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========================== MAJOR FEATURES + CHANGES ========================== Change 2718441 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow nodes to be added with an "explicit" frequency, meaning that they'll only be part of manually triggered builds (not CIS). Change 2718698 on 2015/10/06 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a type of node that can execute an arbitrary sequence of tasks, and allow constructing graphs of such nodes from an XML file. Change 2723013 on 2015/10/09 by Ben.Marsh@Ben.Marsh_T3245_Stream Small utility to quickly capture a workspace, or delete files to restore the workspace to a previously captured state (and output a p4 sync list to restore it) Change 2744521 on 2015/10/28 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Adding config entries to determine which platforms/configurations are available Currently only written out as part of the Rocket Build process but could be done elsewhere for other types of installed build. A near identical singleton class is used in both C++ and C# to load the config section and check whether configuration/platform combinations are valid. Change 2773723 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream Copying UnrealGameSync into Engine/Source/Programs. Change 2773914 on 2015/11/19 by Ben.Marsh@Ben.Marsh_T3245_Stream PR #1687: [GitDependencies] New feature: ignore file support (.gitdepsignore) (Contributed by nbjk667) Change 2775317 on 2015/11/20 by Ben.Marsh@Ben.Marsh_T3245_Stream Add a -listtps option to UBT, which will find all the TPS files in any directory that's compiled into a target. Change 2780832 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Allow compiling a single file in UBT. Pass -singlefile=<Path> on command line to UBT to use. Change 2781071 on 2015/11/25 by Ben.Marsh@Ben.Marsh_T3245_Stream Precompile all valid engine modules for Rocket by default. Modules may set the PrecompileForTargets field to control which configurations they should be compiled for. Modules which currently fail to compile have this set to PrecompileTargetsType.None. #codereview Matthew.Griffin Change 2784469 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Added -FastPDB commandline parameter for UBT, so that we can make use of the /DEBUG:FASTLINK option in VS2015 Change 2784722 on 2015/12/01 by Matthew.Griffin@Matthew.Griffin_G5772_BuildStream Made -FastPDB option part of BuildConfiguration instead of checking commandline at each place it's used. Also added option to override if someone doesn't want it automatically added to their project files. Change 2787501 on 2015/12/02 by Ben.Marsh@Ben.Marsh_T3245_Stream Restore change to gather VC environment directly from registry. #lockdown Nick.Penwarden [CL 2790002 by Ben Marsh in Main branch]
1387 lines
55 KiB
C++
1387 lines
55 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "MainFramePrivatePCH.h"
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#include "MessageLog.h"
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#include "SDockTab.h"
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#include "SNotificationList.h"
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#include "NotificationManager.h"
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#include "GenericCommands.h"
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#include "EngineBuildSettings.h"
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#include "SourceCodeNavigation.h"
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#include "SOutputLogDialog.h"
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#include "Settings/EditorSettings.h"
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#define LOCTEXT_NAMESPACE "MainFrameActions"
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DEFINE_LOG_CATEGORY_STATIC(MainFrameActions, Log, All);
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TSharedRef< FUICommandList > FMainFrameCommands::ActionList( new FUICommandList() );
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TWeakPtr<SNotificationItem> FMainFrameActionCallbacks::ChoosePackagesToCheckInNotification;
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FMainFrameCommands::FMainFrameCommands()
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: TCommands<FMainFrameCommands>(
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TEXT("MainFrame"), // Context name for fast lookup
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LOCTEXT( "MainFrame", "Main Frame" ), // Localized context name for displaying
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NAME_None, // No parent context
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FEditorStyle::GetStyleSetName() ), // Icon Style Set
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ToggleFullscreenConsoleCommand(
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TEXT( "MainFrame.ToggleFullscreen" ),
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TEXT( "Toggles the editor between \"full screen\" mode and \"normal\" mode. In full screen mode, the task bar and window title area are hidden." ),
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FConsoleCommandDelegate::CreateStatic( &FMainFrameActionCallbacks::ToggleFullscreen_Execute ) )
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{ }
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void FMainFrameCommands::RegisterCommands()
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{
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if ( !IsRunningCommandlet() )
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{
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// The global action list was created at static initialization time. Create a handler for otherwise unhandled keyboard input to route key commands through this list.
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FSlateApplication::Get().SetUnhandledKeyDownEventHandler( FOnKeyEvent::CreateStatic( &FMainFrameActionCallbacks::OnUnhandledKeyDownEvent ) );
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}
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// Make a default can execute action that disables input when in debug mode
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FCanExecuteAction DefaultExecuteAction = FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::DefaultCanExecuteAction );
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UI_COMMAND( SaveAll, "Save All", "Saves all unsaved levels and assets to disk", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Control, EKeys::S ) );
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ActionList->MapAction( SaveAll, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::SaveAll ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanSaveWorld ) );
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UI_COMMAND( ChooseFilesToSave, "Choose Files to Save...", "Opens a dialog with save options for content and levels", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( ChooseFilesToSave, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ChoosePackagesToSave ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanSaveWorld ) );
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UI_COMMAND( ChooseFilesToCheckIn, "Submit to Source Control...", "Opens a dialog with check in options for content and levels", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( ChooseFilesToCheckIn, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ChoosePackagesToCheckIn ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanChoosePackagesToCheckIn ) );
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UI_COMMAND( ConnectToSourceControl, "Connect To Source Control...", "Connect to source control to allow source control operations to be performed on content and levels.", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( ConnectToSourceControl, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ConnectToSourceControl ), DefaultExecuteAction );
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UI_COMMAND( NewProject, "New Project...", "Opens a dialog to create a new game project", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( NewProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::NewProject, false, true), DefaultExecuteAction );
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UI_COMMAND( OpenProject, "Open Project...", "Opens a dialog to choose a game project to open", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( OpenProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::NewProject, true, false), DefaultExecuteAction );
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UI_COMMAND( AddCodeToProject, "New C++ Class...", "Adds C++ code to the project. The code can only be compiled if you have an appropriate C++ compiler installed.", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( AddCodeToProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::AddCodeToProject ));
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UI_COMMAND( RefreshCodeProject, "Refresh code project", "Refreshes your C++ code project.", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( RefreshCodeProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::RefreshCodeProject ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::IsCodeProject ) );
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UI_COMMAND( OpenIDE, "Open IDE", "Opens your C++ code in an integrated development environment.", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( OpenIDE, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::OpenIDE ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::IsCodeProject ) );
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UI_COMMAND( ZipUpProject, "Zip Up Project", "Zips up the project into a zip file.", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction(ZipUpProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ZipUpProject ), DefaultExecuteAction);
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UI_COMMAND( PackagingSettings, "Packaging Settings...", "Opens the settings for project packaging", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( PackagingSettings, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::PackagingSettings ), DefaultExecuteAction );
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//UI_COMMAND( LocalizeProject, "Localize Project...", "Opens the dashboard for managing project localization data.", EUserInterfaceActionType::Button, FInputChord() );
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//ActionList->MapAction( LocalizeProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::LocalizeProject ), DefaultExecuteAction );
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const int32 MaxProjects = 20;
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for( int32 CurProjectIndex = 0; CurProjectIndex < MaxProjects; ++CurProjectIndex )
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{
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// NOTE: The actual label and tool-tip will be overridden at runtime when the command is bound to a menu item, however
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// we still need to set one here so that the key bindings UI can function properly
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FFormatNamedArguments Arguments;
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Arguments.Add(TEXT("CurrentProjectIndex"), CurProjectIndex);
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const FText Message = FText::Format( LOCTEXT( "SwitchProject", "Switch Project {CurrentProjectIndex}" ), Arguments );
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TSharedRef< FUICommandInfo > SwitchProject =
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FUICommandInfoDecl(
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this->AsShared(),
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FName( *FString::Printf( TEXT( "SwitchProject%i" ), CurProjectIndex ) ),
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Message,
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LOCTEXT( "SwitchProjectToolTip", "Restarts the editor and switches to selected project" ) )
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.UserInterfaceType( EUserInterfaceActionType::Button )
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.DefaultChord( FInputChord() );
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SwitchProjectCommands.Add( SwitchProject );
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ActionList->MapAction( SwitchProjectCommands[ CurProjectIndex ], FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::SwitchProjectByIndex, CurProjectIndex ),
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FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanSwitchToProject, CurProjectIndex ),
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FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::IsSwitchProjectChecked, CurProjectIndex ) );
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}
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UI_COMMAND( Exit, "Exit", "Exits the application", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( Exit, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::Exit ), DefaultExecuteAction );
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ActionList->MapAction( FGenericCommands::Get().Undo, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ExecuteExecCommand, FString( TEXT("TRANSACTION UNDO") ) ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::Undo_CanExecute ) );
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ActionList->MapAction( FGenericCommands::Get().Redo, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ExecuteExecCommand, FString( TEXT("TRANSACTION REDO") ) ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::Redo_CanExecute ) );
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UI_COMMAND( OpenDeviceManagerApp, "Device Manager", "Opens up the device manager app", EUserInterfaceActionType::Check, FInputChord() );
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ActionList->MapAction( OpenDeviceManagerApp,
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FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp, FName( TEXT( "DeviceManager" ) ) ),
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FCanExecuteAction(),
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FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp_IsChecked, FName( TEXT( "DeviceManager" ) ) ) );
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UI_COMMAND( OpenSessionManagerApp, "Session Manager", "Opens up the session manager app", EUserInterfaceActionType::Check, FInputChord() );
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ActionList->MapAction( OpenSessionManagerApp,
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FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp, FName( "SessionFrontend" ) ),
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FCanExecuteAction(),
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FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp_IsChecked, FName("SessionFrontend" ) ) );
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UI_COMMAND(VisitWiki, "Wiki...", "Go to the Unreal Engine Wiki page to view community-created resources, or to create your own.", EUserInterfaceActionType::Button, FInputChord());
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ActionList->MapAction(VisitWiki, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::VisitWiki));
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UI_COMMAND(VisitForums, "Forums...", "Go the the Unreal Engine forums to view announcements and engage in discussions with other developers.", EUserInterfaceActionType::Button, FInputChord());
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ActionList->MapAction(VisitForums, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::VisitForums));
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UI_COMMAND( VisitAskAQuestionPage, "Ask a Question...", "Have a question? Go here to ask about anything and everything related to Unreal.", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( VisitAskAQuestionPage, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitAskAQuestionPage ) );
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UI_COMMAND( VisitSearchForAnswersPage, "Answer Hub...", "Go to the AnswerHub to ask questions, search existing answers, and share your knowledge with other UE4 developers.", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( VisitSearchForAnswersPage, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitSearchForAnswersPage ) );
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UI_COMMAND( VisitSupportWebSite, "Unreal Engine Support Web Site...", "Navigates to the Unreal Engine Support web site's main page.", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( VisitSupportWebSite, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitSupportWebSite ) );
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UI_COMMAND( VisitEpicGamesDotCom, "Visit UnrealEngine.com...", "Navigates to UnrealEngine.com where you can learn more about Unreal Technology.", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( VisitEpicGamesDotCom, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitEpicGamesDotCom ) );
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UI_COMMAND( AboutUnrealEd, "About Editor...", "Displays application credits and copyright information", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( AboutUnrealEd, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::AboutUnrealEd_Execute ) );
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UI_COMMAND( CreditsUnrealEd, "Credits", "Displays application credits", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( CreditsUnrealEd, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::CreditsUnrealEd_Execute) );
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UI_COMMAND( ResetLayout, "Reset Layout...", "Make a backup of your user settings and reset the layout customizations", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( ResetLayout, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ResetLayout) );
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UI_COMMAND( SaveLayout, "Save Layout", "Save the layout customizations", EUserInterfaceActionType::Button, FInputChord() );
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ActionList->MapAction( SaveLayout, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::SaveLayout) );
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UI_COMMAND( ToggleFullscreen, "Enable Fullscreen", "Enables fullscreen mode for the application, expanding across the entire monitor", EUserInterfaceActionType::ToggleButton, FInputChord(EModifierKey::Shift, EKeys::F11) );
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ActionList->MapAction( ToggleFullscreen,
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FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ToggleFullscreen_Execute ),
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FCanExecuteAction(),
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FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::FullScreen_IsChecked )
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);
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UI_COMMAND(OpenWidgetReflector, "Open Widget Reflector", "Opens the Widget Reflector", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift | EModifierKey::Control , EKeys::W));
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ActionList->MapAction(OpenWidgetReflector, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::OpenWidgetReflector_Execute));
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FGlobalEditorCommonCommands::MapActions(ActionList);
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}
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FReply FMainFrameActionCallbacks::OnUnhandledKeyDownEvent(const FKeyEvent& InKeyEvent)
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{
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if ( FMainFrameCommands::ActionList->ProcessCommandBindings( InKeyEvent ) )
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{
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return FReply::Handled();
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}
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return FReply::Unhandled();
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}
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bool FMainFrameActionCallbacks::DefaultCanExecuteAction()
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{
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return FSlateApplication::Get().IsNormalExecution();
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}
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void FMainFrameActionCallbacks::ChoosePackagesToSave()
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{
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const bool bPromptUserToSave = true;
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const bool bSaveMapPackages = true;
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const bool bSaveContentPackages = true;
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const bool bFastSave = false;
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const bool bClosingEditor = false;
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const bool bNotifyNoPackagesSaved = true;
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const bool bCanBeDeclined = false;
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FEditorFileUtils::SaveDirtyPackages( bPromptUserToSave, bSaveMapPackages, bSaveContentPackages, bFastSave, bNotifyNoPackagesSaved, bCanBeDeclined );
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}
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void FMainFrameActionCallbacks::ChoosePackagesToCheckIn()
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{
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FSourceControlWindows::ChoosePackagesToCheckIn();
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}
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bool FMainFrameActionCallbacks::CanChoosePackagesToCheckIn()
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{
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return FSourceControlWindows::CanChoosePackagesToCheckIn();
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}
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void FMainFrameActionCallbacks::ConnectToSourceControl()
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{
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ELoginWindowMode::Type Mode = !FSlateApplication::Get().GetActiveModalWindow().IsValid() ? ELoginWindowMode::Modeless : ELoginWindowMode::Modal;
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ISourceControlModule::Get().ShowLoginDialog(FSourceControlLoginClosed(), Mode);
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}
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bool FMainFrameActionCallbacks::CanSaveWorld()
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{
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return FSlateApplication::Get().IsNormalExecution() && (!GUnrealEd || !GUnrealEd->GetPackageAutoSaver().IsAutoSaving());
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}
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void FMainFrameActionCallbacks::SaveAll()
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{
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const bool bPromptUserToSave = false;
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const bool bSaveMapPackages = true;
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const bool bSaveContentPackages = true;
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const bool bFastSave = false;
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const bool bNotifyNoPackagesSaved = false;
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const bool bCanBeDeclined = false;
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FEditorFileUtils::SaveDirtyPackages( bPromptUserToSave, bSaveMapPackages, bSaveContentPackages, bFastSave, bNotifyNoPackagesSaved, bCanBeDeclined );
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}
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TArray<FString> FMainFrameActionCallbacks::ProjectNames;
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void FMainFrameActionCallbacks::CacheProjectNames()
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{
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ProjectNames.Empty();
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// The switch project menu is filled with recently opened project files
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ProjectNames = GetDefault<UEditorSettings>()->RecentlyOpenedProjectFiles;
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}
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void FMainFrameActionCallbacks::NewProject( bool bAllowProjectOpening, bool bAllowProjectCreate )
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{
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if (GUnrealEd->WarnIfLightingBuildIsCurrentlyRunning())
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{
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return;
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}
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FText Title;
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if (bAllowProjectOpening && bAllowProjectCreate)
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{
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Title = LOCTEXT( "SelectProjectWindowHeader", "Select Project");
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}
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else if (bAllowProjectOpening)
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{
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Title = LOCTEXT( "OpenProjectWindowHeader", "Open Project");
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}
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else
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{
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Title = LOCTEXT( "NewProjectWindowHeader", "New Project");
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}
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TSharedRef<SWindow> NewProjectWindow =
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SNew(SWindow)
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.Title(Title)
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.ClientSize( FMainFrameModule::GetProjectBrowserWindowSize() )
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.SizingRule( ESizingRule::UserSized )
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.SupportsMinimize(false) .SupportsMaximize(false);
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NewProjectWindow->SetContent( FGameProjectGenerationModule::Get().CreateGameProjectDialog(bAllowProjectOpening, bAllowProjectCreate) );
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IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
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if (MainFrameModule.GetParentWindow().IsValid())
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{
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FSlateApplication::Get().AddWindowAsNativeChild(NewProjectWindow, MainFrameModule.GetParentWindow().ToSharedRef());
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}
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else
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{
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FSlateApplication::Get().AddWindow(NewProjectWindow);
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}
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}
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void FMainFrameActionCallbacks::AddCodeToProject()
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{
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FGameProjectGenerationModule::Get().OpenAddCodeToProjectDialog();
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}
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/**
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* Gets compilation flags for UAT for this system.
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*/
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const TCHAR* GetUATCompilationFlags()
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{
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// We never want to compile editor targets when invoking UAT in this context.
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// If we are rocket or don't have a compiler, we must assume we have a precompiled UAT.
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return (FApp::GetEngineIsPromotedBuild() || FApp::IsEngineInstalled())
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? TEXT("-nocompile -nocompileeditor")
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: TEXT("-nocompileeditor");
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}
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FString GetCookingOptionalParams()
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{
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FString OptionalParams;
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const UProjectPackagingSettings* const PackagingSettings = GetDefault<UProjectPackagingSettings>();
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if (PackagingSettings->bCookAll)
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{
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OptionalParams += TEXT(" -CookAll");
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// maps only flag only affects cook all
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if (PackagingSettings->bCookMapsOnly)
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{
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OptionalParams += TEXT(" -CookMapsOnly");
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}
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}
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if (PackagingSettings->bSkipEditorContent)
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{
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OptionalParams += TEXT(" -SKIPEDITORCONTENT");
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}
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return OptionalParams;
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}
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void FMainFrameActionCallbacks::CookContent(const FName InPlatformInfoName)
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{
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const PlatformInfo::FPlatformInfo* const PlatformInfo = PlatformInfo::FindPlatformInfo(InPlatformInfoName);
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check(PlatformInfo);
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FString OptionalParams;
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if (!FModuleManager::LoadModuleChecked<IProjectTargetPlatformEditorModule>("ProjectTargetPlatformEditor").ShowUnsupportedTargetWarning(PlatformInfo->VanillaPlatformName))
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{
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return;
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}
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if (PlatformInfo->SDKStatus == PlatformInfo::EPlatformSDKStatus::NotInstalled)
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{
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IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
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MainFrameModule.BroadcastMainFrameSDKNotInstalled(PlatformInfo->TargetPlatformName.ToString(), PlatformInfo->SDKTutorial);
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return;
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}
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// Append any extra UAT flags specified for this platform flavor
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if (!PlatformInfo->UATCommandLine.IsEmpty())
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{
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OptionalParams += TEXT(" ");
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OptionalParams += PlatformInfo->UATCommandLine;
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}
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else
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{
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OptionalParams += TEXT(" -targetplatform=");
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OptionalParams += *PlatformInfo->TargetPlatformName.ToString();
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}
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OptionalParams += GetCookingOptionalParams();
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|
const bool bRunningDebug = FParse::Param(FCommandLine::Get(), TEXT("debug"));
|
|
|
|
if (bRunningDebug)
|
|
{
|
|
OptionalParams += TEXT(" -UseDebugParamForEditorExe");
|
|
}
|
|
|
|
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
|
|
FString CommandLine = FString::Printf(TEXT("BuildCookRun %s%s -nop4 -project=\"%s\" -cook -ue4exe=%s %s"),
|
|
GetUATCompilationFlags(),
|
|
FApp::IsEngineInstalled() ? TEXT(" -installed") : TEXT(""),
|
|
*ProjectPath,
|
|
*FUnrealEdMisc::Get().GetExecutableForCommandlets(),
|
|
*OptionalParams
|
|
);
|
|
|
|
CreateUatTask(CommandLine, PlatformInfo->DisplayName, LOCTEXT("CookingContentTaskName", "Cooking content"), LOCTEXT("CookingTaskName", "Cooking"), FEditorStyle::GetBrush(TEXT("MainFrame.CookContent")));
|
|
}
|
|
|
|
bool FMainFrameActionCallbacks::CookContentCanExecute( const FName PlatformInfoName )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::PackageBuildConfiguration( EProjectPackagingBuildConfigurations BuildConfiguration )
|
|
{
|
|
UProjectPackagingSettings* PackagingSettings = Cast<UProjectPackagingSettings>(UProjectPackagingSettings::StaticClass()->GetDefaultObject());
|
|
PackagingSettings->BuildConfiguration = BuildConfiguration;
|
|
}
|
|
|
|
bool FMainFrameActionCallbacks::CanPackageBuildConfiguration( EProjectPackagingBuildConfigurations BuildConfiguration )
|
|
{
|
|
UProjectPackagingSettings* PackagingSettings = Cast<UProjectPackagingSettings>(UProjectPackagingSettings::StaticClass()->GetDefaultObject());
|
|
if (PackagingSettings->ForDistribution && BuildConfiguration != PPBC_Shipping)
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool FMainFrameActionCallbacks::PackageBuildConfigurationIsChecked( EProjectPackagingBuildConfigurations BuildConfiguration )
|
|
{
|
|
return (GetDefault<UProjectPackagingSettings>()->BuildConfiguration == BuildConfiguration);
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::PackageProject( const FName InPlatformInfoName )
|
|
{
|
|
GUnrealEd->CancelPlayingViaLauncher();
|
|
|
|
// does the project have any code?
|
|
FGameProjectGenerationModule& GameProjectModule = FModuleManager::LoadModuleChecked<FGameProjectGenerationModule>(TEXT("GameProjectGeneration"));
|
|
bool bProjectHasCode = GameProjectModule.Get().ProjectRequiresBuild(InPlatformInfoName);
|
|
|
|
const PlatformInfo::FPlatformInfo* const PlatformInfo = PlatformInfo::FindPlatformInfo(InPlatformInfoName);
|
|
check(PlatformInfo);
|
|
|
|
if (PlatformInfo->SDKStatus == PlatformInfo::EPlatformSDKStatus::NotInstalled || (bProjectHasCode && PlatformInfo->bUsesHostCompiler && !FSourceCodeNavigation::IsCompilerAvailable()))
|
|
{
|
|
IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
|
|
MainFrameModule.BroadcastMainFrameSDKNotInstalled(PlatformInfo->TargetPlatformName.ToString(), PlatformInfo->SDKTutorial);
|
|
TArray<FAnalyticsEventAttribute> ParamArray;
|
|
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), 0.0));
|
|
FEditorAnalytics::ReportEvent(TEXT("Editor.Package.Failed"), PlatformInfo->TargetPlatformName.ToString(), bProjectHasCode, EAnalyticsErrorCodes::SDKNotFound, ParamArray);
|
|
return;
|
|
}
|
|
|
|
{
|
|
const ITargetPlatform* const Platform = GetTargetPlatformManager()->FindTargetPlatform(PlatformInfo->TargetPlatformName.ToString());
|
|
if (Platform)
|
|
{
|
|
FString NotInstalledTutorialLink;
|
|
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
|
|
int32 Result = Platform->CheckRequirements(ProjectPath, bProjectHasCode, NotInstalledTutorialLink);
|
|
|
|
// report to analytics
|
|
FEditorAnalytics::ReportBuildRequirementsFailure(TEXT("Editor.Package.Failed"), PlatformInfo->TargetPlatformName.ToString(), bProjectHasCode, Result);
|
|
|
|
// report to message log
|
|
if ((Result & ETargetPlatformReadyStatus::SDKNotFound) != 0)
|
|
{
|
|
AddMessageLog(
|
|
LOCTEXT("SdkNotFoundMessage", "Software Development Kit (SDK) not found."),
|
|
FText::Format(LOCTEXT("SdkNotFoundMessageDetail", "Please install the SDK for the {0} target platform!"), Platform->DisplayName()),
|
|
NotInstalledTutorialLink
|
|
);
|
|
}
|
|
|
|
if ((Result & ETargetPlatformReadyStatus::ProvisionNotFound) != 0)
|
|
{
|
|
AddMessageLog(
|
|
LOCTEXT("ProvisionNotFoundMessage", "Provision not found."),
|
|
LOCTEXT("ProvisionNotFoundMessageDetail", "A provision is required for deploying your app to the device."),
|
|
NotInstalledTutorialLink
|
|
);
|
|
}
|
|
|
|
if ((Result & ETargetPlatformReadyStatus::SigningKeyNotFound) != 0)
|
|
{
|
|
AddMessageLog(
|
|
LOCTEXT("SigningKeyNotFoundMessage", "Signing key not found."),
|
|
LOCTEXT("SigningKeyNotFoundMessageDetail", "The app could not be digitally signed, because the signing key is not configured."),
|
|
NotInstalledTutorialLink
|
|
);
|
|
}
|
|
|
|
if ((Result & ETargetPlatformReadyStatus::ManifestNotFound) != 0)
|
|
{
|
|
AddMessageLog(
|
|
LOCTEXT("ManifestNotFound", "Manifest not found."),
|
|
LOCTEXT("ManifestNotFoundMessageDetail", "The generated application manifest could not be found."),
|
|
NotInstalledTutorialLink
|
|
);
|
|
}
|
|
|
|
// report to main frame
|
|
bool UnrecoverableError = false;
|
|
|
|
if ((Result & ETargetPlatformReadyStatus::CodeUnsupported) != 0)
|
|
{
|
|
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("NotSupported", "Sorry, packaging a code-based project for the selected platform is currently not supported. This feature may be available in a future release."));
|
|
UnrecoverableError = true;
|
|
}
|
|
else if ((Result & ETargetPlatformReadyStatus::PluginsUnsupported) != 0)
|
|
{
|
|
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("NotSupported", "Sorry, packaging a project with third-party plugins is currently not supported for the selected platform. This feature may be available in a future release."));
|
|
UnrecoverableError = true;
|
|
}
|
|
|
|
if (UnrecoverableError)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!FModuleManager::LoadModuleChecked<IProjectTargetPlatformEditorModule>("ProjectTargetPlatformEditor").ShowUnsupportedTargetWarning(PlatformInfo->VanillaPlatformName))
|
|
{
|
|
return;
|
|
}
|
|
|
|
UProjectPackagingSettings* PackagingSettings = Cast<UProjectPackagingSettings>(UProjectPackagingSettings::StaticClass()->GetDefaultObject());
|
|
|
|
// let the user pick a target directory
|
|
if (PackagingSettings->StagingDirectory.Path.IsEmpty())
|
|
{
|
|
PackagingSettings->StagingDirectory.Path = FPaths::GameDir();
|
|
}
|
|
|
|
FString OutFolderName;
|
|
|
|
void* ParentWindowWindowHandle = nullptr;
|
|
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
|
|
const TSharedPtr<SWindow>& MainFrameParentWindow = MainFrameModule.GetParentWindow();
|
|
if ( MainFrameParentWindow.IsValid() && MainFrameParentWindow->GetNativeWindow().IsValid() )
|
|
{
|
|
ParentWindowWindowHandle = MainFrameParentWindow->GetNativeWindow()->GetOSWindowHandle();
|
|
}
|
|
|
|
if (!FDesktopPlatformModule::Get()->OpenDirectoryDialog(ParentWindowWindowHandle, LOCTEXT("PackageDirectoryDialogTitle", "Package project...").ToString(), PackagingSettings->StagingDirectory.Path, OutFolderName))
|
|
{
|
|
return;
|
|
}
|
|
|
|
PackagingSettings->StagingDirectory.Path = OutFolderName;
|
|
PackagingSettings->SaveConfig();
|
|
|
|
// create the packager process
|
|
FString OptionalParams;
|
|
|
|
if (PackagingSettings->FullRebuild)
|
|
{
|
|
OptionalParams += TEXT(" -clean");
|
|
}
|
|
|
|
if ( PackagingSettings->bCompressed )
|
|
{
|
|
OptionalParams += TEXT(" -compressed");
|
|
}
|
|
|
|
OptionalParams += GetCookingOptionalParams();
|
|
|
|
if (PackagingSettings->UsePakFile)
|
|
{
|
|
if (PlatformInfo->TargetPlatformName != FName("HTML5"))
|
|
{
|
|
OptionalParams += TEXT(" -pak");
|
|
}
|
|
}
|
|
|
|
if (PackagingSettings->IncludePrerequisites)
|
|
{
|
|
OptionalParams += TEXT(" -prereqs");
|
|
}
|
|
|
|
if (PackagingSettings->ForDistribution)
|
|
{
|
|
OptionalParams += TEXT(" -distribution");
|
|
}
|
|
|
|
if (!PackagingSettings->IncludeDebugFiles)
|
|
{
|
|
OptionalParams += TEXT(" -nodebuginfo");
|
|
}
|
|
|
|
if (PackagingSettings->bNativizeBlueprintAssets)
|
|
{
|
|
OptionalParams += TEXT(" -nativizeAssets");
|
|
}
|
|
|
|
|
|
bool bTargetPlatformCanUseCrashReporter = true;
|
|
if (PlatformInfo->TargetPlatformName == FName("WindowsNoEditor") && PlatformInfo->PlatformFlavor == TEXT("Win32"))
|
|
{
|
|
FString MinumumSupportedWindowsOS;
|
|
GConfig->GetString(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("MinimumOSVersion"), MinumumSupportedWindowsOS, GEngineIni);
|
|
if (MinumumSupportedWindowsOS == TEXT("MSOS_XP"))
|
|
{
|
|
OptionalParams += TEXT(" -SpecifiedArchitecture=_xp");
|
|
bTargetPlatformCanUseCrashReporter = false;
|
|
}
|
|
}
|
|
|
|
// Append any extra UAT flags specified for this platform flavor
|
|
if (!PlatformInfo->UATCommandLine.IsEmpty())
|
|
{
|
|
OptionalParams += TEXT(" ");
|
|
OptionalParams += PlatformInfo->UATCommandLine;
|
|
}
|
|
else
|
|
{
|
|
OptionalParams += TEXT(" -targetplatform=");
|
|
OptionalParams += *PlatformInfo->TargetPlatformName.ToString();
|
|
}
|
|
|
|
// only build if the project has code that might need to be built
|
|
if (bProjectHasCode || (!FApp::GetEngineIsPromotedBuild() && !FApp::IsEngineInstalled()) || PackagingSettings->bNativizeBlueprintAssets)
|
|
{
|
|
OptionalParams += TEXT(" -build");
|
|
}
|
|
|
|
// Whether to include the crash reporter.
|
|
if (PackagingSettings->IncludeCrashReporter && bTargetPlatformCanUseCrashReporter)
|
|
{
|
|
OptionalParams += TEXT( " -CrashReporter" );
|
|
}
|
|
|
|
if (PackagingSettings->bBuildHttpChunkInstallData)
|
|
{
|
|
OptionalParams += FString::Printf(TEXT(" -manifests -createchunkinstall -chunkinstalldirectory=\"%s\" -chunkinstallversion=%s"), *(PackagingSettings->HttpChunkInstallDataDirectory.Path), *(PackagingSettings->HttpChunkInstallDataVersion));
|
|
}
|
|
|
|
int32 NumCookers = GetDefault<UEditorExperimentalSettings>()->MultiProcessCooking;
|
|
if (NumCookers > 0 )
|
|
{
|
|
OptionalParams += FString::Printf(TEXT(" -NumCookersToSpawn=%d"), NumCookers);
|
|
}
|
|
|
|
const bool bRunningDebug = FParse::Param(FCommandLine::Get(), TEXT("debug"));
|
|
|
|
if (bRunningDebug)
|
|
{
|
|
OptionalParams += TEXT(" -UseDebugParamForEditorExe");
|
|
}
|
|
|
|
FString Configuration = FindObject<UEnum>(ANY_PACKAGE, TEXT("EProjectPackagingBuildConfigurations"))->GetEnumName(PackagingSettings->BuildConfiguration);
|
|
Configuration = Configuration.Replace(TEXT("PPBC_"), TEXT(""));
|
|
|
|
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
|
|
FString CommandLine = FString::Printf(TEXT("-ScriptsForProject=\"%s\" BuildCookRun %s%s -nop4 -project=\"%s\" -cook -stage -archive -archivedirectory=\"%s\" -package -clientconfig=%s -ue4exe=%s %s -utf8output"),
|
|
*ProjectPath,
|
|
GetUATCompilationFlags(),
|
|
FApp::IsEngineInstalled() ? TEXT(" -installed") : TEXT(""),
|
|
*ProjectPath,
|
|
*PackagingSettings->StagingDirectory.Path,
|
|
*Configuration,
|
|
*FUnrealEdMisc::Get().GetExecutableForCommandlets(),
|
|
*OptionalParams
|
|
);
|
|
|
|
CreateUatTask(CommandLine, PlatformInfo->DisplayName, LOCTEXT("PackagingProjectTaskName", "Packaging project"), LOCTEXT("PackagingTaskName", "Packaging"), FEditorStyle::GetBrush(TEXT("MainFrame.PackageProject")));
|
|
}
|
|
|
|
bool FMainFrameActionCallbacks::PackageProjectCanExecute( const FName PlatformInfoName )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::RefreshCodeProject()
|
|
{
|
|
if ( !FSourceCodeNavigation::IsCompilerAvailable() )
|
|
{
|
|
// Attempt to trigger the tutorial if the user doesn't have a compiler installed for the project.
|
|
FSourceCodeNavigation::AccessOnCompilerNotFound().Broadcast();
|
|
}
|
|
|
|
FText FailReason, FailLog;
|
|
if(!FGameProjectGenerationModule::Get().UpdateCodeProject(FailReason, FailLog))
|
|
{
|
|
SOutputLogDialog::Open(LOCTEXT("RefreshProject", "Refresh Project"), FailReason, FailLog, FText::GetEmpty());
|
|
}
|
|
}
|
|
|
|
bool FMainFrameActionCallbacks::IsCodeProject()
|
|
{
|
|
// Not particularly rigorous, but assume it's a code project if it can find a Source directory
|
|
const bool bIsCodeProject = IFileManager::Get().DirectoryExists(*FPaths::GameSourceDir());
|
|
return bIsCodeProject;
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::OpenIDE()
|
|
{
|
|
if ( !FSourceCodeNavigation::IsCompilerAvailable() )
|
|
{
|
|
// Attempt to trigger the tutorial if the user doesn't have a compiler installed for the project.
|
|
FSourceCodeNavigation::AccessOnCompilerNotFound().Broadcast();
|
|
}
|
|
else
|
|
{
|
|
if ( !FSourceCodeNavigation::OpenModuleSolution() )
|
|
{
|
|
FString SolutionPath;
|
|
if(FDesktopPlatformModule::Get()->GetSolutionPath(SolutionPath))
|
|
{
|
|
const FString FullPath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead( *SolutionPath );
|
|
const FText Message = FText::Format( LOCTEXT( "OpenIDEFailed_MissingFile", "Could not open {0} for project {1}" ), FSourceCodeNavigation::GetSuggestedSourceCodeIDE(), FText::FromString( FullPath ) );
|
|
FMessageDialog::Open( EAppMsgType::Ok, Message );
|
|
}
|
|
else
|
|
{
|
|
FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("OpenIDEFailed_MissingSolution", "Couldn't find solution"));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::ZipUpProject()
|
|
{
|
|
#if PLATFORM_WINDOWS
|
|
FText PlatformName = LOCTEXT("Platform Name", "Windows");
|
|
#elif PLATFORM_MAC
|
|
FText PlatformName = LOCTEXT("Platform Name", "Mac");
|
|
#elif PLATFORM_LINUX
|
|
FText PlatformName = LOCTEXT("Platform Name", "Linux");
|
|
#else
|
|
FText PlatformName = LOCTEXT("Platform Name", "Other OS");
|
|
#endif
|
|
|
|
bool bOpened = false;
|
|
TArray<FString> SaveFilenames;
|
|
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
|
|
if (DesktopPlatform != NULL)
|
|
{
|
|
bOpened = DesktopPlatform->SaveFileDialog(
|
|
NULL,
|
|
NSLOCTEXT("UnrealEd", "InterpEd_ExportSoundCueInfoDialogTitle", "Zip file location").ToString(),
|
|
FPaths::GameDir(),
|
|
FApp::GetGameName(),
|
|
TEXT("Zip file|*.zip"),
|
|
EFileDialogFlags::None,
|
|
SaveFilenames);
|
|
}
|
|
|
|
if (bOpened)
|
|
{
|
|
for (FString FileName : SaveFilenames)
|
|
{
|
|
// Ensure path is full rather than relative (for macs)
|
|
FString FinalFileName = FPaths::ConvertRelativePathToFull(FileName);
|
|
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GameDir()) : FPaths::RootDir() / FApp::GetGameName();
|
|
|
|
FString CommandLine = FString::Printf(TEXT("ZipProjectUp -project=\"%s\" -install=\"%s\""), *ProjectPath, *FinalFileName);
|
|
|
|
CreateUatTask(CommandLine, PlatformName, LOCTEXT("ZipTaskName", "Zipping Up Project"),
|
|
LOCTEXT("ZipTaskShortName", "Zip Project Task"), FEditorStyle::GetBrush(TEXT("MainFrame.CookContent")));
|
|
}
|
|
}
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::PackagingSettings()
|
|
{
|
|
FModuleManager::LoadModuleChecked<ISettingsModule>("Settings").ShowViewer("Project", "Project", "Packaging");
|
|
}
|
|
|
|
//void FMainFrameActionCallbacks::LocalizeProject()
|
|
//{
|
|
// FModuleManager::LoadModuleChecked<ILocalizationDashboardModule>("LocalizationDashboard").Show();
|
|
//}
|
|
|
|
void FMainFrameActionCallbacks::SwitchProjectByIndex( int32 ProjectIndex )
|
|
{
|
|
FUnrealEdMisc::Get().SwitchProject( ProjectNames[ ProjectIndex ] );
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::SwitchProject(const FString& GameOrProjectFileName)
|
|
{
|
|
FUnrealEdMisc::Get().SwitchProject( GameOrProjectFileName );
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::OpenBackupDirectory( FString BackupFile )
|
|
{
|
|
FPlatformProcess::LaunchFileInDefaultExternalApplication(*FPaths::GetPath(FPaths::ConvertRelativePathToFull(BackupFile)));
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::ResetLayout()
|
|
{
|
|
if(EAppReturnType::Ok != OpenMsgDlgInt(EAppMsgType::OkCancel, LOCTEXT( "ActionRestartMsg", "This action requires the editor to restart; you will be prompted to save any changes. Continue?" ), LOCTEXT( "ResetUILayout_Title", "Reset UI Layout" ) ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// make a backup
|
|
GetMutableDefault<UEditorPerProjectUserSettings>()->SaveConfig();
|
|
|
|
FString BackupEditorLayoutIni = FString::Printf(TEXT("%s_Backup.ini"), *FPaths::GetBaseFilename(GEditorLayoutIni, false));
|
|
|
|
if( COPY_Fail == IFileManager::Get().Copy(*BackupEditorLayoutIni, *GEditorLayoutIni) )
|
|
{
|
|
FMessageLog EditorErrors("EditorErrors");
|
|
if(!FPaths::FileExists(GEditorLayoutIni))
|
|
{
|
|
FFormatNamedArguments Arguments;
|
|
Arguments.Add(TEXT("FileName"), FText::FromString(GEditorLayoutIni));
|
|
EditorErrors.Warning(FText::Format(LOCTEXT("UnsuccessfulBackup_NoExist_Notification", "Unsuccessful backup! {FileName} does not exist!"), Arguments));
|
|
}
|
|
else if(IFileManager::Get().IsReadOnly(*BackupEditorLayoutIni))
|
|
{
|
|
FFormatNamedArguments Arguments;
|
|
Arguments.Add(TEXT("FileName"), FText::FromString(FPaths::ConvertRelativePathToFull(BackupEditorLayoutIni)));
|
|
EditorErrors.Warning(FText::Format(LOCTEXT("UnsuccessfulBackup_ReadOnly_Notification", "Unsuccessful backup! {FileName} is read-only!"), Arguments));
|
|
}
|
|
else
|
|
{
|
|
// We don't specifically know why it failed, this is a fallback.
|
|
FFormatNamedArguments Arguments;
|
|
Arguments.Add(TEXT("SourceFileName"), FText::FromString(GEditorLayoutIni));
|
|
Arguments.Add(TEXT("BackupFileName"), FText::FromString(FPaths::ConvertRelativePathToFull(BackupEditorLayoutIni)));
|
|
EditorErrors.Warning(FText::Format(LOCTEXT("UnsuccessfulBackup_Fallback_Notification", "Unsuccessful backup of {SourceFileName} to {BackupFileName}"), Arguments));
|
|
}
|
|
EditorErrors.Notify(LOCTEXT("BackupUnsuccessful_Title", "Backup Unsuccessful!"));
|
|
}
|
|
else
|
|
{
|
|
FNotificationInfo ErrorNotification( FText::GetEmpty() );
|
|
ErrorNotification.bFireAndForget = true;
|
|
ErrorNotification.ExpireDuration = 3.0f;
|
|
ErrorNotification.bUseThrobber = true;
|
|
ErrorNotification.Hyperlink = FSimpleDelegate::CreateStatic(&FMainFrameActionCallbacks::OpenBackupDirectory, BackupEditorLayoutIni);
|
|
ErrorNotification.HyperlinkText = LOCTEXT("SuccessfulBackup_Notification_Hyperlink", "Open Directory");
|
|
ErrorNotification.Text = LOCTEXT("SuccessfulBackup_Notification", "Backup Successful!");
|
|
ErrorNotification.Image = FEditorStyle::GetBrush(TEXT("NotificationList.SuccessImage"));
|
|
FSlateNotificationManager::Get().AddNotification(ErrorNotification);
|
|
}
|
|
|
|
// reset layout & restart Editor
|
|
FUnrealEdMisc::Get().AllowSavingLayoutOnClose(false);
|
|
FUnrealEdMisc::Get().RestartEditor(false);
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::SaveLayout()
|
|
{
|
|
FGlobalTabmanager::Get()->SaveAllVisualState();
|
|
|
|
// Write the saved state's config to disk
|
|
GConfig->Flush( false, GEditorLayoutIni );
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::ToggleFullscreen_Execute()
|
|
{
|
|
if ( GIsEditor && FApp::HasGameName() )
|
|
{
|
|
static TWeakPtr<SDockTab> LevelEditorTabPtr = FGlobalTabmanager::Get()->InvokeTab(FTabId("LevelEditor"));
|
|
const TSharedPtr<SWindow> LevelEditorWindow = FSlateApplication::Get().FindWidgetWindow( LevelEditorTabPtr.Pin().ToSharedRef() );
|
|
|
|
if (LevelEditorWindow->GetWindowMode() == EWindowMode::Windowed)
|
|
{
|
|
LevelEditorWindow->SetWindowMode(EWindowMode::WindowedFullscreen);
|
|
}
|
|
else
|
|
{
|
|
LevelEditorWindow->SetWindowMode(EWindowMode::Windowed);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FMainFrameActionCallbacks::FullScreen_IsChecked()
|
|
{
|
|
const TSharedPtr<SDockTab> LevelEditorTabPtr = FModuleManager::Get().GetModuleChecked<FLevelEditorModule>( "LevelEditor" ).GetLevelEditorTab();
|
|
|
|
const TSharedPtr<SWindow> LevelEditorWindow = LevelEditorTabPtr.IsValid()
|
|
? LevelEditorTabPtr->GetParentWindow()
|
|
: TSharedPtr<SWindow>();
|
|
|
|
return (LevelEditorWindow.IsValid())
|
|
? (LevelEditorWindow->GetWindowMode() != EWindowMode::Windowed)
|
|
: false;
|
|
}
|
|
|
|
|
|
bool FMainFrameActionCallbacks::CanSwitchToProject( int32 InProjectIndex )
|
|
{
|
|
if (FApp::HasGameName() && ProjectNames[InProjectIndex].StartsWith(FApp::GetGameName()))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( FPaths::IsProjectFilePathSet() && ProjectNames[ InProjectIndex ] == FPaths::GetProjectFilePath() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool FMainFrameActionCallbacks::IsSwitchProjectChecked( int32 InProjectIndex )
|
|
{
|
|
return CanSwitchToProject( InProjectIndex ) == false;
|
|
}
|
|
|
|
|
|
void FMainFrameActionCallbacks::Exit()
|
|
{
|
|
FSlateApplication::Get().LeaveDebuggingMode();
|
|
// Shut down the editor
|
|
// NOTE: We can't close the editor from within this stack frame as it will cause various DLLs
|
|
// (such as MainFrame) to become unloaded out from underneath the code pointer. We'll shut down
|
|
// as soon as it's safe to do so.
|
|
GEngine->DeferredCommands.Add( TEXT("CLOSE_SLATE_MAINFRAME"));
|
|
}
|
|
|
|
|
|
bool FMainFrameActionCallbacks::Undo_CanExecute()
|
|
{
|
|
return GUnrealEd->Trans->CanUndo() && FSlateApplication::Get().IsNormalExecution();
|
|
}
|
|
|
|
bool FMainFrameActionCallbacks::Redo_CanExecute()
|
|
{
|
|
return GUnrealEd->Trans->CanRedo() && FSlateApplication::Get().IsNormalExecution();
|
|
}
|
|
|
|
|
|
void FMainFrameActionCallbacks::ExecuteExecCommand( FString Command )
|
|
{
|
|
GUnrealEd->Exec( GEditor->GetEditorWorldContext(true).World(), *Command );
|
|
}
|
|
|
|
|
|
void FMainFrameActionCallbacks::OpenSlateApp_ViaModule( FName AppName, FName ModuleName )
|
|
{
|
|
FModuleManager::Get().LoadModule( ModuleName );
|
|
OpenSlateApp( AppName );
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::OpenSlateApp( FName AppName )
|
|
{
|
|
FGlobalTabmanager::Get()->InvokeTab(FTabId(AppName));
|
|
}
|
|
|
|
bool FMainFrameActionCallbacks::OpenSlateApp_IsChecked( FName AppName )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::VisitAskAQuestionPage()
|
|
{
|
|
FString AskAQuestionURL;
|
|
if(FUnrealEdMisc::Get().GetURL( TEXT("AskAQuestionURL"), AskAQuestionURL, true ))
|
|
{
|
|
FPlatformProcess::LaunchURL( *AskAQuestionURL, NULL, NULL );
|
|
}
|
|
}
|
|
|
|
|
|
void FMainFrameActionCallbacks::VisitSearchForAnswersPage()
|
|
{
|
|
FString SearchForAnswersURL;
|
|
if(FUnrealEdMisc::Get().GetURL( TEXT("SearchForAnswersURL"), SearchForAnswersURL, true ))
|
|
{
|
|
FPlatformProcess::LaunchURL( *SearchForAnswersURL, NULL, NULL );
|
|
}
|
|
}
|
|
|
|
|
|
void FMainFrameActionCallbacks::VisitSupportWebSite()
|
|
{
|
|
FString SupportWebsiteURL;
|
|
if(FUnrealEdMisc::Get().GetURL( TEXT("SupportWebsiteURL"), SupportWebsiteURL, true ))
|
|
{
|
|
FPlatformProcess::LaunchURL( *SupportWebsiteURL, NULL, NULL );
|
|
}
|
|
}
|
|
|
|
|
|
void FMainFrameActionCallbacks::VisitEpicGamesDotCom()
|
|
{
|
|
FString EpicGamesURL;
|
|
if(FUnrealEdMisc::Get().GetURL( TEXT("EpicGamesURL"), EpicGamesURL ))
|
|
{
|
|
FPlatformProcess::LaunchURL( *EpicGamesURL, NULL, NULL );
|
|
}
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::VisitWiki()
|
|
{
|
|
FString URL;
|
|
if (FUnrealEdMisc::Get().GetURL(TEXT("WikiURL"), URL))
|
|
{
|
|
FPlatformProcess::LaunchURL(*URL, NULL, NULL);
|
|
}
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::VisitForums()
|
|
{
|
|
FString URL;
|
|
if (FUnrealEdMisc::Get().GetURL(TEXT("ForumsURL"), URL))
|
|
{
|
|
FPlatformProcess::LaunchURL(*URL, NULL, NULL);
|
|
}
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::AboutUnrealEd_Execute()
|
|
{
|
|
const FText AboutWindowTitle = LOCTEXT( "AboutUnrealEditor", "About Unreal Editor" );
|
|
|
|
TSharedPtr<SWindow> AboutWindow =
|
|
SNew(SWindow)
|
|
.Title( AboutWindowTitle )
|
|
.ClientSize(FVector2D(600.f, 200.f))
|
|
.SupportsMaximize(false) .SupportsMinimize(false)
|
|
.SizingRule( ESizingRule::FixedSize )
|
|
[
|
|
SNew(SAboutScreen)
|
|
];
|
|
|
|
IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked<IMainFrameModule>( "MainFrame" );
|
|
TSharedPtr<SWindow> ParentWindow = MainFrame.GetParentWindow();
|
|
|
|
if ( ParentWindow.IsValid() )
|
|
{
|
|
FSlateApplication::Get().AddModalWindow(AboutWindow.ToSharedRef(), ParentWindow.ToSharedRef());
|
|
}
|
|
else
|
|
{
|
|
FSlateApplication::Get().AddWindow(AboutWindow.ToSharedRef());
|
|
}
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::CreditsUnrealEd_Execute()
|
|
{
|
|
const FText CreditsWindowTitle = LOCTEXT("CreditsUnrealEditor", "Credits");
|
|
|
|
TSharedPtr<SWindow> CreditsWindow =
|
|
SNew(SWindow)
|
|
.Title(CreditsWindowTitle)
|
|
.ClientSize(FVector2D(600.f, 700.f))
|
|
.SupportsMaximize(false)
|
|
.SupportsMinimize(false)
|
|
.SizingRule(ESizingRule::FixedSize)
|
|
[
|
|
SNew(SCreditsScreen)
|
|
];
|
|
|
|
IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked<IMainFrameModule>("MainFrame");
|
|
TSharedPtr<SWindow> ParentWindow = MainFrame.GetParentWindow();
|
|
|
|
if ( ParentWindow.IsValid() )
|
|
{
|
|
FSlateApplication::Get().AddModalWindow(CreditsWindow.ToSharedRef(), ParentWindow.ToSharedRef());
|
|
}
|
|
else
|
|
{
|
|
FSlateApplication::Get().AddWindow(CreditsWindow.ToSharedRef());
|
|
}
|
|
}
|
|
|
|
void FMainFrameActionCallbacks::OpenWidgetReflector_Execute()
|
|
{
|
|
FGlobalTabmanager::Get()->InvokeTab(FTabId("WidgetReflector"));
|
|
}
|
|
|
|
|
|
/* FMainFrameActionCallbacks implementation
|
|
*****************************************************************************/
|
|
|
|
void FMainFrameActionCallbacks::AddMessageLog( const FText& Text, const FText& Detail, const FString& TutorialLink )
|
|
{
|
|
TSharedRef<FTokenizedMessage> Message = FTokenizedMessage::Create(EMessageSeverity::Error);
|
|
Message->AddToken(FTextToken::Create(Text));
|
|
Message->AddToken(FTextToken::Create(Detail));
|
|
Message->AddToken(FTutorialToken::Create(TutorialLink));
|
|
Message->AddToken(FDocumentationToken::Create(TEXT("Platforms/iOS/QuickStart/6")));
|
|
|
|
FMessageLog MessageLog("PackagingResults");
|
|
MessageLog.AddMessage(Message);
|
|
MessageLog.Open();
|
|
}
|
|
|
|
|
|
void FMainFrameActionCallbacks::CreateUatTask( const FString& CommandLine, const FText& PlatformDisplayName, const FText& TaskName, const FText &TaskShortName, const FSlateBrush* TaskIcon )
|
|
{
|
|
// make sure that the UAT batch file is in place
|
|
#if PLATFORM_WINDOWS
|
|
FString RunUATScriptName = TEXT("RunUAT.bat");
|
|
FString CmdExe = TEXT("cmd.exe");
|
|
#elif PLATFORM_LINUX
|
|
FString RunUATScriptName = TEXT("RunUAT.sh");
|
|
FString CmdExe = TEXT("/bin/bash");
|
|
#else
|
|
FString RunUATScriptName = TEXT("RunUAT.command");
|
|
FString CmdExe = TEXT("/bin/sh");
|
|
#endif
|
|
|
|
FString UatPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles") / RunUATScriptName);
|
|
FGameProjectGenerationModule& GameProjectModule = FModuleManager::LoadModuleChecked<FGameProjectGenerationModule>(TEXT("GameProjectGeneration"));
|
|
bool bHasCode = GameProjectModule.Get().ProjectHasCodeFiles();
|
|
|
|
if (!FPaths::FileExists(UatPath))
|
|
{
|
|
FFormatNamedArguments Arguments;
|
|
Arguments.Add(TEXT("File"), FText::FromString(UatPath));
|
|
FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("RequiredFileNotFoundMessage", "A required file could not be found:\n{File}"), Arguments));
|
|
|
|
TArray<FAnalyticsEventAttribute> ParamArray;
|
|
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), 0.0));
|
|
FString EventName = (CommandLine.Contains(TEXT("-package")) ? TEXT("Editor.Package") : TEXT("Editor.Cook"));
|
|
FEditorAnalytics::ReportEvent(EventName + TEXT(".Failed"), PlatformDisplayName.ToString(), bHasCode, EAnalyticsErrorCodes::UATNotFound, ParamArray);
|
|
|
|
return;
|
|
}
|
|
|
|
#if PLATFORM_WINDOWS
|
|
FString FullCommandLine = FString::Printf(TEXT("/c \"\"%s\" %s\""), *UatPath, *CommandLine);
|
|
#else
|
|
FString FullCommandLine = FString::Printf(TEXT("\"%s\" %s"), *UatPath, *CommandLine);
|
|
#endif
|
|
|
|
TSharedPtr<FMonitoredProcess> UatProcess = MakeShareable(new FMonitoredProcess(CmdExe, FullCommandLine, true));
|
|
|
|
// create notification item
|
|
FFormatNamedArguments Arguments;
|
|
Arguments.Add(TEXT("Platform"), PlatformDisplayName);
|
|
Arguments.Add(TEXT("TaskName"), TaskName);
|
|
FNotificationInfo Info( FText::Format( LOCTEXT("UatTaskInProgressNotification", "{TaskName} for {Platform}..."), Arguments) );
|
|
|
|
Info.Image = TaskIcon;
|
|
Info.bFireAndForget = false;
|
|
Info.ExpireDuration = 3.0f;
|
|
Info.Hyperlink = FSimpleDelegate::CreateStatic(&FMainFrameActionCallbacks::HandleUatHyperlinkNavigate);
|
|
Info.HyperlinkText = LOCTEXT("ShowOutputLogHyperlink", "Show Output Log");
|
|
Info.ButtonDetails.Add(
|
|
FNotificationButtonInfo(
|
|
LOCTEXT("UatTaskCancel", "Cancel"),
|
|
LOCTEXT("UatTaskCancelToolTip", "Cancels execution of this task."),
|
|
FSimpleDelegate::CreateStatic(&FMainFrameActionCallbacks::HandleUatCancelButtonClicked, UatProcess)
|
|
)
|
|
);
|
|
|
|
TSharedPtr<SNotificationItem> NotificationItem = FSlateNotificationManager::Get().AddNotification(Info);
|
|
|
|
if (!NotificationItem.IsValid())
|
|
{
|
|
return;
|
|
}
|
|
|
|
FString EventName = (CommandLine.Contains(TEXT("-package")) ? TEXT("Editor.Package") : TEXT("Editor.Cook"));
|
|
FEditorAnalytics::ReportEvent(EventName + TEXT(".Start"), PlatformDisplayName.ToString(), bHasCode);
|
|
|
|
NotificationItem->SetCompletionState(SNotificationItem::CS_Pending);
|
|
|
|
// launch the packager
|
|
TWeakPtr<SNotificationItem> NotificationItemPtr(NotificationItem);
|
|
|
|
EventData Data;
|
|
Data.StartTime = FPlatformTime::Seconds();
|
|
Data.EventName = EventName;
|
|
Data.bProjectHasCode = bHasCode;
|
|
UatProcess->OnCanceled().BindStatic(&FMainFrameActionCallbacks::HandleUatProcessCanceled, NotificationItemPtr, PlatformDisplayName, TaskShortName, Data);
|
|
UatProcess->OnCompleted().BindStatic(&FMainFrameActionCallbacks::HandleUatProcessCompleted, NotificationItemPtr, PlatformDisplayName, TaskShortName, Data);
|
|
UatProcess->OnOutput().BindStatic(&FMainFrameActionCallbacks::HandleUatProcessOutput, NotificationItemPtr, PlatformDisplayName, TaskShortName);
|
|
|
|
if (UatProcess->Launch())
|
|
{
|
|
GEditor->PlayEditorSound(TEXT("/Engine/EditorSounds/Notifications/CompileStart_Cue.CompileStart_Cue"));
|
|
}
|
|
else
|
|
{
|
|
GEditor->PlayEditorSound(TEXT("/Engine/EditorSounds/Notifications/CompileFailed_Cue.CompileFailed_Cue"));
|
|
|
|
NotificationItem->SetText(LOCTEXT("UatLaunchFailedNotification", "Failed to launch Unreal Automation Tool (UAT)!"));
|
|
NotificationItem->SetCompletionState(SNotificationItem::CS_Fail);
|
|
NotificationItem->ExpireAndFadeout();
|
|
|
|
TArray<FAnalyticsEventAttribute> ParamArray;
|
|
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), 0.0));
|
|
FEditorAnalytics::ReportEvent(EventName + TEXT(".Failed"), PlatformDisplayName.ToString(), bHasCode, EAnalyticsErrorCodes::UATLaunchFailure, ParamArray);
|
|
}
|
|
}
|
|
|
|
/* FMainFrameActionCallbacks callbacks
|
|
*****************************************************************************/
|
|
|
|
class FMainFrameActionsNotificationTask
|
|
{
|
|
public:
|
|
|
|
FMainFrameActionsNotificationTask( TWeakPtr<SNotificationItem> InNotificationItemPtr, SNotificationItem::ECompletionState InCompletionState, const FText& InText )
|
|
: CompletionState(InCompletionState)
|
|
, NotificationItemPtr(InNotificationItemPtr)
|
|
, Text(InText)
|
|
{ }
|
|
|
|
void DoTask( ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent )
|
|
{
|
|
if (NotificationItemPtr.IsValid())
|
|
{
|
|
if (CompletionState == SNotificationItem::CS_Fail)
|
|
{
|
|
GEditor->PlayEditorSound(TEXT("/Engine/EditorSounds/Notifications/CompileFailed_Cue.CompileFailed_Cue"));
|
|
}
|
|
else
|
|
{
|
|
GEditor->PlayEditorSound(TEXT("/Engine/EditorSounds/Notifications/CompileSuccess_Cue.CompileSuccess_Cue"));
|
|
}
|
|
|
|
TSharedPtr<SNotificationItem> NotificationItem = NotificationItemPtr.Pin();
|
|
NotificationItem->SetText(Text);
|
|
NotificationItem->SetCompletionState(CompletionState);
|
|
NotificationItem->ExpireAndFadeout();
|
|
}
|
|
}
|
|
|
|
static ESubsequentsMode::Type GetSubsequentsMode() { return ESubsequentsMode::TrackSubsequents; }
|
|
ENamedThreads::Type GetDesiredThread( ) { return ENamedThreads::GameThread; }
|
|
FORCEINLINE TStatId GetStatId() const
|
|
{
|
|
RETURN_QUICK_DECLARE_CYCLE_STAT(FMainFrameActionsNotificationTask, STATGROUP_TaskGraphTasks);
|
|
}
|
|
|
|
private:
|
|
|
|
SNotificationItem::ECompletionState CompletionState;
|
|
TWeakPtr<SNotificationItem> NotificationItemPtr;
|
|
FText Text;
|
|
};
|
|
|
|
|
|
void FMainFrameActionCallbacks::HandleUatHyperlinkNavigate( )
|
|
{
|
|
FGlobalTabmanager::Get()->InvokeTab(FName("OutputLog"));
|
|
}
|
|
|
|
|
|
void FMainFrameActionCallbacks::HandleUatCancelButtonClicked( TSharedPtr<FMonitoredProcess> PackagerProcess )
|
|
{
|
|
if (PackagerProcess.IsValid())
|
|
{
|
|
PackagerProcess->Cancel(true);
|
|
}
|
|
}
|
|
|
|
|
|
void FMainFrameActionCallbacks::HandleUatProcessCanceled( TWeakPtr<SNotificationItem> NotificationItemPtr, FText PlatformDisplayName, FText TaskName, EventData Event )
|
|
{
|
|
FFormatNamedArguments Arguments;
|
|
Arguments.Add(TEXT("Platform"), PlatformDisplayName);
|
|
Arguments.Add(TEXT("TaskName"), TaskName);
|
|
|
|
TGraphTask<FMainFrameActionsNotificationTask>::CreateTask().ConstructAndDispatchWhenReady(
|
|
NotificationItemPtr,
|
|
SNotificationItem::CS_Fail,
|
|
FText::Format(LOCTEXT("UatProcessFailedNotification", "{TaskName} canceled!"), Arguments)
|
|
);
|
|
|
|
TArray<FAnalyticsEventAttribute> ParamArray;
|
|
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), FPlatformTime::Seconds() - Event.StartTime));
|
|
FEditorAnalytics::ReportEvent(Event.EventName + TEXT(".Canceled"), PlatformDisplayName.ToString(), Event.bProjectHasCode, ParamArray);
|
|
// FMessageLog("PackagingResults").Warning(FText::Format(LOCTEXT("UatProcessCanceledMessageLog", "{TaskName} for {Platform} canceled by user"), Arguments));
|
|
}
|
|
|
|
|
|
/**
|
|
* Helper class to deal with packaging issues encountered in UAT.
|
|
**/
|
|
class FPackagingErrorHandler
|
|
{
|
|
private:
|
|
|
|
/**
|
|
* Create a message to send to the Message Log.
|
|
*
|
|
* @Param MessageString - The error we wish to send to the Message Log.
|
|
* @Param MessageType - The severity of the message, i.e. error, warning etc.
|
|
**/
|
|
static void AddMessageToMessageLog(FString MessageString, EMessageSeverity::Type MessageType)
|
|
{
|
|
FText MsgText = FText::FromString(MessageString);
|
|
|
|
TSharedRef<FTokenizedMessage> Message = FTokenizedMessage::Create(MessageType);
|
|
Message->AddToken(FTextToken::Create(MsgText));
|
|
|
|
FMessageLog MessageLog("PackagingResults");
|
|
MessageLog.AddMessage(Message);
|
|
}
|
|
|
|
/**
|
|
* Send Error to the Message Log.
|
|
*
|
|
* @Param MessageString - The error we wish to send to the Message Log.
|
|
* @Param MessageType - The severity of the message, i.e. error, warning etc.
|
|
**/
|
|
static void SyncMessageWithMessageLog(FString MessageString, EMessageSeverity::Type MessageType)
|
|
{
|
|
DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.SendPackageErrorToMessageLog"),
|
|
STAT_FSimpleDelegateGraphTask_SendPackageErrorToMessageLog,
|
|
STATGROUP_TaskGraphTasks);
|
|
|
|
// Remove any new line terminators
|
|
MessageString.ReplaceInline(TEXT("\r"), TEXT(""));
|
|
MessageString.ReplaceInline(TEXT("\n"), TEXT(""));
|
|
|
|
/**
|
|
* Dispatch the error from packaging to the message log.
|
|
**/
|
|
FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
|
|
FSimpleDelegateGraphTask::FDelegate::CreateStatic(&FPackagingErrorHandler::AddMessageToMessageLog, MessageString, MessageType),
|
|
GET_STATID(STAT_FSimpleDelegateGraphTask_SendPackageErrorToMessageLog),
|
|
nullptr, ENamedThreads::GameThread
|
|
);
|
|
}
|
|
|
|
public:
|
|
/**
|
|
* Determine if the output is an error we wish to send to the Message Log.
|
|
*
|
|
* @Param UATOutput - The current line of output from the UAT package process.
|
|
**/
|
|
static void ProcessAndHandleCookErrorOutput(FString UATOutput)
|
|
{
|
|
FString LhsUATOutputMsg, ParsedCookIssue;
|
|
|
|
// note: CookResults:Warning: actually outputs some unhandled errors.
|
|
if (UATOutput.Split(TEXT("CookResults:Warning: "), &LhsUATOutputMsg, &ParsedCookIssue))
|
|
{
|
|
SyncMessageWithMessageLog(ParsedCookIssue, EMessageSeverity::Warning);
|
|
}
|
|
|
|
if (UATOutput.Split(TEXT("CookResults:Error: "), &LhsUATOutputMsg, &ParsedCookIssue))
|
|
{
|
|
SyncMessageWithMessageLog(ParsedCookIssue, EMessageSeverity::Error);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Send the UAT Packaging error message to the Message Log.
|
|
*
|
|
* @Param ErrorCode - The UAT return code we received and wish to display the error message for.
|
|
**/
|
|
static void SendPackagingErrorToMessageLog(int32 ErrorCode)
|
|
{
|
|
SyncMessageWithMessageLog(FEditorAnalytics::TranslateErrorCode(ErrorCode), EMessageSeverity::Error);
|
|
}
|
|
};
|
|
|
|
|
|
DECLARE_CYCLE_STAT(TEXT("Requesting FMainFrameActionCallbacks::HandleUatProcessCompleted message dialog to present the error message"), STAT_FMainFrameActionCallbacks_HandleUatProcessCompleted_DialogMessage, STATGROUP_TaskGraphTasks);
|
|
void FMainFrameActionCallbacks::HandleUatProcessCompleted( int32 ReturnCode, TWeakPtr<SNotificationItem> NotificationItemPtr, FText PlatformDisplayName, FText TaskName, EventData Event )
|
|
{
|
|
FFormatNamedArguments Arguments;
|
|
Arguments.Add(TEXT("Platform"), PlatformDisplayName);
|
|
Arguments.Add(TEXT("TaskName"), TaskName);
|
|
|
|
if (ReturnCode == 0)
|
|
{
|
|
TGraphTask<FMainFrameActionsNotificationTask>::CreateTask().ConstructAndDispatchWhenReady(
|
|
NotificationItemPtr,
|
|
SNotificationItem::CS_Success,
|
|
FText::Format(LOCTEXT("UatProcessSucceededNotification", "{TaskName} complete!"), Arguments)
|
|
);
|
|
|
|
TArray<FAnalyticsEventAttribute> ParamArray;
|
|
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), FPlatformTime::Seconds() - Event.StartTime));
|
|
FEditorAnalytics::ReportEvent(Event.EventName + TEXT(".Completed"), PlatformDisplayName.ToString(), Event.bProjectHasCode, ParamArray);
|
|
|
|
// FMessageLog("PackagingResults").Info(FText::Format(LOCTEXT("UatProcessSuccessMessageLog", "{TaskName} for {Platform} completed successfully"), Arguments));
|
|
}
|
|
else
|
|
{
|
|
TGraphTask<FMainFrameActionsNotificationTask>::CreateTask().ConstructAndDispatchWhenReady(
|
|
NotificationItemPtr,
|
|
SNotificationItem::CS_Fail,
|
|
FText::Format(LOCTEXT("PackagerFailedNotification", "{TaskName} failed!"), Arguments)
|
|
);
|
|
|
|
TArray<FAnalyticsEventAttribute> ParamArray;
|
|
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), FPlatformTime::Seconds() - Event.StartTime));
|
|
FEditorAnalytics::ReportEvent(Event.EventName + TEXT(".Failed"), PlatformDisplayName.ToString(), Event.bProjectHasCode, ReturnCode, ParamArray);
|
|
|
|
// Send the error to the Message Log.
|
|
if (TaskName.EqualTo(LOCTEXT("PackagingTaskName", "Packaging")))
|
|
{
|
|
FPackagingErrorHandler::SendPackagingErrorToMessageLog(ReturnCode);
|
|
}
|
|
|
|
// Present a message dialog if we want the error message to be prominent.
|
|
if (FEditorAnalytics::ShouldElevateMessageThroughDialog(ReturnCode))
|
|
{
|
|
FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
|
|
FSimpleDelegateGraphTask::FDelegate::CreateLambda([=](){
|
|
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString(FEditorAnalytics::TranslateErrorCode(ReturnCode)));
|
|
}),
|
|
GET_STATID(STAT_FMainFrameActionCallbacks_HandleUatProcessCompleted_DialogMessage),
|
|
nullptr,
|
|
ENamedThreads::GameThread
|
|
);
|
|
}
|
|
// FMessageLog("PackagingResults").Info(FText::Format(LOCTEXT("UatProcessFailedMessageLog", "{TaskName} for {Platform} failed"), Arguments));
|
|
}
|
|
}
|
|
|
|
|
|
void FMainFrameActionCallbacks::HandleUatProcessOutput( FString Output, TWeakPtr<SNotificationItem> NotificationItemPtr, FText PlatformDisplayName, FText TaskName )
|
|
{
|
|
if (!Output.IsEmpty() && !Output.Equals("\r"))
|
|
{
|
|
UE_LOG(MainFrameActions, Log, TEXT("%s (%s): %s"), *TaskName.ToString(), *PlatformDisplayName.ToString(), *Output);
|
|
|
|
if (TaskName.EqualTo(LOCTEXT("PackagingTaskName", "Packaging")))
|
|
{
|
|
// Deal with any cook errors that may have been encountered.
|
|
FPackagingErrorHandler::ProcessAndHandleCookErrorOutput(Output);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
#undef LOCTEXT_NAMESPACE
|