Files
UnrealEngineUWP/Engine/Source/Editor/SizeMap/SSizeMap.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

603 lines
25 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "SSizeMap.h"
#include "Modules/ModuleManager.h"
#include "Engine/Texture2D.h"
#include "Editor.h"
#include "AssetRegistryModule.h"
#include "AssetThumbnail.h"
#include "ClassIconFinder.h"
#include "Math/UnitConversion.h"
#define LOCTEXT_NAMESPACE "SizeMap"
SSizeMap::SSizeMap()
: TreeMapWidget( nullptr ),
RootAssetPackageNames(),
RootTreeMapNode( new FTreeMapNodeData() ),
// @todo sizemap: Hard-coded thumbnail pool size. Not a big deal, but ideally move the constants elsewhere
AssetThumbnailPool( new FAssetThumbnailPool(1024) )
{
}
SSizeMap::~SSizeMap()
{
if( AssetThumbnailPool.IsValid() )
{
AssetThumbnailPool->ReleaseResources();
AssetThumbnailPool.Reset();
}
}
void SSizeMap::Construct( const FArguments& InArgs )
{
ChildSlot
[
SAssignNew( TreeMapWidget, STreeMap, RootTreeMapNode.ToSharedRef(), nullptr )
.OnTreeMapNodeDoubleClicked( this, &SSizeMap::OnTreeMapNodeDoubleClicked )
];
}
void SSizeMap::SetRootAssetPackageNames( const TArray<FName>& NewRootAssetPackageNames )
{
RootAssetPackageNames = NewRootAssetPackageNames;
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
if ( AssetRegistryModule.Get().IsLoadingAssets() )
{
// We are still discovering assets, listen for the completion delegate before building the graph
if (!AssetRegistryModule.Get().OnFilesLoaded().IsBoundToObject(this))
{
AssetRegistryModule.Get().OnFilesLoaded().AddSP( this, &SSizeMap::OnInitialAssetRegistrySearchComplete );
}
}
else
{
// All assets are already discovered, build the graph now.
RefreshMap();
}
}
namespace SizeMapInternals
{
/** Serialization archive that discovers assets referenced by a specific Unreal object */
class FAssetReferenceFinder : public FArchiveUObject
{
public:
FAssetReferenceFinder( UObject* Object )
{
ArIsObjectReferenceCollector = true;
ArIgnoreOuterRef = true;
check( Object != nullptr );
AllVisitedObjects.Add( Object );
Object->Serialize( *this );
}
FArchive& operator<<( UObject*& Object )
{
// Only look at objects which are valid
const bool bIsValidObject =
Object != nullptr && // Object should not be null
!Object->HasAnyFlags(RF_Transient) && // Should not be transient
!Object->IsPendingKill(); // Should not be pending kill
if( bIsValidObject )
{
// Skip objects that we've already processed
if( !AllVisitedObjects.Contains( Object ) )
{
AllVisitedObjects.Add( Object );
const bool bIsAsset =
Object->GetOuter() != nullptr && // Not a package itself (such as a script package like '/Script/Engine')
Object->GetOuter()->IsA( UPackage::StaticClass() ) && // Only want outer assets (these should be the only public assets, anyway)
Object->HasAllFlags( RF_Public ); // Assets should be public
if( bIsAsset )
{
ReferencedAssets.Add( Object );
}
else
{
// It's probably an inner object. Recursively serialize.
Object->Serialize( *this );
// Make sure the object's class is serialized too, so that we catch any assets referenced from the class defaults
AllVisitedObjects.Add( Object->GetClass() );
Object->GetClass()->Serialize( *this ); // @todo sizemap urgent: Doesn't really seem to be needed
}
}
}
return *this;
}
TSet< UObject* >& GetReferencedAssets()
{
return ReferencedAssets;
}
protected:
/** The set of referenced assets */
TSet< UObject* > ReferencedAssets;
/** Set of all objects we've visited, so we don't follow cycles */
TSet< UObject* > AllVisitedObjects;
};
/** Given a size in bytes and a boolean that indicates whether the size is actually known to be correct, returns a pretty
string to represent that size, such as "256.0 MB", or "unknown size" */
static FString MakeBestSizeString( const SIZE_T SizeInBytes, const bool bHasKnownSize )
{
FString BestSizeString;
const FNumericUnit<double> BestUnit = FUnitConversion::QuantizeUnitsToBestFit( (double)SizeInBytes, EUnit::Bytes );
if( BestUnit.Units == EUnit::Bytes )
{
// We ended up with bytes, so show a decimal number
BestSizeString = FString::Printf( TEXT( "%s %s" ),
*FText::AsNumber( static_cast<uint64>(SizeInBytes) ).ToString(),
*LOCTEXT( "Bytes", "bytes" ).ToString() );
}
else
{
// Show a fractional number with the best possible units
FNumberFormattingOptions NumberFormattingOptions;
NumberFormattingOptions.MaximumFractionalDigits = 1; // @todo sizemap: We could make the number of digits customizable in the UI
NumberFormattingOptions.MinimumFractionalDigits = 0;
NumberFormattingOptions.MinimumIntegralDigits = 1;
BestSizeString = FString::Printf( TEXT( "%s %s" ),
*FText::AsNumber( BestUnit.Value, &NumberFormattingOptions ).ToString(),
FUnitConversion::GetUnitDisplayString( BestUnit.Units ) );
}
if( !bHasKnownSize )
{
if( SizeInBytes == 0 )
{
BestSizeString = LOCTEXT( "UnknownSize", "unknown size" ).ToString();
}
else
{
BestSizeString = FString::Printf( TEXT( "%s %s" ),
*LOCTEXT( "UnknownSizeButAtLeastThisBig", "at least" ).ToString(),
*BestSizeString );
}
}
return BestSizeString;
}
}
void SSizeMap::GatherDependenciesRecursively( FAssetRegistryModule& AssetRegistryModule, TSharedPtr<FAssetThumbnailPool>& InAssetThumbnailPool, TMap<FName, TSharedPtr<FTreeMapNodeData>>& VisitedAssetPackageNames, const TArray<FName>& AssetPackageNames, const TSharedPtr<FTreeMapNodeData>& Node, TSharedPtr<FTreeMapNodeData>& SharedRootNode, int32& NumAssetsWhichFailedToLoad )
{
for( const FName AssetPackageName : AssetPackageNames )
{
// Have we already added this asset to the tree? If so, we'll either move it to a "shared" group or (if it's referenced again by the same
// root-level asset) ignore it
if( VisitedAssetPackageNames.Contains( AssetPackageName ) )
{
// OK, we've determined that this asset has already been referenced by something else in our tree. We'll move it to a "shared" group
// so all of the assets that are referenced in multiple places can be seen together.
TSharedPtr<FTreeMapNodeData> ExistingNode = VisitedAssetPackageNames[ AssetPackageName ];
// Is the existing node not already under the "shared" group? Note that it might still be (indirectly) under
// the "shared" group, in which case we'll still want to move it up to the root since we've figured out that it is
// actually shared between multiple assets which themselves may be shared
if( ExistingNode->Parent != SharedRootNode.Get() )
{
// Don't bother moving any of the assets at the root level into a "shared" bucket. We're only trying to best
// represent the memory used when all of the root-level assets have become loaded. It's OK if root-level assets
// are referenced by other assets in the set -- we don't need to indicate they are shared explicitly
FTreeMapNodeData* ExistingNodeParent = ExistingNode->Parent;
check( ExistingNodeParent != nullptr );
const bool bExistingNodeIsAtRootLevel = ExistingNodeParent->Parent == nullptr || RootAssetPackageNames.Contains( AssetPackageName );
if( !bExistingNodeIsAtRootLevel )
{
// OK, the current asset (AssetPackageName) is definitely not a root level asset, but its already in the tree
// somewhere as a non-shared, non-root level asset. We need to make sure that this Node's reference is not from the
// same root-level asset as the ExistingNodeInTree. Otherwise, there's no need to move it to a 'shared' group.
FTreeMapNodeData* MyParentNode = Node.Get();
check( MyParentNode != nullptr );
FTreeMapNodeData* MyRootLevelAssetNode = MyParentNode;
while( MyRootLevelAssetNode->Parent != nullptr && MyRootLevelAssetNode->Parent->Parent != nullptr )
{
MyRootLevelAssetNode = MyRootLevelAssetNode->Parent;
}
if( MyRootLevelAssetNode->Parent == nullptr )
{
// No root asset (Node must be a root level asset itself!)
MyRootLevelAssetNode = nullptr;
}
// Find the existing node's root level asset node
FTreeMapNodeData* ExistingNodeRootLevelAssetNode = ExistingNodeParent;
while( ExistingNodeRootLevelAssetNode->Parent->Parent != nullptr )
{
ExistingNodeRootLevelAssetNode = ExistingNodeRootLevelAssetNode->Parent;
}
// If we're being referenced by another node within the same asset, no need to move it to a 'shared' group.
if( MyRootLevelAssetNode != ExistingNodeRootLevelAssetNode )
{
// This asset was already referenced by something else (or was in our top level list of assets to display sizes for)
if( !SharedRootNode.IsValid() )
{
// Find the root-most tree node
FTreeMapNodeData* RootNode = MyParentNode;
while( RootNode->Parent != nullptr )
{
RootNode = RootNode->Parent;
}
SharedRootNode = MakeShareable( new FTreeMapNodeData() );
RootNode->Children.Add( SharedRootNode );
SharedRootNode->Parent = RootNode; // Keep back-pointer to parent node
}
// Reparent the node that we've now determined to be shared
ExistingNode->Parent->Children.Remove( ExistingNode );
SharedRootNode->Children.Add( ExistingNode );
ExistingNode->Parent = SharedRootNode.Get();
}
}
}
}
else
{
// This asset is new to us so far! Let's add it to the tree. Later as we descend through references, we might find that the
// asset is referenced by something else as well, in which case we'll pull it out and move it to a "shared" top-level box
// Don't bother showing code references
const FString AssetPackageNameString = AssetPackageName.ToString();
if( !AssetPackageNameString.StartsWith( TEXT( "/Script/" ) ) )
{
FTreeMapNodeDataRef ChildTreeMapNode = MakeShareable( new FTreeMapNodeData() );
Node->Children.Add( ChildTreeMapNode );
ChildTreeMapNode->Parent = Node.Get(); // Keep back-pointer to parent node
VisitedAssetPackageNames.Add( AssetPackageName, ChildTreeMapNode );
FNodeSizeMapData& NodeSizeMapData = NodeSizeMapDataMap.Add( ChildTreeMapNode );
// Set some defaults for this node. These will be used if we can't actually locate the asset.
// @todo sizemap urgent: We need a better indication in the UI when there are one or more missing assets. Because missing assets have a size
// of zero, they are nearly impossible to zoom into. At the least, we should have some Output Log spew when assets cannot be loaded
NodeSizeMapData.AssetData.AssetName = AssetPackageName;
NodeSizeMapData.AssetData.AssetClass = FName( *LOCTEXT( "MissingAsset", "MISSING!" ).ToString() );
NodeSizeMapData.AssetSize = 0;
NodeSizeMapData.bHasKnownSize = false;
// Find the asset using the asset registry
// @todo sizemap: Asset registry-based reference gathering is faster but possibly not as exhaustive (no PostLoad created references, etc.) Maybe should be optional?
// @todo sizemap: With AR-based reference gathering, sometimes the size map is missing root level dependencies until you reopen it a few times (Buggy BP)
// @todo sizemap: With AR-based reference gathering, reference changes at editor-time do not appear in the Size Map until you restart
// @todo sizemap: With AR-based reference gathering, opening the size map for all engine content caused the window to not respond until a restart
// @todo sizemap: We don't really need the asset registry given we need to load the objects to figure out their size, unless we make that AR-searchable.
// ---> This would allow us to not have to wait for AR initialization. But if we made size AR-searchable, we could run very quickly for large data sets!
const bool bUseAssetRegistryForDependencies = false;
const FString AssetPathString = AssetPackageNameString + TEXT(".") + FPackageName::GetLongPackageAssetName( AssetPackageNameString );
const FAssetData FoundAssetData = AssetRegistryModule.Get().GetAssetByObjectPath( FName( *AssetPathString ) );
if( FoundAssetData.IsValid() )
{
NodeSizeMapData.AssetData = FoundAssetData;
// Now actually load up the asset. We need it in memory in order to accurately determine its size.
// @todo sizemap: We could async load these packages to make the editor experience a bit nicer (smoother progress)
UObject* Asset = StaticLoadObject( UObject::StaticClass(), nullptr, *AssetPathString );
if( Asset != nullptr )
{
TArray<FName> ReferencedAssetPackageNames;
if( bUseAssetRegistryForDependencies )
{
AssetRegistryModule.Get().GetDependencies( AssetPackageName, ReferencedAssetPackageNames );
}
else
{
SizeMapInternals::FAssetReferenceFinder References( Asset );
for( UObject* Object : References.GetReferencedAssets() )
{
ReferencedAssetPackageNames.Add( FName( *Object->GetOutermost()->GetPathName() ) );
}
}
// For textures, make sure we're getting the worst case size, not the size of the currently loaded set of mips
// @todo sizemap: We should instead have a special EResourceSizeMode that asks for the worst case size. Some assets (like UTextureCube) currently always report resident mip size, even when asked for inclusive size
if( Asset->IsA( UTexture2D::StaticClass() ) )
{
NodeSizeMapData.AssetSize = Asset->GetResourceSizeBytes( EResourceSizeMode::Inclusive );
}
else
{
NodeSizeMapData.AssetSize = Asset->GetResourceSizeBytes( EResourceSizeMode::Exclusive );
}
NodeSizeMapData.bHasKnownSize = (NodeSizeMapData.AssetSize != 0);
if( !NodeSizeMapData.bHasKnownSize )
{
// @todo sizemap urgent: Try to serialize to figure out how big it is (not into sub-assets though!)
// FObjectMemoryAnalyzer ObjectMemoryAnalyzer( Asset );
}
// Now visit all of the assets that we are referencing
GatherDependenciesRecursively( AssetRegistryModule, InAssetThumbnailPool, VisitedAssetPackageNames, ReferencedAssetPackageNames, ChildTreeMapNode, SharedRootNode, NumAssetsWhichFailedToLoad );
}
else
{
++NumAssetsWhichFailedToLoad;
}
}
else
{
++NumAssetsWhichFailedToLoad;
}
}
}
}
}
void SSizeMap::FinalizeNodesRecursively( TSharedPtr<FTreeMapNodeData>& Node, const TSharedPtr<FTreeMapNodeData>& SharedRootNode, int32& TotalAssetCount, SIZE_T& TotalSize, bool& bAnyUnknownSizes )
{
// Process children first, so we can get the totals for the root node and shared nodes
int32 SubtreeAssetCount = 0;
SIZE_T SubtreeSize = 0;
bool bAnyUnknownSizesInSubtree = false;
{
for( TSharedPtr<FTreeMapNodeData> ChildNode : Node->Children )
{
FinalizeNodesRecursively( ChildNode, SharedRootNode, SubtreeAssetCount, SubtreeSize, bAnyUnknownSizesInSubtree );
}
TotalAssetCount += SubtreeAssetCount;
TotalSize += SubtreeSize;
if( bAnyUnknownSizesInSubtree )
{
bAnyUnknownSizes = true;
}
}
if( Node == SharedRootNode )
{
// @todo sizemap: Should we indicate in a non-shared parent node how many if its dependents ended up being in the "shared" bucket? Probably
// not that important, because the user can choose to view that asset in isolation to see the full tree.
Node->Name = FString::Printf( TEXT( "%s (%s)" ),
*LOCTEXT( "SharedGroupName", "*SHARED*" ).ToString(),
*SizeMapInternals::MakeBestSizeString( SubtreeSize, !bAnyUnknownSizes ) );
// Container nodes are always auto-sized
Node->Size = 0.0f;
}
else if( Node->Parent == nullptr )
{
// Tree root is always auto-sized
Node->Size = 0.0f;
}
else
{
const FNodeSizeMapData& NodeSizeMapData = NodeSizeMapDataMap.FindChecked( Node.ToSharedRef() );
++TotalAssetCount;
TotalSize += NodeSizeMapData.AssetSize;
if( !NodeSizeMapData.bHasKnownSize )
{
bAnyUnknownSizes = true;
}
// Setup a thumbnail
const FSlateBrush* DefaultThumbnailSlateBrush;
{
// For non-class types, use the default based upon the actual asset class
// This has the side effect of not showing a class icon for assets that don't have a proper thumbnail image available
bool bIsClassType = false;
const UClass* ThumbnailClass = FClassIconFinder::GetIconClassForAssetData( NodeSizeMapData.AssetData, &bIsClassType );
const FName DefaultThumbnail = (bIsClassType) ? NAME_None : FName(*FString::Printf(TEXT("ClassThumbnail.%s"), *NodeSizeMapData.AssetData.AssetClass.ToString()));
DefaultThumbnailSlateBrush = FClassIconFinder::FindThumbnailForClass(ThumbnailClass, DefaultThumbnail);
// @todo sizemap urgent: Actually implement rendered thumbnail support, not just class-based background images
// const int32 ThumbnailSize = 128; // @todo sizemap: Hard-coded thumbnail size. Move this elsewhere
// TSharedRef<FAssetThumbnail> AssetThumbnail( new FAssetThumbnail( NodeSizeMapData.AssetData, ThumbnailSize, ThumbnailSize, AssetThumbnailPool ) );
// ChildTreeMapNode->AssetThumbnail = AssetThumbnail->MakeThumbnailImage();
}
if( Node->IsLeafNode() )
{
Node->CenterText = SizeMapInternals::MakeBestSizeString( NodeSizeMapData.AssetSize, NodeSizeMapData.bHasKnownSize );
Node->Size = NodeSizeMapData.AssetSize;
// The STreeMap widget is not expecting zero-sized leaf nodes. So we make them very small instead.
if( Node->Size == 0 )
{
Node->Size = 1;
}
// Leaf nodes get a background picture
Node->BackgroundBrush = DefaultThumbnailSlateBrush;
// "Asset name"
// "Asset type"
Node->Name = NodeSizeMapData.AssetData.AssetName.ToString();
Node->Name2 = NodeSizeMapData.AssetData.AssetClass.ToString();
}
else
{
// Container nodes are always auto-sized
Node->Size = 0.0f;
// "Asset name (asset type, size)"
Node->Name = FString::Printf( TEXT( "%s (%s, %s)" ),
*NodeSizeMapData.AssetData.AssetName.ToString(),
*NodeSizeMapData.AssetData.AssetClass.ToString(),
*SizeMapInternals::MakeBestSizeString( SubtreeSize + NodeSizeMapData.AssetSize, !bAnyUnknownSizesInSubtree && NodeSizeMapData.bHasKnownSize ) );
const bool bNeedsSelfNode = NodeSizeMapData.AssetSize > 0;
if( bNeedsSelfNode )
{
// We have children, so make some space for our own asset's size within our box
FTreeMapNodeDataRef ChildSelfTreeMapNode = MakeShareable( new FTreeMapNodeData() );
Node->Children.Add( ChildSelfTreeMapNode );
ChildSelfTreeMapNode->Parent = Node.Get(); // Keep back-pointer to parent node
// Map the "self" node to the same node data as its parent
NodeSizeMapDataMap.Add( ChildSelfTreeMapNode, NodeSizeMapData );
// "*SELF*"
// "Asset type"
ChildSelfTreeMapNode->Name = LOCTEXT( "SelfNodeLabel", "*SELF*" ).ToString();
ChildSelfTreeMapNode->Name2 = NodeSizeMapData.AssetData.AssetClass.ToString();
ChildSelfTreeMapNode->CenterText = SizeMapInternals::MakeBestSizeString( NodeSizeMapData.AssetSize, NodeSizeMapData.bHasKnownSize );
ChildSelfTreeMapNode->Size = NodeSizeMapData.AssetSize;
// Leaf nodes get a background picture
ChildSelfTreeMapNode->BackgroundBrush = DefaultThumbnailSlateBrush;
}
}
}
// Sort all of my child nodes alphabetically. This is just so that we get deterministic results when viewing the
// same sets of assets.
Node->Children.StableSort(
[]( const FTreeMapNodeDataPtr& A, const FTreeMapNodeDataPtr& B )
{
return A->Name < B->Name;
}
);
}
void SSizeMap::RefreshMap()
{
// Wipe the current tree out
RootTreeMapNode->Children.Empty();
NodeSizeMapDataMap.Empty();
// First, do a pass to gather asset dependencies and build up a tree
TMap<FName, TSharedPtr<FTreeMapNodeData>> VisitedAssetPackageNames;
TSharedPtr<FTreeMapNodeData> SharedRootNode;
int32 NumAssetsWhichFailedToLoad = 0;
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
GatherDependenciesRecursively( AssetRegistryModule, AssetThumbnailPool, VisitedAssetPackageNames, RootAssetPackageNames, RootTreeMapNode, SharedRootNode, NumAssetsWhichFailedToLoad );
// Next, do another pass over our tree to and count how big the assets are and to set the node labels. Also in this pass, we may
// create some additional "self" nodes for assets that have children but also take up size themselves.
int32 TotalAssetCount = 0;
SIZE_T TotalSize = 0;
bool bAnyUnknownSizes = false;
FinalizeNodesRecursively( RootTreeMapNode, SharedRootNode, TotalAssetCount, TotalSize, bAnyUnknownSizes );
// Create a nice name for the tree!
if( NumAssetsWhichFailedToLoad > 0 )
{
RootTreeMapNode->Name = FString::Printf( TEXT( "%s %i %s" ),
*LOCTEXT( "RootNode_WarningPrefix", "WARNING:" ).ToString(),
NumAssetsWhichFailedToLoad,
*LOCTEXT( "RootNode_NAssetsFailedToLoad", "assets were missing! Only partial results shown." ).ToString() );
}
else if( RootAssetPackageNames.Num() == 1 && !SharedRootNode.IsValid() )
{
// @todo sizemap: When zoomed right into one asset, can we use the Class color for the node instead of grey?
FString OnlyAssetName = RootAssetPackageNames[ 0 ].ToString();
if( RootTreeMapNode->Children.Num() > 0 )
{
// The root will only have one child, so go ahead and use that child as the actual root
FTreeMapNodeDataPtr OnlyChild = RootTreeMapNode->Children[ 0 ];
OnlyChild->CopyNodeInto( *RootTreeMapNode );
RootTreeMapNode->Children = OnlyChild->Children;
RootTreeMapNode->Parent = nullptr;
for( const auto& ChildNode : RootTreeMapNode->Children )
{
ChildNode->Parent = RootTreeMapNode.Get();
}
OnlyAssetName = OnlyChild->Name;
}
// Use a more descriptive name for the root level node
RootTreeMapNode->Name = FString::Printf( TEXT( "%s %s (%i %s)" ),
*LOCTEXT( "RootNode_SizeMapForOneAsset", "Size map for" ).ToString(),
*OnlyAssetName,
TotalAssetCount,
*LOCTEXT( "RootNode_References", "total assets" ).ToString() );
}
else
{
// Multiple assets (or at least some shared assets) at the root level
RootTreeMapNode->BackgroundBrush = nullptr;
RootTreeMapNode->Size = 0.0f;
RootTreeMapNode->Parent = nullptr;
RootTreeMapNode->Name = FString::Printf( TEXT( "%s %i %s (%i %s, %s)" ),
*LOCTEXT( "RootNode_SizeMapForMultiple", "Size map for" ).ToString(),
RootAssetPackageNames.Num(),
*LOCTEXT( "RootNode_Assets", "assets" ).ToString(),
TotalAssetCount,
*LOCTEXT( "RootNode_References", "total assets" ).ToString(),
*SizeMapInternals::MakeBestSizeString( TotalSize, !bAnyUnknownSizes ) );
}
// OK, now refresh the actual tree map widget so our new tree will be displayed.
const bool bShouldPlayTransition = false;
TreeMapWidget->RebuildTreeMap( bShouldPlayTransition );
}
void SSizeMap::OnInitialAssetRegistrySearchComplete()
{
RefreshMap();
}
void SSizeMap::OnTreeMapNodeDoubleClicked( FTreeMapNodeData& TreeMapNodeData )
{
const FNodeSizeMapData* NodeSizeMapData = NodeSizeMapDataMap.Find( TreeMapNodeData.AsShared() );
if( NodeSizeMapData != nullptr )
{
TArray<FAssetData> Assets;
Assets.Add( NodeSizeMapData->AssetData );
GEditor->SyncBrowserToObjects( Assets );
}
}
// @todo sizemap urgent: We should add a spinner while we discover and load assets
// @todo sizemap urgent: Audit common asset types and make sure they have a useful GetResourceSize() implementation
// -> Some implementations are including the size of editor-only data (Static Mesh). This should be configurable!
// @todo sizemap urgent: It would be great to be able to see 0-sized/unknown-sized/tiny-sized nodes somehow, or at least a count of them
// - You'd almost want a way to zoom in super small. Or a little laserpointer effect that shows labels for super-tiny nodes
// @todo sizemap urgent: Need inline help to figure out mousewheel? Single click currently does nothing.
// @todo sizemap urgent: When an asset is not reporting a size, this tool should help to escalate that by making it very obvious that its missing (no GetResourceSize function)
// @todo sizemap: Can "zoom into" <Self> nodes which is a bit weird. (Asset name no longer draws). Maybe disallow zooming all the way in?
// --> Double-click current zooms directly into a single asset. Not super useful. Maybe only allow zooming down to the deepest nodes, not leaves
// @todo sizemap: When the tab is restored from layout, it will be totally empty. Instead it should probably have instructions for how to show the sizes for assets. (Same with Reference Viewer)
// @todo sizemap: We ideally want to replace the SReferenceTree code with SSizeMap
// @todo sizemap: Add a tree view that shows all of the references along with their sizes (so you can see Very Small references)
// @todo sizemap: It would be useful to be able to preview the sizes for specific platforms? (option in the UI)
// @todo sizemap: Should we show the percentage of total size as an option in the UI (though, the size of the boxes show this pretty well.)
// @todo sizemap: Should we show the folder part of the asset name as a tool-tip?
// @todo sizemap: It might be nice to unload assets that were loaded by us after the size map is built up
// @todo sizemap: Add a Refresh button. (Also, try to detect when objects change and auto-refresh, optionally)
#undef LOCTEXT_NAMESPACE