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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]
315 lines
11 KiB
C++
315 lines
11 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "STutorialOverlay.h"
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#include "Layout/ArrangedChildren.h"
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#include "Rendering/DrawElements.h"
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#include "Modules/ModuleManager.h"
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#include "Templates/Casts.h"
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#include "Misc/PackageName.h"
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#include "Widgets/SBoxPanel.h"
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#include "Widgets/SOverlay.h"
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#include "Styling/CoreStyle.h"
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#include "Widgets/SCanvas.h"
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#include "Framework/Docking/TabManager.h"
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#include "Engine/Blueprint.h"
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#include "Editor.h"
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#include "Toolkits/AssetEditorManager.h"
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#include "IntroTutorials.h"
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#include "STutorialContent.h"
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#include "Kismet2/KismetEditorUtilities.h"
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#include "LevelEditor.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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static FName IntroTutorialsModuleName("IntroTutorials");
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void STutorialOverlay::Construct(const FArguments& InArgs, UEditorTutorial* InTutorial, FTutorialStage* const InStage)
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{
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ParentWindow = InArgs._ParentWindow;
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bIsStandalone = InArgs._IsStandalone;
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OnClosed = InArgs._OnClosed;
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bHasValidContent = InStage != nullptr;
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OnWidgetWasDrawn = InArgs._OnWidgetWasDrawn;
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TSharedPtr<SOverlay> Overlay;
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ChildSlot
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[
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SAssignNew(Overlay, SOverlay)
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+SOverlay::Slot()
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[
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SAssignNew(OverlayCanvas, SCanvas)
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]
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];
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if(InStage != nullptr)
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{
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// add non-widget content, if any
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if(InArgs._AllowNonWidgetContent && InStage->Content.Type != ETutorialContent::None)
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{
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Overlay->AddSlot()
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[
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SNew(SHorizontalBox)
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+SHorizontalBox::Slot()
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.VAlign(VAlign_Center)
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.HAlign(HAlign_Center)
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[
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SNew(STutorialContent, InTutorial, InStage->Content)
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.OnClosed(InArgs._OnClosed)
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.OnNextClicked(InArgs._OnNextClicked)
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.OnHomeClicked(InArgs._OnHomeClicked)
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.OnBackClicked(InArgs._OnBackClicked)
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.IsBackEnabled(InArgs._IsBackEnabled)
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.IsHomeEnabled(InArgs._IsHomeEnabled)
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.IsNextEnabled(InArgs._IsNextEnabled)
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.IsStandalone(InArgs._IsStandalone)
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.WrapTextAt(600.0f)
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.NextButtonText(InStage->NextButtonText)
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.BackButtonText(InStage->BackButtonText)
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]
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];
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}
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if(InStage->WidgetContent.Num() > 0)
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{
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FIntroTutorials& IntroTutorials = FModuleManager::Get().GetModuleChecked<FIntroTutorials>("IntroTutorials");
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// now add canvas slots for widget-bound content
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for (const FTutorialWidgetContent& WidgetContent : InStage->WidgetContent)
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{
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if (WidgetContent.Content.Type != ETutorialContent::None)
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{
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TSharedPtr<STutorialContent> ContentWidget =
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SNew(STutorialContent, InTutorial, WidgetContent.Content)
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.HAlign(WidgetContent.HorizontalAlignment)
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.VAlign(WidgetContent.VerticalAlignment)
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.Offset(WidgetContent.Offset)
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.IsStandalone(bIsStandalone)
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.OnClosed(InArgs._OnClosed)
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.OnNextClicked(InArgs._OnNextClicked)
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.OnHomeClicked(InArgs._OnHomeClicked)
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.OnBackClicked(InArgs._OnBackClicked)
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.IsBackEnabled(InArgs._IsBackEnabled)
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.IsHomeEnabled(InArgs._IsHomeEnabled)
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.IsNextEnabled(InArgs._IsNextEnabled)
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.WrapTextAt(WidgetContent.ContentWidth)
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.Anchor(WidgetContent.WidgetAnchor)
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.AllowNonWidgetContent(InArgs._AllowNonWidgetContent)
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.OnWasWidgetDrawn(InArgs._OnWasWidgetDrawn);
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PerformWidgetInteractions(InTutorial, WidgetContent);
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OverlayCanvas->AddSlot()
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.Position(TAttribute<FVector2D>::Create(TAttribute<FVector2D>::FGetter::CreateSP(ContentWidget.Get(), &STutorialContent::GetPosition)))
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.Size(TAttribute<FVector2D>::Create(TAttribute<FVector2D>::FGetter::CreateSP(ContentWidget.Get(), &STutorialContent::GetSize)))
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[
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ContentWidget.ToSharedRef()
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];
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OnPaintNamedWidget.AddSP(ContentWidget.Get(), &STutorialContent::HandlePaintNamedWidget);
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OnResetNamedWidget.AddSP(ContentWidget.Get(), &STutorialContent::HandleResetNamedWidget);
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OnCacheWindowSize.AddSP(ContentWidget.Get(), &STutorialContent::HandleCacheWindowSize);
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}
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}
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}
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}
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}
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int32 STutorialOverlay::OnPaint( const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled ) const
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{
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if(ParentWindow.IsValid())
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{
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bool bIsPicking = false;
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FName WidgetNameToHighlight = NAME_None;
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FIntroTutorials& IntroTutorials = FModuleManager::Get().GetModuleChecked<FIntroTutorials>(IntroTutorialsModuleName);
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if(IntroTutorials.OnIsPicking().IsBound())
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{
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bIsPicking = IntroTutorials.OnIsPicking().Execute(WidgetNameToHighlight);
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}
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if(bIsPicking || bHasValidContent)
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{
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TSharedPtr<SWindow> PinnedWindow = ParentWindow.Pin();
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OnResetNamedWidget.Broadcast();
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OnCacheWindowSize.Broadcast(PinnedWindow->GetWindowGeometryInWindow().Size);
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LayerId = TraverseWidgets(PinnedWindow.ToSharedRef(), PinnedWindow->GetWindowGeometryInWindow(), MyClippingRect, OutDrawElements, LayerId);
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}
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}
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return SCompoundWidget::OnPaint(Args, AllottedGeometry, MyClippingRect, OutDrawElements, LayerId, InWidgetStyle, bParentEnabled);
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}
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int32 STutorialOverlay::TraverseWidgets(TSharedRef<SWidget> InWidget, const FGeometry& InGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId) const
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{
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bool bIsPicking = false;
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bool bShouldHighlight = false;
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bool bShouldDraw = false;
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FName WidgetNameToHighlight = NAME_None;
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FIntroTutorials& IntroTutorials = FModuleManager::Get().GetModuleChecked<FIntroTutorials>(IntroTutorialsModuleName);
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if (IntroTutorials.OnValidatePickingCandidate().IsBound())
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{
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bIsPicking = IntroTutorials.OnValidatePickingCandidate().Execute(InWidget,WidgetNameToHighlight,bShouldHighlight);
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}
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// First draw the widget if we should
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TSharedPtr<FTagMetaData> WidgetMetaData = InWidget->GetMetaData<FTagMetaData>();
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const FName WidgetTag = (WidgetMetaData.IsValid() && WidgetMetaData->Tag.IsValid()) ? WidgetMetaData->Tag : InWidget->GetTag();
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if (WidgetTag != NAME_None || WidgetMetaData.IsValid())
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{
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// we are a named widget - ask it to draw
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OnPaintNamedWidget.Broadcast(InWidget, InGeometry);
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OnWidgetWasDrawn.ExecuteIfBound(WidgetTag);
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}
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// Next check and draw the highlight as appropriate
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if (bIsPicking == true)
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{
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// if we are picking, we need to draw an outline here
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if(WidgetNameToHighlight != NAME_None )
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{
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if(bIsPicking == true)
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{
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const FLinearColor Color = bIsPicking && bShouldHighlight ? FLinearColor::Green : FLinearColor::White;
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FSlateDrawElement::MakeBox(OutDrawElements, LayerId++, InGeometry.ToPaintGeometry(), FCoreStyle::Get().GetBrush(TEXT("Debug.Border")), MyClippingRect, ESlateDrawEffect::None, Color);
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}
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}
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}
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FArrangedChildren ArrangedChildren(EVisibility::Visible);
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InWidget->ArrangeChildren(InGeometry, ArrangedChildren);
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for(int32 ChildIndex = 0; ChildIndex < ArrangedChildren.Num(); ChildIndex++)
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{
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const FArrangedWidget& ArrangedWidget = ArrangedChildren[ChildIndex];
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LayerId = TraverseWidgets(ArrangedWidget.Widget, ArrangedWidget.Geometry, MyClippingRect, OutDrawElements, LayerId);
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}
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return LayerId;
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}
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void STutorialOverlay::PerformWidgetInteractions(UEditorTutorial* InTutorial, const FTutorialWidgetContent &WidgetContent)
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{
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// Open any browser we need too
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OpenBrowserForWidgetAnchor(InTutorial, WidgetContent);
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FocusOnAnyBlueprintNodes(WidgetContent);
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}
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void STutorialOverlay::OpenBrowserForWidgetAnchor(UEditorTutorial* InTutorial, const FTutorialWidgetContent &WidgetContent)
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{
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if(!WidgetContent.WidgetAnchor.TabToFocusOrOpen.IsEmpty())
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{
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IAssetEditorInstance* AssetEditor = nullptr;
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// Check to see if we can find a blueprint relevant to this node and open the editor for that (Then try to get the tabmanager from that)
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if(WidgetContent.WidgetAnchor.OuterName.Len() > 0)
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{
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// Remove the prefix from the name
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int32 Space = WidgetContent.WidgetAnchor.OuterName.Find(TEXT(" "));
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FString Name = WidgetContent.WidgetAnchor.OuterName.RightChop(Space + 1);
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TArray<FString> AssetPaths;
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AssetPaths.Add(Name);
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FAssetEditorManager::Get().OpenEditorsForAssets(AssetPaths);
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UObject* Blueprint = FindObject<UObject>(ANY_PACKAGE, *Name);
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// If we found a blueprint
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if(Blueprint != nullptr)
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{
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IAssetEditorInstance* PotentialAssetEditor = FAssetEditorManager::Get().FindEditorForAsset(Blueprint, false);
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if(PotentialAssetEditor != nullptr)
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{
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AssetEditor = PotentialAssetEditor;
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}
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}
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}
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// If we haven't found a tab manager, next check the asset editor that we reference in this tutorial, if any
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if(AssetEditor == nullptr)
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{
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// Try looking for the object that this tutorial references (it should already be loaded by this tutorial if it exists).
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UObject* AssetObject = InTutorial->AssetToUse.ResolveObject();
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if(AssetObject != nullptr)
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{
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IAssetEditorInstance* PotentialAssetEditor = FAssetEditorManager::Get().FindEditorForAsset(AssetObject, false);
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if(PotentialAssetEditor != nullptr)
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{
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AssetEditor = PotentialAssetEditor;
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}
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}
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}
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// Invoke any tab
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if(AssetEditor != nullptr)
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{
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AssetEditor->InvokeTab(FTabId(*WidgetContent.WidgetAnchor.TabToFocusOrOpen));
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}
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else
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{
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// fallback to trying the main level editor tab manager
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FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked<FLevelEditorModule>(TEXT("LevelEditor"));
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TSharedPtr<FTabManager> LevelEditorTabManager = LevelEditorModule.GetLevelEditorTabManager();
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LevelEditorTabManager->InvokeTab(FName(*WidgetContent.WidgetAnchor.TabToFocusOrOpen));
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}
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}
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}
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void STutorialOverlay::FocusOnAnyBlueprintNodes(const FTutorialWidgetContent &WidgetContent)
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{
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if (WidgetContent.bAutoFocus == false)
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{
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return;
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}
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const FString Name = WidgetContent.WidgetAnchor.OuterName;
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const FName ObjectPath = WidgetContent.WidgetAnchor.WrapperIdentifier;
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int32 NameIndex;
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Name.FindLastChar(TEXT('.'), NameIndex);
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FString BlueprintName = Name.RightChop(NameIndex + 1);
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UBlueprint* Blueprint = FindObject<UBlueprint>(ANY_PACKAGE, *BlueprintName);
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// If we find a blueprint
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if (Blueprint != nullptr)
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{
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// Try to grab guid
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FGuid NodeGuid;
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FGuid::Parse(WidgetContent.WidgetAnchor.GUIDString, NodeGuid);
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UEdGraphNode* OutNode = NULL;
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if (UEdGraphNode* GraphNode = FBlueprintEditorUtils::GetNodeByGUID(Blueprint, NodeGuid))
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{
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FKismetEditorUtilities::BringKismetToFocusAttentionOnObject(GraphNode, false);
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}
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}
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else if ( !ObjectPath.IsNone() )
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{
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// if we didn't have a blueprint object to focus on, try it with a regular one
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UObject* FocusObject = FindObject<UObject>(ANY_PACKAGE, *ObjectPath.ToString());
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// If we didn't find it, maybe it just hasn't been loaded yet
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if( FocusObject == nullptr )
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{
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FocusObject = LoadObject<UObject>(nullptr, *ObjectPath.ToString(),nullptr, LOAD_FindIfFail);
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}
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// If we found an asset redirector, we need to follow it
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UObjectRedirector* Redir = dynamic_cast<UObjectRedirector*>(FocusObject);
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if (Redir)
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{
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FocusObject = Redir->DestinationObject;
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}
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// If we failed to find the object, it may be a class that has been redirected
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if (!FocusObject)
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{
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const FString ObjectName = FPackageName::ObjectPathToObjectName(ObjectPath.ToString());
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const FName RedirectedObjectName = FLinkerLoad::FindNewNameForClass(*ObjectName, false);
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if (!RedirectedObjectName.IsNone())
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{
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FocusObject = FindObject<UClass>(ANY_PACKAGE, *RedirectedObjectName.ToString());
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}
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}
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if (FocusObject)
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{
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TArray< UObject* > Objects;
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Objects.Add(FocusObject);
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GEditor->SyncBrowserToObjects(Objects);
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}
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}
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}
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