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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2962397 on 2016/05/02 by Dmitriy.Dyomin Fixed: Crash generating LOD for a Landscape #jira UE-30144 Change 2962367 on 2016/05/01 by Zachary.Wilson Building lighting on QA-Effects #jira UE-29618 Change 2962363 on 2016/05/01 by Zachary.Wilson Updating Reflection Capture Test Content #jira UE-29618 Change 2962362 on 2016/05/01 by Benjamin.Hyder Built Lighting in QA-PostProcessing level #jira UE-29618 Change 2962361 on 2016/05/01 by Zachary.Wilson Adding testing content for Custom Resolutions and Cubemaps for Sky Cubemaps and Reflection Probes. #jira UE-29618 Change 2962357 on 2016/05/01 by Benjamin.Hyder Built Lighting for Tm_SceneTexture #jira UE-29618 Change 2962356 on 2016/05/01 by Benjamin.Hyder Adding PlayerStart to TM-TranslucencyLghtingMode map #jira UE-29618 Change 2962351 on 2016/05/01 by Benjamin.Hyder Adding high Precision GBuffer Normal Encoding example to TM-Shadermodels #jira UE-29618 Change 2962349 on 2016/05/01 by Benjamin.Hyder Correcting Planar Reflection in TM-Shadermodels #Jira UE-29618 Change 2962348 on 2016/05/01 by Benjamin.Hyder Adding Planar Reflection Test Case content to TM-Shadermodels #jira UE-29618 Change2962347on 2016/05/01 by Zachary.Wilson Adding testing content for Dual Normal Clfar Coat Material Expression #jira UE-29618 Change 2962340 on 2016/05/01 by Zachary.Wilson Adding testing content for engine scalability (WIP) #jira UE-29618 Change 2962173 on 2016/04/30 by Ben.Marsh Fix typo. Change 2962172 on 2016/04/30 by Ben.Marsh Disable Vulkan in installed UE4 buids. Build machines don't have the Vulkan SDK installed so they can't generate static libraries for VulkanRHI, so if we try to link against it on user's machines they'll fail due to the missing LIB. #jira UE-30156 Change 2961782 on 2016/04/29 by Mike.Beach Guarding against an invalid (null) target for the Blueprint debugger (watch viewer) panel. #jira UE-30110 Change 2961780 on 2016/04/29 by Mike.Beach Guarding against interface arrays with null entries (null checking in property editor processing code). #jira UE-30015 Change 2961580 on 2016/04/29 by Owen.Stupka #jira UE-29796 Rollback //UE4/Release-4.12/Samples/NotForLicensees/ProtoStar/Content/Blueprints/NickD/StarCoreSliceNick.uasset to revision 2 Change 2961531 on 2016/04/29 by Ryan.Gerleve Fix for an assert that could occur in monolithic builds when seamless traveling while recording a replay. #jira UE-22047 Change 2961499 on 2016/04/29 by Marc.Audy Use accessor instead of variable directly. #jira UE-00000 Change 2961492 on 2016/04/29 by Chris.Babcock Android Vulkan dynamic loader with fallback to ES2 - works with either NDK r11c+ or VulkanSDK (does not require .so) #jira UEPLAT-1249 #jira UEMOB-103 #ue4 #android Change2961462on 2016/04/29 by Chris.Babcock Fix issue with stripping symbols for non-armv7 architectures #jira UE-30138 #android #ue4 Change2961442on 2016/04/29 by Marc.Audy Fix undo/redo of attachment between an IWCE and blueprint constructed component not working #jira UE-28948 Change 2961400 on 2016/04/29 by Samuel.Proctor Test assets for FiB test cases. #jira UE-29618 Change 2961382 on 2016/04/29 by Daniel.Lamb Fix for shadowed variables. #jira UE-29470 Change 2961319 on 2016/04/29 by mitchell.wilson #jira UE-29618 - Adding TM-LandscapeFoliage map Change2961278on 2016/04/29 by Chris.Babcock Fix 64-bit cast #jira UE-30132 #ue4 #android Change 2961263 on 2016/04/29 by Daniel.Lamb Fixed issue with iterative cooking missing dependent sublevels when checking for dependent timestamps. #jira UE-29470 Change 2961227 on 2016/04/29 by Taizyd.Korambayil #jira UE-30068 Resaved Some assets and Updated TexturePool in DefaultEninge.ini Change 2961208 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961190 on 2016/04/29 by Nick.Darnell UMG - Unable to reproduce the issue of the designer crashing because it popping more messages than it has, but adding a check to make sure the array isn't already empty before popping. #jira UE-29919 Change 2961161 on 2016/04/29 by Gareth.Martin Added warnings when trying to use the Landscape Visibility Tool without the landscape material having a "Landscape Visibility Mask" node. #jira UE-30032 Change 2961109 on 2016/04/29 by Keith.Judge Xbox One - Enable USE_NEW_LOCK_FREE_LISTS, and refactor code to allow VS2015 to compile it (was using a non-standard GCC/Clang behaviour). Lots of duplicated code, but there already was... #jira UEPLAT-1288 Change 2961055 on 2016/04/29 by Mike.Beach Mirroring CL 2961019: Temporarily disabling InitProperties() spawning optimization, as it was causing GC issues. #jira UE-29940 Change 2961018 on 2016/04/29 by Rolando.Caloca UE4.12 - Compile fix for shipping #jira UE-30096 Change 2960921 on 2016/04/29 by Matthew.Griffin Updated AutoSDK used by Android so that arm64 will build Change 2960920 on 2016/04/29 by Martin.Wilson Missing files from 2960847 #jira ue-25715 Change 2960906 on 2016/04/29 by Peter.Sauerbrei added more explicit message when the deployment fails due to device not on provision #jira UE-19875 Change 2960869 on 2016/04/29 by Chris.Bunner Allow custom material nodes to be used with tessellation outputs. #jira UE-29586 Change 2960847 on 2016/04/29 by Martin.Wilson Fix setting incorrect animation assets on anim player nodes. #jira ue-25715 Change 2960842 on 2016/04/29 by Keith.Judge Xbox One - Remove SetGpuMemoryPriority() call as it turns out most actual game titles are CPU bound, and this is just hurting them. #jira UEPLAT-1288 Change2960841on 2016/04/29 by Keith.Judge Xbox One - Make temporary buffers last for three frames. #jira UEPLAT-1288 Change 2960838 on 2016/04/29 by Keith.Judge Xbox One - Change the MemoryBarrier function to be FORCENOINLINE so that the compiler doesn't reorder writes around it. #jira UEPLAT-1288 Change 2960834 on 2016/04/29 by Keith.Judge Xbox One - Change GPUMalloc memory type to write combined, as cached non-coherent caused major UMG flickering issues, and would appear to be unsafe, according to the latest XDK docs. #jira UEPLAT-1288 Change 2960829 on 2016/04/29 by Keith.Judge Xbox One - Fix RHIUpdateTexture2D not actually updating the texture. It was silently failing because the GPU_READONLY flag was set on the memory. Grrrrrr! #jira UEPLAT-1288 Change 2960826 on 2016/04/29 by Keith.Judge Xbox One - Turn on GSupportsEfficientAsyncCompute and GSupportsParallelOcclusionQueries. Duplcated from Dev-Platform. #jira UEPLAT-1288 Change 2960820 on 2016/04/29 by Keith.Judge Xbox One - Replicate Windows critical section changes. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960819 on 2016/04/29 by Marc.Audy Owned components are once again referenced by their Owning actor for GC purposes #jira UE-29131 Change 2960817 on 2016/04/29 by Keith.Judge Xbox One - Further fix for flickering HUD. Also seems to fix weird bloom when Fast Semantics are enabled. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960814 on 2016/04/29 by Keith.Judge Xbox One - Fix crash when creating odd sized textures with initial data. Duplicated from Dev-Platform. #jira UEPLAT-1288 Change 2960805 on 2016/04/29 by Keith.Judge Fix .ini.ini filename issue (duplicated fix from Dev-Platform). #jira UES-2270 Change 2960797 on 2016/04/29 by Mason.Seay Deleting asset associated with crashing map, just to be safe (neither are needed anymore) #jira UE-25215 Change 2960793 on 2016/04/29 by Mason.Seay Deleting map that's causing a crash #jira UE-25215 Change 2960774 on 2016/04/29 by Robert.Manuszewski (temp) Fix for missing packages after cooking. #jira UE-29876 Change 2960747 on 2016/04/29 by Jurre.deBaare Mac build fixes #jira abc-123 Change 2960739 on 2016/04/29 by Benn.Gallagher Use mesh update mode to update cloth rather than whether or not it was rendered. #jira UE-25934 Change 2960707 on 2016/04/29 by Jurre.deBaare HLOD cluster dirtying from changes in static mesh component and spline mesh component, required making the HierarchicalLODUtilities Module to have an abstract interface (for dynamic loading in the Engine module) #jira UE-24378 Change 2960704 on 2016/04/29 by Matthew.Griffin Added Architectures and GPUArchitectures to UEBuildConfiguration that can be passed through on the UBT command line Changed Android Tool Chain so that it checks the command line architectures as an additional way to setup which ones to build Added option to pass architectures on command line when precompiling monolithic targets via UAT (with armv7, arm64 & es2 set for Android for now) Added code to read precompiled architectures in Rocket build and write out additional Installed Platform Info entries for each one #jira UEB-560 Change 2960694 on 2016/04/29 by Robert.Manuszewski Log free disk space when DirectoryWatcher's File Cache fails to move a file. #jira UE-24660 Change 2960687 on 2016/04/29 by Benn.Gallagher Demoted eINTERNAL_ERROR (PhysX error code) to warning as we were flagging things too zealously (degenerate poly failing a cook) #jira UE-30053 Change 2960381 on 2016/04/28 by Chris.Babcock Handle movie playback not covering full surface #jira UE-28705 #ue4 #android Change 2960162 on 2016/04/28 by Ryan.Vance #jira UE-30099 Re-enabling the occlusion area mask for the Rift. Any Rift HMD's newer than the CB prototype will use the CV1 masks. We'll need to revist this in the future. We need to ensure we always set the InstancedEyeIndex uniform if it's bound. Otherwise passes that aren't using instanced stereo will resolve their views using an uninitialized variable (translucency). Change 2960100 on 2016/04/28 by Andrew.Porter Removing old sub sequences. #jira UE-29618 Change 2959962 on 2016/04/28 by Peter.Sauerbrei fix for enabling InApp purchasing not enabling Online Subsystem IOS #jira UE-25512 Change 2959937 on 2016/04/28 by Patrick.Donovan Screen aligned UVs test material for QAGame for testing if they work in VR. #jira UE-29618 Change 2959914 on 2016/04/28 by Dan.Oconnor Fix for copy paste error, likely of no consequence because nothing calls IsExporting(), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959859 on 2016/04/28 by Ryan.Gerleve Fix for fatal error crash when loading the default map fails. Now we load a dummy world and request graceful exit in standalone, or shutdown the current play session in PIE. #jira UE-26634 Change 2959856 on 2016/04/28 by Chris.Babcock Fix scaling on low-resolution devices in Match3 #jira UE-28706 #ue4 #match3 Change 2959839 on 2016/04/28 by Dan.Oconnor Fix IsControlCharacter result for 'pop directional isolate' character (u2069), found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959836 on 2016/04/28 by Dan.Oconnor Remove unused local variable, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959829 on 2016/04/28 by Dan.Oconnor Using OverridePredrawBatchTime and OverridePredrawBatchTime correctly, found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959817 on 2016/04/28 by Peter.Sauerbrei fix for parsing the IOS Device ID addition of iPhone SE (courtesy davidrpozesky, PR2307) addition of iPadPro 9.7 #jira UE-21921 Change 2959808 on 2016/04/28 by Nick.Darnell UBT - Restoring GetModuleFilename to the RulesCompiler but only to deprecate it, and point users at the method they should now be using. #jira ue-none Change 2959805 on 2016/04/28 by Chad.Taylor Merging //UE4/Dev-VR/Engine/... to //UE4/Release-4.12/Engine/... #jira UEBP-188 Change 2959798 on 2016/04/28 by Dan.Oconnor Manually integrate 2947850, also found with PVS-Studio by Robert Troughton #jira UE-30058 Change 2959796 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959785 from //UE4/Dev-Framework #jira UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances #tests created new sound cue with concat node with child nodes that don't play sound-instances, concat node continues playing Change 2959793 on 2016/04/28 by Dan.Oconnor Fixed setter that did nothing, found with PVS-Studio by Robert Troughton. This code will be removed soon. #jira UE-30058 Change 2959739 on 2016/04/28 by Ori.Cohen Remove box2d ensure as it's confusing for legit crashes since it shows up in the end of the log. #JIRA UE-29932 Change 2959709 on 2016/04/28 by Nick.Darnell Slate - Menu Stack no longer crashes when forcefully dismissing multiple menus in the stack at once. #jira UE-30087 Change 2959701 on 2016/04/28 by Nick.Darnell Slate - The MoviePlayer now has an OnPrepareLoadingScreen callback that modules can hook instead of relying on the PreLoadMap, which depending on when you hook it, you may be before or after the movie player. Therefore to aleviate that ordering problem - if the movie player goes to play a loading screen and one has not yet been configured this callback will be triggered so that hopefully one is supplied. #jira UE-30085 Change 2959691 on 2016/04/28 by Nick.Darnell UMG - Fixed Aspect ratios now correctly size the right side of the screen, allowing right anchored content to be fit properly inside the black frame borders. #jira UE-30084 Change 2959678 on 2016/04/28 by mason.seay Updated test sound cue asset, as it appeared to be partially filled out. Moved it out of developer folder. Also rebuilt lighting on associated test map. #jira UE-29618 Change 2959514 on 2016/04/28 by Aaron.McLeran Duplicating CL 2959506 from //UE4/Dev-Framework #jira UE-30000 PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel) #tests Playing another looping sound on an audio component will stop the previous looping sound. Change 2959486 on 2016/04/28 by Bob.Tellez Duplicating CL#2948431 from //Orion/Dev-General CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE. #JIRA UE-29625 #tests Ran editor Change 2959414 on 2016/04/28 by Chad.Taylor IStereoLayers API and Oculus Rift implementation #jira UEBP-185 Change 2959395 on 2016/04/28 by Taizyd.Korambayil #jira UE-29710 Resaved Kite Demo Maps and Audio files to Fix Build Warnings Change 2959386 on 2016/04/28 by Richard.TalbotWatkin Replicated from CL 2959360 in //UE4/Dev-Editor/ Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered. #jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127] Change 2959377 on 2016/04/28 by Matthew.Griffin Added 2015 versions of OpenSSL dlls to list of RuntimeDependencies, so that they will be included in the binary build #jira UE-30024 Change 2959367 on 2016/04/28 by Alexis.Matte #jira OR-20622 make sure LOD import Materials get map with LOD 0 material index Change 2959302 on 2016/04/28 by Jamie.Dale Removed invalid assert #jira UE-30042 Change 2959263 on 2016/04/28 by Peter.Sauerbrei fix for virtual joysticks showing up on tvOS removed usage of ES2 define for tvOS #jira UE-26122 Change 2959235 on 2016/04/28 by Taizyd.Korambayil #jira UE-29744 Resaved Vehicle Game maps to Fix Build Warnings Change 2959177 on 2016/04/28 by Thomas.Sarkanen Fixed curve names getting incorrectly duplicated when DuplicateObject was called Fixes crash when trying to convert curves to metadata after newly importing a sequence. #jira UE-29988 - Crash when converting custom curve to metadata in persona Change 2959170 on 2016/04/28 by Taizyd.Korambayil #jira UE-29683 Resaved Maps to Fix Build Warnings #jira UE-29685 #jira UE-29679 #jira UE-29684 Change 2959154 on 2016/04/28 by Dan.Bullard Added Media Player assets and added example to TM-ShaderModels. #jira UE-29618 Change 2959112 on 2016/04/28 by Jamie.Dale Fixed a long time IME crash that could happen under certain circumtances #jira OPP-5607 Change 2959086 on 2016/04/28 by Jamie.Dale Refreshing the editable text layout now makes sure the layout is up-to-date This addresses some update issues when the widget is being ticked, but not running a layout pass. #jira UE-30054 Change 2958927 on 2016/04/28 by Phillip.Kavan [UE-30040] Fix broken editor UI display of values for int32 properties tagged as bitmask fields when the high bit is set. #jira UE-30040 Change 2958730 on 2016/04/28 by Phillip.Kavan [UE-23087] Don't apply near-zero delta values while drag-scaling inside the Blueprint editor's preview viewport. #jira UE-23087 Change 2958566 on 2016/04/27 by Marcus.Wassmer Fix material preview and PostProcessAmbient #jira UE-29994 Change 2958459 on 2016/04/27 by mason.seay Test assets for Sound Class Override #jira UE-29618 Change 2958399 on 2016/04/27 by Owen.Stupka #jira UE-29924 Back out CL 2958355, change was in wrong position. Change 2958395 on 2016/04/27 by Aaron.McLeran Duplicating CL#2950482 from //UE4/Dev-Framework #jira FORT-22973 SoundMix Fade Time not fading audio properly - Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes. #tests Apply a sound mix using a child sound class with apply-to-children enabled. Sound mix properly interpolates. Change 2958387 on 2016/04/27 by Aaron.McLeran Duplicating CL#2954865 from //UE4/Dev-Framework #jira UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types. #tests run editor in PIE with HMD connected, audio only plays on PC, then run in VR-Preview with HMD connected, audio plays on HMD audio device Change 2958381 on 2016/04/27 by Josh.Adams - Fixed compile error in IOSDeviceHelperMac.cpp #lockdown nick.penwarden #jira UE-30037 Change 2958355 on 2016/04/27 by Owen.Stupka #jira UE-29924 Fix for UAT issues on Mac. Change 2958351 on 2016/04/27 by Aaron.McLeran Duplicating CL#2957953 from //UE4/Dev-Framework #jira UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing. #tests run audio component with auto-activate, call play, setup notification callback in BP, note that only triggered once Change 2958344 on 2016/04/27 by Taizyd.Korambayil #jira UE-29720 Resaved Audio Files to fix NodeGUID Warnings Change 2958342 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating shot_002 to fix an issue with snapping. Change 2958315 on 2016/04/27 by Marc.Audy No longer use component pooling, but instead spawn Actors for thumbnail display #jira UE-17453 Change 2958289 on 2016/04/27 by Marc.Audy Don't crash rerunning construction script on a child actor that belongs to a ownerless child actor component #jira UE-30033 Change 2958280 on 2016/04/27 by Taizyd.Korambayil #jira UE-29723 Resaved Maps and Audio Files Change 2958237 on 2016/04/27 by Taizyd.Korambayil #jira UE-29687 Resaved Some Assets to Fix Build Warnings Change2958176on 2016/04/27 by Taizyd.Korambayil #jira UE-29701 Resaved Some Assets to Fix Build Warnings Change 2958172 on 2016/04/27 by Ori.Cohen Back out changelist 2955134 #JIRA UE-30030 Change 2958121 on 2016/04/27 by Taizyd.Korambayil #jira UE-29706 Resaved Some Assets to Fix Build Warnings Change 2958070 on 2016/04/27 by Peter.Sauerbrei fix for launch on to tvOS from PC properly filter out tvOS devices when launching to IOS and vice versa #jira UE-29928 Change 2958029 on 2016/04/27 by Andrew.Rodham Fixed SMenuAnchor::bIsCollapsedByParent not being respected #jira UE-30016 Change 2957962 on 2016/04/27 by Alexis.Matte #jira UE-29984 Pixel inspector crash Fix the viewport id Change 2957908 on 2016/04/27 by Andrew.Rodham Sequencer: Fixed being unable to render out 4K image sequences using matinee or sequencer #jira UE-29171 Change 2957880 on 2016/04/27 by Peter.Sauerbrei fix for metal not being enabled in iOS 8 added some checks for bSupportsResourceOptions in Lock/Unlock #jira UE-29268 Change 2957860 on 2016/04/27 by Gareth.Martin Fixed landscape grass not updating when using a material instance as the landscape material and changing parameters #jira UE-29471 Change 2957833 on 2016/04/27 by Taizyd.Korambayil #jira UE-29707 Replaced Deprecated Nodes and Resaved Audio Files to Fix Build Warnings Change 2957805 on 2016/04/27 by Max.Chen Sequencer: Fix crash in UMG when a property changes and there's no movie scene. #jira UE-30008 Change 2957803 on 2016/04/27 by Taizyd.Korambayil #jira UE-29718 Resaved Audio Files and Maps to Fix NodeGuid Warnings Change 2957799 on 2016/04/27 by Max.Chen Sequencer: Fix visibility track name so that it says "Visibility" #jira UE-29996 Change 2957777 on 2016/04/27 by Allan.Bentham Workaround ES31 HQ DoF producing no effect with vulkan rhi. #jira UE-30006 Change 2957763 on 2016/04/27 by Taizyd.Korambayil #jira UE-29678 Resaved Maps to Fix Build Errors Change 2957740 on 2016/04/27 by Taizyd.Korambayil #jira UE-29628 Resaved Maps to fix Build Warnings Change 2957713 on 2016/04/27 by Taizyd.Korambayil #jira UE-29715 Resaved Maps to Fix Build Warnings Change 2957678 on 2016/04/27 by Taizyd.Korambayil #jira UE-29677 Fixed up AnimBP and resaved some assets to fix Build Warnings Change 2957627 on 2016/04/27 by Frank.Fella UMG - Sequencer - Fix material animation for materials on struct properties e.g. style materials, and fix the naming so that it's [Original Name]_Animated #Jira UE-29319 #Jira UE-29321 Change 2957625 on 2016/04/27 by Taizyd.Korambayil #jira UE-29689 Replaced deprecated Nodes and Resaved some assets to Fix Warnings Change 2957603 on 2016/04/27 by mitchell.wilson #jira UE-29618 updating Test-Animation for UMG test. Adding M_SequenceUMG material for UMG testing Change 2957577 on 2016/04/27 by Ben.Marsh EC: Increase the number of changes queried to display the EC dashboard. Some changes are getting filtered out. Change 2957569 on 2016/04/27 by Maciej.Mroz #jira UE-27735 Enumerators are not set correctly in packaged games if Nativize Blueprint Assets is set to true merged from Dev-Blueprints 2957564 Change 2957565 on 2016/04/27 by Taizyd.Korambayil #jira UE-29721 Resaved Some Content to Fix Empty Engine Version Error Change 2957558 on 2016/04/27 by Matthew.Griffin Updated Installed Engine Filters now that Linux has dropped the architecture from its .target files #jira UE-29899 Change 2957504 on 2016/04/27 by Marc.Audy Persist component instance data cache through blueprint construction that results in "disaster recovery mode" #jira UE-20385 Change 2957162 on 2016/04/26 by Dmitriy.Dyomin Fixed: Some Unicode letters are not properly displayed with FCanvasTextItem in Android device #jira UE-25861 Change 2957117 on 2016/04/26 by Dan.Oconnor PR #2289: Exposing "IsValidIndex" Array function to Blueprints (Contributed by eXifreXi) Modifications: typo fix in Array.h, made blueprint description consistent with native function, removed redundant nullptr check, added P_NATIVE timer macros, added custom thunk implementation for cpp backend #jira UE-29563 Change 2957057 on 2016/04/26 by Dan.Oconnor Tweak logic used to make variable nodes more accessible Motivation was PR#2202 by Lucyberad #jira UE-28802 Change 2956884 on 2016/04/26 by Jamie.Dale Removed an assert that can be triggered by certain IMEs #jira UE-19744 Change 2956876 on 2016/04/26 by Dan.Oconnor PR #2288: Adjustment of RInterpTo and RInterpTo_Constant descriptions to match function. (Contributed by CelPlays) #jira UE-29495 Change 2956860 on 2016/04/26 by Max.Preussner Sockets: Fixed incorrect socket timeout when value < 1 ms (UE-29973) #jira: UE-29973 Change 2956801 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added r.Vulkan.SubmitOnCopyToResolve to help track down submit issues #jira UE-28140 Change 2956679 on 2016/04/26 by Andrew.Rodham Editor: Fixed not being able to switch between cinematic/default viewport types #jira UE-29942 Change 2956674 on 2016/04/26 by James.Fox Updated Blueprint Bitmask test asset to include Bitwise OR. #jira UE-29618 Change 2956573 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added TRANSFER_BIT to swapchain images since it's required for clearing #jira UE-28140 Change 2956572 on 2016/04/26 by Rolando.Caloca UE4.12 - vk - Added alignment to buffer offsets depending on usage #jira UE-28140 Change 2956502 on 2016/04/26 by Peter.Sauerbrei fix for missing particles on iPhone 5 when compiling for size re-enable compile for size for Match 3 #jira UE-28721 Change 2956445 on 2016/04/26 by Taizyd.Korambayil #jira UE-29691 Resaved some Animation Assets to Fix Build Warnings Change 2956382 on 2016/04/26 by Taizyd.Korambayil #jira UE-29688 Resaved Maps in Infiltrator Demo t oFix Some Build Warnings Change 2956332 on 2016/04/26 by Patrick.Donovan Adding physics asset set up for Capsule shadows for easy testing of capsule shadows in VR and with instanced stereo enabled. #jira UE-29618 Change 2956301 on 2016/04/26 by Ben.Marsh Disable notification emails for warnings in Rocket sample builds. Change 2956264 on 2016/04/26 by Peter.Sauerbrei fix for binary release generation of bp-only project files for IOS on Mac #jira UE-29934 Change 2956247 on 2016/04/26 by Jurre.deBaare Fix for Mac compile #jira UE-123ABC Change 2956192 on 2016/04/26 by Jurre.deBaare - Changed signatures for merging static mesh (LOD index now incorporated in merge data structure) - Proxy mesh and Mesh merging now just merges one specific LOD index per input mesh (instead of looping over all LOD levels) - Moved SourceStaticMesh and addex ExportLODIndex to FMeshMergeData structure - LightMap Index for merged static meshes is now set correctly - Added enum to MaterialProxySettings for distinction between (non-)Simplygon uses of the struct - Move MergeActor tab spawner out of experimental (removed option from config) and moved into Developer Tools/Misc #jira UE-28319 Change 2956183 on 2016/04/26 by mitchell.wilson #jira UE-29618 Adding new sequence for assign actor testing. Updating sequencer levels for assign actor testing Change 2956152 on 2016/04/26 by Lina.Halper - removed invalid ensure because it doesn't check recursive, it does have different value with validation #jira : UE-29945 Change 2956034 on 2016/04/26 by Andrew.Rodham Sequencer: Skeletal animation tracks now evaluate the nearest section where no animation section is present - This is more consistent with how other tracks evaluate, and guarantees a deterministic animated state #jira UE-28073 Change 2956002 on 2016/04/26 by Taizyd.Korambayil #jira UE-29729 Resaved Blueprints to Fix Build Warnings Change 2955999 on 2016/04/26 by Max.Chen Sequencer: Refresh instances when done recording. This fixes a bug where spawned recorded actors aren't visible when done recording. #jira UE-29841 Change 2955983 on 2016/04/26 by Andrew.Rodham Removing Saved, Intermediate, and DerivedDataCache folders from SubwaySequencer sample project. #jira UE-29938 Change 2955979 on 2016/04/26 by Taizyd.Korambayil #jira UE-29728 Resaved Some assets to Fix Build Warnings Change 2955941 on 2016/04/26 by Taizyd.Korambayil #jira UE-29730 Resaved Maps to Fix Build Warnings Change 2955937 on 2016/04/26 by Andrew.Rodham Sequencer: When recording actors as spawnables, we no longer duplicate the object, rather create a new instance of the same class - This fixes issues caused by undersiable state being saved into the spawnable defaults Merged from //UE4/Dev-Sequencer/...@2952610 #jira UE-29774 Change 2955888 on 2016/04/26 by mitchell.wilson #jira UE-29618 Updating shots for sequencer testing Change 2955635 on 2016/04/26 by Max.Chen Sequencer: Fix filtering so that folders that contain filtered nodes will also appear. #jira UE-28213 [CL 2969385 by Matthew Griffin in Main branch]
876 lines
29 KiB
C++
876 lines
29 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "SlatePrivatePCH.h"
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#include "Menu.h"
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#include "SPopup.h"
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#include "SMenuAnchor.h"
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#define LOCTEXT_NAMESPACE "MenuStack"
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namespace FMenuStackDefs
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{
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/** Maximum size of menus as a fraction of the work area height */
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const float MaxMenuScreenHeightFraction = 0.8f;
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const float AnimationDuration = 0.15f;
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}
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/** Overlay widget class used to hold menu contents and display them on top of the current window */
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class SMenuPanel : public SOverlay
|
|
{
|
|
public:
|
|
SLATE_BEGIN_ARGS(SMenuPanel)
|
|
{
|
|
_Visibility = EVisibility::SelfHitTestInvisible;
|
|
}
|
|
|
|
SLATE_END_ARGS()
|
|
|
|
void Construct(const FArguments& InArgs)
|
|
{
|
|
SOverlay::Construct(SOverlay::FArguments());
|
|
}
|
|
|
|
void PushMenu(TSharedRef<FMenuBase> InMenu, const FVector2D& InLocation)
|
|
{
|
|
check(InMenu->GetContent().IsValid());
|
|
|
|
TSharedPtr<SWindow> ParentWindow = InMenu->GetParentWindow();
|
|
check(ParentWindow.IsValid());
|
|
|
|
// Transform InLocation into a position local to this panel (assumes the panel is in an overlay that covers the whole of the panel window)
|
|
FVector2D PanelInScreen = ParentWindow->GetRectInScreen().GetTopLeft();
|
|
FVector2D PanelInWindow = ParentWindow->GetLocalToScreenTransform().Inverse().TransformPoint(PanelInScreen);
|
|
FVector2D LocationInWindow = ParentWindow->GetLocalToScreenTransform().Inverse().TransformPoint(InLocation);
|
|
FVector2D LocationInPanel = LocationInWindow - PanelInWindow;
|
|
|
|
// Add the new menu into a slot on this panel and set the padding so that its position is correct
|
|
AddSlot()
|
|
.HAlign(HAlign_Left)
|
|
.VAlign(VAlign_Top)
|
|
.Padding(LocationInPanel.X, LocationInPanel.Y, 0, 0)
|
|
[
|
|
InMenu->GetContent().ToSharedRef()
|
|
];
|
|
|
|
// Make sure that the menu will remove itself from the panel when dismissed
|
|
InMenu->GetOnMenuDismissed().AddSP(this, &SMenuPanel::OnMenuClosed);
|
|
}
|
|
|
|
void OnMenuClosed(TSharedRef<IMenu> InMenu)
|
|
{
|
|
RemoveSlot(InMenu->GetContent().ToSharedRef());
|
|
}
|
|
};
|
|
|
|
|
|
namespace
|
|
{
|
|
/** Widget that wraps any menu created in FMenuStack to provide default key handling, focus tracking and helps us spot menus in widget paths */
|
|
DECLARE_DELEGATE_RetVal_OneParam(FReply, FOnKeyDown, FKey)
|
|
DECLARE_DELEGATE_OneParam(FOnMenuLostFocus, const FWidgetPath&)
|
|
class SMenuContentWrapper : public SCompoundWidget
|
|
{
|
|
public:
|
|
SLATE_BEGIN_ARGS(SMenuContentWrapper)
|
|
: _MenuContent()
|
|
, _OnKeyDown()
|
|
, _OptionalMinMenuWidth()
|
|
, _OptionalMinMenuHeight()
|
|
{}
|
|
|
|
SLATE_DEFAULT_SLOT(FArguments, MenuContent)
|
|
SLATE_EVENT(FOnKeyDown, OnKeyDown)
|
|
SLATE_EVENT(FOnMenuLostFocus, OnMenuLostFocus)
|
|
SLATE_ARGUMENT(FOptionalSize, OptionalMinMenuWidth)
|
|
SLATE_ARGUMENT(FOptionalSize, OptionalMinMenuHeight)
|
|
SLATE_END_ARGS()
|
|
|
|
/** Construct this widget */
|
|
void Construct(const FArguments& InArgs)
|
|
{
|
|
// The visibility of the content wrapper should match that of the provided content
|
|
Visibility = AccessWidgetVisibilityAttribute(InArgs._MenuContent.Widget);
|
|
|
|
OnKeyDownDelegate = InArgs._OnKeyDown;
|
|
OnMenuLostFocus = InArgs._OnMenuLostFocus;
|
|
ChildSlot
|
|
[
|
|
SNew(SBox)
|
|
.MinDesiredWidth(InArgs._OptionalMinMenuWidth)
|
|
.MaxDesiredHeight(InArgs._OptionalMinMenuHeight)
|
|
[
|
|
InArgs._MenuContent.Widget
|
|
]
|
|
];
|
|
}
|
|
|
|
virtual void OnFocusChanging(const FWeakWidgetPath& PreviousFocusPath, const FWidgetPath& NewWidgetPath) override
|
|
{
|
|
// if focus changed and this menu content had focus (or one of its children did) then inform the stack via the OnMenuLostFocus event
|
|
if (OnMenuLostFocus.IsBound() && PreviousFocusPath.ContainsWidget(AsShared()))
|
|
{
|
|
return OnMenuLostFocus.Execute(NewWidgetPath);
|
|
}
|
|
}
|
|
|
|
private:
|
|
|
|
/** This widget must support keyboard focus */
|
|
virtual bool SupportsKeyboardFocus() const override
|
|
{
|
|
return true;
|
|
}
|
|
|
|
virtual FReply OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent ) override
|
|
{
|
|
if (OnKeyDownDelegate.IsBound())
|
|
{
|
|
return OnKeyDownDelegate.Execute(InKeyEvent.GetKey());
|
|
}
|
|
|
|
return FReply::Unhandled();
|
|
}
|
|
|
|
/** Delegate to forward keys down events on the menu */
|
|
FOnKeyDown OnKeyDownDelegate;
|
|
|
|
/** Delegate to inform the stack that a menu has lost focus and might need to be closed */
|
|
FOnMenuLostFocus OnMenuLostFocus;
|
|
};
|
|
|
|
|
|
/** Global handler used to handle key presses on popup menus */
|
|
FReply OnMenuKeyDown(const FKey Key)
|
|
{
|
|
if (Key == EKeys::Escape)
|
|
{
|
|
FSlateApplication::Get().DismissAllMenus();
|
|
return FReply::Handled();
|
|
}
|
|
|
|
return FReply::Unhandled();
|
|
}
|
|
|
|
} // anon namespace
|
|
|
|
|
|
TSharedRef<SWindow> FMenuStack::PushMenu( const TSharedRef<SWindow>& ParentWindow, const TSharedRef<SWidget>& InContent, const FVector2D& SummonLocation, const FPopupTransitionEffect& TransitionEffect, const bool bFocusImmediately, const bool bShouldAutoSize, const FVector2D& WindowSize, const FVector2D& SummonLocationSize)
|
|
{
|
|
// Deprecated method that is no longer called by its deprecated counterpart in FSlateApplication so it will only create a dummy message warning the caller not to use this method
|
|
// Backwards compatibility of the API is taken care of by FSlateApplication.
|
|
ensureMsgf(false, TEXT("PushMenu() returning an SWindow is deprecated. Use Push() that returns an IMenu instead."));
|
|
|
|
FSlateRect Anchor(SummonLocation, SummonLocation + SummonLocationSize);
|
|
FVector2D ExpectedSize(300, 200);
|
|
FVector2D AdjustedSummonLocation = FSlateApplication::Get().CalculatePopupWindowPosition(Anchor, ExpectedSize, Orient_Vertical);
|
|
|
|
TSharedRef<SWindow> NewMenuWindow =
|
|
SNew(SWindow)
|
|
.Type(EWindowType::Menu)
|
|
.IsPopupWindow(true)
|
|
.SizingRule(bShouldAutoSize ? ESizingRule::Autosized : ESizingRule::UserSized)
|
|
.ScreenPosition(AdjustedSummonLocation)
|
|
.AutoCenter(EAutoCenter::None)
|
|
.ClientSize(ExpectedSize)
|
|
.FocusWhenFirstShown(true)
|
|
.ActivateWhenFirstShown(true)
|
|
[
|
|
SNew(SVerticalBox)
|
|
+ SVerticalBox::Slot()
|
|
.VAlign(VAlign_Center)
|
|
.HAlign(HAlign_Center)
|
|
[
|
|
SNew(STextBlock)
|
|
.Text(LOCTEXT("PushMenuDeprecatedWarning", "WARNING: PushMenu() returning an SWindow is deprecated. Use Push() that returns an IMenu instead."))
|
|
]
|
|
];
|
|
|
|
FSlateApplication::Get().AddWindowAsNativeChild(NewMenuWindow, ParentWindow, true);
|
|
|
|
return NewMenuWindow;
|
|
}
|
|
|
|
TSharedRef<IMenu> FMenuStack::Push(const FWidgetPath& InOwnerPath, const TSharedRef<SWidget>& InContent, const FVector2D& SummonLocation, const FPopupTransitionEffect& TransitionEffect, const bool bFocusImmediately, const FVector2D& SummonLocationSize, TOptional<EPopupMethod> InMethod, const bool bIsCollapsedByParent, const bool bEnablePerPixelTransparency)
|
|
{
|
|
// We want to ensure that when the window is restored to restore the current keyboard focus
|
|
InOwnerPath.GetWindow()->SetWidgetToFocusOnActivate(FSlateApplication::Get().GetKeyboardFocusedWidget());
|
|
|
|
FSlateRect Anchor(SummonLocation, SummonLocation + SummonLocationSize);
|
|
TSharedPtr<IMenu> ParentMenu;
|
|
|
|
if (HasMenus())
|
|
{
|
|
// Find a menu in the stack in InOwnerPath to determine the level to insert this
|
|
ParentMenu = FindMenuInWidgetPath(InOwnerPath);
|
|
check(HostWindow.IsValid());
|
|
}
|
|
|
|
if (!ParentMenu.IsValid())
|
|
{
|
|
// pushing a new root menu (leave ParentMenu invalid)
|
|
|
|
// The active method is determined when a new root menu is pushed
|
|
ActiveMethod = InMethod.IsSet() ? FPopupMethodReply::UseMethod(InMethod.GetValue()) : QueryPopupMethod(InOwnerPath);
|
|
|
|
// The host window is determined when a new root menu is pushed
|
|
// This must be set prior to PushInternal below, as it will be referenced if the menu being created is a new root menu.
|
|
SetHostPath(InOwnerPath);
|
|
}
|
|
|
|
TGuardValue<bool> Guard(bHostWindowGuard, true);
|
|
return PushInternal(ParentMenu, InContent, Anchor, TransitionEffect, bFocusImmediately, ActiveMethod.GetShouldThrottle(), bIsCollapsedByParent, bEnablePerPixelTransparency);
|
|
}
|
|
|
|
TSharedRef<IMenu> FMenuStack::Push(const TSharedPtr<IMenu>& InParentMenu, const TSharedRef<SWidget>& InContent, const FVector2D& SummonLocation, const FPopupTransitionEffect& TransitionEffect, const bool bFocusImmediately, const FVector2D& SummonLocationSize, const bool bIsCollapsedByParent, const bool bEnablePerPixelTransparency)
|
|
{
|
|
check(Stack.Contains(InParentMenu));
|
|
check(HostWindow.IsValid());
|
|
|
|
FSlateRect Anchor(SummonLocation, SummonLocation + SummonLocationSize);
|
|
|
|
return PushInternal(InParentMenu, InContent, Anchor, TransitionEffect, bFocusImmediately, EShouldThrottle::Yes, bIsCollapsedByParent, bEnablePerPixelTransparency);
|
|
}
|
|
|
|
TSharedRef<IMenu> FMenuStack::PushHosted(const FWidgetPath& InOwnerPath, const TSharedRef<IMenuHost>& InMenuHost, const TSharedRef<SWidget>& InContent, TSharedPtr<SWidget>& OutWrappedContent, const FPopupTransitionEffect& TransitionEffect, EShouldThrottle ShouldThrottle, const bool bIsCollapsedByParent)
|
|
{
|
|
TSharedPtr<IMenu> ParentMenu;
|
|
|
|
if (HasMenus())
|
|
{
|
|
// Find a menu in the stack in InOwnerPath to determine the level to insert this
|
|
ParentMenu = FindMenuInWidgetPath(InOwnerPath);
|
|
check(HostWindow.IsValid());
|
|
}
|
|
|
|
if (!ParentMenu.IsValid())
|
|
{
|
|
// pushing a new root menu (leave ParentMenu invalid)
|
|
|
|
// The active method is determined when a new root menu is pushed and hosted menus are always UseCurrentWindow
|
|
ActiveMethod = FPopupMethodReply::UseMethod(EPopupMethod::UseCurrentWindow);
|
|
|
|
// The host window is determined when a new root menu is pushed
|
|
SetHostPath(InOwnerPath);
|
|
}
|
|
|
|
return PushHosted(ParentMenu, InMenuHost, InContent, OutWrappedContent, TransitionEffect, ShouldThrottle);
|
|
}
|
|
|
|
TSharedRef<IMenu> FMenuStack::PushHosted(const TSharedPtr<IMenu>& InParentMenu, const TSharedRef<IMenuHost>& InMenuHost, const TSharedRef<SWidget>& InContent, TSharedPtr<SWidget>& OutWrappedContent, const FPopupTransitionEffect& TransitionEffect, EShouldThrottle ShouldThrottle, const bool bIsCollapsedByParent)
|
|
{
|
|
check(HostWindow.IsValid());
|
|
|
|
// Create a FMenuInHostWidget
|
|
TSharedRef<SWidget> WrappedContent = WrapContent(InContent);
|
|
TSharedRef<FMenuInHostWidget> OutMenu = MakeShareable(new FMenuInHostWidget(InMenuHost, WrappedContent, bIsCollapsedByParent));
|
|
PendingNewMenu = OutMenu;
|
|
|
|
// Set the returned content - this must be drawn by the hosting widget until the menu gets dismissed and calls IMenuHost::OnMenuDismissed on its host
|
|
OutWrappedContent = WrappedContent;
|
|
|
|
// Register to get a callback when it's dismissed - to fixup stack
|
|
OutMenu->GetOnMenuDismissed().AddRaw(this, &FMenuStack::OnMenuDestroyed);
|
|
|
|
PostPush(InParentMenu, OutMenu, ShouldThrottle);
|
|
|
|
PendingNewMenu.Reset();
|
|
|
|
return OutMenu;
|
|
}
|
|
|
|
TSharedRef<IMenu> FMenuStack::PushInternal(const TSharedPtr<IMenu>& InParentMenu, const TSharedRef<SWidget>& InContent, FSlateRect Anchor, const FPopupTransitionEffect& TransitionEffect, const bool bFocusImmediately, EShouldThrottle ShouldThrottle, const bool bIsCollapsedByParent, const bool bEnablePerPixelTransparency)
|
|
{
|
|
FPrePushArgs PrePushArgs;
|
|
PrePushArgs.Content = InContent;
|
|
PrePushArgs.Anchor = Anchor;
|
|
PrePushArgs.TransitionEffect = TransitionEffect;
|
|
PrePushArgs.bFocusImmediately = bFocusImmediately;
|
|
PrePushArgs.bIsCollapsedByParent = bIsCollapsedByParent;
|
|
|
|
// Pre-push stage
|
|
// Determines correct layout
|
|
// Wraps content
|
|
// Other common setup steps needed by all (non-hosted) menus
|
|
const FPrePushResults PrePushResults = PrePush(PrePushArgs);
|
|
|
|
// Menu object creation stage
|
|
TSharedRef<FMenuBase> OutMenu = ActiveMethod.GetPopupMethod() == EPopupMethod::CreateNewWindow
|
|
? PushNewWindow(InParentMenu, PrePushResults, bEnablePerPixelTransparency)
|
|
: PushPopup(InParentMenu, PrePushResults);
|
|
|
|
// Post-push stage
|
|
// Updates the stack and content map member variables
|
|
PostPush(InParentMenu, OutMenu, ShouldThrottle);
|
|
|
|
PendingNewMenu.Reset();
|
|
|
|
return OutMenu;
|
|
}
|
|
|
|
FMenuStack::FPrePushResults FMenuStack::PrePush(const FPrePushArgs& InArgs)
|
|
{
|
|
FPrePushResults OutResults;
|
|
OutResults.bIsCollapsedByParent = InArgs.bIsCollapsedByParent;
|
|
OutResults.bFocusImmediately = InArgs.bFocusImmediately;
|
|
if (InArgs.bFocusImmediately)
|
|
{
|
|
OutResults.WidgetToFocus = InArgs.Content;
|
|
}
|
|
|
|
// Only enable window position/size transitions if we're running at a decent frame rate
|
|
OutResults.bAllowAnimations = FSlateApplication::Get().AreMenuAnimationsEnabled() && FSlateApplication::Get().IsRunningAtTargetFrameRate();
|
|
|
|
// Calc the max height available on screen for the menu
|
|
float MaxHeight;
|
|
if (ActiveMethod.GetPopupMethod() == EPopupMethod::CreateNewWindow)
|
|
{
|
|
FSlateRect WorkArea = FSlateApplication::Get().GetWorkArea(InArgs.Anchor);
|
|
MaxHeight = FMenuStackDefs::MaxMenuScreenHeightFraction * WorkArea.GetSize().Y;
|
|
}
|
|
else
|
|
{
|
|
MaxHeight = FMenuStackDefs::MaxMenuScreenHeightFraction * HostWindow->GetClientSizeInScreen().Y;
|
|
}
|
|
|
|
bool bAnchorSetsMinWidth = InArgs.TransitionEffect.SlideDirection == FPopupTransitionEffect::ComboButton;
|
|
|
|
// Wrap menu content in a box needed for various sizing and tracking purposes
|
|
FOptionalSize OptionalMinWidth = bAnchorSetsMinWidth ? InArgs.Anchor.GetSize().X : FOptionalSize();
|
|
FOptionalSize OptionalMinHeight = MaxHeight;
|
|
|
|
// Wrap content in an SPopup before the rest of the wrapping process - should make menus appear on top using deferred presentation
|
|
TSharedRef<SWidget> TempContent = SNew(SPopup)[InArgs.Content.ToSharedRef()];
|
|
|
|
OutResults.WrappedContent = WrapContent(TempContent, OptionalMinWidth, OptionalMinHeight);
|
|
|
|
// @todo slate: Assumes that popup is not Scaled up or down from application scale.
|
|
OutResults.WrappedContent->SlatePrepass(FSlateApplication::Get().GetApplicationScale());
|
|
// @todo slate: Doesn't take into account potential window border size
|
|
OutResults.ExpectedSize = OutResults.WrappedContent->GetDesiredSize();
|
|
|
|
EOrientation Orientation = (InArgs.TransitionEffect.SlideDirection == FPopupTransitionEffect::SubMenu) ? Orient_Horizontal : Orient_Vertical;
|
|
|
|
// Calculate the correct position for the menu based on the popup method
|
|
if (ActiveMethod.GetPopupMethod() == EPopupMethod::CreateNewWindow)
|
|
{
|
|
// Places the menu's window in the work area
|
|
OutResults.AnimStartLocation = OutResults.AnimFinalLocation = FSlateApplication::Get().CalculatePopupWindowPosition(InArgs.Anchor, OutResults.ExpectedSize, Orientation);
|
|
}
|
|
else
|
|
{
|
|
// Places the menu's content in the host window
|
|
const FVector2D ProposedPlacement(
|
|
Orientation == Orient_Horizontal ? InArgs.Anchor.Right : InArgs.Anchor.Left,
|
|
Orientation == Orient_Horizontal ? InArgs.Anchor.Top : InArgs.Anchor.Bottom);
|
|
|
|
OutResults.AnimStartLocation = OutResults.AnimFinalLocation =
|
|
ComputePopupFitInRect(InArgs.Anchor, FSlateRect(ProposedPlacement, ProposedPlacement + OutResults.ExpectedSize), Orientation, HostWindow->GetClientRectInScreen());
|
|
}
|
|
|
|
// Start the pop-up menu at an offset location, then animate it to its target location over time
|
|
// @todo: Anims aren't supported or attempted - this is legacy code left in in case we reinstate menu anims
|
|
if (OutResults.bAllowAnimations)
|
|
{
|
|
const bool bSummonRight = OutResults.AnimFinalLocation.X >= OutResults.AnimStartLocation.X;
|
|
const bool bSummonBelow = OutResults.AnimFinalLocation.Y >= OutResults.AnimStartLocation.Y;
|
|
const int32 SummonDirectionX = bSummonRight ? 1 : -1;
|
|
const int32 SummonDirectionY = bSummonBelow ? 1 : -1;
|
|
|
|
switch (InArgs.TransitionEffect.SlideDirection)
|
|
{
|
|
case FPopupTransitionEffect::None:
|
|
// No sliding
|
|
break;
|
|
|
|
case FPopupTransitionEffect::ComboButton:
|
|
OutResults.AnimStartLocation.Y = FMath::Max(OutResults.AnimStartLocation.Y + 30.0f * SummonDirectionY, 0.0f);
|
|
break;
|
|
|
|
case FPopupTransitionEffect::TopMenu:
|
|
OutResults.AnimStartLocation.Y = FMath::Max(OutResults.AnimStartLocation.Y + 60.0f * SummonDirectionY, 0.0f);
|
|
break;
|
|
|
|
case FPopupTransitionEffect::SubMenu:
|
|
OutResults.AnimStartLocation.X += 60.0f * SummonDirectionX;
|
|
break;
|
|
|
|
case FPopupTransitionEffect::TypeInPopup:
|
|
OutResults.AnimStartLocation.Y = FMath::Max(OutResults.AnimStartLocation.Y + 30.0f * SummonDirectionY, 0.0f);
|
|
break;
|
|
|
|
case FPopupTransitionEffect::ContextMenu:
|
|
OutResults.AnimStartLocation.X += 30.0f * SummonDirectionX;
|
|
OutResults.AnimStartLocation.Y += 50.0f * SummonDirectionY;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Release the mouse so that context can be properly restored upon closing menus. See CL 1411833 before changing this.
|
|
if (InArgs.bFocusImmediately)
|
|
{
|
|
FSlateApplication::Get().ReleaseMouseCapture();
|
|
}
|
|
|
|
return OutResults;
|
|
}
|
|
|
|
TSharedRef<FMenuBase> FMenuStack::PushNewWindow(TSharedPtr<IMenu> InParentMenu, const FPrePushResults& InPrePushResults, const bool bEnablePerPixelTransparency)
|
|
{
|
|
check(ActiveMethod.GetPopupMethod() == EPopupMethod::CreateNewWindow);
|
|
|
|
// Start pop-up windows out transparent, then fade them in over time
|
|
#if ALPHA_BLENDED_WINDOWS
|
|
const EWindowTransparency Transparency(bEnablePerPixelTransparency ? EWindowTransparency::PerPixel : InPrePushResults.bAllowAnimations ? EWindowTransparency::PerWindow : EWindowTransparency::None);
|
|
#else
|
|
const EWindowTransparency Transparency(InPrePushResults.bAllowAnimations ? EWindowTransparency::PerWindow : EWindowTransparency::None);
|
|
#endif
|
|
|
|
const float InitialWindowOpacity = InPrePushResults.bAllowAnimations ? 0.0f : 1.0f;
|
|
const float TargetWindowOpacity = 1.0f;
|
|
|
|
// Create a new window for the menu
|
|
TSharedRef<SWindow> NewMenuWindow = SNew(SWindow)
|
|
.Type(EWindowType::Menu)
|
|
.IsPopupWindow(true)
|
|
.SizingRule(ESizingRule::Autosized)
|
|
.ScreenPosition(InPrePushResults.AnimStartLocation)
|
|
.AutoCenter(EAutoCenter::None)
|
|
.ClientSize(InPrePushResults.ExpectedSize)
|
|
.InitialOpacity(InitialWindowOpacity)
|
|
.SupportsTransparency(Transparency)
|
|
.FocusWhenFirstShown(InPrePushResults.bFocusImmediately)
|
|
.ActivateWhenFirstShown(InPrePushResults.bFocusImmediately)
|
|
[
|
|
InPrePushResults.WrappedContent.ToSharedRef()
|
|
];
|
|
|
|
PendingNewWindow = NewMenuWindow;
|
|
|
|
if (InPrePushResults.bFocusImmediately && InPrePushResults.WidgetToFocus.IsValid())
|
|
{
|
|
// Focus the unwrapped content rather than just the window
|
|
NewMenuWindow->SetWidgetToFocusOnActivate(InPrePushResults.WidgetToFocus);
|
|
}
|
|
|
|
TSharedRef<FMenuInWindow> Menu = MakeShareable(new FMenuInWindow(NewMenuWindow, InPrePushResults.WrappedContent.ToSharedRef(), InPrePushResults.bIsCollapsedByParent));
|
|
PendingNewMenu = Menu;
|
|
|
|
TSharedPtr<SWindow> ParentWindow;
|
|
if (InParentMenu.IsValid())
|
|
{
|
|
ParentWindow = InParentMenu->GetParentWindow();
|
|
}
|
|
else
|
|
{
|
|
ParentWindow = HostWindow;
|
|
}
|
|
|
|
FSlateApplication::Get().AddWindowAsNativeChild(NewMenuWindow, ParentWindow.ToSharedRef(), true);
|
|
|
|
// Kick off the intro animation!
|
|
// @todo: Anims aren't supported or attempted - this is legacy code left in in case we reinstate menu anims
|
|
if (InPrePushResults.bAllowAnimations)
|
|
{
|
|
FCurveSequence Sequence;
|
|
Sequence.AddCurve(0, FMenuStackDefs::AnimationDuration, ECurveEaseFunction::CubicOut);
|
|
NewMenuWindow->MorphToPosition(Sequence, TargetWindowOpacity, InPrePushResults.AnimFinalLocation);
|
|
}
|
|
|
|
PendingNewWindow.Reset();
|
|
|
|
return Menu;
|
|
}
|
|
|
|
TSharedRef<FMenuBase> FMenuStack::PushPopup(TSharedPtr<IMenu> InParentMenu, const FPrePushResults& InPrePushResults)
|
|
{
|
|
check(ActiveMethod.GetPopupMethod() == EPopupMethod::UseCurrentWindow);
|
|
|
|
// Create a FMenuInPopup
|
|
check(InPrePushResults.WrappedContent.IsValid());
|
|
TSharedRef<FMenuInPopup> Menu = MakeShareable(new FMenuInPopup(InPrePushResults.WrappedContent.ToSharedRef(), InPrePushResults.bIsCollapsedByParent));
|
|
PendingNewMenu = Menu;
|
|
|
|
// Register to get callback when it's dismissed - to fixup stack
|
|
Menu->GetOnMenuDismissed().AddRaw(this, &FMenuStack::OnMenuDestroyed);
|
|
|
|
// Add it to a slot on the menus panel widget
|
|
HostWindowPopupPanel->PushMenu(Menu, InPrePushResults.AnimFinalLocation);
|
|
|
|
if (InPrePushResults.bFocusImmediately && InPrePushResults.WidgetToFocus.IsValid())
|
|
{
|
|
FSlateApplication::Get().SetKeyboardFocus(InPrePushResults.WidgetToFocus, EFocusCause::SetDirectly);
|
|
}
|
|
|
|
return Menu;
|
|
}
|
|
|
|
void FMenuStack::PostPush(TSharedPtr<IMenu> InParentMenu, TSharedRef<FMenuBase> InMenu, EShouldThrottle ShouldThrottle )
|
|
{
|
|
// Determine at which index we insert this new menu in the stack
|
|
int32 InsertIndex = 0;
|
|
if (InParentMenu.IsValid())
|
|
{
|
|
int32 ParentIndex = Stack.IndexOfByKey(InParentMenu);
|
|
check(ParentIndex != INDEX_NONE);
|
|
|
|
InsertIndex = ParentIndex + 1;
|
|
}
|
|
|
|
// Insert before dismissing others to stop the stack accidentally emptying briefly mid-push and reseting some state
|
|
Stack.Insert(InMenu, InsertIndex);
|
|
CachedContentMap.Add(InMenu->GetContent(), InMenu);
|
|
|
|
// Dismiss menus after the insert point
|
|
if (Stack.Num() > InsertIndex + 1)
|
|
{
|
|
DismissFrom(Stack[InsertIndex + 1]);
|
|
|
|
// tidy the stack data now (it will happen via callbacks from the dismissed menus but that might be delayed)
|
|
for (int32 StackIndex = Stack.Num() - 1; StackIndex > InsertIndex; --StackIndex)
|
|
{
|
|
CachedContentMap.Remove(Stack[StackIndex]->GetContent());
|
|
Stack.RemoveAt(StackIndex);
|
|
}
|
|
}
|
|
|
|
// When a new menu is pushed, if we are not already in responsive mode for Slate UI, enter it now
|
|
// to ensure the menu is responsive in low FPS situations
|
|
if (!ThrottleHandle.IsValid() && ShouldThrottle == EShouldThrottle::Yes)
|
|
{
|
|
ThrottleHandle = FSlateThrottleManager::Get().EnterResponsiveMode();
|
|
}
|
|
}
|
|
|
|
FPopupMethodReply FMenuStack::QueryPopupMethod(const FWidgetPath& PathToQuery)
|
|
{
|
|
for (int32 WidgetIndex = PathToQuery.Widgets.Num() - 1; WidgetIndex >= 0; --WidgetIndex)
|
|
{
|
|
FPopupMethodReply PopupMethod = PathToQuery.Widgets[WidgetIndex].Widget->OnQueryPopupMethod();
|
|
if (PopupMethod.IsEventHandled())
|
|
{
|
|
return PopupMethod;
|
|
}
|
|
}
|
|
|
|
return FPopupMethodReply::UseMethod(EPopupMethod::CreateNewWindow);
|
|
}
|
|
|
|
void FMenuStack::Dismiss(int32 FirstStackIndexToRemove)
|
|
{
|
|
// deprecated
|
|
DismissInternal(FirstStackIndexToRemove);
|
|
}
|
|
|
|
void FMenuStack::DismissFrom(const TSharedPtr<IMenu>& InFromMenu)
|
|
{
|
|
int32 Index = Stack.IndexOfByKey(InFromMenu);
|
|
if (Index != INDEX_NONE)
|
|
{
|
|
DismissInternal(Index);
|
|
}
|
|
}
|
|
|
|
void FMenuStack::DismissAll()
|
|
{
|
|
const int32 TopLevel = 0;
|
|
DismissInternal(TopLevel);
|
|
}
|
|
|
|
void FMenuStack::DismissInternal(int32 FirstStackIndexToRemove)
|
|
{
|
|
// Dismiss the stack in reverse order so we destroy children before parents (causes focusing issues if done the other way around)
|
|
for ( int32 StackIndex = Stack.Num() - 1; StackIndex >= FirstStackIndexToRemove; --StackIndex )
|
|
{
|
|
if ( Stack.IsValidIndex(StackIndex) )
|
|
{
|
|
Stack[StackIndex]->Dismiss();
|
|
}
|
|
}
|
|
}
|
|
|
|
void FMenuStack::SetHostPath(const FWidgetPath& InOwnerPath)
|
|
{
|
|
if (bHostWindowGuard)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( HostPopupLayer.IsValid() )
|
|
{
|
|
if ( !InOwnerPath.ContainsWidget(HostPopupLayer->GetHost()) )
|
|
{
|
|
HostPopupLayer->Remove();
|
|
HostPopupLayer.Reset();
|
|
HostWindowPopupPanel.Reset();
|
|
}
|
|
}
|
|
|
|
HostWindow = InOwnerPath.IsValid() ? InOwnerPath.GetWindow() : TSharedPtr<SWindow>();
|
|
|
|
if ( HostWindow.IsValid() && !HostWindowPopupPanel.IsValid() )
|
|
{
|
|
TSharedRef<SMenuPanel> NewHostWindowPopupPanel = SNew(SMenuPanel);
|
|
for ( int i = InOwnerPath.Widgets.Num() - 1; i >= 0; i-- )
|
|
{
|
|
const TSharedRef<SWidget>& HostWidget = InOwnerPath.Widgets[i].Widget;
|
|
HostPopupLayer = HostWidget->OnVisualizePopup(NewHostWindowPopupPanel);
|
|
if ( HostPopupLayer.IsValid() )
|
|
{
|
|
HostWindowPopupPanel = NewHostWindowPopupPanel;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FMenuStack::OnMenuDestroyed(TSharedRef<IMenu> InMenu)
|
|
{
|
|
int32 Index = Stack.IndexOfByKey(InMenu);
|
|
if (Index != INDEX_NONE)
|
|
{
|
|
// Dismiss menus below this one
|
|
for (int32 StackIndex = Stack.Num() - 1; StackIndex > Index; --StackIndex)
|
|
{
|
|
Stack[StackIndex]->Dismiss(); // this will cause OnMenuDestroyed() to re-enter
|
|
}
|
|
|
|
// Clean up the stack and content map arrays
|
|
for (int32 StackIndex = Stack.Num() - 1; StackIndex >= Index; --StackIndex)
|
|
{
|
|
CachedContentMap.Remove(Stack[StackIndex]->GetContent());
|
|
Stack.RemoveAt(StackIndex);
|
|
}
|
|
|
|
// Leave responsive mode once the last menu closes
|
|
if (Stack.Num() == 0)
|
|
{
|
|
if (ThrottleHandle.IsValid())
|
|
{
|
|
FSlateThrottleManager::Get().LeaveResponsiveMode(ThrottleHandle);
|
|
}
|
|
|
|
SetHostPath(FWidgetPath());
|
|
}
|
|
}
|
|
}
|
|
|
|
void FMenuStack::OnMenuContentLostFocus(const FWidgetPath& InFocussedPath)
|
|
{
|
|
// In UseCurrentWindow mode we must look for focus moving from menus
|
|
// Window activation messages will make menus collapse when in CreateNewWindow mode
|
|
// However, we cannot rely on window activation messages because they might not be generated on Mac.
|
|
// So, always do this focus/collapse code, even in CreateNewWindow mode.
|
|
if (HasMenus() && !PendingNewMenu.IsValid())
|
|
{
|
|
// If focus is switching determine which of our menus it is in, if any
|
|
TSharedPtr<IMenu> FocussedMenu = FindMenuInWidgetPath(InFocussedPath);
|
|
|
|
if (FocussedMenu.IsValid())
|
|
{
|
|
// dismiss menus below FocussedMenu
|
|
int32 FocussedIndex = Stack.IndexOfByKey(FocussedMenu);
|
|
check(FocussedIndex != INDEX_NONE);
|
|
|
|
for (int32 DismissIndex = FocussedIndex + 1; DismissIndex < Stack.Num(); DismissIndex++)
|
|
{
|
|
if (Stack[DismissIndex]->IsCollapsedByParent())
|
|
{
|
|
DismissFrom(Stack[DismissIndex]);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Focus has moved outside all menus - collapse the stack
|
|
DismissAll();
|
|
}
|
|
}
|
|
}
|
|
|
|
TSharedRef<SWidget> FMenuStack::WrapContent(TSharedRef<SWidget> InContent, FOptionalSize OptionalMinWidth, FOptionalSize OptionalMinHeight)
|
|
{
|
|
// Wrap menu content in a box that limits its maximum height
|
|
// and in a SMenuContentWrapper that handles key presses and focus changes.
|
|
return SNew(SMenuContentWrapper)
|
|
.OnKeyDown_Static(&OnMenuKeyDown)
|
|
.OnMenuLostFocus_Raw(this, &FMenuStack::OnMenuContentLostFocus)
|
|
.OptionalMinMenuWidth(OptionalMinWidth)
|
|
.OptionalMinMenuHeight(OptionalMinHeight)
|
|
.MenuContent()
|
|
[
|
|
InContent
|
|
];
|
|
}
|
|
|
|
TSharedPtr<IMenu> FMenuStack::FindMenuInWidgetPath(const FWidgetPath& PathToQuery) const
|
|
{
|
|
for (int32 PathIndex = PathToQuery.Widgets.Num() - 1; PathIndex >= 0; --PathIndex)
|
|
{
|
|
TSharedPtr<const SWidget> Widget = PathToQuery.Widgets[PathIndex].Widget;
|
|
const TSharedPtr<FMenuBase>* FoundMenu = CachedContentMap.Find(Widget);
|
|
if (FoundMenu != nullptr)
|
|
{
|
|
return *FoundMenu;
|
|
}
|
|
}
|
|
return TSharedPtr<IMenu>();
|
|
}
|
|
|
|
void FMenuStack::RemoveWindow( TSharedRef<SWindow> WindowToRemove )
|
|
{
|
|
// deprecated
|
|
OnWindowDestroyed(WindowToRemove);
|
|
}
|
|
|
|
void FMenuStack::OnWindowDestroyed(TSharedRef<SWindow> InWindow)
|
|
{
|
|
if (HostWindow == InWindow)
|
|
{
|
|
// If the host window is destroyed, collapse the whole stack and reset all state
|
|
Stack.Empty();
|
|
CachedContentMap.Empty();
|
|
|
|
SetHostPath(FWidgetPath());
|
|
}
|
|
else
|
|
{
|
|
// A window was requested to be destroyed, so make sure it's not in the menu stack to avoid it
|
|
// becoming a parent to a freshly-created window!
|
|
TSharedPtr<IMenu> Menu = FindMenuFromWindow(InWindow);
|
|
|
|
if (Menu.IsValid())
|
|
{
|
|
OnMenuDestroyed(Menu.ToSharedRef());
|
|
}
|
|
}
|
|
}
|
|
|
|
void FMenuStack::OnWindowActivated( TSharedRef<SWindow> ActivatedWindow )
|
|
{
|
|
if (ActivatedWindow != PendingNewWindow && HasMenus())
|
|
{
|
|
TWeakPtr<IMenu> ActivatedMenu = FindMenuFromWindow(ActivatedWindow);
|
|
|
|
if (ActivatedMenu.IsValid())
|
|
{
|
|
// Dismiss menus below ActivatedMenu
|
|
int32 ActivatedIndex = Stack.IndexOfByKey(ActivatedMenu);
|
|
check(ActivatedIndex != INDEX_NONE);
|
|
|
|
for (int32 DismissIndex = ActivatedIndex + 1; DismissIndex < Stack.Num(); DismissIndex++)
|
|
{
|
|
if (Stack[DismissIndex]->IsCollapsedByParent())
|
|
{
|
|
DismissFrom(Stack[DismissIndex]);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Activated a window that isn't a menu - collapse the stack
|
|
DismissAll();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
int32 FMenuStack::FindLocationInStack( TSharedPtr<SWindow> WindowToFind ) const
|
|
{
|
|
// deprecated
|
|
if (WindowToFind.IsValid())
|
|
{
|
|
TWeakPtr<IMenu> Menu = FindMenuFromWindow(WindowToFind.ToSharedRef());
|
|
|
|
return Stack.IndexOfByKey(Menu);
|
|
}
|
|
|
|
// The window was not found
|
|
return INDEX_NONE;
|
|
}
|
|
|
|
TSharedPtr<IMenu> FMenuStack::FindMenuFromWindow(TSharedRef<SWindow> InWindow) const
|
|
{
|
|
const TSharedPtr<FMenuBase>* FoundMenu = Stack.FindByPredicate([InWindow](TSharedPtr<FMenuBase> Menu) { return Menu->GetOwnedWindow() == InWindow; });
|
|
if (FoundMenu != nullptr)
|
|
{
|
|
return *FoundMenu;
|
|
}
|
|
return TSharedPtr<IMenu>();
|
|
}
|
|
|
|
FSlateRect FMenuStack::GetToolTipForceFieldRect(TSharedRef<IMenu> InMenu, const FWidgetPath& PathContainingMenu) const
|
|
{
|
|
FSlateRect ForceFieldRect(0, 0, 0, 0);
|
|
|
|
int32 StackLevel = Stack.IndexOfByKey(InMenu);
|
|
|
|
if (StackLevel != INDEX_NONE)
|
|
{
|
|
for (int32 StackLevelIndex = StackLevel + 1; StackLevelIndex < Stack.Num(); ++StackLevelIndex)
|
|
{
|
|
TSharedPtr<SWidget> MenuContent = Stack[StackLevelIndex]->GetContent();
|
|
if (MenuContent.IsValid())
|
|
{
|
|
FWidgetPath WidgetPath = PathContainingMenu.GetPathDownTo(MenuContent.ToSharedRef());
|
|
if (!WidgetPath.IsValid())
|
|
{
|
|
FSlateApplication::Get().GeneratePathToWidgetChecked(MenuContent.ToSharedRef(), WidgetPath);
|
|
}
|
|
if (WidgetPath.IsValid())
|
|
{
|
|
const FGeometry& ContentGeometry = WidgetPath.Widgets.Last().Geometry;
|
|
ForceFieldRect = ForceFieldRect.Expand(ContentGeometry.GetClippingRect());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return ForceFieldRect;
|
|
}
|
|
|
|
bool FMenuStack::HasMenus() const
|
|
{
|
|
return Stack.Num() > 0;
|
|
}
|
|
|
|
bool FMenuStack::HasOpenSubMenus( const TSharedRef<SWindow>& Window ) const
|
|
{
|
|
// deprecated
|
|
TWeakPtr<IMenu> Menu = FindMenuFromWindow(Window);
|
|
if (Menu.IsValid())
|
|
{
|
|
return Menu != Stack.Last();
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool FMenuStack::HasOpenSubMenus(TSharedPtr<IMenu> InMenu) const
|
|
{
|
|
int32 StackIndex = Stack.IndexOfByKey(InMenu);
|
|
return StackIndex != INDEX_NONE && StackIndex < Stack.Num() - 1;
|
|
}
|
|
|
|
int32 FMenuStack::GetNumStackLevels() const
|
|
{
|
|
return Stack.Num();
|
|
}
|
|
|
|
TSharedPtr<SWindow> FMenuStack::GetHostWindow() const
|
|
{
|
|
return HostWindow;
|
|
}
|
|
|
|
|
|
FMenuWindowList& FMenuStack::GetWindowsAtStackLevel( const int32 StackLevelIndex )
|
|
{
|
|
// deprecated
|
|
// can't support this so return an empty list
|
|
ensure(false);
|
|
static FMenuWindowList EmptyList;
|
|
return EmptyList;
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|