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==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2903938 on 2016/03/10 by Frank.Gigliotti
Added an instance ID to FAnimMontageInstance
#CodeReview Laurent.Delayen
#RB Laurent.Delayen
#Tests PIE
Change 2903745 on 2016/03/10 by Wes.Hunt
Update Oodle TPS
#rb none
#tests none
#codereview:john.pollard
Change 2903689 on 2016/03/10 by Uriel.Doyon
New "LogHeroMaterials" console command, displaying the current state of materials and textures on the character hero.
#rb marcus.wasmer
#codereview marcus.wassmer
#tests editor, playing PC games, trying the new command
Change 2903669 on 2016/03/10 by Aaron.McLeran
OR-17180 Make stat soundcues and stat soundwaves NOT display zero volume sounds
- Change only effects debug stat commands for audio guys
#rb none
#tests played paragon with new debug stat commands, confirms doesn't show zero-volume sounds
Change 2903625 on 2016/03/10 by John.Pollard
XB1 Oodle SDK
#rb none
#tests none
#codereview Jeff.Campeau
Change 2903577 on 2016/03/10 by Ben.Marsh
Remaking latest build scripts from //UE4/Main @ 2900980.
Change 2903560 on 2016/03/10 by Ben.Marsh
Initial version of BuildGraph scripts - used to create build processes in UE4 which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system). Intended to supersede GUBP.
Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
* Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided (<Cook>, <Compile>, <Copy>, <Stage>, <Log>, <PakFile>, etc...), and additional tasks may be added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
* Nodes: A named sequence of tasks which is executed to produce outputs. Nodes may have input dependencies on other nodes before they can be executed. Declared with the <Node> element in scripts.
* Agent Groups: A set of nodes nodes which is executed on the same machine if running as part of a build system. Has no effect when building locally. Declared with the <Group> element in scripts.
* Triggers: Container for groups which should only be executed when explicitly triggered (using the -Trigger=<Name> or -SkipTriggers command line argument). Declared with the <Trigger> element in scripts.
* Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
Local properties, which only affect the scope of the containing XML element (node, group, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global property for the local property's scope.
Any elements can be conditionally defined via the "If" attribute, and are largely identical to MSBuild conditions. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE"). Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=<Filename> argument (producing a JSON file listing the nodes and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=<Name> argument. Outputs from different nodes are transferred between agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=<Path> argument. Note that the allocation of machines, and coordination between them, is assumed to be managed by an external system.
A schema for the known set of tasks can be generated by running UAT with the "-Schema=<FileName>" option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete elements as you type.
#rb none
#codereview Marc.Audy, Wes.Hunt, Matthew.Griffin, Richard.Fawcett
#tests local only so far, but not part of any build process yet
Change 2903539 on 2016/03/10 by John.Pollard
Improve replay playback debugging of character movement
#rb none
#tests replays
Change 2903526 on 2016/03/10 by Ben.Marsh
Remake changes from //UE4/Main without integration history, to add support for BuildGraph tasks.
#rb none
#tests none
Change 2903512 on 2016/03/10 by Dan.Youhon
Modify minimum Duration values for JumpForce and MoveToForce ability tasks so that having minimum Duration values doesn't trigger check()s
#rb None
#tests Compiles
Change 2903474 on 2016/03/10 by Marc.Audy
Fix crash if ChildActor is null
#rb None
#tests None
Change 2903314 on 2016/03/10 by Marc.Audy
Fix ParentComponent not being persisted and fixup content that was saved in the window it was broken
#rb James.Golding
#tests Selection of child actors works as expected
#jira UE-28201
Change 2903298 on 2016/03/10 by Simon.Tovey
Disabling the trails optimization.
#tests none
#rb none
#codereview Olaf.Piesche
Change 2903124 on 2016/03/10 by Robert.Manuszewski
Small refactor to pak signing to help with exe protection
#rb none
#tests none
[CL 2907678 by Andrew Grant in Main branch]
433 lines
14 KiB
C++
433 lines
14 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "WebBrowserPrivatePCH.h"
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#include "SlateCore.h"
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#include "WebBrowserSingleton.h"
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#include "WebBrowserApp.h"
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#include "WebBrowserHandler.h"
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#include "WebBrowserWindow.h"
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#include "IPlatformTextField.h"
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#include "IVirtualKeyboardEntry.h"
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#include "SlateApplication.h"
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#include "Runtime/Launch/Resources/Version.h"
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#if WITH_CEF3
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# if PLATFORM_WINDOWS
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# include "AllowWindowsPlatformTypes.h"
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# endif
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# pragma push_macro("OVERRIDE")
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# undef OVERRIDE // cef headers provide their own OVERRIDE macro
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# include "include/cef_app.h"
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# pragma pop_macro("OVERRIDE")
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# if PLATFORM_WINDOWS
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# include "HideWindowsPlatformTypes.h"
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# endif
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#endif
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#if PLATFORM_MAC || PLATFORM_LINUX
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# include <pthread.h>
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#endif
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#if PLATFORM_ANDROID
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# include <Android/AndroidPlatformWebBrowser.h>
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#endif
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// Define some platform-dependent file locations
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#if WITH_CEF3
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# define CEF3_BIN_DIR TEXT("Binaries/ThirdParty/CEF3")
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# if PLATFORM_WINDOWS && PLATFORM_64BITS
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# define CEF3_RESOURCES_DIR CEF3_BIN_DIR TEXT("/Win64/Resources")
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# define CEF3_SUBPROCES_EXE TEXT("Binaries/Win64/UnrealCEFSubProcess.exe")
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# elif PLATFORM_WINDOWS && PLATFORM_32BITS
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# define CEF3_RESOURCES_DIR CEF3_BIN_DIR TEXT("/Win32/Resources")
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# define CEF3_SUBPROCES_EXE TEXT("Binaries/Win32/UnrealCEFSubProcess.exe")
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# elif PLATFORM_MAC
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# define CEF3_FRAMEWORK_DIR CEF3_BIN_DIR TEXT("/Mac/Chromium Embedded Framework.framework")
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# define CEF3_RESOURCES_DIR CEF3_FRAMEWORK_DIR TEXT("/Resources")
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# define CEF3_SUBPROCES_EXE TEXT("Binaries/Mac/UnrealCEFSubProcess.app/Contents/MacOS/UnrealCEFSubProcess")
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# elif PLATFORM_LINUX // @todo Linux
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# define CEF3_RESOURCES_DIR CEF3_BIN_DIR TEXT("/Linux/Resources")
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# define CEF3_SUBPROCES_EXE TEXT("Binaries/Linux/UnrealCEFSubProcess")
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# endif
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#endif
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namespace {
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/**
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* Helper function to set the current thread name, visible by the debugger.
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* @param ThreadName Name to set
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*/
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void SetCurrentThreadName(char* ThreadName)
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{
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#if PLATFORM_MAC
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pthread_setname_np(ThreadName);
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#elif PLATFORM_LINUX
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pthread_setname_np(pthread_self(), ThreadName);
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#elif PLATFORM_WINDOWS && !PLATFORM_SEH_EXCEPTIONS_DISABLED
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/**
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* Code setting the thread name for use in the debugger.
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* Copied implementation from WindowsRunnableThread as it is private.
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*
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* http://msdn.microsoft.com/en-us/library/xcb2z8hs.aspx
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*/
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const uint32 MS_VC_EXCEPTION=0x406D1388;
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struct THREADNAME_INFO
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{
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uint32 dwType; // Must be 0x1000.
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LPCSTR szName; // Pointer to name (in user addr space).
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uint32 dwThreadID; // Thread ID (-1=caller thread).
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uint32 dwFlags; // Reserved for future use, must be zero.
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};
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THREADNAME_INFO ThreadNameInfo = {0x1000, ThreadName, -1, 0};
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__try
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{
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RaiseException( MS_VC_EXCEPTION, 0, sizeof(ThreadNameInfo)/sizeof(ULONG_PTR), (ULONG_PTR*)&ThreadNameInfo );
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}
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__except( EXCEPTION_EXECUTE_HANDLER )
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CA_SUPPRESS(6322)
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{
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}
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#endif
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}
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#if PLATFORM_MAC
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// OSX wants caches in a separate location from other app data
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const TCHAR* ApplicationCacheDir()
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{
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static TCHAR Result[MAX_PATH] = TEXT("");
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if (!Result[0])
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{
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SCOPED_AUTORELEASE_POOL;
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NSString *CacheBaseDir = [NSSearchPathForDirectoriesInDomains(NSCachesDirectory, NSUserDomainMask, YES) objectAtIndex: 0];
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NSString* BundleID = [[NSBundle mainBundle] bundleIdentifier];
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if(!BundleID)
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{
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BundleID = [[NSProcessInfo processInfo] processName];
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}
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check(BundleID);
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NSString* AppCacheDir = [CacheBaseDir stringByAppendingPathComponent: BundleID];
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FPlatformString::CFStringToTCHAR((CFStringRef)AppCacheDir, Result);
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}
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return Result;
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}
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#endif
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}
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FWebBrowserSingleton::FWebBrowserSingleton()
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: bDevToolsShortcutEnabled(UE_BUILD_DEBUG)
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{
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#if WITH_CEF3
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// The FWebBrowserSingleton must be initialized on the game thread
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check(IsInGameThread());
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// Provide CEF with command-line arguments.
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#if PLATFORM_WINDOWS
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CefMainArgs MainArgs(hInstance);
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#else
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CefMainArgs MainArgs;
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#endif
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bool bVerboseLogging = FParse::Param(FCommandLine::Get(), TEXT("cefverbose")) || FParse::Param(FCommandLine::Get(), TEXT("debuglog"));
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// WebBrowserApp implements application-level callbacks.
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WebBrowserApp = new FWebBrowserApp;
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WebBrowserApp->OnRenderProcessThreadCreated().BindRaw(this, &FWebBrowserSingleton::HandleRenderProcessCreated);
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// Specify CEF global settings here.
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CefSettings Settings;
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Settings.no_sandbox = true;
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Settings.command_line_args_disabled = true;
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FString CefLogFile(FPaths::Combine(*FPaths::GameLogDir(), TEXT("cef3.log")));
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CefLogFile = FPaths::ConvertRelativePathToFull(CefLogFile);
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CefString(&Settings.log_file) = *CefLogFile;
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Settings.log_severity = bVerboseLogging ? LOGSEVERITY_VERBOSE : LOGSEVERITY_WARNING;
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// Specify locale from our settings
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FString LocaleCode = GetCurrentLocaleCode();
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CefString(&Settings.locale) = *LocaleCode;
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// Append engine version to the user agent string.
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FString ProductVersion = FString::Printf( TEXT("%s UnrealEngineChrome/%s"), FApp::GetGameName(), ENGINE_VERSION_STRING);
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CefString(&Settings.product_version) = *ProductVersion;
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// Enable on disk cache
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#if PLATFORM_MAC
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// OSX wants cache files in a special location
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FString CachePath(FPaths::Combine(ApplicationCacheDir(), TEXT("webcache")));
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#else
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FString CachePath(FPaths::Combine(*FPaths::GameSavedDir(), TEXT("webcache")));
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#endif
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CachePath = FPaths::ConvertRelativePathToFull(CachePath);
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CefString(&Settings.cache_path) = *CachePath;
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// Specify path to resources
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FString ResourcesPath(FPaths::Combine(*FPaths::EngineDir(), CEF3_RESOURCES_DIR));
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ResourcesPath = FPaths::ConvertRelativePathToFull(ResourcesPath);
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if (!FPaths::DirectoryExists(ResourcesPath))
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{
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UE_LOG(LogWebBrowser, Error, TEXT("Chromium Resources information not found at: %s."), *ResourcesPath);
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}
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CefString(&Settings.resources_dir_path) = *ResourcesPath;
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#if !PLATFORM_MAC
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// On Mac Chromium ignores custom locales dir. Files need to be stored in Resources folder in the app bundle
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FString LocalesPath(FPaths::Combine(*ResourcesPath, TEXT("locales")));
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LocalesPath = FPaths::ConvertRelativePathToFull(LocalesPath);
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if (!FPaths::DirectoryExists(LocalesPath))
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{
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UE_LOG(LogWebBrowser, Error, TEXT("Chromium Locales information not found at: %s."), *LocalesPath);
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}
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CefString(&Settings.locales_dir_path) = *LocalesPath;
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#endif
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// Specify path to sub process exe
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FString SubProcessPath(FPaths::Combine(*FPaths::EngineDir(), CEF3_SUBPROCES_EXE));
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SubProcessPath = FPaths::ConvertRelativePathToFull(SubProcessPath);
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if (!FPaths::FileExists(SubProcessPath))
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{
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UE_LOG(LogWebBrowser, Error, TEXT("UnrealCEFSubProcess.exe not found, check that this program has been built and is placed in: %s."), *SubProcessPath);
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}
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CefString(&Settings.browser_subprocess_path) = *SubProcessPath;
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// Initialize CEF.
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bool bSuccess = CefInitialize(MainArgs, Settings, WebBrowserApp.get(), nullptr);
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check(bSuccess);
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// Set the thread name back to GameThread.
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SetCurrentThreadName(TCHAR_TO_ANSI( *(FName( NAME_GameThread ).GetPlainNameString()) ));
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#endif
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}
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#if WITH_CEF3
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void FWebBrowserSingleton::HandleRenderProcessCreated(CefRefPtr<CefListValue> ExtraInfo)
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{
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for (int32 Index = WindowInterfaces.Num() - 1; Index >= 0; --Index)
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{
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TSharedPtr<FWebBrowserWindow> BrowserWindow = WindowInterfaces[Index].Pin();
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if (BrowserWindow.IsValid())
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{
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CefRefPtr<CefDictionaryValue> Bindings = BrowserWindow->GetProcessInfo();
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if (Bindings.get())
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{
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ExtraInfo->SetDictionary(ExtraInfo->GetSize(), Bindings);
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}
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}
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}
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}
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#endif
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FWebBrowserSingleton::~FWebBrowserSingleton()
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{
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#if WITH_CEF3
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// Force all existing browsers to close in case any haven't been deleted
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for (int32 Index = 0; Index < WindowInterfaces.Num(); ++Index)
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{
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auto BrowserWindow = WindowInterfaces[Index].Pin();
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if (BrowserWindow.IsValid() && BrowserWindow->IsValid())
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{
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// Call CloseBrowser directly on the Host object as FWebBrowserWindow::CloseBrowser is delayed
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BrowserWindow->InternalCefBrowser->GetHost()->CloseBrowser(true);
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}
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}
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// Just in case, although we deallocate WebBrowserApp right after this.
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WebBrowserApp->OnRenderProcessThreadCreated().Unbind();
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// CefRefPtr takes care of delete
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WebBrowserApp = nullptr;
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// Shut down CEF.
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CefShutdown();
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#endif
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}
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TSharedPtr<IWebBrowserWindow> FWebBrowserSingleton::CreateBrowserWindow(
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TSharedPtr<FWebBrowserWindow>& BrowserWindowParent,
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TSharedPtr<FWebBrowserWindowInfo>& BrowserWindowInfo
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)
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{
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#if WITH_CEF3
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TOptional<FString> ContentsToLoad;
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bool bShowErrorMessage = BrowserWindowParent->IsShowingErrorMessages();
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bool bThumbMouseButtonNavigation = BrowserWindowParent->IsThumbMouseButtonNavigationEnabled();
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bool bUseTransparency = BrowserWindowParent->UseTransparency();
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FString InitialURL = BrowserWindowInfo->Browser->GetMainFrame()->GetURL().ToWString().c_str();
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TSharedPtr<FWebBrowserWindow> NewBrowserWindow(new FWebBrowserWindow(BrowserWindowInfo->Browser, BrowserWindowInfo->Handler, InitialURL, ContentsToLoad, bShowErrorMessage, bThumbMouseButtonNavigation, bUseTransparency));
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BrowserWindowInfo->Handler->SetBrowserWindow(NewBrowserWindow);
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WindowInterfaces.Add(NewBrowserWindow);
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return NewBrowserWindow;
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#endif
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return nullptr;
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}
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TSharedPtr<IWebBrowserWindow> FWebBrowserSingleton::CreateBrowserWindow(
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void* OSWindowHandle,
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FString InitialURL,
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bool bUseTransparency,
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bool bThumbMouseButtonNavigation,
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TOptional<FString> ContentsToLoad,
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bool ShowErrorMessage,
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FColor BackgroundColor)
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{
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#if WITH_CEF3
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static bool AllowCEF = !FParse::Param(FCommandLine::Get(), TEXT("nocef"));
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if (AllowCEF)
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{
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// Information used when creating the native window.
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CefWindowInfo WindowInfo;
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// Specify CEF browser settings here.
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CefBrowserSettings BrowserSettings;
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// Set max framerate to maximum supported.
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BrowserSettings.background_color = CefColorSetARGB(BackgroundColor.A, BackgroundColor.R, BackgroundColor.G, BackgroundColor.B);
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// Disable plugins
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BrowserSettings.plugins = STATE_DISABLED;
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#if PLATFORM_WINDOWS
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// Create the widget as a child window on whindows when passing in a parent window
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if (OSWindowHandle != nullptr)
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{
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RECT ClientRect = { 0, 0, 0, 0 };
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WindowInfo.SetAsChild((CefWindowHandle)OSWindowHandle, ClientRect);
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}
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else
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#endif
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{
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// Use off screen rendering so we can integrate with our windows
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WindowInfo.SetAsWindowless(nullptr, bUseTransparency);
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BrowserSettings.windowless_frame_rate = 24;
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}
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// WebBrowserHandler implements browser-level callbacks.
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CefRefPtr<FWebBrowserHandler> NewHandler(new FWebBrowserHandler(bUseTransparency));
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// Create the CEF browser window.
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CefRefPtr<CefBrowser> Browser = CefBrowserHost::CreateBrowserSync(WindowInfo, NewHandler.get(), *InitialURL, BrowserSettings, nullptr);
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if (Browser.get())
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{
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// Create new window
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TSharedPtr<FWebBrowserWindow> NewBrowserWindow(new FWebBrowserWindow(Browser, NewHandler, InitialURL, ContentsToLoad, ShowErrorMessage, bThumbMouseButtonNavigation, bUseTransparency));
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NewHandler->SetBrowserWindow(NewBrowserWindow);
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WindowInterfaces.Add(NewBrowserWindow);
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return NewBrowserWindow;
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}
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}
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#elif PLATFORM_ANDROID
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// Create new window
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TSharedPtr<FWebBrowserWindow> NewBrowserWindow = MakeShareable(new FWebBrowserWindow(InitialURL, ContentsToLoad, ShowErrorMessage, bThumbMouseButtonNavigation, bUseTransparency));
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//WindowInterfaces.Add(NewBrowserWindow);
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return NewBrowserWindow;
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#endif
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return nullptr;
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}
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bool FWebBrowserSingleton::Tick(float DeltaTime)
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{
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#if WITH_CEF3
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bool bIsSlateAwake = !FSlateApplication::Get().IsSlateAsleep();
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// Remove any windows that have been deleted and check wether it's currently visible
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for (int32 Index = WindowInterfaces.Num() - 1; Index >= 0; --Index)
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{
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if (!WindowInterfaces[Index].IsValid())
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{
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WindowInterfaces.RemoveAtSwap(Index);
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}
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else if (bIsSlateAwake) // only check for Tick activity if Slate is currently ticking
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{
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TSharedPtr<FWebBrowserWindow> BrowserWindow = WindowInterfaces[Index].Pin();
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if(BrowserWindow.IsValid())
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{
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// Test if we've ticked recently. If not assume the browser window has become hidden.
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BrowserWindow->CheckTickActivity();
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}
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}
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}
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CefDoMessageLoopWork();
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#endif
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return true;
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}
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FString FWebBrowserSingleton::GetCurrentLocaleCode()
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{
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FCultureRef Culture = FInternationalization::Get().GetCurrentCulture();
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FString LocaleCode = Culture->GetTwoLetterISOLanguageName();
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FString Country = Culture->GetRegion();
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if (!Country.IsEmpty())
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{
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LocaleCode = LocaleCode + TEXT("-") + Country;
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}
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return LocaleCode;
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}
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#if WITH_CEF3
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namespace
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{
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// Task for executing a callback on a given thread.
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class FDeleteCookiesNotificationTask
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: public CefTask
|
|
{
|
|
TFunction<void (int)> Callback;
|
|
int Value;
|
|
public:
|
|
FDeleteCookiesNotificationTask(const TFunction<void (int)>& InCallback, int InValue)
|
|
: Callback(InCallback)
|
|
, Value(InValue)
|
|
{}
|
|
|
|
virtual void Execute() override
|
|
{
|
|
Callback(Value);
|
|
}
|
|
|
|
IMPLEMENT_REFCOUNTING(FDeleteCookiesNotificationTask);
|
|
|
|
};
|
|
|
|
// Callback that will invoke the callback with the result on the UI thread.
|
|
class FDeleteCookiesFunctionCallback
|
|
: public CefDeleteCookiesCallback
|
|
{
|
|
TFunction<void (int)> Callback;
|
|
public:
|
|
FDeleteCookiesFunctionCallback(const TFunction<void (int)>& InCallback)
|
|
: Callback(InCallback)
|
|
{}
|
|
|
|
virtual void OnComplete(int NumDeleted) override
|
|
{
|
|
// We're on the IO thread, so we'll have to schedule the callback on the main thread
|
|
CefPostTask(TID_UI, new FDeleteCookiesNotificationTask(Callback, NumDeleted));
|
|
}
|
|
|
|
IMPLEMENT_REFCOUNTING(FDeleteCookiesFunctionCallback);
|
|
};
|
|
}
|
|
#endif
|
|
|
|
void FWebBrowserSingleton::DeleteBrowserCookies(FString URL, FString CookieName, TFunction<void (int)> Completed)
|
|
{
|
|
#if WITH_CEF3
|
|
CefRefPtr<FDeleteCookiesFunctionCallback> Callback = Completed ? new FDeleteCookiesFunctionCallback(Completed) : nullptr;
|
|
CefCookieManager::GetGlobalManager(nullptr)->DeleteCookies(*URL, *CookieName, Callback);
|
|
#endif
|
|
}
|
|
|
|
|
|
// Cleanup macros to avoid having them leak outside this source file
|
|
#undef CEF3_BIN_DIR
|
|
#undef CEF3_FRAMEWORK_DIR
|
|
#undef CEF3_RESOURCES_DIR
|
|
#undef CEF3_SUBPROCES_EXE
|