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Stopped the "Compiling C++ Code" message in the editor MainFrame always having a cancel button FModuleCompilerStartedEvent now passes a bool to say whether the hot-reload/compile operation is being run async, or whether it's blocking. We now only show the cancel button for async compiles, as the UI is otherwise blocked waiting for the compile to finish. Added a bWaitForCompletion input parameter to DoHotReloadFromEditor. This mirrors the RebindPackages API that DoHotReloadFromEditor internally calls, and prevents UPackFactory needing to perform a manual tick. [CL 2437789 by Matthew Griffin in Main branch]
187 lines
5.5 KiB
C++
187 lines
5.5 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "HotReloadInterface.h"
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/**
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* Editor main frame module
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*/
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class FMainFrameModule
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: public IMainFrameModule
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{
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public:
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// IMainFrameModule interface
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virtual void CreateDefaultMainFrame( const bool bStartImmersivePIE ) override;
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virtual TSharedRef<SWidget> MakeMainMenu( const TSharedPtr<FTabManager>& TabManager, const TSharedRef< FExtender > Extender ) const override;
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virtual TSharedRef<SWidget> MakeMainTabMenu( const TSharedPtr<FTabManager>& TabManager, const TSharedRef< FExtender > Extender ) const override;
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virtual TSharedRef<SWidget> MakeDeveloperTools( ) const override;
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virtual bool IsWindowInitialized( ) const override
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{
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return MainFrameHandler->GetParentWindow().IsValid();
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}
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virtual TSharedPtr<SWindow> GetParentWindow( ) const override
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{
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return MainFrameHandler->GetParentWindow();
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}
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virtual void SetMainTab(const TSharedRef<SDockTab>& MainTab) override
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{
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MainFrameHandler->SetMainTab(MainTab);
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}
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virtual void EnableTabClosedDelegate( ) override
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{
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MainFrameHandler->EnableTabClosedDelegate();
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}
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virtual void DisableTabClosedDelegate( ) override
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{
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MainFrameHandler->DisableTabClosedDelegate();
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}
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virtual void RequestCloseEditor( ) override
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{
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if ( MainFrameHandler->CanCloseEditor() )
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{
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MainFrameHandler->ShutDownEditor();
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}
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else
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{
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FUnrealEdMisc::Get().ClearPendingProjectName();
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}
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}
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virtual void SetLevelNameForWindowTitle( const FString& InLevelFileName ) override;
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virtual FString GetLoadedLevelName( ) const override
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{
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return LoadedLevelName;
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}
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virtual const TSharedRef<FUICommandList>& GetMainFrameCommandBindings( ) override
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{
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return FMainFrameCommands::ActionList;
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}
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virtual class FMainMRUFavoritesList* GetMRUFavoritesList() const override
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{
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return MRUFavoritesList;
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}
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virtual const FText GetApplicationTitle( const bool bIncludeGameName ) const override
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{
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return StaticGetApplicationTitle( bIncludeGameName );
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}
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virtual void ShowAboutWindow( ) const override
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{
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FMainFrameActionCallbacks::AboutUnrealEd_Execute();
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}
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DECLARE_DERIVED_EVENT(FMainFrameModule, IMainFrameModule::FMainFrameCreationFinishedEvent, FMainFrameCreationFinishedEvent);
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virtual FMainFrameCreationFinishedEvent& OnMainFrameCreationFinished( ) override
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{
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return MainFrameCreationFinishedEvent;
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}
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DECLARE_DERIVED_EVENT(FMainFrameModule, IMainFrameModule::FMainFrameSDKNotInstalled, FMainFrameSDKNotInstalled);
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virtual FMainFrameSDKNotInstalled& OnMainFrameSDKNotInstalled( ) override
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{
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return MainFrameSDKNotInstalled;
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}
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void BroadcastMainFrameSDKNotInstalled(const FString& PlatformName, const FString& DocLink) override
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{
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return MainFrameSDKNotInstalled.Broadcast(PlatformName, DocLink);
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}
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public:
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// IModuleInterface interface
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virtual void StartupModule( ) override;
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virtual void ShutdownModule( ) override;
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virtual bool SupportsDynamicReloading( ) override
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{
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return true; // @todo: Eventually, this should probably not be allowed.
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}
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protected:
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/**
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* Checks whether the project dialog should be shown at startup.
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*
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* The project dialog should be shown if the Editor was started without a game specified.
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*
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* @return true if the project dialog should be shown, false otherwise.
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*/
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bool ShouldShowProjectDialogAtStartup( ) const;
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public:
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/** Get the size of the project browser window */
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static FVector2D GetProjectBrowserWindowSize() { return FVector2D(1100, 730); }
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private:
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// Handles the level editor module starting to recompile.
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void HandleLevelEditorModuleCompileStarted( bool bIsAsyncCompile );
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// Handles the user requesting the current compilation to be canceled
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void OnCancelCodeCompilationClicked();
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// Handles the level editor module finishing to recompile.
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void HandleLevelEditorModuleCompileFinished( const FString& LogDump, ECompilationResult::Type CompilationResult, bool bShowLog );
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/** Called when Hot Reload completes */
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void HandleHotReloadFinished( bool bWasTriggeredAutomatically );
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// Handles the code accessor having finished launching its editor
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void HandleCodeAccessorLaunched( const bool WasSuccessful );
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// Handle an open file operation failing
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void HandleCodeAccessorOpenFileFailed(const FString& Filename);
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// Handles launching code accessor
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void HandleCodeAccessorLaunching( );
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private:
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// Weak pointer to the level editor's compile notification item.
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TWeakPtr<SNotificationItem> CompileNotificationPtr;
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// Friendly name for persistently level name currently loaded. Used for window and tab titles.
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FString LoadedLevelName;
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/// Event to be called when the mainframe is fully created.
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FMainFrameCreationFinishedEvent MainFrameCreationFinishedEvent;
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/// Event to be called when the editor tried to use a platform, but it wasn't installed
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FMainFrameSDKNotInstalled MainFrameSDKNotInstalled;
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// Commands used by main frame in menus and key bindings.
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TSharedPtr<class FMainFrameCommands> MainFrameActions;
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// Holds the main frame handler.
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TSharedPtr<class FMainFrameHandler> MainFrameHandler;
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// Absolute real time that we started compiling modules. Used for stats tracking.
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double ModuleCompileStartTime;
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// Holds the collection of most recently used favorites.
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class FMainMRUFavoritesList* MRUFavoritesList;
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// Weak pointer to the code accessor's notification item.
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TWeakPtr<class SNotificationItem> CodeAccessorNotificationPtr;
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// Sounds used for compilation.
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class USoundBase* CompileStartSound;
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class USoundBase* CompileSuccessSound;
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class USoundBase* CompileFailSound;
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};
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