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Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI.
While asleep, Slate will skip the Tick & Paint pass for that frame entirely.
- There are TWO ways to "wake" Slate and cause a Tick/Paint pass:
1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active.
- Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick.
2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked.
- The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action.
- Examples include animation, async operations that update periodically, progress updates, loading bars, etc.
- An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before.
- An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick()
- There are THREE ways to unregister an active tick:
1. Return EActiveTickReturnType::StopTicking from the active tick function
2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick()
3. Destroy the widget responsible for the active tick
- Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar
- There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed.
- The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f)
- The FCurveSequence API has been updated to work with the active tick system
- Playing a curve sequence now requires that you pass the widget being animated by the sequence
- The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete
- GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end.
[CL 2391669 by Dan Hertzka in Main branch]
825 lines
21 KiB
C++
825 lines
21 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "OutputLogPrivatePCH.h"
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#include "SOutputLog.h"
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#include "SScrollBorder.h"
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#include "BaseTextLayoutMarshaller.h"
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#include "GameFramework/GameMode.h"
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#include "Engine/LocalPlayer.h"
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#include "GameFramework/GameState.h"
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/** Custom console editable text box whose only purpose is to prevent some keys from being typed */
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class SConsoleEditableTextBox : public SEditableTextBox
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{
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public:
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SLATE_BEGIN_ARGS( SConsoleEditableTextBox ) {}
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/** Hint text that appears when there is no text in the text box */
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SLATE_ATTRIBUTE(FText, HintText)
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/** Called whenever the text is changed interactively by the user */
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SLATE_EVENT(FOnTextChanged, OnTextChanged)
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/** Called whenever the text is committed. This happens when the user presses enter or the text box loses focus. */
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SLATE_EVENT(FOnTextCommitted, OnTextCommitted)
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SLATE_END_ARGS()
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void Construct( const FArguments& InArgs )
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{
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SetStyle(&FCoreStyle::Get().GetWidgetStyle< FEditableTextBoxStyle >("NormalEditableTextBox"));
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SBorder::Construct(SBorder::FArguments()
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.BorderImage(this, &SConsoleEditableTextBox::GetConsoleBorder)
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.BorderBackgroundColor(Style->BackgroundColor)
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.ForegroundColor(Style->ForegroundColor)
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.Padding(Style->Padding)
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[
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SAssignNew( EditableText, SConsoleEditableText )
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.HintText( InArgs._HintText )
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.OnTextChanged( InArgs._OnTextChanged )
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.OnTextCommitted( InArgs._OnTextCommitted )
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] );
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}
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private:
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class SConsoleEditableText : public SEditableText
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{
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public:
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SLATE_BEGIN_ARGS( SConsoleEditableText ) {}
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/** The text that appears when there is nothing typed into the search box */
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SLATE_ATTRIBUTE(FText, HintText)
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/** Called whenever the text is changed interactively by the user */
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SLATE_EVENT(FOnTextChanged, OnTextChanged)
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/** Called whenever the text is committed. This happens when the user presses enter or the text box loses focus. */
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SLATE_EVENT(FOnTextCommitted, OnTextCommitted)
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SLATE_END_ARGS()
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void Construct( const FArguments& InArgs )
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{
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SEditableText::Construct
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(
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SEditableText::FArguments()
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.HintText( InArgs._HintText )
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.OnTextChanged( InArgs._OnTextChanged )
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.OnTextCommitted( InArgs._OnTextCommitted )
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.ClearKeyboardFocusOnCommit( false )
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.IsCaretMovedWhenGainFocus( false )
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.MinDesiredWidth( 400.0f )
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);
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}
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virtual FReply OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent )
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{
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// Special case handling. Intercept the tilde key. It is not suitable for typing in the console
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if( InKeyEvent.GetKey() == EKeys::Tilde )
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{
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return FReply::Unhandled();
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}
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else
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{
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return SEditableText::OnKeyDown( MyGeometry, InKeyEvent );
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}
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}
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virtual FReply OnKeyChar( const FGeometry& MyGeometry, const FCharacterEvent& InCharacterEvent )
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{
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// Special case handling. Intercept the tilde key. It is not suitable for typing in the console
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if( InCharacterEvent.GetCharacter() != 0x60 )
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{
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return SEditableText::OnKeyChar( MyGeometry, InCharacterEvent );
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}
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else
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{
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return FReply::Unhandled();
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}
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}
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};
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/** @return Border image for the text box based on the hovered and focused state */
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const FSlateBrush* GetConsoleBorder() const
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{
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if (EditableText->HasKeyboardFocus())
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{
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return &Style->BackgroundImageFocused;
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}
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else
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{
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if (EditableText->IsHovered())
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{
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return &Style->BackgroundImageHovered;
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}
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else
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{
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return &Style->BackgroundImageNormal;
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}
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}
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}
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};
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SConsoleInputBox::SConsoleInputBox()
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: SelectedSuggestion(-1)
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, bIgnoreUIUpdate(false)
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{
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}
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BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
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void SConsoleInputBox::Construct( const FArguments& InArgs )
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{
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OnConsoleCommandExecuted = InArgs._OnConsoleCommandExecuted;
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ChildSlot
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[
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SAssignNew( SuggestionBox, SMenuAnchor )
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.Placement( InArgs._SuggestionListPlacement )
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[
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SAssignNew(InputText, SConsoleEditableTextBox)
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.OnTextCommitted(this, &SConsoleInputBox::OnTextCommitted)
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.HintText( NSLOCTEXT( "ConsoleInputBox", "TypeInConsoleHint", "Enter console command" ) )
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.OnTextChanged(this, &SConsoleInputBox::OnTextChanged)
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]
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.MenuContent
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(
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SNew(SBorder)
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.BorderImage(FEditorStyle::GetBrush("Menu.Background"))
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.Padding( FMargin(2) )
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[
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SNew(SBox)
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.HeightOverride(250) // avoids flickering, ideally this would be adaptive to the content without flickering
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[
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SAssignNew(SuggestionListView, SListView< TSharedPtr<FString> >)
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.ListItemsSource(&Suggestions)
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.SelectionMode( ESelectionMode::Single ) // Ideally the mouse over would not highlight while keyboard controls the UI
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.OnGenerateRow(this, &SConsoleInputBox::MakeSuggestionListItemWidget)
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.OnSelectionChanged(this, &SConsoleInputBox::SuggestionSelectionChanged)
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.ItemHeight(18)
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]
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]
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)
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];
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}
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void SConsoleInputBox::Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
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{
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if (!GIntraFrameDebuggingGameThread && !IsEnabled())
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{
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SetEnabled(true);
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}
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else if (GIntraFrameDebuggingGameThread && IsEnabled())
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{
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SetEnabled(false);
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}
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}
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void SConsoleInputBox::SuggestionSelectionChanged(TSharedPtr<FString> NewValue, ESelectInfo::Type SelectInfo)
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{
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if(bIgnoreUIUpdate)
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{
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return;
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}
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for(int32 i = 0; i < Suggestions.Num(); ++i)
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{
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if(NewValue == Suggestions[i])
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{
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SelectedSuggestion = i;
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MarkActiveSuggestion();
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// If the user selected this suggestion by clicking on it, then go ahead and close the suggestion
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// box as they've chosen the suggestion they're interested in.
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if( SelectInfo == ESelectInfo::OnMouseClick )
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{
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SuggestionBox->SetIsOpen( false );
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}
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// Ideally this would set the focus back to the edit control
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// FWidgetPath WidgetToFocusPath;
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// FSlateApplication::Get().GeneratePathToWidgetUnchecked( InputText.ToSharedRef(), WidgetToFocusPath );
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// FSlateApplication::Get().SetKeyboardFocus( WidgetToFocusPath, EFocusCause::SetDirectly );
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break;
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}
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}
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}
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TSharedRef<ITableRow> SConsoleInputBox::MakeSuggestionListItemWidget(TSharedPtr<FString> Text, const TSharedRef<STableViewBase>& OwnerTable)
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{
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check(Text.IsValid());
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FString Left, Right, Combined;
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if(Text->Split(TEXT("\t"), &Left, &Right))
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{
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Combined = Left + Right;
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}
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else
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{
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Combined = *Text;
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}
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FText HighlightText = FText::FromString(Left);
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return
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SNew(STableRow< TSharedPtr<FString> >, OwnerTable)
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[
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SNew(SBox)
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.WidthOverride(300) // to enforce some minimum width, ideally we define the minimum, not a fixed width
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[
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SNew(STextBlock)
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.Text(Combined)
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.TextStyle( FEditorStyle::Get(), "Log.Normal")
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.HighlightText(HighlightText)
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]
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];
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}
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class FConsoleVariableAutoCompleteVisitor
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{
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public:
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// @param Name must not be 0
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// @param CVar must not be 0
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static void OnConsoleVariable(const TCHAR *Name, IConsoleObject* CVar,TArray<FString>& Sink)
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{
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#if (UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if(CVar->TestFlags(ECVF_Cheat))
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{
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return;
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}
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#endif // (UE_BUILD_SHIPPING || UE_BUILD_TEST)
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if(CVar->TestFlags(ECVF_Unregistered))
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{
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return;
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}
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Sink.Add(Name);
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}
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};
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void SConsoleInputBox::OnTextChanged(const FText& InText)
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{
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if(bIgnoreUIUpdate)
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{
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return;
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}
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const FString& InputTextStr = InputText->GetText().ToString();
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if(!InputTextStr.IsEmpty())
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{
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TArray<FString> AutoCompleteList;
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// console variables
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{
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IConsoleManager::Get().ForEachConsoleObject(
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FConsoleObjectVisitor::CreateStatic< TArray<FString>& >(
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&FConsoleVariableAutoCompleteVisitor::OnConsoleVariable,
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AutoCompleteList ), *InputTextStr);
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}
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AutoCompleteList.Sort();
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for(uint32 i = 0; i < (uint32)AutoCompleteList.Num(); ++i)
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{
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FString &ref = AutoCompleteList[i];
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ref = ref.Left(InputTextStr.Len()) + TEXT("\t") + ref.RightChop(InputTextStr.Len());
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}
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SetSuggestions(AutoCompleteList, false);
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}
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else
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{
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ClearSuggestions();
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}
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}
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void SConsoleInputBox::OnTextCommitted( const FText& InText, ETextCommit::Type CommitInfo)
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{
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if (CommitInfo == ETextCommit::OnEnter)
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{
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if (!InText.IsEmpty())
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{
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IConsoleManager::Get().AddConsoleHistoryEntry( *InText.ToString() );
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// Copy the exec text string out so we can clear the widget's contents. If the exec command spawns
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// a new window it can cause the text box to lose focus, which will result in this function being
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// re-entered. We want to make sure the text string is empty on re-entry, so we'll clear it out
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const FString ExecString = InText.ToString();
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// Clear the console input area
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bIgnoreUIUpdate = true;
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InputText->SetText(FText::GetEmpty());
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bIgnoreUIUpdate = false;
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// Exec!
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{
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bool bWasHandled = false;
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UWorld* World = NULL;
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UWorld* OldWorld = NULL;
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// The play world needs to handle these commands if it exists
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if( GIsEditor && GEditor->PlayWorld && !GIsPlayInEditorWorld )
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{
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World = GEditor->PlayWorld;
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OldWorld = SetPlayInEditorWorld( GEditor->PlayWorld );
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}
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ULocalPlayer* Player = GEngine->GetDebugLocalPlayer();
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if( Player )
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{
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UWorld* PlayerWorld = Player->GetWorld();
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if( !World )
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{
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World = PlayerWorld;
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}
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bWasHandled = Player->Exec( PlayerWorld, *ExecString, *GLog );
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}
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if( !World )
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{
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World = GEditor->GetEditorWorldContext().World();
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}
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if( World )
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{
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if( !bWasHandled )
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{
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AGameMode* const GameMode = World->GetAuthGameMode();
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if( GameMode && GameMode->ProcessConsoleExec( *ExecString, *GLog, NULL ) )
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{
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bWasHandled = true;
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}
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else if (World->GameState && World->GameState->ProcessConsoleExec(*ExecString, *GLog, NULL))
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{
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bWasHandled = true;
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}
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}
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if( !bWasHandled && !Player)
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{
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if( GIsEditor )
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{
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bWasHandled = GEditor->Exec( World, *ExecString, *GLog );
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}
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else
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{
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bWasHandled = GEngine->Exec( World, *ExecString, *GLog );
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}
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}
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}
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// Restore the old world of there was one
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if( OldWorld )
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{
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RestoreEditorWorld( OldWorld );
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}
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}
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}
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ClearSuggestions();
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OnConsoleCommandExecuted.ExecuteIfBound();
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}
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}
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FReply SConsoleInputBox::OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& KeyEvent )
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{
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if(SuggestionBox->IsOpen())
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{
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if(KeyEvent.GetKey() == EKeys::Up || KeyEvent.GetKey() == EKeys::Down)
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{
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if(KeyEvent.GetKey() == EKeys::Up)
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{
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if(SelectedSuggestion < 0)
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{
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// from edit control to end of list
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SelectedSuggestion = Suggestions.Num() - 1;
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}
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else
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{
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// got one up, possibly back to edit control
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--SelectedSuggestion;
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}
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}
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if(KeyEvent.GetKey() == EKeys::Down)
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{
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if(SelectedSuggestion < Suggestions.Num() - 1)
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{
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// go one down, possibly from edit control to top
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++SelectedSuggestion;
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}
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else
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{
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// back to edit control
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SelectedSuggestion = -1;
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}
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}
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MarkActiveSuggestion();
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return FReply::Handled();
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}
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else if (KeyEvent.GetKey() == EKeys::Tab)
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{
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if (Suggestions.Num())
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{
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if (SelectedSuggestion >= 0 && SelectedSuggestion < Suggestions.Num())
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{
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MarkActiveSuggestion();
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OnTextCommitted(InputText->GetText(), ETextCommit::OnEnter);
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}
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else
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{
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SelectedSuggestion = 0;
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MarkActiveSuggestion();
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}
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}
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return FReply::Handled();
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}
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}
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else
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{
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if(KeyEvent.GetKey() == EKeys::Up)
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{
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TArray<FString> History;
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IConsoleManager::Get().GetConsoleHistory(History);
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SetSuggestions(History, true);
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if(Suggestions.Num())
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{
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SelectedSuggestion = Suggestions.Num() - 1;
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MarkActiveSuggestion();
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}
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return FReply::Handled();
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}
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}
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return FReply::Unhandled();
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}
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void SConsoleInputBox::SetSuggestions(TArray<FString>& Elements, bool bInHistoryMode)
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{
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FString SelectionText;
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if (SelectedSuggestion >= 0 && SelectedSuggestion < Suggestions.Num())
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{
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SelectionText = *Suggestions[SelectedSuggestion];
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}
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SelectedSuggestion = -1;
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Suggestions.Empty();
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SelectedSuggestion = -1;
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for(uint32 i = 0; i < (uint32)Elements.Num(); ++i)
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{
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Suggestions.Add(MakeShareable(new FString(Elements[i])));
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if (Elements[i] == SelectionText)
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{
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SelectedSuggestion = i;
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}
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}
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if(Suggestions.Num())
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{
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// Ideally if the selection box is open the output window is not changing it's window title (flickers)
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SuggestionBox->SetIsOpen(true, false);
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SuggestionListView->RequestScrollIntoView(Suggestions.Last());
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}
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else
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{
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SuggestionBox->SetIsOpen(false);
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}
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}
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void SConsoleInputBox::OnFocusLost( const FFocusEvent& InFocusEvent )
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{
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// SuggestionBox->SetIsOpen(false);
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}
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void SConsoleInputBox::MarkActiveSuggestion()
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{
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bIgnoreUIUpdate = true;
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if(SelectedSuggestion >= 0)
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{
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SuggestionListView->SetSelection(Suggestions[SelectedSuggestion]);
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SuggestionListView->RequestScrollIntoView(Suggestions[SelectedSuggestion]); // Ideally this would only scroll if outside of the view
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InputText->SetText(FText::FromString(GetSelectionText()));
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}
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else
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{
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SuggestionListView->ClearSelection();
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}
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bIgnoreUIUpdate = false;
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}
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void SConsoleInputBox::ClearSuggestions()
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{
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SelectedSuggestion = -1;
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SuggestionBox->SetIsOpen(false);
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Suggestions.Empty();
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}
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FString SConsoleInputBox::GetSelectionText() const
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{
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FString ret = *Suggestions[SelectedSuggestion];
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|
ret = ret.Replace(TEXT("\t"), TEXT(""));
|
|
|
|
return ret;
|
|
}
|
|
|
|
/** Output log text marshaller to convert an array of FLogMessages into styled lines to be consumed by an FTextLayout */
|
|
class FOutputLogTextLayoutMarshaller : public FBaseTextLayoutMarshaller
|
|
{
|
|
public:
|
|
|
|
static TSharedRef< FOutputLogTextLayoutMarshaller > Create(TArray< TSharedPtr<FLogMessage> > InMessages);
|
|
|
|
virtual ~FOutputLogTextLayoutMarshaller();
|
|
|
|
// ITextLayoutMarshaller
|
|
virtual void SetText(const FString& SourceString, FTextLayout& TargetTextLayout) override;
|
|
virtual void GetText(FString& TargetString, const FTextLayout& SourceTextLayout) override;
|
|
|
|
bool AppendMessage(const TCHAR* InText, const ELogVerbosity::Type InVerbosity, const FName& InCategory);
|
|
void ClearMessages();
|
|
int32 GetNumMessages() const;
|
|
|
|
protected:
|
|
|
|
FOutputLogTextLayoutMarshaller(TArray< TSharedPtr<FLogMessage> > InMessages);
|
|
|
|
void AppendMessageToTextLayout(const TSharedPtr<FLogMessage>& Message);
|
|
|
|
/** All log messages to show in the text box */
|
|
TArray< TSharedPtr<FLogMessage> > Messages;
|
|
|
|
FTextLayout* TextLayout;
|
|
};
|
|
|
|
TSharedRef< FOutputLogTextLayoutMarshaller > FOutputLogTextLayoutMarshaller::Create(TArray< TSharedPtr<FLogMessage> > InMessages)
|
|
{
|
|
return MakeShareable(new FOutputLogTextLayoutMarshaller(MoveTemp(InMessages)));
|
|
}
|
|
|
|
FOutputLogTextLayoutMarshaller::~FOutputLogTextLayoutMarshaller()
|
|
{
|
|
}
|
|
|
|
void FOutputLogTextLayoutMarshaller::SetText(const FString& SourceString, FTextLayout& TargetTextLayout)
|
|
{
|
|
TextLayout = &TargetTextLayout;
|
|
|
|
for(const auto& Message : Messages)
|
|
{
|
|
AppendMessageToTextLayout(Message);
|
|
}
|
|
}
|
|
|
|
void FOutputLogTextLayoutMarshaller::GetText(FString& TargetString, const FTextLayout& SourceTextLayout)
|
|
{
|
|
SourceTextLayout.GetAsText(TargetString);
|
|
}
|
|
|
|
bool FOutputLogTextLayoutMarshaller::AppendMessage(const TCHAR* InText, const ELogVerbosity::Type InVerbosity, const FName& InCategory)
|
|
{
|
|
TArray< TSharedPtr<FLogMessage> > NewMessages;
|
|
if(SOutputLog::CreateLogMessages(InText, InVerbosity, InCategory, NewMessages))
|
|
{
|
|
const bool bWasEmpty = Messages.Num() == 0;
|
|
Messages.Append(NewMessages);
|
|
|
|
if(TextLayout)
|
|
{
|
|
// If we were previously empty, then we'd have inserted a dummy empty line into the document
|
|
// We need to remove this line now as it would cause the message indices to get out-of-sync with the line numbers, which would break auto-scrolling
|
|
if(bWasEmpty)
|
|
{
|
|
TextLayout->ClearLines();
|
|
}
|
|
|
|
// If we've already been given a text layout, then append these new messages rather than force a refresh of the entire document
|
|
for(const auto& Message : NewMessages)
|
|
{
|
|
AppendMessageToTextLayout(Message);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
MakeDirty();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void FOutputLogTextLayoutMarshaller::AppendMessageToTextLayout(const TSharedPtr<FLogMessage>& Message)
|
|
{
|
|
const FTextBlockStyle& MessageTextStyle = FEditorStyle::Get().GetWidgetStyle<FTextBlockStyle>(Message->Style);
|
|
|
|
TSharedRef<FString> LineText = Message->Message;
|
|
|
|
TArray<TSharedRef<IRun>> Runs;
|
|
Runs.Add(FSlateTextRun::Create(FRunInfo(), LineText, MessageTextStyle));
|
|
|
|
TextLayout->AddLine(LineText, Runs);
|
|
}
|
|
|
|
void FOutputLogTextLayoutMarshaller::ClearMessages()
|
|
{
|
|
Messages.Empty();
|
|
MakeDirty();
|
|
}
|
|
|
|
int32 FOutputLogTextLayoutMarshaller::GetNumMessages() const
|
|
{
|
|
return Messages.Num();
|
|
}
|
|
|
|
FOutputLogTextLayoutMarshaller::FOutputLogTextLayoutMarshaller(TArray< TSharedPtr<FLogMessage> > InMessages)
|
|
: Messages(MoveTemp(InMessages))
|
|
, TextLayout(nullptr)
|
|
{
|
|
}
|
|
|
|
BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
|
|
void SOutputLog::Construct( const FArguments& InArgs )
|
|
{
|
|
MessagesTextMarshaller = FOutputLogTextLayoutMarshaller::Create(MoveTemp(InArgs._Messages));
|
|
|
|
MessagesTextBox = SNew(SMultiLineEditableTextBox)
|
|
.Style(FEditorStyle::Get(), "Log.TextBox")
|
|
.TextStyle(FEditorStyle::Get(), "Log.Normal")
|
|
.Marshaller(MessagesTextMarshaller)
|
|
.IsReadOnly(true)
|
|
.AlwaysShowScrollbars(true)
|
|
.OnVScrollBarUserScrolled(this, &SOutputLog::OnUserScrolled)
|
|
.ContextMenuExtender(this, &SOutputLog::ExtendTextBoxMenu);
|
|
|
|
ChildSlot
|
|
[
|
|
SNew(SVerticalBox)
|
|
|
|
// Output log area
|
|
+SVerticalBox::Slot()
|
|
.FillHeight(1)
|
|
[
|
|
MessagesTextBox.ToSharedRef()
|
|
]
|
|
// The console input box
|
|
+SVerticalBox::Slot()
|
|
.AutoHeight()
|
|
.Padding(FMargin(0.0f, 4.0f, 0.0f, 0.0f))
|
|
[
|
|
SNew( SConsoleInputBox )
|
|
.OnConsoleCommandExecuted(this, &SOutputLog::OnConsoleCommandExecuted)
|
|
|
|
// Always place suggestions above the input line for the output log widget
|
|
.SuggestionListPlacement( MenuPlacement_AboveAnchor )
|
|
]
|
|
];
|
|
|
|
GLog->AddOutputDevice(this);
|
|
|
|
bIsUserScrolled = false;
|
|
RequestForceScroll();
|
|
}
|
|
END_SLATE_FUNCTION_BUILD_OPTIMIZATION
|
|
|
|
SOutputLog::~SOutputLog()
|
|
{
|
|
if (GLog != NULL)
|
|
{
|
|
GLog->RemoveOutputDevice(this);
|
|
}
|
|
}
|
|
|
|
bool SOutputLog::CreateLogMessages( const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category, TArray< TSharedPtr<FLogMessage> >& OutMessages )
|
|
{
|
|
if (Verbosity == ELogVerbosity::SetColor)
|
|
{
|
|
// Skip Color Events
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
FName Style;
|
|
if (Category == NAME_Cmd)
|
|
{
|
|
Style = FName(TEXT("Log.Command"));
|
|
}
|
|
else if (Verbosity == ELogVerbosity::Error)
|
|
{
|
|
Style = FName(TEXT("Log.Error"));
|
|
}
|
|
else if (Verbosity == ELogVerbosity::Warning)
|
|
{
|
|
Style = FName(TEXT("Log.Warning"));
|
|
}
|
|
else
|
|
{
|
|
Style = FName(TEXT("Log.Normal"));
|
|
}
|
|
|
|
// Determine how to format timestamps
|
|
static ELogTimes::Type LogTimestampMode = ELogTimes::None;
|
|
if (UObjectInitialized() && !GExitPurge)
|
|
{
|
|
// Logging can happen very late during shutdown, even after the UObject system has been torn down, hence the init check above
|
|
LogTimestampMode = GetDefault<UEditorStyleSettings>()->LogTimestampMode;
|
|
}
|
|
|
|
const int32 OldNumMessages = OutMessages.Num();
|
|
|
|
// handle multiline strings by breaking them apart by line
|
|
TArray<FTextRange> LineRanges;
|
|
FString CurrentLogDump = V;
|
|
FTextRange::CalculateLineRangesFromString(CurrentLogDump, LineRanges);
|
|
|
|
bool bIsFirstLineInMessage = true;
|
|
for (const FTextRange& LineRange : LineRanges)
|
|
{
|
|
if (!LineRange.IsEmpty())
|
|
{
|
|
FString Line = CurrentLogDump.Mid(LineRange.BeginIndex, LineRange.Len());
|
|
Line = Line.ConvertTabsToSpaces(4);
|
|
|
|
OutMessages.Add(MakeShareable(new FLogMessage(MakeShareable(new FString((bIsFirstLineInMessage) ? FOutputDevice::FormatLogLine(Verbosity, Category, *Line, LogTimestampMode) : Line)), Style)));
|
|
|
|
bIsFirstLineInMessage = false;
|
|
}
|
|
}
|
|
|
|
return OldNumMessages != OutMessages.Num();
|
|
}
|
|
}
|
|
|
|
void SOutputLog::Serialize( const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category )
|
|
{
|
|
if ( MessagesTextMarshaller->AppendMessage(V, Verbosity, Category) )
|
|
{
|
|
// Don't scroll to the bottom automatically when the user is scrolling the view or has scrolled it away from the bottom.
|
|
if( !bIsUserScrolled )
|
|
{
|
|
MessagesTextBox->ScrollTo(FTextLocation(MessagesTextMarshaller->GetNumMessages() - 1));
|
|
}
|
|
}
|
|
}
|
|
|
|
void SOutputLog::ExtendTextBoxMenu(FMenuBuilder& Builder)
|
|
{
|
|
FUIAction ClearOutputLogAction(
|
|
FExecuteAction::CreateRaw( this, &SOutputLog::OnClearLog ),
|
|
FCanExecuteAction::CreateSP( this, &SOutputLog::CanClearLog )
|
|
);
|
|
|
|
Builder.AddMenuEntry(
|
|
NSLOCTEXT("OutputLog", "ClearLogLabel", "Clear Log"),
|
|
NSLOCTEXT("OutputLog", "ClearLogTooltip", "Clears all log messages"),
|
|
FSlateIcon(),
|
|
ClearOutputLogAction
|
|
);
|
|
}
|
|
|
|
void SOutputLog::OnClearLog()
|
|
{
|
|
// Make sure the cursor is back at the start of the log before we clear it
|
|
MessagesTextBox->GoTo(FTextLocation(0));
|
|
|
|
MessagesTextMarshaller->ClearMessages();
|
|
MessagesTextBox->Refresh();
|
|
bIsUserScrolled = false;
|
|
}
|
|
|
|
void SOutputLog::OnUserScrolled(float ScrollOffset)
|
|
{
|
|
bIsUserScrolled = !FMath::IsNearlyEqual(ScrollOffset, 1.0f);
|
|
}
|
|
|
|
bool SOutputLog::CanClearLog() const
|
|
{
|
|
return MessagesTextMarshaller->GetNumMessages() > 0;
|
|
}
|
|
|
|
void SOutputLog::OnConsoleCommandExecuted()
|
|
{
|
|
RequestForceScroll();
|
|
}
|
|
|
|
void SOutputLog::RequestForceScroll()
|
|
{
|
|
if(MessagesTextMarshaller->GetNumMessages() > 0)
|
|
{
|
|
MessagesTextBox->ScrollTo(FTextLocation(MessagesTextMarshaller->GetNumMessages() - 1));
|
|
bIsUserScrolled = false;
|
|
}
|
|
}
|