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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]
473 lines
16 KiB
C++
473 lines
16 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "STutorialRoot.h"
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#include "Framework/Application/SlateApplication.h"
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#include "Templates/SubclassOf.h"
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#include "Kismet/GameplayStatics.h"
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#include "Toolkits/AssetEditorManager.h"
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#include "IntroTutorials.h"
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#include "EditorTutorial.h"
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#include "SEditorTutorials.h"
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#include "EditorTutorialSettings.h"
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#include "TutorialStateSettings.h"
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#include "Toolkits/ToolkitManager.h"
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#include "Toolkits/IToolkitHost.h"
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#include "EngineAnalytics.h"
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#include "AnalyticsEventAttribute.h"
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#include "Interfaces/IAnalyticsProvider.h"
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#include "Framework/Notifications/NotificationManager.h"
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#include "Widgets/Notifications/SNotificationList.h"
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#define LOCTEXT_NAMESPACE "STutorialRoot"
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void STutorialRoot::Construct(const FArguments& InArgs)
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{
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CurrentTutorial = nullptr;
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CurrentTutorialStage = 0;
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CurrentTutorialStartTime = FPlatformTime::Seconds();
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ChildSlot
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[
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SNullWidget::NullWidget
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];
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}
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void STutorialRoot::AttachWidget(TSharedPtr<SWidget> Widget)
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{
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//This checkSlow is just here to ensure we know what we're doing
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checkSlow(ChildSlot.GetWidget() == SNullWidget::NullWidget);
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ChildSlot.AttachWidget(Widget.ToSharedRef());
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}
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void STutorialRoot::DetachWidget()
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{
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ChildSlot.DetachWidget();
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}
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void STutorialRoot::MaybeAddOverlay(TSharedRef<SWindow> InWindow)
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{
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if(InWindow->HasOverlay())
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{
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// check we don't already have a widget overlay for this window
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TWeakPtr<SEditorTutorials>* FoundWidget = TutorialWidgets.Find(InWindow);
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if(FoundWidget == nullptr)
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{
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TSharedPtr<SEditorTutorials> TutorialWidget = nullptr;
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InWindow->AddOverlaySlot()
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[
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SNew(SHorizontalBox)
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+SHorizontalBox::Slot()
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.VAlign(VAlign_Fill)
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.HAlign(HAlign_Fill)
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[
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SAssignNew(TutorialWidget, SEditorTutorials)
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.ParentWindow(InWindow)
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.OnNextClicked(FOnNextClicked::CreateSP(this, &STutorialRoot::HandleNextClicked))
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.OnBackClicked(FSimpleDelegate::CreateSP(this, &STutorialRoot::HandleBackClicked))
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.OnHomeClicked(FSimpleDelegate::CreateSP(this, &STutorialRoot::HandleHomeClicked))
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.OnCloseClicked(FSimpleDelegate::CreateSP(this, &STutorialRoot::HandleCloseClicked))
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.OnGetCurrentTutorial(FOnGetCurrentTutorial::CreateSP(this, &STutorialRoot::HandleGetCurrentTutorial))
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.OnGetCurrentTutorialStage(FOnGetCurrentTutorialStage::CreateSP(this, &STutorialRoot::HandleGetCurrentTutorialStage))
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.OnLaunchTutorial(FOnLaunchTutorial::CreateSP(this, &STutorialRoot::LaunchTutorial))
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.OnWasWidgetDrawn(FOnWasWidgetDrawn::CreateSP(this, &STutorialRoot::WasWidgetDrawn))
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.OnWidgetWasDrawn(FOnWidgetWasDrawn::CreateSP(this, &STutorialRoot::WidgetWasDrawn))
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]
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];
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FoundWidget = &TutorialWidgets.Add(InWindow, TutorialWidget);
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FoundWidget->Pin()->RebuildCurrentContent();
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}
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}
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TArray<TSharedRef<SWindow>> ChildWindows = InWindow->GetChildWindows();
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for(auto& ChildWindow : ChildWindows)
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{
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MaybeAddOverlay(ChildWindow);
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}
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}
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void STutorialRoot::Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
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{
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TArray<TSharedRef<SWindow>> Windows = FSlateApplication::Get().GetInteractiveTopLevelWindows();
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for(auto& Window : Windows)
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{
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MaybeAddOverlay(Window);
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}
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// empty array but leave us the slack (we dont want to reallocate all the time, and this array should never grow too large)
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PreviouslyDrawnWidgets.Empty(PreviouslyDrawnWidgets.Max());
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PreviouslyDrawnWidgets.Append(MoveTemp(DrawnWidgets));
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DrawnWidgets.Empty(DrawnWidgets.Max());
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}
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void STutorialRoot::LaunchTutorial(UEditorTutorial* InTutorial, IIntroTutorials::ETutorialStartType InStartType, TWeakPtr<SWindow> InNavigationWindow, FSimpleDelegate InOnTutorialClosed, FSimpleDelegate InOnTutorialExited)
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{
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if(InTutorial != nullptr)
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{
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CurrentTutorial = InTutorial;
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// we force a restart if this tutorial was completed
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if (GetDefault<UTutorialStateSettings>()->HaveCompletedTutorial(CurrentTutorial) && (InStartType == IIntroTutorials::ETutorialStartType::TST_CONTINUE))
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{
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InStartType = IIntroTutorials::ETutorialStartType::TST_RESTART;
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}
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bool bHaveSeenTutorial = false;
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switch (InStartType)
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{
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case IIntroTutorials::ETutorialStartType::TST_RESTART:
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CurrentTutorialStage = 0;
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break;
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case IIntroTutorials::ETutorialStartType::TST_LASTSTAGE:
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CurrentTutorialStage = FMath::Max(0, (CurrentTutorial->Stages.Num() - 1));
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break;
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default:
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case IIntroTutorials::ETutorialStartType::TST_CONTINUE:
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CurrentTutorialStage = GetDefault<UTutorialStateSettings>()->GetProgress(CurrentTutorial, bHaveSeenTutorial);
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break;
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}
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// check if we should be launching this tutorial for an asset editor
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if(InTutorial->AssetToUse.IsValid())
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{
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TArray<FString> AssetPaths;
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AssetPaths.Add(InTutorial->AssetToUse.ToString());
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FAssetEditorManager::Get().OpenEditorsForAssets(AssetPaths);
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UObject* Asset = InTutorial->AssetToUse.ResolveObject();
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if(Asset != nullptr)
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{
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TSharedPtr<IToolkit> Toolkit = FToolkitManager::Get().FindEditorForAsset( Asset );
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if(Toolkit.IsValid())
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{
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InNavigationWindow = FSlateApplication::Get().FindWidgetWindow(Toolkit->GetToolkitHost()->GetParentWidget());
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// make sure we have a valid tutorial overlay
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if(InNavigationWindow.IsValid())
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{
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MaybeAddOverlay(InNavigationWindow.Pin().ToSharedRef());
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}
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}
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}
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}
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CurrentTutorialStartTime = FPlatformTime::Seconds();
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// launch tutorial for all windows we wrap - any tutorial can display over any window
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for(auto& TutorialWidget : TutorialWidgets)
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{
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if(TutorialWidget.Value.IsValid())
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{
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bool bIsNavigationWindow = false;
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if (!InNavigationWindow.IsValid())
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{
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bIsNavigationWindow = TutorialWidget.Value.Pin()->IsNavigationVisible();
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}
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else
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{
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bIsNavigationWindow = (TutorialWidget.Value.Pin()->GetParentWindow() == InNavigationWindow.Pin());
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}
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TutorialWidget.Value.Pin()->LaunchTutorial(bIsNavigationWindow, InOnTutorialClosed, InOnTutorialExited);
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}
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}
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if (CurrentTutorial != nullptr)
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{
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CurrentTutorial->HandleTutorialLaunched();
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}
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if (CurrentTutorial != nullptr && CurrentTutorialStage < CurrentTutorial->Stages.Num())
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{
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CurrentTutorial->HandleTutorialStageStarted(CurrentTutorial->Stages[CurrentTutorialStage].Name);
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}
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}
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}
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void STutorialRoot::CloseAllTutorialContent()
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{
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for (auto& TutorialWidget : TutorialWidgets)
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{
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if (TutorialWidget.Value.IsValid())
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{
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TutorialWidget.Value.Pin()->HideContent();
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}
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}
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}
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void STutorialRoot::HandleNextClicked(TWeakPtr<SWindow> InNavigationWindow)
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{
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GoToNextStage(InNavigationWindow);
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}
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void STutorialRoot::HandleBackClicked()
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{
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if( FEngineAnalytics::IsAvailable() && CurrentTutorial != nullptr)
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{
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TArray<FAnalyticsEventAttribute> EventAttributes;
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EventAttributes.Add(FAnalyticsEventAttribute(TEXT("Context.Tutorial"), FIntroTutorials::AnalyticsEventNameFromTutorial(CurrentTutorial)));
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EventAttributes.Add(FAnalyticsEventAttribute(TEXT("Context.StageIndex"), CurrentTutorialStage));
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FEngineAnalytics::GetProvider().RecordEvent( TEXT("Rocket.Tutorials.ClickedBackButton"), EventAttributes );
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}
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GoToPreviousStage();
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for(auto& TutorialWidget : TutorialWidgets)
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{
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if(TutorialWidget.Value.IsValid())
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{
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TSharedPtr<SEditorTutorials> PinnedTutorialWidget = TutorialWidget.Value.Pin();
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PinnedTutorialWidget->RebuildCurrentContent();
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}
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}
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}
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void STutorialRoot::HandleHomeClicked()
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{
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if(CurrentTutorial != nullptr)
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{
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CurrentTutorial->HandleTutorialClosed();
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GetMutableDefault<UTutorialStateSettings>()->RecordProgress(CurrentTutorial, CurrentTutorialStage);
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GetMutableDefault<UTutorialStateSettings>()->SaveProgress();
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}
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// submit analytics data
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if( FEngineAnalytics::IsAvailable() && CurrentTutorial != nullptr && CurrentTutorialStage < CurrentTutorial->Stages.Num() )
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{
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FString const CurrentExcerptTitle = CurrentTutorial->Stages[CurrentTutorialStage].Name.ToString();
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int32 const CurrentExcerptIndex = CurrentTutorialStage;
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float const CurrentPageElapsedTime = (float)(FPlatformTime::Seconds() - CurrentTutorialStartTime);
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TArray<FAnalyticsEventAttribute> EventAttributes;
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EventAttributes.Add(FAnalyticsEventAttribute(TEXT("LastStageIndex"), CurrentExcerptIndex));
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EventAttributes.Add(FAnalyticsEventAttribute(TEXT("LastStageTitle"), CurrentExcerptTitle));
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EventAttributes.Add(FAnalyticsEventAttribute(TEXT("TimeSpentInTutorial"), CurrentPageElapsedTime));
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EventAttributes.Add(FAnalyticsEventAttribute(TEXT("TutorialAsset"), FIntroTutorials::AnalyticsEventNameFromTutorial(CurrentTutorial)));
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FEngineAnalytics::GetProvider().RecordEvent( TEXT("Rocket.Tutorials.Home"), EventAttributes );
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}
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CurrentTutorial = nullptr;
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CurrentTutorialStage = 0;
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for(auto& TutorialWidget : TutorialWidgets)
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{
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if(TutorialWidget.Value.IsValid())
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{
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TSharedPtr<SEditorTutorials> PinnedTutorialWidget = TutorialWidget.Value.Pin();
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PinnedTutorialWidget->RebuildCurrentContent();
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}
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}
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}
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UEditorTutorial* STutorialRoot::HandleGetCurrentTutorial()
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{
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return CurrentTutorial;
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}
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int32 STutorialRoot::HandleGetCurrentTutorialStage()
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{
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return CurrentTutorialStage;
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}
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void STutorialRoot::AddReferencedObjects( FReferenceCollector& Collector )
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{
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if(CurrentTutorial != nullptr)
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{
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Collector.AddReferencedObject(CurrentTutorial);
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}
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}
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void STutorialRoot::GoToPreviousStage()
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{
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if (CurrentTutorial != nullptr)
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{
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UEditorTutorial* OldTutorial = CurrentTutorial;
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int32 OldTutorialStage = CurrentTutorialStage;
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if (CurrentTutorialStage < CurrentTutorial->Stages.Num())
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{
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CurrentTutorial->HandleTutorialStageEnded(CurrentTutorial->Stages[CurrentTutorialStage].Name);
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}
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FString PlatformName = UGameplayStatics::GetPlatformName();
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for (--CurrentTutorialStage; CurrentTutorialStage >= 0; --CurrentTutorialStage)
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{
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bool bPlatformFoundInList = false;
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for (FString PlatformToTest : CurrentTutorial->Stages[CurrentTutorialStage].PlatformsToTest)
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{
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if (!PlatformName.Compare(PlatformToTest, ESearchCase::IgnoreCase))
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{
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bPlatformFoundInList = true;
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break;
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}
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}
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if (bPlatformFoundInList != CurrentTutorial->Stages[CurrentTutorialStage].bInvertPlatformTest)
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{
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// Skip this stage
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continue;
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}
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// We hit a page that we don't want to skip. Record progress and stop looking.
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GetMutableDefault<UTutorialStateSettings>()->RecordProgress(CurrentTutorial, CurrentTutorialStage);
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break;
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}
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if (CurrentTutorialStage < 0)
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{
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// We went out of bounds for this tutorial, so see if we want to go to another one.
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CurrentTutorialStage = 0;
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if (FName(*CurrentTutorial->PreviousTutorial.ToString()) != NAME_None)
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{
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TSubclassOf<UEditorTutorial> PreviousTutorialClass = LoadClass<UEditorTutorial>(NULL, *CurrentTutorial->PreviousTutorial.ToString(), NULL, LOAD_None, NULL);
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if (PreviousTutorialClass != nullptr)
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{
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LaunchTutorial(PreviousTutorialClass->GetDefaultObject<UEditorTutorial>(), IIntroTutorials::ETutorialStartType::TST_LASTSTAGE, nullptr, FSimpleDelegate(), FSimpleDelegate());
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}
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else
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{
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FSlateNotificationManager::Get().AddNotification(FNotificationInfo(FText::Format(LOCTEXT("PreviousTutorialNotFound", "Could not start previous tutorial {0}"), FText::FromString(CurrentTutorial->PreviousTutorial.ToString()))));
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}
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}
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}
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if (CurrentTutorial != nullptr && CurrentTutorialStage < CurrentTutorial->Stages.Num() && (CurrentTutorial != OldTutorial || CurrentTutorialStage != OldTutorialStage))
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{
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CurrentTutorial->HandleTutorialStageStarted(CurrentTutorial->Stages[CurrentTutorialStage].Name);
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}
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}
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for (auto& TutorialWidget : TutorialWidgets)
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{
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if (TutorialWidget.Value.IsValid())
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{
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TSharedPtr<SEditorTutorials> PinnedTutorialWidget = TutorialWidget.Value.Pin();
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PinnedTutorialWidget->RebuildCurrentContent();
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}
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}
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}
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void STutorialRoot::GoToNextStage(TWeakPtr<SWindow> InNavigationWindow)
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{
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if(CurrentTutorial != nullptr)
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{
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UEditorTutorial* OldTutorial = CurrentTutorial;
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int32 OldTutorialStage = CurrentTutorialStage;
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if(CurrentTutorialStage < CurrentTutorial->Stages.Num())
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{
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CurrentTutorial->HandleTutorialStageEnded(CurrentTutorial->Stages[CurrentTutorialStage].Name);
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}
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FString PlatformName = UGameplayStatics::GetPlatformName();
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for (++CurrentTutorialStage; CurrentTutorialStage < CurrentTutorial->Stages.Num(); ++CurrentTutorialStage)
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{
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bool bPlatformFoundInList = false;
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for (FString PlatformToTest : CurrentTutorial->Stages[CurrentTutorialStage].PlatformsToTest)
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{
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if (!PlatformName.Compare(PlatformToTest, ESearchCase::IgnoreCase))
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{
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bPlatformFoundInList = true;
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break;
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}
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}
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if (bPlatformFoundInList != CurrentTutorial->Stages[CurrentTutorialStage].bInvertPlatformTest)
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{
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// Skip this stage
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continue;
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}
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// We hit a page that we don't want to skip. Record progress and stop looking.
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GetMutableDefault<UTutorialStateSettings>()->RecordProgress(CurrentTutorial, CurrentTutorialStage);
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break;
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}
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if (CurrentTutorialStage >= CurrentTutorial->Stages.Num())
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{
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// We went out of bounds for this tutorial, so see if we want to go to another one.
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CurrentTutorialStage = CurrentTutorial->Stages.Num() - 1;
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if (FName(*CurrentTutorial->NextTutorial.ToString()) != NAME_None)
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{
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TSubclassOf<UEditorTutorial> NextTutorialClass = LoadClass<UEditorTutorial>(NULL, *CurrentTutorial->NextTutorial.ToString(), NULL, LOAD_None, NULL);
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if (NextTutorialClass != nullptr)
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{
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LaunchTutorial(NextTutorialClass->GetDefaultObject<UEditorTutorial>(), IIntroTutorials::ETutorialStartType::TST_RESTART, InNavigationWindow, FSimpleDelegate(), FSimpleDelegate());
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}
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else
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{
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FSlateNotificationManager::Get().AddNotification(FNotificationInfo(FText::Format(LOCTEXT("NextTutorialNotFound", "Could not start next tutorial {0}"), FText::FromString(CurrentTutorial->NextTutorial.ToString()))));
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}
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}
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}
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if (CurrentTutorial != nullptr && CurrentTutorialStage < CurrentTutorial->Stages.Num() && (CurrentTutorial != OldTutorial || CurrentTutorialStage != OldTutorialStage))
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{
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CurrentTutorial->HandleTutorialStageStarted(CurrentTutorial->Stages[CurrentTutorialStage].Name);
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}
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}
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for(auto& TutorialWidget : TutorialWidgets)
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{
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if(TutorialWidget.Value.IsValid())
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{
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TSharedPtr<SEditorTutorials> PinnedTutorialWidget = TutorialWidget.Value.Pin();
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PinnedTutorialWidget->RebuildCurrentContent();
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}
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}
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}
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void STutorialRoot::HandleCloseClicked()
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{
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if(CurrentTutorial != nullptr)
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{
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CurrentTutorial->HandleTutorialClosed();
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// Update the current stage when we close
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bool bHaveSeenTutorial = false;
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CurrentTutorialStage = GetDefault<UTutorialStateSettings>()->GetProgress(CurrentTutorial, bHaveSeenTutorial);
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GetMutableDefault<UTutorialStateSettings>()->RecordProgress(CurrentTutorial, CurrentTutorialStage);
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GetMutableDefault<UTutorialStateSettings>()->SaveProgress();
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}
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// submit analytics data
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if( FEngineAnalytics::IsAvailable() && CurrentTutorial != nullptr && CurrentTutorialStage < CurrentTutorial->Stages.Num() )
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{
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UEditorTutorial* AttractTutorial = nullptr;
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UEditorTutorial* LaunchTutorial = nullptr;
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FString BrowserFilter;
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GetDefault<UEditorTutorialSettings>()->FindTutorialInfoForContext(TEXT("LevelEditor"), AttractTutorial, LaunchTutorial, BrowserFilter);
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// prepare and send analytics data
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bool const bClosedInitialAttract = (CurrentTutorial == AttractTutorial);
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FString const CurrentExcerptTitle = bClosedInitialAttract ? TEXT("InitialAttract") : CurrentTutorial->Stages[CurrentTutorialStage].Name.ToString();
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int32 const CurrentExcerptIndex = bClosedInitialAttract ? -1 : CurrentTutorialStage;
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float const CurrentPageElapsedTime = bClosedInitialAttract ? 0.f : (float)(FPlatformTime::Seconds() - CurrentTutorialStartTime);
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TArray<FAnalyticsEventAttribute> EventAttributes;
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EventAttributes.Add(FAnalyticsEventAttribute(TEXT("LastStageIndex"), CurrentExcerptIndex));
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EventAttributes.Add(FAnalyticsEventAttribute(TEXT("LastStageTitle"), CurrentExcerptTitle));
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EventAttributes.Add(FAnalyticsEventAttribute(TEXT("TimeSpentInTutorial"), CurrentPageElapsedTime));
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EventAttributes.Add(FAnalyticsEventAttribute(TEXT("TutorialAsset"), FIntroTutorials::AnalyticsEventNameFromTutorial(CurrentTutorial)));
|
|
|
|
FEngineAnalytics::GetProvider().RecordEvent( TEXT("Rocket.Tutorials.Closed"), EventAttributes );
|
|
}
|
|
|
|
//Tutorial is no longer current
|
|
CurrentTutorial = nullptr;
|
|
}
|
|
|
|
bool STutorialRoot::WasWidgetDrawn(const FName& InName) const
|
|
{
|
|
for(const auto& WidgetName : PreviouslyDrawnWidgets)
|
|
{
|
|
if(InName == WidgetName)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void STutorialRoot::WidgetWasDrawn(const FName& InName)
|
|
{
|
|
DrawnWidgets.Add(InName);
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|