Files
UnrealEngineUWP/Engine/Source/Runtime/Slate/Private/Framework/Commands/InputBindingManager.cpp
Ben Marsh 75fa4e9e6d Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3386108)
#rb none
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3345860 on 2017/03/14 by Daniel.Lamb

	Fixed crash when building DLC

	#test Cook paragon.

Change 3347324 on 2017/03/15 by Gil.Gribb

	UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme.

Change 3347331 on 2017/03/15 by Robert.Manuszewski

	Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill.

	#jira UE-42732

Change 3347371 on 2017/03/15 by Graeme.Thornton

	Fix for runtime asset cache not invalidating files with an outdated version number

Change 3349161 on 2017/03/16 by Steve.Robb

	Generated UFUNCTION FNames no longer exported.
	Misc refactors of code generation.

Change 3349167 on 2017/03/16 by Steve.Robb

	Unused TBoolConstant removed (the more general TIntegralConstant should be used instead).

Change 3349274 on 2017/03/16 by Gil.Gribb

	UE4 - Fix loading a package that is already loaded.

Change 3349534 on 2017/03/16 by Ben.Marsh

	UBT: Check that the SN-DBS service is running before attempting to use it.

Change 3349612 on 2017/03/16 by Gil.Gribb

	UE4 - Increased estimate of summary size.

Change 3350021 on 2017/03/16 by Gil.Gribb

	UE4 - Fixed crash in signature checks when mounting pak files.

Change 3350052 on 2017/03/16 by Ben.Marsh

	Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name.

Change 3350360 on 2017/03/16 by Ben.Marsh

	UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes.

Change 3351670 on 2017/03/17 by Ben.Marsh

	UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them.

Change 3352289 on 2017/03/17 by Ben.Marsh

	Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits.

Change 3352390 on 2017/03/17 by Ben.Marsh

	Remove unused/out of date binaries for CrashReporter.

Change 3352392 on 2017/03/17 by Ben.Marsh

	Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now.

Change 3352410 on 2017/03/17 by Ben.Marsh

	Remove P4ChangeReporter. I don't believe this is used any more.

Change 3352450 on 2017/03/17 by Ben.Marsh

	Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects.

Change 3352455 on 2017/03/17 by Ben.Marsh

	Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more.

Change 3352940 on 2017/03/17 by Wes.Hunt

	Update CRP to not send Slack queue size updates unless the waiting time is greater  than 1 minute.
	#codereview: jin.zhang

Change 3353658 on 2017/03/20 by Steve.Robb

	Fix for crash when importing a BP which has a populated TMap with an enum class key.

Change 3354056 on 2017/03/20 by Steve.Robb

	TAssetPtr<T> can now be constructed from a nullptr without a full definition of T.

Change 3356111 on 2017/03/21 by Graeme.Thornton

	Fix for UE-34131
	 - Support double and fname stat types in UFE stat export to CSV

	#jira UE-34131

Change 3358584 on 2017/03/22 by Daniel.Lamb

	Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking.

	#test Cook shootergame

Change 3360379 on 2017/03/23 by Gil.Gribb

	UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance.

Change 3360623 on 2017/03/23 by Gil.Gribb

	UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy.

Change 3360627 on 2017/03/23 by Gil.Gribb

	UE4 - Optimized UObject hash tables for speed and space.

Change 3361183 on 2017/03/23 by Gil.Gribb

	UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor.

Change 3361906 on 2017/03/23 by Steve.Robb

	Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements.

	#jira UE-43272

Change 3362839 on 2017/03/24 by Gil.Gribb

	UE4 - Fixed hash table lock optimization.

Change 3367348 on 2017/03/28 by Robert.Manuszewski

	Making sure streamed-in SoundWaves get added to GC clusters.

Change 3367386 on 2017/03/28 by Ben.Marsh

	EC: Pass the Semaphores property from a build type as a parameter to new build jobs.

Change 3367422 on 2017/03/28 by Ben.Marsh

	EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually.

Change 3367469 on 2017/03/28 by Ben.Marsh

	EC: Prevent multiple incremental jobs running at once.

Change 3367640 on 2017/03/28 by Ben.Marsh

	Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override.

Change 3367836 on 2017/03/28 by Uriel.Doyon

	Improved handled of references in the streaming manager

Change 3369354 on 2017/03/29 by Graeme.Thornton

	Added AES encrypt/decrypt functions that take a byte array for the key

Change 3369804 on 2017/03/29 by Ben.Marsh

	Remove incorrect "EngineVersion" settings from plugin descriptors.

Change 3370462 on 2017/03/29 by Ben.Marsh

	Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator.

	#jira UE-43467

Change 3371598 on 2017/03/30 by Ben.Marsh

	UBT: Fix message for missing toolchain in VS2017.

Change 3372827 on 2017/03/30 by Ben.Marsh

	BuildGraph: Output an error at the end of each step if any previous build products have been modified.

Change 3372947 on 2017/03/30 by Ben.Marsh

	[Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT.

Change 3372958 on 2017/03/30 by Ben.Marsh

	[Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT.

Change 3372981 on 2017/03/30 by Ben.Marsh

	[Merge] Modular game fixes for UAT

	* Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination
	* Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine
	* Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start

Change 3373024 on 2017/03/30 by Ben.Marsh

	[Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep.

Change 3373041 on 2017/03/30 by Ben.Marsh

	[Merge] Added UAT script to replace assets with another source
	Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files

Change 3373052 on 2017/03/30 by Ben.Marsh

	[Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet

Change 3373092 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash attempting to load cooked static mesh in editor

Change 3373112 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels

Change 3373132 on 2017/03/30 by Ben.Marsh

	[Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet

Change 3373138 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed code issue with playback of cooked SoundCues
	Skip over code using editor only data when editor data has been stripped

Change 3373143 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash when attempting to open multiple cooked assets

Change 3373156 on 2017/03/30 by Ben.Marsh

	[Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement)

Change 3373161 on 2017/03/30 by Ben.Marsh

	[Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data

Change 3373168 on 2017/03/30 by Ben.Marsh

	[Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file).

Change 3373204 on 2017/03/30 by Ben.Marsh

	[Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around.

Change 3373209 on 2017/03/30 by Ben.Marsh

	[Merge] Fix missing material in mod editor for cooked assets.

Change 3373388 on 2017/03/30 by Ben.Marsh

	[Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall.

Change 3374200 on 2017/03/31 by Ben.Marsh

	[Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics.

Change 3374279 on 2017/03/31 by Ben.Marsh

	PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist)

Change 3374331 on 2017/03/31 by Ben.Marsh

	UBT: Disable warning pragmas on Mono; not supported on current compiler.

	#jira UE-43451

Change 3375108 on 2017/03/31 by Ben.Marsh

	Removing another plugin EngineVersion property.

Change 3375126 on 2017/03/31 by Ben.Marsh

	Fix incorrect executable paths being generated for Windows.

Change 3375159 on 2017/03/31 by Graeme.Thornton

	Pak Index Encryption
	 - Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key
	 - Added "-encryptpakindex" option to UAT to force on index encryption
	 - Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor

Change 3375197 on 2017/03/31 by Graeme.Thornton

	Enable pak index encryption in shootergame

Change 3375377 on 2017/03/31 by Ben.Marsh

	Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries".

Change 3376418 on 2017/04/03 by Ben.Marsh

	BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build.

Change 3376447 on 2017/04/03 by Ben.Marsh

	Build: Remove some unused stream settings

Change 3376469 on 2017/04/03 by Ben.Marsh

	Build: Add a customizable field for the script to use for custom builds in every branch.

Change 3376654 on 2017/04/03 by Ben.Marsh

	Add a fatal error message containing the module with an outstanding reference when trying to unload it.

	#jira UE-42423

Change 3376747 on 2017/04/03 by Gil.Gribb

	UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL.

Change 3377173 on 2017/04/03 by Ben.Marsh

	Make sure callstacks are written to stdout following a crash on a background thread.

Change 3377183 on 2017/04/03 by Ben.Marsh

	Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument).

Change 3377280 on 2017/04/03 by Ben.Marsh

	Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/...

Change 3377311 on 2017/04/03 by Ben.Marsh

	Build: Set the 'Semaphores' parameter for any jobs started from a schedule.

Change 3377326 on 2017/04/03 by Ben.Marsh

	UGS: Show badges which match an entire subtree if the project field ends with "...".

Change 3377392 on 2017/04/03 by Ben.Marsh

	Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them.

Change 3377895 on 2017/04/03 by Ben.Marsh

	EC: Send notification emails whenever UAT fails to compile.

Change 3377923 on 2017/04/03 by Ben.Marsh

	Build: Use a different semaphore for the common editors build target to the incremental compile build target.

Change 3378297 on 2017/04/04 by Graeme.Thornton

	Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT

Change 3378301 on 2017/04/04 by Ben.Marsh

	UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes.

Change 3378460 on 2017/04/04 by Graeme.Thornton

	Remove dependency preloading system from sync and async loading paths

Change 3378535 on 2017/04/04 by Robert.Manuszewski

	Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324

	#jira UE-43544

Change 3378575 on 2017/04/04 by Robert.Manuszewski

	Making sure actor clusters are not created in non-cooked builds

	#jira UE-43617
	#jira UE-43614

Change 3378589 on 2017/04/04 by Robert.Manuszewski

	Disabling debug GC cluster logging

	#jira UE-43617

Change 3379118 on 2017/04/04 by Robert.Manuszewski

	Disabling actor clustering by default, keeping it on in Orion and Ocean

Change 3379815 on 2017/04/04 by Ben.Marsh

	Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures.

Change 3380811 on 2017/04/05 by Gil.Gribb

	UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it.

Change 3383313 on 2017/04/06 by Uriel.Doyon

	Integrated CL 3372436 3372765 3373272 from Dev-Rendering
	#JIRA UE-43669

Change 3383531 on 2017/04/06 by Ben.Marsh

	UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory.

Change 3383786 on 2017/04/06 by Ben.Zeigler

	Back out changelist 3382694 and replace with CL #3383757 from bob.tellez:
	Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing

Change 3385089 on 2017/04/07 by Gil.Gribb

	UE4 - Critical. Fixed memory leak in pak precacher.

[CL 3386123 by Ben Marsh in Main branch]
2017-04-10 11:00:33 -04:00

607 lines
22 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "Framework/Commands/InputBindingManager.h"
#include "HAL/FileManager.h"
#include "Misc/Paths.h"
#include "Misc/ConfigCacheIni.h"
#include "Policies/CondensedJsonPrintPolicy.h"
#include "Dom/JsonValue.h"
#include "Dom/JsonObject.h"
#include "Serialization/JsonReader.h"
#include "Serialization/JsonSerializer.h"
#include "SlateGlobals.h"
#include "Misc/RemoteConfigIni.h"
/* FUserDefinedChords helper class
*****************************************************************************/
/** An identifier for a user defined chord */
struct FUserDefinedChordKey
{
FUserDefinedChordKey()
{
}
FUserDefinedChordKey(const FName InBindingContext, const FName InCommandName)
: BindingContext(InBindingContext)
, CommandName(InCommandName)
{
}
bool operator==(const FUserDefinedChordKey& Other) const
{
return BindingContext == Other.BindingContext && CommandName == Other.CommandName;
}
bool operator!=(const FUserDefinedChordKey& Other) const
{
return !(*this == Other);
}
FName BindingContext;
FName CommandName;
};
uint32 GetTypeHash( const FUserDefinedChordKey& Key )
{
return GetTypeHash(Key.BindingContext) ^ GetTypeHash(Key.CommandName);
}
class FUserDefinedChords
{
public:
void LoadChords();
void SaveChords() const;
bool GetUserDefinedChord( const FName BindingContext, const FName CommandName, FInputChord& OutUserDefinedChord ) const;
void SetUserDefinedChord( const FUICommandInfo& CommandInfo );
/** Remove all user defined chords */
void RemoveAll();
private:
void LoadChord(const TSharedPtr<FJsonObject>& ChordInfoObject, const FName& BindingContextName, const FName& CommandName);
/* Mapping from a chord key to the user defined chord */
typedef TMap<FUserDefinedChordKey, FInputChord> FChordsMap;
TSharedPtr<FChordsMap> Chords;
};
void FUserDefinedChords::LoadChord(const TSharedPtr<FJsonObject>& ChordInfoObject, const FName& BindingContextName, const FName& CommandName)
{
const TSharedPtr<FJsonValue> CtrlObj = ChordInfoObject->Values.FindRef(TEXT("Control"));
const TSharedPtr<FJsonValue> AltObj = ChordInfoObject->Values.FindRef( TEXT("Alt") );
const TSharedPtr<FJsonValue> ShiftObj = ChordInfoObject->Values.FindRef( TEXT("Shift") );
const TSharedPtr<FJsonValue> CmdObj = ChordInfoObject->Values.FindRef(TEXT("Command"));
const TSharedPtr<FJsonValue> KeyObj = ChordInfoObject->Values.FindRef( TEXT("Key") );
const FUserDefinedChordKey ChordKey(BindingContextName, CommandName);
FInputChord& UserDefinedChord = Chords->FindOrAdd(ChordKey);
#if PLATFORM_MAC
// Command is treated like "Control" on Mac and vice-versa, so swap them.
EModifierKey::Type Modifiers = EModifierKey::FromBools(
CmdObj.IsValid() ? CmdObj->AsBool() : false,
AltObj->AsBool(),
ShiftObj->AsBool(),
CtrlObj->AsBool()
);
#else
EModifierKey::Type Modifiers = EModifierKey::FromBools(
CtrlObj->AsBool(),
AltObj->AsBool(),
ShiftObj->AsBool(),
CmdObj.IsValid() ? CmdObj->AsBool() : false
);
#endif //#if PLATFORM_MAC
UserDefinedChord = FInputChord(*KeyObj->AsString(), Modifiers);
}
void FUserDefinedChords::LoadChords()
{
if( !Chords.IsValid() )
{
Chords = MakeShareable( new FChordsMap );
// First, try and load the chords from their new location in the ini file
// Failing that, try and load them from the older txt file
TArray<FString> ChordJsonArray;
bool bFoundChords = (GConfig->GetArray(TEXT("UserDefinedChords"), TEXT("UserDefinedChords"), ChordJsonArray, GEditorKeyBindingsIni) > 0);
if (!bFoundChords)
{
// Backwards compat for when it was named gestures
bFoundChords = (GConfig->GetArray(TEXT("UserDefinedGestures"), TEXT("UserDefinedGestures"), ChordJsonArray, GEditorKeyBindingsIni) > 0);
}
if(bFoundChords)
{
// This loads an array of JSON strings representing the FUserDefinedChordKey and FInputChord in a single JSON object
for(const FString& ChordJson : ChordJsonArray)
{
const FString UnescapedContent = FRemoteConfig::ReplaceIniSpecialCharWithChar(ChordJson).ReplaceEscapedCharWithChar();
TSharedPtr<FJsonObject> ChordInfoObj;
auto JsonReader = TJsonReaderFactory<>::Create( UnescapedContent );
if( FJsonSerializer::Deserialize( JsonReader, ChordInfoObj ) )
{
const TSharedPtr<FJsonValue> BindingContextObj = ChordInfoObj->Values.FindRef( TEXT("BindingContext") );
const TSharedPtr<FJsonValue> CommandNameObj = ChordInfoObj->Values.FindRef( TEXT("CommandName") );
const FName BindingContext = *BindingContextObj->AsString();
const FName CommandName = *CommandNameObj->AsString();
LoadChord(ChordInfoObj, BindingContext, CommandName);
}
}
}
else
{
TSharedPtr<FJsonObject> ChordsObj;
// This loads a JSON object containing BindingContexts, containing objects of CommandNames, containing the FInputChord information
FString Content;
bool bFoundContent = (GConfig->GetArray(TEXT("UserDefinedChords"), TEXT("Content"), ChordJsonArray, GEditorKeyBindingsIni) > 0);
if (!bFoundContent)
{
// Backwards compat for when it was named gestures
bFoundChords = (GConfig->GetArray(TEXT("UserDefinedGestures"), TEXT("Content"), ChordJsonArray, GEditorKeyBindingsIni) > 0);
}
if (bFoundContent)
{
const FString UnescapedContent = FRemoteConfig::ReplaceIniSpecialCharWithChar(Content).ReplaceEscapedCharWithChar();
auto JsonReader = TJsonReaderFactory<>::Create( UnescapedContent );
FJsonSerializer::Deserialize( JsonReader, ChordsObj );
}
if (!ChordsObj.IsValid())
{
// Chords have not been loaded from the ini file, try reading them from the txt file now
TSharedPtr<FArchive> Ar = MakeShareable( IFileManager::Get().CreateFileReader( *( FPaths::GameSavedDir() / TEXT("Preferences/EditorKeyBindings.txt") ) ) );
if( Ar.IsValid() )
{
auto TextReader = TJsonReaderFactory<ANSICHAR>::Create( Ar.Get() );
FJsonSerializer::Deserialize( TextReader, ChordsObj );
}
}
if (ChordsObj.IsValid())
{
for(const auto& BindingContextInfo : ChordsObj->Values)
{
const FName BindingContext = *BindingContextInfo.Key;
TSharedPtr<FJsonObject> BindingContextObj = BindingContextInfo.Value->AsObject();
for (const auto& CommandInfo : BindingContextObj->Values)
{
const FName CommandName = *CommandInfo.Key;
TSharedPtr<FJsonObject> CommandObj = CommandInfo.Value->AsObject();
LoadChord(CommandObj, BindingContext, CommandName);
}
}
}
}
}
}
void FUserDefinedChords::SaveChords() const
{
if( Chords.IsValid() )
{
FString ChordRawJsonContent;
TArray<FString> ChordJsonArray;
for(const auto& ChordInfo : *Chords)
{
TSharedPtr<FJsonValueObject> ChordInfoValueObj = MakeShareable( new FJsonValueObject( MakeShareable( new FJsonObject ) ) );
TSharedPtr<FJsonObject> ChordInfoObj = ChordInfoValueObj->AsObject();
// Set the chord values for the command
ChordInfoObj->Values.Add( TEXT("BindingContext"), MakeShareable( new FJsonValueString( ChordInfo.Key.BindingContext.ToString() ) ) );
ChordInfoObj->Values.Add( TEXT("CommandName"), MakeShareable( new FJsonValueString( ChordInfo.Key.CommandName.ToString() ) ) );
ChordInfoObj->Values.Add( TEXT("Control"), MakeShareable( new FJsonValueBoolean( ChordInfo.Value.NeedsControl() ) ) );
ChordInfoObj->Values.Add( TEXT("Alt"), MakeShareable( new FJsonValueBoolean( ChordInfo.Value.NeedsAlt() ) ) );
ChordInfoObj->Values.Add( TEXT("Shift"), MakeShareable( new FJsonValueBoolean( ChordInfo.Value.NeedsShift() ) ) );
ChordInfoObj->Values.Add( TEXT("Command"), MakeShareable( new FJsonValueBoolean( ChordInfo.Value.NeedsCommand() ) ) );
ChordInfoObj->Values.Add( TEXT("Key"), MakeShareable( new FJsonValueString( ChordInfo.Value.Key.ToString() ) ) );
auto JsonWriter = TJsonWriterFactory< TCHAR, TCondensedJsonPrintPolicy<TCHAR> >::Create( &ChordRawJsonContent );
FJsonSerializer::Serialize( ChordInfoObj.ToSharedRef(), JsonWriter );
const FString EscapedContent = FRemoteConfig::ReplaceIniCharWithSpecialChar(ChordRawJsonContent).ReplaceCharWithEscapedChar();
ChordJsonArray.Add(EscapedContent);
}
GConfig->SetArray(TEXT("UserDefinedChords"), TEXT("UserDefinedChords"), ChordJsonArray, GEditorKeyBindingsIni);
// Clean up old keys (if they still exist)
GConfig->RemoveKey(TEXT("UserDefinedGestures"), TEXT("UserDefinedGestures"), GEditorKeyBindingsIni);
GConfig->RemoveKey(TEXT("UserDefinedChords"), TEXT("Content"), GEditorKeyBindingsIni);
GConfig->RemoveKey(TEXT("UserDefinedChords"), TEXT("Content"), GEditorKeyBindingsIni);
}
}
bool FUserDefinedChords::GetUserDefinedChord( const FName BindingContext, const FName CommandName, FInputChord& OutUserDefinedChord ) const
{
bool bResult = false;
if( Chords.IsValid() )
{
const FUserDefinedChordKey ChordKey(BindingContext, CommandName);
const FInputChord* const UserDefinedChordPtr = Chords->Find(ChordKey);
if( UserDefinedChordPtr )
{
OutUserDefinedChord = *UserDefinedChordPtr;
bResult = true;
}
}
return bResult;
}
void FUserDefinedChords::SetUserDefinedChord( const FUICommandInfo& CommandInfo )
{
if( Chords.IsValid() )
{
const FName BindingContext = CommandInfo.GetBindingContext();
const FName CommandName = CommandInfo.GetCommandName();
// Find or create the command context
const FUserDefinedChordKey ChordKey(BindingContext, CommandName);
FInputChord& UserDefinedChord = Chords->FindOrAdd(ChordKey);
// Save an empty invalid chord if one was not set
// This is an indication that the user doesn't want this bound and not to use the default chord
const TSharedPtr<const FInputChord> InputChord = CommandInfo.GetActiveChord();
UserDefinedChord = (InputChord.IsValid()) ? *InputChord : FInputChord();
}
}
void FUserDefinedChords::RemoveAll()
{
Chords = MakeShareable( new FChordsMap );
}
/* FInputBindingManager structors
*****************************************************************************/
FInputBindingManager& FInputBindingManager::Get()
{
static FInputBindingManager* Instance= NULL;
if( Instance == NULL )
{
Instance = new FInputBindingManager();
}
return *Instance;
}
/* FInputBindingManager interface
*****************************************************************************/
/**
* Gets the user defined chord (if any) from the provided command name
*
* @param InBindingContext The context in which the command is active
* @param InCommandName The name of the command to get the chord from
*/
bool FInputBindingManager::GetUserDefinedChord( const FName InBindingContext, const FName InCommandName, FInputChord& OutUserDefinedChord )
{
if( !UserDefinedChords.IsValid() )
{
UserDefinedChords = MakeShareable( new FUserDefinedChords );
UserDefinedChords->LoadChords();
}
return UserDefinedChords->GetUserDefinedChord( InBindingContext, InCommandName, OutUserDefinedChord );
}
void FInputBindingManager::CheckForDuplicateDefaultChords( const FBindingContext& InBindingContext, TSharedPtr<FUICommandInfo> InCommandInfo ) const
{
const bool bCheckDefault = true;
TSharedPtr<FUICommandInfo> ExistingInfo = GetCommandInfoFromInputChord( InBindingContext.GetContextName(), InCommandInfo->DefaultChord, bCheckDefault );
if( ExistingInfo.IsValid() )
{
if( ExistingInfo->CommandName != InCommandInfo->CommandName )
{
// Two different commands with the same name in the same context or parent context
UE_LOG(LogSlate, Fatal, TEXT("The command '%s.%s' has the same default chord as '%s.%s' [%s]"),
*InCommandInfo->BindingContext.ToString(),
*InCommandInfo->CommandName.ToString(),
*ExistingInfo->BindingContext.ToString(),
*ExistingInfo->CommandName.ToString(),
*InCommandInfo->DefaultChord.GetInputText().ToString() );
}
}
}
void FInputBindingManager::NotifyActiveChordChanged( const FUICommandInfo& CommandInfo )
{
FContextEntry& ContextEntry = ContextMap.FindChecked( CommandInfo.GetBindingContext() );
// Slow but doesn't happen frequently
for( FChordMap::TIterator It( ContextEntry.ChordToCommandInfoMap ); It; ++It )
{
// Remove the currently active chord from the map if one exists
if( It.Value() == CommandInfo.GetCommandName() )
{
It.RemoveCurrent();
// There should only be one active chord
break;
}
}
if( CommandInfo.GetActiveChord()->IsValidChord() )
{
checkSlow( !ContextEntry.ChordToCommandInfoMap.Contains( *CommandInfo.GetActiveChord() ) )
ContextEntry.ChordToCommandInfoMap.Add( *CommandInfo.GetActiveChord(), CommandInfo.GetCommandName() );
}
// The user defined chords should have already been created
check( UserDefinedChords.IsValid() );
UserDefinedChords->SetUserDefinedChord( CommandInfo );
// Broadcast the chord event when a new one is added
OnUserDefinedChordChanged.Broadcast(CommandInfo);
}
void FInputBindingManager::SaveInputBindings()
{
if( UserDefinedChords.IsValid() )
{
UserDefinedChords->SaveChords();
}
}
void FInputBindingManager::RemoveUserDefinedChords()
{
if( UserDefinedChords.IsValid() )
{
UserDefinedChords->RemoveAll();
UserDefinedChords->SaveChords();
}
}
void FInputBindingManager::GetCommandInfosFromContext( const FName InBindingContext, TArray< TSharedPtr<FUICommandInfo> >& OutCommandInfos ) const
{
ContextMap.FindRef( InBindingContext ).CommandInfoMap.GenerateValueArray( OutCommandInfos );
}
void FInputBindingManager::CreateInputCommand( const TSharedRef<FBindingContext>& InBindingContext, TSharedRef<FUICommandInfo> InCommandInfo )
{
check( InCommandInfo->BindingContext == InBindingContext->GetContextName() );
// The command name should be valid
check( InCommandInfo->CommandName != NAME_None );
// Should not have already created a chord for this command
check( !InCommandInfo->ActiveChord->IsValidChord() );
const FName ContextName = InBindingContext->GetContextName();
FContextEntry& ContextEntry = ContextMap.FindOrAdd( ContextName );
// Our parent context must exist.
check( InBindingContext->GetContextParent() == NAME_None || ContextMap.Find( InBindingContext->GetContextParent() ) != NULL );
FCommandInfoMap& CommandInfoMap = ContextEntry.CommandInfoMap;
if( !ContextEntry.BindingContext.IsValid() )
{
ContextEntry.BindingContext = InBindingContext;
}
if( InBindingContext->GetContextParent() != NAME_None )
{
check( InBindingContext->GetContextName() != InBindingContext->GetContextParent() );
// Set a mapping from the parent of the current context to the current context
ParentToChildMap.AddUnique( InBindingContext->GetContextParent(), InBindingContext->GetContextName() );
}
if( InCommandInfo->DefaultChord.IsValidChord() )
{
CheckForDuplicateDefaultChords( *InBindingContext, InCommandInfo );
}
{
TSharedPtr<FUICommandInfo> ExistingInfo = CommandInfoMap.FindRef( InCommandInfo->CommandName );
ensureMsgf( !ExistingInfo.IsValid(), TEXT("A command with name %s already exists in context %s"), *InCommandInfo->CommandName.ToString(), *InBindingContext->GetContextName().ToString() );
}
// Add the command info to the list of known infos. It can only exist once.
CommandInfoMap.Add( InCommandInfo->CommandName, InCommandInfo );
// See if there are user defined chords for this command
FInputChord UserDefinedChord;
bool bFoundUserDefinedChord = GetUserDefinedChord( ContextName, InCommandInfo->CommandName, UserDefinedChord );
if( !bFoundUserDefinedChord && InCommandInfo->DefaultChord.IsValidChord() )
{
// Find any existing command with the same chord
// This is for inconsistency between default and user defined chord. We need to make sure that if default chords are changed to a chord that a user set to a different command, that the default chord doesn't replace
// the existing commands chord. Note: Duplicate default chords are found above in CheckForDuplicateDefaultChords
FName ExisingCommand = ContextEntry.ChordToCommandInfoMap.FindRef( InCommandInfo->DefaultChord );
if( ExisingCommand == NAME_None )
{
// No existing command has a user defined chord and no user defined chord is available for this command
TSharedRef<FInputChord> NewChord = MakeShareable( new FInputChord( InCommandInfo->DefaultChord ) );
InCommandInfo->ActiveChord = NewChord;
}
}
else if( bFoundUserDefinedChord )
{
// Find any existing command with the same chord
// This is for inconsistency between default and user defined chord. We need to make sure that if default chords are changed to a chord that a user set to a different command, that the default chord doesn't replace
// the existing commands chord.
FName ExisingCommandName = ContextEntry.ChordToCommandInfoMap.FindRef( UserDefinedChord );
if( ExisingCommandName != NAME_None )
{
// Get the command with using the same chord
TSharedPtr<FUICommandInfo> ExistingInfo = CommandInfoMap.FindRef( ExisingCommandName );
if( *ExistingInfo->ActiveChord != ExistingInfo->DefaultChord )
{
// two user defined chords are the same within a context. If the keybinding editor was used this wont happen so this must have been directly a modified user setting file
UE_LOG(LogSlate, Error, TEXT("Duplicate user defined chords found: [%s,%s]. Chord for %s being removed"), *InCommandInfo->GetLabel().ToString(), *ExistingInfo->GetLabel().ToString(), *ExistingInfo->GetLabel().ToString() );
}
ContextEntry.ChordToCommandInfoMap.Remove( *ExistingInfo->ActiveChord );
// Remove the existing chord.
ExistingInfo->ActiveChord = MakeShareable( new FInputChord() );
}
TSharedRef<FInputChord> NewChord = MakeShareable( new FInputChord( UserDefinedChord ) );
// Set the active chord on the command info
InCommandInfo->ActiveChord = NewChord;
}
// If the active chord is valid, map the chord to the map for fast lookup when processing bindings
if( InCommandInfo->ActiveChord->IsValidChord() )
{
checkSlow( !ContextEntry.ChordToCommandInfoMap.Contains( *InCommandInfo->GetActiveChord() ) );
ContextEntry.ChordToCommandInfoMap.Add( *InCommandInfo->GetActiveChord(), InCommandInfo->GetCommandName() );
}
}
void FInputBindingManager::RemoveInputCommand(const TSharedRef<FBindingContext>& InBindingContext, TSharedRef<FUICommandInfo> InUICommandInfo)
{
check(InUICommandInfo->BindingContext == InBindingContext->GetContextName());
// The command name should be valid
check(InUICommandInfo->CommandName != NAME_None);
const FName ContextName = InBindingContext->GetContextName();
FContextEntry& ContextEntry = ContextMap.FindOrAdd(ContextName);
// Our parent context must exist.
check(InBindingContext->GetContextParent() == NAME_None || ContextMap.Find(InBindingContext->GetContextParent()) != NULL);
// Remove the command and its associated chord if it's valid
ContextEntry.CommandInfoMap.Remove(InUICommandInfo->CommandName);
if (InUICommandInfo->ActiveChord->IsValidChord())
{
ContextEntry.ChordToCommandInfoMap.Remove(*InUICommandInfo->GetActiveChord());
}
}
const TSharedPtr<FUICommandInfo> FInputBindingManager::FindCommandInContext( const FName InBindingContext, const FInputChord& InChord, bool bCheckDefault ) const
{
const FContextEntry& ContextEntry = ContextMap.FindRef( InBindingContext );
TSharedPtr<FUICommandInfo> FoundCommand = NULL;
if( bCheckDefault )
{
const FCommandInfoMap& InfoMap = ContextEntry.CommandInfoMap;
for( FCommandInfoMap::TConstIterator It(InfoMap); It && !FoundCommand.IsValid(); ++It )
{
const FUICommandInfo& CommandInfo = *It.Value();
if( CommandInfo.DefaultChord == InChord )
{
FoundCommand = It.Value();
}
}
}
else
{
// faster lookup for active chords
FName CommandName = ContextEntry.ChordToCommandInfoMap.FindRef( InChord );
if( CommandName != NAME_None )
{
FoundCommand = ContextEntry.CommandInfoMap.FindChecked( CommandName );
}
}
return FoundCommand;
}
const TSharedPtr<FUICommandInfo> FInputBindingManager::FindCommandInContext( const FName InBindingContext, const FName CommandName ) const
{
const FContextEntry& ContextEntry = ContextMap.FindRef( InBindingContext );
return ContextEntry.CommandInfoMap.FindRef( CommandName );
}
void FInputBindingManager::GetAllChildContexts( const FName InBindingContext, TArray<FName>& AllChildren ) const
{
AllChildren.Add( InBindingContext );
TArray<FName> TempChildren;
ParentToChildMap.MultiFind( InBindingContext, TempChildren );
for( int32 ChildIndex = 0; ChildIndex < TempChildren.Num(); ++ChildIndex )
{
GetAllChildContexts( TempChildren[ChildIndex], AllChildren );
}
}
const TSharedPtr<FUICommandInfo> FInputBindingManager::GetCommandInfoFromInputChord( const FName InBindingContext, const FInputChord& InChord, bool bCheckDefault ) const
{
TSharedPtr<FUICommandInfo> FoundCommand = NULL;
FName CurrentContext = InBindingContext;
while( CurrentContext != NAME_None && !FoundCommand.IsValid() )
{
const FContextEntry& ContextEntry = ContextMap.FindRef( CurrentContext );
FoundCommand = FindCommandInContext( CurrentContext, InChord, bCheckDefault );
CurrentContext = ContextEntry.BindingContext->GetContextParent();
}
if( !FoundCommand.IsValid() )
{
TArray<FName> Children;
GetAllChildContexts( InBindingContext, Children );
for( int32 ContextIndex = 0; ContextIndex < Children.Num() && !FoundCommand.IsValid(); ++ContextIndex )
{
FoundCommand = FindCommandInContext( Children[ContextIndex], InChord, bCheckDefault );
}
}
return FoundCommand;
}
/**
* Returns a list of all known input contexts
*
* @param OutInputContexts The generated list of contexts
* @return A list of all known input contexts
*/
void FInputBindingManager::GetKnownInputContexts( TArray< TSharedPtr<FBindingContext> >& OutInputContexts ) const
{
for( TMap< FName, FContextEntry >::TConstIterator It(ContextMap); It; ++It )
{
OutInputContexts.Add( It.Value().BindingContext );
}
}
TSharedPtr<FBindingContext> FInputBindingManager::GetContextByName( const FName& InContextName )
{
FContextEntry* FindResult = ContextMap.Find( InContextName );
if ( FindResult == NULL )
{
return TSharedPtr<FBindingContext>();
}
else
{
return FindResult->BindingContext;
}
}
void FInputBindingManager::RemoveContextByName( const FName& InContextName )
{
ContextMap.Remove(InContextName);
}