Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/Animation/AsyncAnimCompressionUI.cpp
Lina Halper 44c1bb3292 COPY from //Dev-Anim to //Dev-Main
#rb: none
#fyi: Laurent.Delayen, Thomas.Sarkanen

[CL 11088765 by Lina Halper in Main branch]
2020-01-22 17:58:55 -05:00

43 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AsyncAnimCompressionUI.h"
#include "GlobalEditorNotification.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "Animation/AnimCompressionDerivedDataPublic.h"
#include "Animation/AnimSequence.h"
/** Notification class for asynchronous shader compiling. */
class FAnimCompressionNotificationImpl : public FGlobalEditorNotification
{
protected:
/** FGlobalEditorNotification interface */
virtual bool ShouldShowNotification(const bool bIsNotificationAlreadyActive) const override;
virtual void SetNotificationText(const TSharedPtr<SNotificationItem>& InNotificationItem) const override;
};
/** Global notification object. */
FAnimCompressionNotificationImpl GAnimCompressionNotification;
bool FAnimCompressionNotificationImpl::ShouldShowNotification(const bool bIsNotificationAlreadyActive) const
{
const uint32 RemainingJobsThreshold = bIsNotificationAlreadyActive ? 0 : 10;
const uint32 ActiveJobs = GAsyncCompressedAnimationsTracker ? GAsyncCompressedAnimationsTracker->GetNumRemainingJobs() : 0;
return ActiveJobs > RemainingJobsThreshold;
}
void FAnimCompressionNotificationImpl::SetNotificationText(const TSharedPtr<SNotificationItem>& InNotificationItem) const
{
if(GAsyncCompressedAnimationsTracker)
{
const int32 RemainingJobs = GAsyncCompressedAnimationsTracker->GetNumRemainingJobs();
if (RemainingJobs > 0)
{
FFormatNamedArguments Args;
Args.Add(TEXT("AnimsToCompress"), FText::AsNumber(RemainingJobs));
const FText ProgressMessage = FText::Format(NSLOCTEXT("AsyncAnimCompression", "AnimCompressionInProgressFormat", "Compressing Animations ({AnimsToCompress})"), Args);
InNotificationItem->SetText(ProgressMessage);
}
}
}