Reload Complete!") );
|
|
Info.Image = FEditorStyle::GetBrush(TEXT("LevelEditor.RecompileGameCode"));
|
|
Info.FadeInDuration = 0.1f;
|
|
Info.FadeOutDuration = 0.5f;
|
|
Info.ExpireDuration = 1.5f;
|
|
Info.bUseThrobber = false;
|
|
Info.bUseSuccessFailIcons = true;
|
|
Info.bUseLargeFont = true;
|
|
Info.bFireAndForget = false;
|
|
Info.bAllowThrottleWhenFrameRateIsLow = false;
|
|
auto NotificationItem = FSlateNotificationManager::Get().AddNotification( Info );
|
|
NotificationItem->SetCompletionState(SNotificationItem::CS_Success);
|
|
NotificationItem->ExpireAndFadeout();
|
|
|
|
GEditor->PlayEditorSound(CompileSuccessSound);
|
|
}
|
|
}
|
|
|
|
|
|
void FMainFrameModule::HandleCodeAccessorLaunched( const bool WasSuccessful )
|
|
{
|
|
TSharedPtr<SNotificationItem> NotificationItem = CodeAccessorNotificationPtr.Pin();
|
|
|
|
if (NotificationItem.IsValid())
|
|
{
|
|
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
|
|
const FText AccessorNameText = SourceCodeAccessModule.GetAccessor().GetNameText();
|
|
|
|
if (WasSuccessful)
|
|
{
|
|
NotificationItem->SetText( FText::Format(LOCTEXT("CodeAccessorLoadComplete", "{0} loaded!"), AccessorNameText) );
|
|
NotificationItem->SetCompletionState(SNotificationItem::CS_Success);
|
|
}
|
|
else
|
|
{
|
|
NotificationItem->SetText( FText::Format(LOCTEXT("CodeAccessorLoadFailed", "{0} failed to launch!"), AccessorNameText) );
|
|
NotificationItem->SetCompletionState(SNotificationItem::CS_Fail);
|
|
}
|
|
|
|
NotificationItem->ExpireAndFadeout();
|
|
CodeAccessorNotificationPtr.Reset();
|
|
}
|
|
}
|
|
|
|
|
|
void FMainFrameModule::HandleCodeAccessorLaunching()
|
|
{
|
|
if (CodeAccessorNotificationPtr.IsValid())
|
|
{
|
|
CodeAccessorNotificationPtr.Pin()->ExpireAndFadeout();
|
|
}
|
|
|
|
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
|
|
const FText AccessorNameText = SourceCodeAccessModule.GetAccessor().GetNameText();
|
|
|
|
FNotificationInfo Info( FText::Format(LOCTEXT("CodeAccessorLoadInProgress", "Loading {0}"), AccessorNameText) );
|
|
Info.bFireAndForget = false;
|
|
|
|
CodeAccessorNotificationPtr = FSlateNotificationManager::Get().AddNotification(Info);
|
|
CodeAccessorNotificationPtr.Pin()->SetCompletionState(SNotificationItem::CS_Pending);
|
|
}
|
|
|
|
void FMainFrameModule::HandleCodeAccessorOpenFileFailed(const FString& Filename)
|
|
{
|
|
auto* Info = new FNotificationInfo(FText::Format(LOCTEXT("FileNotFound", "Could not find code file, {0}"), FText::FromString(Filename)));
|
|
Info->ExpireDuration = 3.0f;
|
|
FSlateNotificationManager::Get().QueueNotification(Info);
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|
|
|
|
|
|
IMPLEMENT_MODULE(FMainFrameModule, MainFrame);
|