Files
UnrealEngineUWP/Engine/Source/Editor/MainFrame/Private/MainFrameModule.cpp
Ben Marsh 4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#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]
2016-11-23 15:48:37 -05:00

914 lines
31 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "MainFrameModule.h"
#include "Widgets/Text/STextBlock.h"
#include "Widgets/Layout/SBorder.h"
#include "SlateOptMacros.h"
#include "Widgets/Images/SImage.h"
#include "Widgets/Layout/SBox.h"
#include "Widgets/Input/SButton.h"
#include "Interfaces/ICrashTrackerModule.h"
#include "GameProjectGenerationModule.h"
#include "MessageLogModule.h"
#include "MRUFavoritesList.h"
#include "SuperSearchModule.h"
#include "OutputLogModule.h"
#include "EditorStyleSet.h"
#include "Editor/EditorPerProjectUserSettings.h"
#include "Sound/SoundBase.h"
#include "ISourceCodeAccessor.h"
#include "ISourceCodeAccessModule.h"
#include "Menus/MainMenu.h"
#include "Frame/RootWindowLocation.h"
#include "Kismet2/CompilerResultsLog.h"
#include "Editor/EditorLiveStreaming/Public/IEditorLiveStreaming.h"
#include "Developer/HotReload/Public/IHotReload.h"
#include "Framework/Notifications/NotificationManager.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "Framework/Commands/GenericCommands.h"
#include "AnalyticsEventAttribute.h"
#include "Interfaces/IAnalyticsProvider.h"
#include "EngineAnalytics.h"
DEFINE_LOG_CATEGORY(LogMainFrame);
#define LOCTEXT_NAMESPACE "FMainFrameModule"
const FText StaticGetApplicationTitle( const bool bIncludeGameName )
{
static const FText ApplicationTitle = NSLOCTEXT("UnrealEditor", "ApplicationTitle", "Unreal Editor");
if (bIncludeGameName && FApp::HasGameName())
{
FFormatNamedArguments Args;
Args.Add(TEXT("GameName"), FText::FromString( FString( FApp::GetGameName())));
Args.Add(TEXT("AppTitle"), ApplicationTitle);
const EBuildConfigurations::Type BuildConfig = FApp::GetBuildConfiguration();
if (BuildConfig != EBuildConfigurations::Shipping && BuildConfig != EBuildConfigurations::Development && BuildConfig != EBuildConfigurations::Unknown)
{
Args.Add( TEXT("Config"), EBuildConfigurations::ToText(BuildConfig));
return FText::Format( NSLOCTEXT("UnrealEditor", "AppTitleGameNameWithConfig", "{GameName} [{Config}] - {AppTitle}"), Args );
}
return FText::Format( NSLOCTEXT("UnrealEditor", "AppTitleGameName", "{GameName} - {AppTitle}"), Args );
}
return ApplicationTitle;
}
/* IMainFrameModule implementation
*****************************************************************************/
void FMainFrameModule::CreateDefaultMainFrame( const bool bStartImmersive, const bool bStartPIE )
{
if (!IsWindowInitialized())
{
FRootWindowLocation DefaultWindowLocation;
bool bEmbedTitleAreaContent = true;
bool bIsUserSizable = true;
bool bSupportsMaximize = true;
bool bSupportsMinimize = true;
FText WindowTitle;
if ( ShouldShowProjectDialogAtStartup() )
{
// Force tabs restored from layout that have no window (the LevelEditor tab) to use a docking area with
// embedded title area content. We need to override the behavior here because we're creating the actual
// window ourselves instead of letting the tab management system create it for us.
bEmbedTitleAreaContent = false;
// Do not maximize the window initially. Keep a small dialog feel.
DefaultWindowLocation.InitiallyMaximized = false;
FDisplayMetrics DisplayMetrics;
FSlateApplication::Get().GetDisplayMetrics(DisplayMetrics);
const float DPIScaleFactor = FPlatformMisc::GetDPIScaleFactorAtPoint(DisplayMetrics.PrimaryDisplayWorkAreaRect.Left, DisplayMetrics.PrimaryDisplayWorkAreaRect.Top);
DefaultWindowLocation.WindowSize = GetProjectBrowserWindowSize() * DPIScaleFactor;
DefaultWindowLocation.ScreenPosition = DefaultWindowLocation.GetCenteredScreenPosition();
bIsUserSizable = true;
bSupportsMaximize = true;
bSupportsMinimize = true;
// When opening the project dialog, show "Project Browser" in the window title
WindowTitle = LOCTEXT("ProjectBrowserDialogTitle", "Unreal Project Browser");
}
else
{
if( bStartImmersive )
{
// Start maximized if we are in immersive mode
DefaultWindowLocation.InitiallyMaximized = true;
}
const bool bIncludeGameName = true;
WindowTitle = GetApplicationTitle( bIncludeGameName );
}
TSharedRef<SWindow> RootWindow = SNew(SWindow)
.AutoCenter( EAutoCenter::None )
.Title( WindowTitle )
.IsInitiallyMaximized( DefaultWindowLocation.InitiallyMaximized )
.ScreenPosition( DefaultWindowLocation.ScreenPosition )
.ClientSize( DefaultWindowLocation.WindowSize )
.CreateTitleBar( !bEmbedTitleAreaContent )
.SizingRule( bIsUserSizable ? ESizingRule::UserSized : ESizingRule::FixedSize )
.SupportsMaximize( bSupportsMaximize )
.SupportsMinimize( bSupportsMinimize );
const bool bShowRootWindowImmediately = false;
FSlateApplication::Get().AddWindow( RootWindow, bShowRootWindowImmediately );
FGlobalTabmanager::Get()->SetRootWindow(RootWindow);
FSlateNotificationManager::Get().SetRootWindow(RootWindow);
TSharedPtr<SWidget> MainFrameContent;
bool bLevelEditorIsMainTab = false;
if ( ShouldShowProjectDialogAtStartup() )
{
MainFrameContent = FGameProjectGenerationModule::Get().CreateGameProjectDialog(/*bAllowProjectOpening=*/true, /*bAllowProjectCreate=*/true);
}
else
{
// Get desktop metrics
FDisplayMetrics DisplayMetrics;
FSlateApplication::Get().GetDisplayMetrics( DisplayMetrics );
// Setup a position and size for the main frame window that's centered in the desktop work area
const float CenterScale = 0.65f;
const FVector2D DisplaySize(
DisplayMetrics.PrimaryDisplayWorkAreaRect.Right - DisplayMetrics.PrimaryDisplayWorkAreaRect.Left,
DisplayMetrics.PrimaryDisplayWorkAreaRect.Bottom - DisplayMetrics.PrimaryDisplayWorkAreaRect.Top );
const FVector2D WindowSize = CenterScale * DisplaySize;
TSharedRef<FTabManager::FLayout> LoadedLayout = FLayoutSaveRestore::LoadFromConfig(GEditorLayoutIni,
// We persist the positioning of the level editor and the content browser.
// The asset editors currently do not get saved.
FTabManager::NewLayout( "UnrealEd_Layout_v1.4" )
->AddArea
(
// level editor window
FTabManager::NewPrimaryArea()
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(2.0f)
->AddTab("LevelEditor", ETabState::OpenedTab)
->AddTab("DockedToolkit", ETabState::ClosedTab)
)
)
->AddArea
(
// content browser window
FTabManager::NewArea(WindowSize)
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(1.0f)
->AddTab("ContentBrowser1Tab", ETabState::ClosedTab)
)
)
->AddArea
(
// toolkits window
FTabManager::NewArea(WindowSize)
->SetOrientation(Orient_Vertical)
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(1.0f)
->AddTab("StandaloneToolkit", ETabState::ClosedTab)
)
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(0.35f)
->AddTab("MergeTool", ETabState::ClosedTab)
)
)
->AddArea
(
// settings window
FTabManager::NewArea(WindowSize)
->Split
(
FTabManager::NewStack()
->SetSizeCoefficient(1.0f)
->AddTab("EditorSettings", ETabState::ClosedTab)
->AddTab("ProjectSettings", ETabState::ClosedTab)
->AddTab("PluginsEditor", ETabState::ClosedTab)
)
)
);
MainFrameContent = FGlobalTabmanager::Get()->RestoreFrom( LoadedLayout, RootWindow, bEmbedTitleAreaContent );
bLevelEditorIsMainTab = true;
}
RootWindow->SetContent(MainFrameContent.ToSharedRef());
TSharedPtr<SDockTab> MainTab;
if ( bLevelEditorIsMainTab )
{
MainTab = FGlobalTabmanager::Get()->InvokeTab( FTabId("LevelEditor") );
// make sure we only allow the message log to be shown when we have a level editor main tab
FMessageLogModule& MessageLogModule = FModuleManager::LoadModuleChecked<FMessageLogModule>(TEXT("MessageLog"));
MessageLogModule.EnableMessageLogDisplay(true);
}
// Initialize the main frame window
MainFrameHandler->OnMainFrameGenerated( MainTab, RootWindow );
// Show the window!
MainFrameHandler->ShowMainFrameWindow( RootWindow, bStartImmersive, bStartPIE );
MRUFavoritesList = new FMainMRUFavoritesList;
MRUFavoritesList->ReadFromINI();
MainFrameCreationFinishedEvent.Broadcast(RootWindow, ShouldShowProjectDialogAtStartup());
}
}
TSharedRef<SWidget> FMainFrameModule::MakeMainMenu( const TSharedPtr<FTabManager>& TabManager, const TSharedRef< FExtender > Extender ) const
{
return FMainMenu::MakeMainMenu( TabManager, Extender );
}
TSharedRef<SWidget> FMainFrameModule::MakeMainTabMenu( const TSharedPtr<FTabManager>& TabManager, const TSharedRef< FExtender > Extender ) const
{
return FMainMenu::MakeMainTabMenu( TabManager, Extender );
}
BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
TSharedRef<SWidget> FMainFrameModule::MakeDeveloperTools() const
{
struct Local
{
static FText GetFrameRateAsString()
{
// Clamp to avoid huge averages at startup or after hitches
const float AverageFPS = 1.0f / FSlateApplication::Get().GetAverageDeltaTime();
const float ClampedFPS = ( AverageFPS < 0.0f || AverageFPS > 4000.0f ) ? 0.0f : AverageFPS;
static const FNumberFormattingOptions FormatOptions = FNumberFormattingOptions()
.SetMinimumFractionalDigits(1)
.SetMaximumFractionalDigits(1);
return FText::AsNumber( ClampedFPS, &FormatOptions );
}
static FText GetFrameTimeAsString()
{
// Clamp to avoid huge averages at startup or after hitches
const float AverageMS = FSlateApplication::Get().GetAverageDeltaTime() * 1000.0f;
const float ClampedMS = ( AverageMS < 0.0f || AverageMS > 4000.0f ) ? 0.0f : AverageMS;
static const FNumberFormattingOptions FormatOptions = FNumberFormattingOptions()
.SetMinimumFractionalDigits(1)
.SetMaximumFractionalDigits(1);
static const FText FrameTimeFmt = FText::FromString(TEXT("{0} ms"));
return FText::Format( FrameTimeFmt, FText::AsNumber( ClampedMS, &FormatOptions ) );
}
static FText GetMemoryAsString()
{
// Only refresh process memory allocated after every so often, to reduce fixed frame time overhead
static SIZE_T StaticLastTotalAllocated = 0;
static int32 QueriesUntilUpdate = 1;
if( --QueriesUntilUpdate <= 0 )
{
// Query OS for process memory used
FPlatformMemoryStats MemoryStats = FPlatformMemory::GetStats();
StaticLastTotalAllocated = MemoryStats.UsedPhysical;
// Wait 60 queries until we refresh memory again
QueriesUntilUpdate = 60;
}
static const FNumberFormattingOptions FormatOptions = FNumberFormattingOptions()
.SetMinimumFractionalDigits(2)
.SetMaximumFractionalDigits(2);
static const FText MemorySizeFmt = FText::FromString(TEXT("{0} mb"));
return FText::Format( MemorySizeFmt, FText::AsNumber( (float)StaticLastTotalAllocated / ( 1024.0f * 1024.0f ), &FormatOptions ) );
}
static FText GetUObjectCountAsString()
{
return FText::AsNumber(GUObjectArray.GetObjectArrayNumMinusAvailable());
}
static void OpenVideo( FString SourceFilePath )
{
FPlatformProcess::ExploreFolder( *( FPaths::GetPath(SourceFilePath) ) );
}
/** Clicked the SaveVideo button available */
static FReply OnClickSaveVideo()
{
// Default the result to fail it will be set to SNotificationItem::CS_Success if saved ok
SNotificationItem::ECompletionState SaveResultState = SNotificationItem::CS_Fail;
// The string we will use to tell the user the result of the save
FText VideoSaveResultText;
FString HyperLinkText;
// Capture unavailable or inactive error string
ICrashTrackerModule* CrashTracker = FModuleManager::LoadModulePtr<ICrashTrackerModule>("CrashTracker");
if(CrashTracker)
{
FString VideoSaveName;
EWriteUserCaptureVideoError::Type WriteResult = CrashTracker->WriteUserVideoNow( VideoSaveName );
// If this returns None the capture was successful, otherwise report the error
if( WriteResult == EWriteUserCaptureVideoError::None )
{
// Setup the string with the path and name of the file
VideoSaveResultText = LOCTEXT( "VideoSavedAs", "Video capture saved as" );
HyperLinkText = FPaths::ConvertRelativePathToFull(VideoSaveName);
// Flag success
SaveResultState = SNotificationItem::CS_Success;
}
else
{
// Write returned an error - differentiate between directory creation failure and the capture unavailable
if( WriteResult == EWriteUserCaptureVideoError::FailedToCreateDirectory )
{
FFormatNamedArguments Args;
Args.Add( TEXT("VideoCaptureDirectory"), FText::FromString( FPaths::ConvertRelativePathToFull(FPaths::VideoCaptureDir()) ) );
VideoSaveResultText = LOCTEXT( "VideoSavedFailedFailedToCreateDir", "Video capture save failed - Failed to create directory\n{VideoCaptureDirectory}" );
}
else
{
VideoSaveResultText = LOCTEXT( "VideoSavedFailedNotRunning", "Video capture save failed - Capture not active or unavailable" );
}
}
}
else
{
// This shouldn't happen as the button is hidden when there is no crash tracker
VideoSaveResultText = LOCTEXT( "VideoSavedFailedNoTracker", "Video capture failed - CrashTracker inactive" );
}
// Inform the user of the result of the operation
FNotificationInfo Info( VideoSaveResultText );
Info.ExpireDuration = 5.0f;
Info.FadeOutDuration = 0.5f;
Info.bUseSuccessFailIcons = false;
Info.bUseLargeFont = false;
if( HyperLinkText != "" )
{
Info.Hyperlink = FSimpleDelegate::CreateStatic(&Local::OpenVideo, HyperLinkText );
Info.HyperlinkText = FText::FromString( HyperLinkText );
}
TWeakPtr<SNotificationItem> SaveMessagePtr;
SaveMessagePtr = FSlateNotificationManager::Get().AddNotification(Info);
SaveMessagePtr.Pin()->SetCompletionState(SaveResultState);
return FReply::Handled();
}
/** @return Returns true if frame rate and memory should be displayed in the UI */
static EVisibility ShouldShowFrameRateAndMemory()
{
return GetDefault<UEditorPerProjectUserSettings>()->bShowFrameRateAndMemory ? EVisibility::SelfHitTestInvisible : EVisibility::Collapsed;
}
};
const FSuperSearchModule& SuperSearchModule = FModuleManager::LoadModuleChecked< FSuperSearchModule >(TEXT("SuperSearch"));
// We need the output log module in order to instantiate SConsoleInputBox widgets
const FOutputLogModule& OutputLogModule = FModuleManager::LoadModuleChecked< FOutputLogModule >(TEXT("OutputLog"));
const FSlateFontInfo& SmallFixedFont = FEditorStyle::GetFontStyle(TEXT("MainFrame.DebugTools.SmallFont") );
const FSlateFontInfo& NormalFixedFont = FEditorStyle::GetFontStyle(TEXT("MainFrame.DebugTools.NormalFont") );
const FSlateFontInfo& LabelFont = FEditorStyle::GetFontStyle(TEXT("MainFrame.DebugTools.LabelFont") );
TSharedPtr< SWidget > DeveloperTools;
TSharedPtr< SEditableTextBox > ExposedEditableTextBox;
ICrashTrackerModule* CrashTracker = FModuleManager::LoadModulePtr<ICrashTrackerModule>("CrashTracker");
bool bCrashTrackerVideoAvailable = false;
if (CrashTracker)
{
bCrashTrackerVideoAvailable = CrashTracker->IsVideoCaptureAvailable();
}
TSharedRef<SWidget> FrameRateAndMemoryWidget =
SNew( SHorizontalBox )
.Visibility_Static( &Local::ShouldShowFrameRateAndMemory )
// FPS
+SHorizontalBox::Slot()
.AutoWidth()
.Padding( 0.0f, 0.0f, 4.0f, 0.0f )
[
SNew( SHorizontalBox )
.Visibility( GIsDemoMode ? EVisibility::Collapsed : EVisibility::HitTestInvisible )
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Bottom)
[
SNew( STextBlock )
.Text( LOCTEXT("FrameRateLabel", "FPS: ") )
.Font( LabelFont )
.ColorAndOpacity( FLinearColor( 0.3f, 0.3f, 0.3f ) )
]
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Bottom)
[
SNew( STextBlock )
.Text_Static( &Local::GetFrameRateAsString )
.Font(NormalFixedFont)
.ColorAndOpacity( FLinearColor( 0.6f, 0.6f, 0.6f ) )
]
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Bottom)
.Padding( 4.0f, 0.0f, 0.0f, 0.0f )
[
SNew( STextBlock )
.Text( LOCTEXT("FrameRate/FrameTime", "/") )
.Font( SmallFixedFont )
.ColorAndOpacity( FLinearColor( 0.4f, 0.4f, 0.4f ) )
]
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Bottom)
.Padding( 4.0f, 0.0f, 0.0f, 0.0f )
[
SNew( STextBlock )
.Text_Static( &Local::GetFrameTimeAsString )
.Font( SmallFixedFont )
.ColorAndOpacity( FLinearColor( 0.4f, 0.4f, 0.4f ) )
]
]
// Memory
+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("MemoryLabel", "Mem: ") )
.Font( LabelFont )
.ColorAndOpacity( FLinearColor( 0.3f, 0.3f, 0.3f ) )
]
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Bottom)
[
SNew( STextBlock )
.Text_Static( &Local::GetMemoryAsString )
.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);