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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
242 lines
6.2 KiB
C++
242 lines
6.2 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "ScopedSourceControlProgress.h"
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#include "Misc/App.h"
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#include "ISourceControlProvider.h"
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#if SOURCE_CONTROL_WITH_SLATE
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#include "Layout/Visibility.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Input/Reply.h"
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#include "Widgets/Images/SThrobber.h"
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#include "Widgets/SBoxPanel.h"
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#include "Widgets/SWindow.h"
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#include "Widgets/Layout/SBorder.h"
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#include "Widgets/Input/SButton.h"
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#include "Widgets/Layout/SBox.h"
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#include "Widgets/Layout/SUniformGridPanel.h"
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#include "Widgets/Text/STextBlock.h"
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#include "Widgets/Images/SImage.h"
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#include "Framework/Docking/TabManager.h"
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#include "Framework/Application/SlateApplication.h"
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#include "EditorStyleSet.h"
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#define LOCTEXT_NAMESPACE "SourceControlProgress"
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namespace SourceControlConstants
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{
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/** The time (in seconds) we wait before letting the user know that an operation is taking a while */
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float OperationTimeOut = 10.0f;
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}
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class SSourceControlProgress : public SBorder
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{
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public:
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SLATE_BEGIN_ARGS(SSourceControlProgress) {}
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/** The text to display */
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SLATE_ATTRIBUTE(FText, Text)
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/** The delegate to call when the cancel button is clicked */
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SLATE_ARGUMENT(FSimpleDelegate, OnCancelled)
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SLATE_END_ARGS()
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public:
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void Construct(const FArguments& InArgs)
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{
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OnCancelled = InArgs._OnCancelled;
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bCancelClicked = false;
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TimeStamp = FPlatformTime::Seconds();
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SBorder::Construct( SBorder::FArguments()
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.BorderImage( FEditorStyle::GetBrush("ChildWindow.Background") )
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.Padding(16.0f)
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.VAlign(VAlign_Center)
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[
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SNew(SBox)
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.WidthOverride(500.0f)
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[
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SNew(SVerticalBox)
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+SVerticalBox::Slot()
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.AutoHeight()
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.Padding(0.0f, 8.0f)
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[
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SNew(STextBlock)
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.Text(InArgs._Text)
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]
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+SVerticalBox::Slot()
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.AutoHeight()
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.Padding(0.0f, 8.0f)
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[
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SNew(SHorizontalBox)
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.Visibility(this, &SSourceControlProgress::GetWarningVisibility)
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+SHorizontalBox::Slot()
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.AutoWidth()
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.VAlign(VAlign_Center)
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.HAlign(HAlign_Center)
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[
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SNew(SImage)
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.Image(FEditorStyle::GetBrush("SourceControl.ProgressWindow.Warning"))
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]
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+SHorizontalBox::Slot()
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.VAlign(VAlign_Center)
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.AutoWidth()
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[
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SNew(STextBlock)
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.Text(LOCTEXT("LongTaskMessage", "Operation is taking a long time to complete. Click cancel to stop the current operation, you can try again later."))
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.WrapTextAt(450.0f)
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]
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]
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+SVerticalBox::Slot()
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.AutoHeight()
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.Padding(0.0f, 8.0f, 0.0f, 0.0f)
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[
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SNew(SHorizontalBox)
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+SHorizontalBox::Slot()
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.FillWidth(1.0f)
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.VAlign(VAlign_Center)
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.HAlign(HAlign_Left)
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[
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SNew(SThrobber)
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]
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+SHorizontalBox::Slot()
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.HAlign(HAlign_Right)
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.AutoWidth()
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[
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// buttons
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SNew(SUniformGridPanel)
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.SlotPadding(FEditorStyle::GetMargin("StandardDialog.SlotPadding"))
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.MinDesiredSlotWidth(FEditorStyle::GetFloat("StandardDialog.MinDesiredSlotWidth"))
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.MinDesiredSlotHeight(FEditorStyle::GetFloat("StandardDialog.MinDesiredSlotHeight"))
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+SUniformGridPanel::Slot(0, 0)
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[
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SNew(SButton)
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.HAlign(HAlign_Center)
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.Text(LOCTEXT("ContinueButtonLabel", "Continue"))
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.OnClicked(this, &SSourceControlProgress::OnContinueClicked)
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.Visibility(this, &SSourceControlProgress::GetWarningVisibility)
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]
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+SUniformGridPanel::Slot(1, 0)
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[
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SNew(SButton)
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.HAlign(HAlign_Center)
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.Text(LOCTEXT("CancelButtonLabel", "Cancel"))
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.OnClicked(this, &SSourceControlProgress::OnCancelClicked)
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.IsEnabled(this, &SSourceControlProgress::IsCancelEnabled)
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.Visibility(this, &SSourceControlProgress::GetCancelVisibility)
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]
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]
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]
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]
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]);
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}
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private:
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/** Delegate used to get the visibility of the cancel button */
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EVisibility GetCancelVisibility() const
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{
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return OnCancelled.IsBound() ? EVisibility::Visible : EVisibility::Collapsed;
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}
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/** Delegate used to get the visibility of the warning text */
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EVisibility GetWarningVisibility() const
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{
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if(!OnCancelled.IsBound())
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{
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return EVisibility::Collapsed;
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}
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else if(FPlatformTime::Seconds() - TimeStamp > SourceControlConstants::OperationTimeOut)
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{
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return EVisibility::Visible;
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}
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return EVisibility::Hidden;
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}
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/** Handler for the continue button */
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FReply OnContinueClicked()
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{
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TimeStamp = FPlatformTime::Seconds();
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return FReply::Handled();
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}
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/** Handler for the cancel button */
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FReply OnCancelClicked()
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{
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bCancelClicked = true;
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OnCancelled.ExecuteIfBound();
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return FReply::Handled();
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}
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/** Delegate used to get the enabled state of the cancel button */
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bool IsCancelEnabled() const
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{
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return !bCancelClicked;
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}
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private:
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/** Flag used to disable the cancel button once clicked */
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bool bCancelClicked;
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/** The timer we use to determine when to display the 'long task' message */
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float TimeStamp;
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/** The delegate to call when the cancel button is clicked */
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FSimpleDelegate OnCancelled;
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};
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FScopedSourceControlProgress::FScopedSourceControlProgress(const FText& InText, const FSimpleDelegate& InOnCancelled)
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{
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if(!(FApp::IsUnattended() || IsRunningCommandlet()) && !InText.IsEmpty())
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{
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TSharedRef<SWindow> Window = SNew(SWindow)
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.IsPopupWindow(true)
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.SupportsMaximize(false)
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.SupportsMinimize(false)
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.CreateTitleBar(false)
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.SizingRule(ESizingRule::Autosized);
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WindowPtr = Window;
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Window->SetContent(
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SNew(SSourceControlProgress)
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.Text(InText)
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.OnCancelled(InOnCancelled)
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);
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TSharedPtr<SWindow> RootWindow = FGlobalTabmanager::Get()->GetRootWindow();
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FSlateApplication::Get().AddModalWindow(Window, RootWindow, true);
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Window->ShowWindow();
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Tick();
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}
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}
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FScopedSourceControlProgress::~FScopedSourceControlProgress()
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{
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if(WindowPtr.IsValid())
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{
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WindowPtr.Pin()->RequestDestroyWindow();
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}
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}
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void FScopedSourceControlProgress::Tick()
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{
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if (!(FApp::IsUnattended() || IsRunningCommandlet()) && WindowPtr.IsValid() && FSlateApplication::Get().CanDisplayWindows())
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{
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// Tick Slate application
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FSlateApplication::Get().Tick();
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// Sync the game thread and the render thread
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FSlateApplication::Get().GetRenderer()->Sync();
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}
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}
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#endif // SOURCE_CONTROL_WITH_SLATE
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#undef LOCTEXT_NAMESPACE
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