Files
UnrealEngineUWP/Engine/Source/Editor/MainFrame/Private/Frame/MainFrameHandler.h
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

299 lines
9.3 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
#include "Widgets/SWindow.h"
#include "UnrealEdMisc.h"
#include "Misc/App.h"
#include "Framework/Application/SlateApplication.h"
#include "Framework/Docking/TabManager.h"
#include "Framework/Docking/LayoutService.h"
#include "EngineGlobals.h"
#include "Toolkits/AssetEditorManager.h"
#include "Editor/UnrealEdEngine.h"
#include "EditorModeManager.h"
#include "EditorModes.h"
#include "FileHelpers.h"
#include "UnrealEdGlobals.h"
#include "LevelEditor.h"
#include "ILevelViewport.h"
#include "MainFrameLog.h"
const FText StaticGetApplicationTitle( const bool bIncludeGameName );
/**
* Helper class that handles talking to the Slate App Manager.
*/
class FMainFrameHandler : public TSharedFromThis<FMainFrameHandler>
{
public:
/**
* Shuts down the Editor.
*/
void ShutDownEditor( TSharedRef<SDockTab> TabBeingClosed )
{
ShutDownEditor();
}
/**
* Shuts down the Editor.
*/
void ShutDownEditor( );
/**
* Checks whether the main frame tab can be closed.
*
* @return true if the tab can be closed, false otherwise.
*/
bool CanCloseTab()
{
if ( GIsRequestingExit )
{
UE_LOG(LogMainFrame, Warning, TEXT("MainFrame: Shutdown already in progress when CanCloseTab was queried, approve tab for closure."));
return true;
}
return CanCloseEditor();
}
/**
* Checks whether the Editor tab can be closed.
*
* @return true if the Editor can be closed, false otherwise.
*/
bool CanCloseEditor()
{
if ( FSlateApplication::IsInitialized() && !FSlateApplication::Get().IsNormalExecution())
{
// DEBUGGER EXIT PATH
// The debugger is running we cannot actually close now.
// We will stop the debugger and enque a request to close the editor on the next frame.
// Stop debugging.
FSlateApplication::Get().LeaveDebuggingMode();
// Defer the call RequestCloseEditor() till next tick.
GEngine->DeferredCommands.AddUnique( TEXT("CLOSE_SLATE_MAINFRAME") );
// Cannot exit right now.
return false;
}
else if (GIsSavingPackage || IsGarbageCollecting() || IsLoading() || GIsSlowTask)
{
// Saving / Loading / GC / Slow Task path. It is all unsafe to do that here.
// We're currently saving or garbage collecting and can't close the editor just yet.
// We will have to wait and try to request to close the editor on the next frame.
// Defer the call RequestCloseEditor() till next tick.
GEngine->DeferredCommands.AddUnique( TEXT("CLOSE_SLATE_MAINFRAME") );
// Cannot exit right now.
return false;
}
else
{
// NORMAL EXIT PATH
// Unattented mode can always exit.
if (FApp::IsUnattended())
{
return true;
}
// We can't close if lightmass is currently building
if (GUnrealEd->WarnIfLightingBuildIsCurrentlyRunning()) {return false;}
bool bOkToExit = true;
// Check if level Mode is open this does PostEditMove processing on actors when it closes so need to do this first before save dialog
if( GLevelEditorModeTools().IsModeActive( FBuiltinEditorModes::EM_Level ) ||
GLevelEditorModeTools().IsModeActive( FBuiltinEditorModes::EM_StreamingLevel) )
{
GLevelEditorModeTools().DeactivateMode(FBuiltinEditorModes::EM_Level);
GLevelEditorModeTools().DeactivateMode(FBuiltinEditorModes::EM_StreamingLevel);
bOkToExit = false;
}
// Can we close all the major tabs? They have sub-editors in them that might want to not close
{
// Ignore the LevelEditor tab; it invoked this function in the first place.
TSet< TSharedRef<SDockTab> > TabsToIgnore;
if ( MainTabPtr.IsValid() )
{
TabsToIgnore.Add( MainTabPtr.Pin().ToSharedRef() );
}
bOkToExit = bOkToExit && FGlobalTabmanager::Get()->CanCloseManager(TabsToIgnore);
}
// Prompt for save and quit only if we did not launch a gameless rocket exe or are in demo mode
if ( FApp::HasProjectName() && !GIsDemoMode )
{
// Prompt the user to save packages/maps.
bool bHadPackagesToSave = false;
{
const bool bPromptUserToSave = true;
const bool bSaveMapPackages = true;
const bool bSaveContentPackages = true;
const bool bFastSave = false;
const bool bNotifyNoPackagesSaved = false;
const bool bCanBeDeclined = true;
bOkToExit = bOkToExit && FEditorFileUtils::SaveDirtyPackages(bPromptUserToSave, bSaveMapPackages, bSaveContentPackages, bFastSave, bNotifyNoPackagesSaved, bCanBeDeclined, &bHadPackagesToSave);
}
// If there were packages to save, or switching project, then the user already had a chance to bail out of exiting.
if ( !bOkToExit && !bHadPackagesToSave && FUnrealEdMisc::Get().GetPendingProjectName().IsEmpty() )
{
FUnrealEdMisc::Get().ClearPendingProjectName();
FUnrealEdMisc::Get().AllowSavingLayoutOnClose(true);
FUnrealEdMisc::Get().ForceDeletePreferences(false);
FUnrealEdMisc::Get().ClearConfigRestoreFilenames();
}
}
return bOkToExit;
}
}
void CloseRootWindowOverride( const TSharedRef<SWindow>& WindowBeingClosed )
{
if (CanCloseEditor())
{
ShutDownEditor();
}
}
/**
* Method that handles the generation of the mainframe, given the window it resides in,
* and a string which determines the initial layout of its primary dock area.
*/
void OnMainFrameGenerated( const TSharedPtr<SDockTab>& MainTab, const TSharedRef<SWindow>& InRootWindow )
{
TSharedRef<FGlobalTabmanager> GlobalTabManager = FGlobalTabmanager::Get();
if (MainTab.IsValid())
{
GlobalTabManager->SetMainTab(MainTab.ToSharedRef());
}
// Persistent layouts should get stored using the specified method.
GlobalTabManager->SetOnPersistLayout(FTabManager::FOnPersistLayout::CreateRaw(this, &FMainFrameHandler::HandleTabManagerPersistLayout));
const bool bIncludeGameName = true;
GlobalTabManager->SetApplicationTitle( StaticGetApplicationTitle( bIncludeGameName ) );
InRootWindow->SetRequestDestroyWindowOverride( FRequestDestroyWindowOverride::CreateRaw( this, &FMainFrameHandler::CloseRootWindowOverride ) );
MainTabPtr = MainTab;
RootWindowPtr = InRootWindow;
EnableTabClosedDelegate();
}
/**
* Shows the main frame window. Call this after you've setup initial layouts to reveal the window
*
* @param bStartImmersive True to force a main frame viewport into immersive mode
* @param bStartPIE True to start a PIE session right away
*/
void ShowMainFrameWindow(TSharedRef<SWindow> Window, const bool bStartImmersive, const bool bStartPIE) const
{
// Make sure viewport windows are maximized/immersed if they need to be
FLevelEditorModule& LevelEditor = FModuleManager::GetModuleChecked< FLevelEditorModule >( TEXT( "LevelEditor" ) );
if( bStartPIE )
{
// Kick off an immersive PIE session immediately!
if( bStartImmersive )
{
// When in immersive play in editor, toggle game view on the active viewport
const bool bForceGameView = true;
// Start level viewport initially in immersive mode
LevelEditor.GoImmersiveWithActiveLevelViewport( bForceGameView );
}
LevelEditor.StartPlayInEditorSession();
Window->ShowWindow();
// Ensure the window is at the front or else we could end up capturing and locking the mouse to a window that isn't visible
bool bForceWindowToFront = true;
Window->BringToFront( bForceWindowToFront );
// Need to register after the window is shown or else we cant capture the mouse
TSharedPtr<ILevelViewport> Viewport = LevelEditor.GetFirstActiveViewport();
Viewport->RegisterGameViewportIfPIE();
}
else
{
if( bStartImmersive )
{
// When in immersive play in editor, toggle game view on the active viewport
const bool bForceGameView = true;
// Start level viewport initially in immersive mode
LevelEditor.GoImmersiveWithActiveLevelViewport( bForceGameView );
}
// Show the window!
Window->ShowWindow();
if( bStartImmersive )
{
// Ensure the window is at the front or else we could end up capturing and locking the mouse to a window that isn't visible
bool bForceWindowToFront = true;
Window->BringToFront( bForceWindowToFront );
}
else
{
// Focus the level editor viewport
LevelEditor.FocusViewport();
// Restore any assets we had open. Note we don't do this on immersive PIE as its annoying to the user.
FAssetEditorManager::Get().RequestRestorePreviouslyOpenAssets();
}
}
}
/** Gets the parent window of the mainframe */
TSharedPtr<SWindow> GetParentWindow() const
{
return RootWindowPtr.Pin();
}
/** Sets the reference to the main tab */
void SetMainTab(const TSharedRef<SDockTab>& MainTab)
{
MainTabPtr = MainTab;
}
/** Enables the delegate responsible for shutting down the editor when the main tab is closed */
void EnableTabClosedDelegate();
/** Disables the delegate responsible for shutting down the editor when the main tab is closed */
void DisableTabClosedDelegate();
private:
// Callback for persisting the Level Editor's layout.
void HandleTabManagerPersistLayout( const TSharedRef<FTabManager::FLayout>& LayoutToSave )
{
if (FUnrealEdMisc::Get().IsSavingLayoutOnClosedAllowed())
{
FLayoutSaveRestore::SaveToConfig(GEditorLayoutIni, LayoutToSave);
}
}
private:
/** Editor main frame window */
TWeakPtr<SDockTab> MainTabPtr;
/** The window that all of the editor is parented to. */
TWeakPtr<SWindow> RootWindowPtr;
};