Files
UnrealEngineUWP/Engine/Source/Editor/MainFrame/Private/Frame/MainFrameActions.cpp
Josh Adams b3cf2c5fd5 Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622)
#rb none
#lockdown nick.penwarden

Change 3046743 on 2016/07/12 by Mark.Satterthwaite

	Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance.
	#rb ben.woodhouse
	#jira UE-33028

Change 3046820 on 2016/07/12 by Peter.Sauerbrei

	PR#2594 - fix for analog input, courtesy of CleanCut
	#rb daniel.lamb

Change 3046826 on 2016/07/12 by Peter.Sauerbrei

	PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet
	#rb daniel.lamb

Change 3046835 on 2016/07/12 by Peter.Sauerbrei

	PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet
	PR#2552 -  Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser
	#rb daniel.lamb

Change 3046838 on 2016/07/12 by Peter.Sauerbrei

	PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet
	#rb daniel.lamb

Change 3046854 on 2016/07/12 by Peter.Sauerbrei
	PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet
	PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation
	#rb daniel.lamb

Change 3046858 on 2016/07/12 by Peter.Sauerbrei

	PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet
	PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston
	#rb daniel.lamb

Change 3046862 on 2016/07/12 by Peter.Sauerbrei

	fix for type in tooltip
	#jira UE-27123
	#rb daniel.lamb

Change 3046919 on 2016/07/12 by Daniel.Lamb

	Stop texture derived data from loading it's bulk data when the linker is destoryed.
	#rb Peter.Sauerbrei

Change 3046922 on 2016/07/12 by Daniel.Lamb

	Updated the default cooker gc settings so that it can have more resources.
	Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker.
	Changed the way reentry data is stored in the cooker.
	Cook only editor content flag in project settings now works again.
	#rb Josh.Adams
	#test cook Paragon

Change 3046924 on 2016/07/12 by Daniel.Lamb

	Added support for encrypting ini files.
	Added new project setting in the editor and setting in ufe.
	Also added ForDistribution flag to ufe.
	#rb Peter.Sauerbrei

Change 3046936 on 2016/07/12 by Mark.Satterthwaite

	Fix compute shader TLV clear for async. compute on Mac.
	#rb chris.babcock

Change 3047207 on 2016/07/12 by Mark.Satterthwaite

	It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free.
	#rb chris.babcock

Change 3047208 on 2016/07/12 by Mark.Satterthwaite

	When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used.
	#rb chris.babcock

Change 3047209 on 2016/07/12 by Mark.Satterthwaite

	Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap.
	#rb chris.babcock

Change 3047641 on 2016/07/13 by Lee.Clark

	PS4 - Improve SDK Version checking messages

	#rb none

Change 3047663 on 2016/07/13 by Keith.Judge

	Orion - Various minor PS4-only things activated for XB1.

	#rb none

Change 3047664 on 2016/07/13 by Keith.Judge

	XB1 - Fix analysis warning of shadowing a member variable.

	#rb none

Change 3047784 on 2016/07/13 by Keith.Judge

	Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity.

	#rb None

Change 3047834 on 2016/07/13 by Keith.Judge

	XB1 - Release underlying memory of 3D textures when destroying them. Oops!

	#rb none

Change 3048190 on 2016/07/13 by Josh.Adams

	- Now leave around the ASTC encoder input file on error, for reproing outside of the engine
	#rb none

Change 3048256 on 2016/07/13 by Daniel.Lamb

	Removed warning about missing file when using cook on the fly.
	#rb Peter.Sauerbrei

Change 3048409 on 2016/07/13 by Daniel.Lamb

	Improved output for saving packages in unattended builds.
	#rb Jonathan.Fitzpatrick

Change 3048763 on 2016/07/13 by Peter.Sauerbrei

	switch AppleTV to tvOS in the editor
	#jira UE-30532
	#rb michael.trepka

Change 3049608 on 2016/07/14 by Keith.Judge

	XB1 - Optimize vertex/index buffer dynamic memory usage.

	#rb none

Change 3049609 on 2016/07/14 by Keith.Judge

	Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls.

	#rb None

Change 3049610 on 2016/07/14 by Keith.Judge

	Xbox One - Reduce latency of deferred deletions to two frames.

	#rb None

Change 3049730 on 2016/07/14 by Keith.Judge

	Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs.

	#rb None

Change 3049732 on 2016/07/14 by Keith.Judge

	Xbox One - Add critical section to the query slot incrementing code as this wa  causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread.

	Also remove optimization pragmas accidentally left in.

	#rb none

Change 3049791 on 2016/07/14 by Keith.Judge

	Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash.

	#rb None

Change 3049968 on 2016/07/14 by Jeremiah.Waldron

	Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues.
	Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar

	#jira UE-24954, UE-27685, UE-20067
	#rb chris.babcock

Change 3050428 on 2016/07/14 by Jeremiah.Waldron

	Fix for application window being terminated if an AlertDialog is showing onPause
	Repro'd and fix tested on Samsung Galaxy Note 3
	#android
	#jira UE-32998
	#rb chris.babcock

Change 3050642 on 2016/07/14 by Peter.Sauerbrei

	fix for invalid generated plist
	#rb daniel.lamb

Change 3050718 on 2016/07/14 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#rb none

Change 3051327 on 2016/07/15 by Keith.Judge

	Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next.

	#rb None

Change 3051346 on 2016/07/15 by Keith.Judge

	Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture.

	#rb None.

Change 3051530 on 2016/07/15 by Nick.Shin

	github: minor typo fixes

	#jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging
	#rb none

Change 3053631 on 2016/07/18 by Mark.Satterthwaite

	Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters  because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger.
	#codereview daniel.wright
	#rb josh.adams
	#jira UE-33350

Change 3053816 on 2016/07/18 by Mark.Satterthwaite

	Fixes for iOS Metal:
	- Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available.
	- Stencil texture views are only required on Mac.
	- State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA.
	- Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds.
	#rb michael.trepka

Change 3053818 on 2016/07/18 by Mark.Satterthwaite

	Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround.
	#rb michael.trepka

Change 3054426 on 2016/07/18 by Dmitry.Rekman

	Fix case-sensitive compilation problems (UE-33420).

	#codereview Olaf.Piesche
	#rb none

Change 3054434 on 2016/07/18 by Mark.Satterthwaite

	Silence delete-non-virtual-dtor  warnings on iOS as we do on Mac.
	#rb none

Change 3054719 on 2016/07/18 by Jeremiah.Waldron

	Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing.
	Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock
	#jira UE-32998
	#android
	#rb chris.babcock

Change 3054742 on 2016/07/18 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#rb none

Change 3054850 on 2016/07/18 by Dmitry.Rekman

	Replace Fatal->Error so messagebox can be shown (UE-22818).

	- Incorporates PR #1714 by zaps166.

	#rb none
	#tests Tried to create an invalid context, made sure messagebox is popping up.

Change 3055317 on 2016/07/19 by Lee.Clark

	PS4 - Fix render target memory allocation

	#jira UE-32988
	#rb Marcus.Wassmer

Change 3055682 on 2016/07/19 by Brent.Pease

	 + Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error

	#rb michael.trepka

Change 3056065 on 2016/07/19 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#rb none

Change 3056256 on 2016/07/19 by Chris.Babcock

	Add optional log spew filtering callback to Run
	#jira UE-33468
	#ue4
	#android
	#rb Ben.Marsh
	#codereview Jack.Porter

Change 3056727 on 2016/07/19 by Chris.Babcock

	Added addition scope (plus.login) to Google Play Games builder
	#jira UE-33480
	#ue4
	#android
	#rb none
	#codereview ryan.gerleve

Change 3056811 on 2016/07/19 by Jeff.Campeau

	Xbox One now accepts client configs.
	#rb none

Change 3057152 on 2016/07/20 by Dmitry.Rekman

	Linux: use libc++ instead of libstdc++.

	- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
	- Bundled libc++ 3.8.1 (TPS cleared).
	- Turned off ICU compilation (needs recompile against libc++).
	- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.

	#rb none
	#tests Built and ran a number of Linux targets.

Change 3057362 on 2016/07/20 by Keith.Judge

	XB1 - Fix busted merge from yesterday

	#rb None

Change 3057647 on 2016/07/20 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#rb none

Change 3057655 on 2016/07/20 by Daniel.Lamb

	Added test cooking flag.
	#rb Peter.Sauerbrei
	#test Cook paragon.

Change 3058779 on 2016/07/20 by Dmitry.Rekman

	Fix crash on cooker exit (UE-33583).

	- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.

	#rb Josh.Adams
	#codereview Josh.Adams, Jamie.Dale
	#tests Compiled and ran Linux editor.
	#lockdown Josh.Adams

Change 3058835 on 2016/07/20 by Chris.Babcock

	Enable GooglePlay and GameCenter plugins by default
	#jira UE-33605
	#ue4
	#android
	#ios
	#rb mark.satterthwaite
	#codereview Peter.Sauerbrei
	#lockdown Josh.Adams

Change 3058847 on 2016/07/20 by Chris.Babcock

	Fix Android device rule for AlcatelPixi3
	#jira UE-33606
	#ue4
	#android
	#rb none
	#codereview Jeremiah.Walron
	#lockdown Josh.Adams

Change 3059693 on 2016/07/21 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#rb none
	#lockdown nick.penwarden

Change 3060139 on 2016/07/21 by Chris.Babcock

	Fix proguard entry for Android mediaplayer tracks
	#jira UE-33644
	#ue4
	#android
	#rb Josh.Adams
	#lockdown Josh.Adams

Change 3061151 on 2016/07/22 by Niklas.Smedberg

	Fast ASTC texture compression, using ISPC.

	#jira UE-32308
	#rb chris.babcock
	#lockdown josh.adams

Change 3061428 on 2016/07/22 by Peter.Sauerbrei

	Back out changelist 3061151 as it wasn't approved for submission
	#rb none
	#lockdown josh.adams

Change 3061436 on 2016/07/22 by Lee.Clark

	PS4 - Back out render target mem allocation changes and put in a temp hack

	#jira UE-33657
	#codereview Marcus.Wassmer
	#lockdown josh.adams
	#rb none

[CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00

1071 lines
43 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "MainFramePrivatePCH.h"
#include "MessageLog.h"
#include "SDockTab.h"
#include "SNotificationList.h"
#include "NotificationManager.h"
#include "GenericCommands.h"
#include "EngineBuildSettings.h"
#include "SourceCodeNavigation.h"
#include "SOutputLogDialog.h"
#include "IUATHelperModule.h"
#include "Settings/EditorSettings.h"
#include "AnalyticsEventAttribute.h"
#define LOCTEXT_NAMESPACE "MainFrameActions"
DEFINE_LOG_CATEGORY_STATIC(MainFrameActions, Log, All);
TSharedRef< FUICommandList > FMainFrameCommands::ActionList( new FUICommandList() );
TWeakPtr<SNotificationItem> FMainFrameActionCallbacks::ChoosePackagesToCheckInNotification;
FMainFrameCommands::FMainFrameCommands()
: TCommands<FMainFrameCommands>(
TEXT("MainFrame"), // Context name for fast lookup
LOCTEXT( "MainFrame", "Main Frame" ), // Localized context name for displaying
NAME_None, // No parent context
FEditorStyle::GetStyleSetName() ), // Icon Style Set
ToggleFullscreenConsoleCommand(
TEXT( "MainFrame.ToggleFullscreen" ),
TEXT( "Toggles the editor between \"full screen\" mode and \"normal\" mode. In full screen mode, the task bar and window title area are hidden." ),
FConsoleCommandDelegate::CreateStatic( &FMainFrameActionCallbacks::ToggleFullscreen_Execute ) )
{ }
void FMainFrameCommands::RegisterCommands()
{
if ( !IsRunningCommandlet() )
{
// The global action list was created at static initialization time. Create a handler for otherwise unhandled keyboard input to route key commands through this list.
FSlateApplication::Get().SetUnhandledKeyDownEventHandler( FOnKeyEvent::CreateStatic( &FMainFrameActionCallbacks::OnUnhandledKeyDownEvent ) );
}
// Make a default can execute action that disables input when in debug mode
FCanExecuteAction DefaultExecuteAction = FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::DefaultCanExecuteAction );
UI_COMMAND( SaveAll, "Save All", "Saves all unsaved levels and assets to disk", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Control, EKeys::S ) );
ActionList->MapAction( SaveAll, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::SaveAll ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanSaveWorld ) );
UI_COMMAND( ChooseFilesToSave, "Choose Files to Save...", "Opens a dialog with save options for content and levels", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( ChooseFilesToSave, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ChoosePackagesToSave ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanSaveWorld ) );
UI_COMMAND( ChooseFilesToCheckIn, "Submit to Source Control...", "Opens a dialog with check in options for content and levels", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( ChooseFilesToCheckIn, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ChoosePackagesToCheckIn ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanChoosePackagesToCheckIn ) );
UI_COMMAND( ConnectToSourceControl, "Connect To Source Control...", "Connect to source control to allow source control operations to be performed on content and levels.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( ConnectToSourceControl, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ConnectToSourceControl ), DefaultExecuteAction );
UI_COMMAND( NewProject, "New Project...", "Opens a dialog to create a new game project", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( NewProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::NewProject, false, true), DefaultExecuteAction );
UI_COMMAND( OpenProject, "Open Project...", "Opens a dialog to choose a game project to open", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( OpenProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::NewProject, true, false), DefaultExecuteAction );
UI_COMMAND( AddCodeToProject, "New C++ Class...", "Adds C++ code to the project. The code can only be compiled if you have an appropriate C++ compiler installed.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( AddCodeToProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::AddCodeToProject ));
UI_COMMAND( RefreshCodeProject, "Refresh code project", "Refreshes your C++ code project.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( RefreshCodeProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::RefreshCodeProject ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::IsCodeProject ) );
UI_COMMAND( OpenIDE, "Open IDE", "Opens your C++ code in an integrated development environment.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( OpenIDE, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::OpenIDE ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::IsCodeProject ) );
UI_COMMAND( ZipUpProject, "Zip Up Project", "Zips up the project into a zip file.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction(ZipUpProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ZipUpProject ), DefaultExecuteAction);
UI_COMMAND( PackagingSettings, "Packaging Settings...", "Opens the settings for project packaging", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( PackagingSettings, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::PackagingSettings ), DefaultExecuteAction );
//UI_COMMAND( LocalizeProject, "Localize Project...", "Opens the dashboard for managing project localization data.", EUserInterfaceActionType::Button, FInputChord() );
//ActionList->MapAction( LocalizeProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::LocalizeProject ), DefaultExecuteAction );
const int32 MaxProjects = 20;
for( int32 CurProjectIndex = 0; CurProjectIndex < MaxProjects; ++CurProjectIndex )
{
// NOTE: The actual label and tool-tip will be overridden at runtime when the command is bound to a menu item, however
// we still need to set one here so that the key bindings UI can function properly
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("CurrentProjectIndex"), CurProjectIndex);
const FText Message = FText::Format( LOCTEXT( "SwitchProject", "Switch Project {CurrentProjectIndex}" ), Arguments );
TSharedRef< FUICommandInfo > SwitchProject =
FUICommandInfoDecl(
this->AsShared(),
FName( *FString::Printf( TEXT( "SwitchProject%i" ), CurProjectIndex ) ),
Message,
LOCTEXT( "SwitchProjectToolTip", "Restarts the editor and switches to selected project" ) )
.UserInterfaceType( EUserInterfaceActionType::Button )
.DefaultChord( FInputChord() );
SwitchProjectCommands.Add( SwitchProject );
ActionList->MapAction( SwitchProjectCommands[ CurProjectIndex ], FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::SwitchProjectByIndex, CurProjectIndex ),
FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanSwitchToProject, CurProjectIndex ),
FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::IsSwitchProjectChecked, CurProjectIndex ) );
}
UI_COMMAND( Exit, "Exit", "Exits the application", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( Exit, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::Exit ), DefaultExecuteAction );
ActionList->MapAction( FGenericCommands::Get().Undo, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ExecuteExecCommand, FString( TEXT("TRANSACTION UNDO") ) ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::Undo_CanExecute ) );
ActionList->MapAction( FGenericCommands::Get().Redo, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ExecuteExecCommand, FString( TEXT("TRANSACTION REDO") ) ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::Redo_CanExecute ) );
UI_COMMAND( OpenDeviceManagerApp, "Device Manager", "Opens up the device manager app", EUserInterfaceActionType::Check, FInputChord() );
ActionList->MapAction( OpenDeviceManagerApp,
FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp, FName( TEXT( "DeviceManager" ) ) ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp_IsChecked, FName( TEXT( "DeviceManager" ) ) ) );
UI_COMMAND( OpenSessionManagerApp, "Session Manager", "Opens up the session manager app", EUserInterfaceActionType::Check, FInputChord() );
ActionList->MapAction( OpenSessionManagerApp,
FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp, FName( "SessionFrontend" ) ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp_IsChecked, FName("SessionFrontend" ) ) );
UI_COMMAND(VisitWiki, "Wiki...", "Go to the Unreal Engine Wiki page to view community-created resources, or to create your own.", EUserInterfaceActionType::Button, FInputChord());
ActionList->MapAction(VisitWiki, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::VisitWiki));
UI_COMMAND(VisitForums, "Forums...", "Go the the Unreal Engine forums to view announcements and engage in discussions with other developers.", EUserInterfaceActionType::Button, FInputChord());
ActionList->MapAction(VisitForums, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::VisitForums));
UI_COMMAND( VisitAskAQuestionPage, "Ask a Question...", "Have a question? Go here to ask about anything and everything related to Unreal.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( VisitAskAQuestionPage, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitAskAQuestionPage ) );
UI_COMMAND( VisitSearchForAnswersPage, "Answer Hub...", "Go to the AnswerHub to ask questions, search existing answers, and share your knowledge with other UE4 developers.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( VisitSearchForAnswersPage, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitSearchForAnswersPage ) );
UI_COMMAND( VisitSupportWebSite, "Unreal Engine Support Web Site...", "Navigates to the Unreal Engine Support web site's main page.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( VisitSupportWebSite, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitSupportWebSite ) );
UI_COMMAND( VisitEpicGamesDotCom, "Visit UnrealEngine.com...", "Navigates to UnrealEngine.com where you can learn more about Unreal Technology.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( VisitEpicGamesDotCom, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitEpicGamesDotCom ) );
UI_COMMAND( AboutUnrealEd, "About Editor...", "Displays application credits and copyright information", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( AboutUnrealEd, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::AboutUnrealEd_Execute ) );
UI_COMMAND( CreditsUnrealEd, "Credits", "Displays application credits", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( CreditsUnrealEd, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::CreditsUnrealEd_Execute) );
UI_COMMAND( ResetLayout, "Reset Layout...", "Make a backup of your user settings and reset the layout customizations", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( ResetLayout, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ResetLayout) );
UI_COMMAND( SaveLayout, "Save Layout", "Save the layout customizations", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( SaveLayout, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::SaveLayout) );
UI_COMMAND( ToggleFullscreen, "Enable Fullscreen", "Enables fullscreen mode for the application, expanding across the entire monitor", EUserInterfaceActionType::ToggleButton, FInputChord(EModifierKey::Shift, EKeys::F11) );
ActionList->MapAction( ToggleFullscreen,
FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ToggleFullscreen_Execute ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::FullScreen_IsChecked )
);
UI_COMMAND(OpenWidgetReflector, "Open Widget Reflector", "Opens the Widget Reflector", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift | EModifierKey::Control , EKeys::W));
ActionList->MapAction(OpenWidgetReflector, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::OpenWidgetReflector_Execute));
FGlobalEditorCommonCommands::MapActions(ActionList);
}
FReply FMainFrameActionCallbacks::OnUnhandledKeyDownEvent(const FKeyEvent& InKeyEvent)
{
if ( FMainFrameCommands::ActionList->ProcessCommandBindings( InKeyEvent ) )
{
return FReply::Handled();
}
return FReply::Unhandled();
}
bool FMainFrameActionCallbacks::DefaultCanExecuteAction()
{
return FSlateApplication::Get().IsNormalExecution();
}
void FMainFrameActionCallbacks::ChoosePackagesToSave()
{
const bool bPromptUserToSave = true;
const bool bSaveMapPackages = true;
const bool bSaveContentPackages = true;
const bool bFastSave = false;
const bool bClosingEditor = false;
const bool bNotifyNoPackagesSaved = true;
const bool bCanBeDeclined = false;
FEditorFileUtils::SaveDirtyPackages( bPromptUserToSave, bSaveMapPackages, bSaveContentPackages, bFastSave, bNotifyNoPackagesSaved, bCanBeDeclined );
}
void FMainFrameActionCallbacks::ChoosePackagesToCheckIn()
{
FSourceControlWindows::ChoosePackagesToCheckIn();
}
bool FMainFrameActionCallbacks::CanChoosePackagesToCheckIn()
{
return FSourceControlWindows::CanChoosePackagesToCheckIn();
}
void FMainFrameActionCallbacks::ConnectToSourceControl()
{
ELoginWindowMode::Type Mode = !FSlateApplication::Get().GetActiveModalWindow().IsValid() ? ELoginWindowMode::Modeless : ELoginWindowMode::Modal;
ISourceControlModule::Get().ShowLoginDialog(FSourceControlLoginClosed(), Mode);
}
bool FMainFrameActionCallbacks::CanSaveWorld()
{
return FSlateApplication::Get().IsNormalExecution() && (!GUnrealEd || !GUnrealEd->GetPackageAutoSaver().IsAutoSaving());
}
void FMainFrameActionCallbacks::SaveAll()
{
const bool bPromptUserToSave = false;
const bool bSaveMapPackages = true;
const bool bSaveContentPackages = true;
const bool bFastSave = false;
const bool bNotifyNoPackagesSaved = false;
const bool bCanBeDeclined = false;
FEditorFileUtils::SaveDirtyPackages( bPromptUserToSave, bSaveMapPackages, bSaveContentPackages, bFastSave, bNotifyNoPackagesSaved, bCanBeDeclined );
}
TArray<FString> FMainFrameActionCallbacks::ProjectNames;
void FMainFrameActionCallbacks::CacheProjectNames()
{
ProjectNames.Empty();
// The switch project menu is filled with recently opened project files
ProjectNames = GetDefault<UEditorSettings>()->RecentlyOpenedProjectFiles;
}
void FMainFrameActionCallbacks::NewProject( bool bAllowProjectOpening, bool bAllowProjectCreate )
{
if (GUnrealEd->WarnIfLightingBuildIsCurrentlyRunning())
{
return;
}
FText Title;
if (bAllowProjectOpening && bAllowProjectCreate)
{
Title = LOCTEXT( "SelectProjectWindowHeader", "Select Project");
}
else if (bAllowProjectOpening)
{
Title = LOCTEXT( "OpenProjectWindowHeader", "Open Project");
}
else
{
Title = LOCTEXT( "NewProjectWindowHeader", "New Project");
}
TSharedRef<SWindow> NewProjectWindow =
SNew(SWindow)
.Title(Title)
.ClientSize( FMainFrameModule::GetProjectBrowserWindowSize() )
.SizingRule( ESizingRule::UserSized )
.SupportsMinimize(false) .SupportsMaximize(false);
NewProjectWindow->SetContent( FGameProjectGenerationModule::Get().CreateGameProjectDialog(bAllowProjectOpening, bAllowProjectCreate) );
IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
if (MainFrameModule.GetParentWindow().IsValid())
{
FSlateApplication::Get().AddWindowAsNativeChild(NewProjectWindow, MainFrameModule.GetParentWindow().ToSharedRef());
}
else
{
FSlateApplication::Get().AddWindow(NewProjectWindow);
}
}
void FMainFrameActionCallbacks::AddCodeToProject()
{
FGameProjectGenerationModule::Get().OpenAddCodeToProjectDialog();
}
/**
* Gets compilation flags for UAT for this system.
*/
const TCHAR* GetUATCompilationFlags()
{
// We never want to compile editor targets when invoking UAT in this context.
// If we are installed or don't have a compiler, we must assume we have a precompiled UAT.
return (FApp::GetEngineIsPromotedBuild() || FApp::IsEngineInstalled())
? TEXT("-nocompile -nocompileeditor")
: TEXT("-nocompileeditor");
}
FString GetCookingOptionalParams()
{
FString OptionalParams;
const UProjectPackagingSettings* const PackagingSettings = GetDefault<UProjectPackagingSettings>();
if (PackagingSettings->bSkipEditorContent)
{
OptionalParams += TEXT(" -SKIPEDITORCONTENT");
}
return OptionalParams;
}
void FMainFrameActionCallbacks::CookContent(const FName InPlatformInfoName)
{
const PlatformInfo::FPlatformInfo* const PlatformInfo = PlatformInfo::FindPlatformInfo(InPlatformInfoName);
check(PlatformInfo);
if (FInstalledPlatformInfo::Get().IsPlatformMissingRequiredFile(PlatformInfo->BinaryFolderName))
{
if (!FInstalledPlatformInfo::OpenInstallerOptions())
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("MissingPlatformFilesCook", "Missing required files to cook for this platform."));
}
return;
}
FString OptionalParams;
if (!FModuleManager::LoadModuleChecked<IProjectTargetPlatformEditorModule>("ProjectTargetPlatformEditor").ShowUnsupportedTargetWarning(PlatformInfo->VanillaPlatformName))
{
return;
}
if (PlatformInfo->SDKStatus == PlatformInfo::EPlatformSDKStatus::NotInstalled)
{
IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
MainFrameModule.BroadcastMainFrameSDKNotInstalled(PlatformInfo->TargetPlatformName.ToString(), PlatformInfo->SDKTutorial);
return;
}
// Append any extra UAT flags specified for this platform flavor
if (!PlatformInfo->UATCommandLine.IsEmpty())
{
OptionalParams += TEXT(" ");
OptionalParams += PlatformInfo->UATCommandLine;
}
else
{
OptionalParams += TEXT(" -targetplatform=");
OptionalParams += *PlatformInfo->TargetPlatformName.ToString();
}
OptionalParams += GetCookingOptionalParams();
const bool bRunningDebug = FParse::Param(FCommandLine::Get(), TEXT("debug"));
if (bRunningDebug)
{
OptionalParams += TEXT(" -UseDebugParamForEditorExe");
}
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
FString CommandLine = FString::Printf(TEXT("BuildCookRun %s%s -nop4 -project=\"%s\" -cook -ue4exe=%s %s"),
GetUATCompilationFlags(),
FApp::IsEngineInstalled() ? TEXT(" -installed") : TEXT(""),
*ProjectPath,
*FUnrealEdMisc::Get().GetExecutableForCommandlets(),
*OptionalParams
);
IUATHelperModule::Get().CreateUatTask(CommandLine, PlatformInfo->DisplayName, LOCTEXT("CookingContentTaskName", "Cooking content"), LOCTEXT("CookingTaskName", "Cooking"), FEditorStyle::GetBrush(TEXT("MainFrame.CookContent")));
}
bool FMainFrameActionCallbacks::CookContentCanExecute( const FName PlatformInfoName )
{
return true;
}
void FMainFrameActionCallbacks::PackageBuildConfiguration( EProjectPackagingBuildConfigurations BuildConfiguration )
{
UProjectPackagingSettings* PackagingSettings = Cast<UProjectPackagingSettings>(UProjectPackagingSettings::StaticClass()->GetDefaultObject());
PackagingSettings->BuildConfiguration = BuildConfiguration;
}
bool FMainFrameActionCallbacks::CanPackageBuildConfiguration( EProjectPackagingBuildConfigurations BuildConfiguration )
{
UProjectPackagingSettings* PackagingSettings = Cast<UProjectPackagingSettings>(UProjectPackagingSettings::StaticClass()->GetDefaultObject());
if (PackagingSettings->ForDistribution && BuildConfiguration != PPBC_Shipping)
{
return false;
}
return true;
}
bool FMainFrameActionCallbacks::PackageBuildConfigurationIsChecked( EProjectPackagingBuildConfigurations BuildConfiguration )
{
return (GetDefault<UProjectPackagingSettings>()->BuildConfiguration == BuildConfiguration);
}
void FMainFrameActionCallbacks::PackageProject( const FName InPlatformInfoName )
{
GUnrealEd->CancelPlayingViaLauncher();
TArray<FString> Packages;
GUnrealEd->SaveWorldForPlay(Packages);
// does the project have any code?
FGameProjectGenerationModule& GameProjectModule = FModuleManager::LoadModuleChecked<FGameProjectGenerationModule>(TEXT("GameProjectGeneration"));
bool bProjectHasCode = GameProjectModule.Get().ProjectRequiresBuild(InPlatformInfoName);
const PlatformInfo::FPlatformInfo* const PlatformInfo = PlatformInfo::FindPlatformInfo(InPlatformInfoName);
check(PlatformInfo);
if (FInstalledPlatformInfo::Get().IsPlatformMissingRequiredFile(PlatformInfo->BinaryFolderName))
{
if (!FInstalledPlatformInfo::OpenInstallerOptions())
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("MissingPlatformFilesPackage", "Missing required files to package this platform."));
}
return;
}
if (PlatformInfo->SDKStatus == PlatformInfo::EPlatformSDKStatus::NotInstalled || (bProjectHasCode && PlatformInfo->bUsesHostCompiler && !FSourceCodeNavigation::IsCompilerAvailable()))
{
IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
MainFrameModule.BroadcastMainFrameSDKNotInstalled(PlatformInfo->TargetPlatformName.ToString(), PlatformInfo->SDKTutorial);
TArray<FAnalyticsEventAttribute> ParamArray;
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), 0.0));
FEditorAnalytics::ReportEvent(TEXT("Editor.Package.Failed"), PlatformInfo->TargetPlatformName.ToString(), bProjectHasCode, EAnalyticsErrorCodes::SDKNotFound, ParamArray);
return;
}
{
const ITargetPlatform* const Platform = GetTargetPlatformManager()->FindTargetPlatform(PlatformInfo->TargetPlatformName.ToString());
if (Platform)
{
FString NotInstalledTutorialLink;
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
int32 Result = Platform->CheckRequirements(ProjectPath, bProjectHasCode, NotInstalledTutorialLink);
// report to analytics
FEditorAnalytics::ReportBuildRequirementsFailure(TEXT("Editor.Package.Failed"), PlatformInfo->TargetPlatformName.ToString(), bProjectHasCode, Result);
// report to message log
if ((Result & ETargetPlatformReadyStatus::SDKNotFound) != 0)
{
AddMessageLog(
LOCTEXT("SdkNotFoundMessage", "Software Development Kit (SDK) not found."),
FText::Format(LOCTEXT("SdkNotFoundMessageDetail", "Please install the SDK for the {0} target platform!"), Platform->DisplayName()),
NotInstalledTutorialLink
);
}
if ((Result & ETargetPlatformReadyStatus::ProvisionNotFound) != 0)
{
AddMessageLog(
LOCTEXT("ProvisionNotFoundMessage", "Provision not found."),
LOCTEXT("ProvisionNotFoundMessageDetail", "A provision is required for deploying your app to the device."),
NotInstalledTutorialLink
);
}
if ((Result & ETargetPlatformReadyStatus::SigningKeyNotFound) != 0)
{
AddMessageLog(
LOCTEXT("SigningKeyNotFoundMessage", "Signing key not found."),
LOCTEXT("SigningKeyNotFoundMessageDetail", "The app could not be digitally signed, because the signing key is not configured."),
NotInstalledTutorialLink
);
}
if ((Result & ETargetPlatformReadyStatus::ManifestNotFound) != 0)
{
AddMessageLog(
LOCTEXT("ManifestNotFound", "Manifest not found."),
LOCTEXT("ManifestNotFoundMessageDetail", "The generated application manifest could not be found."),
NotInstalledTutorialLink
);
}
// report to main frame
bool UnrecoverableError = false;
if ((Result & ETargetPlatformReadyStatus::CodeUnsupported) != 0)
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("NotSupported_SelectedPlatform", "Sorry, packaging a code-based project for the selected platform is currently not supported. This feature may be available in a future release."));
UnrecoverableError = true;
}
else if ((Result & ETargetPlatformReadyStatus::PluginsUnsupported) != 0)
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("NotSupported_ThirdPartyPlugins", "Sorry, packaging a project with third-party plugins is currently not supported for the selected platform. This feature may be available in a future release."));
UnrecoverableError = true;
}
if (UnrecoverableError)
{
return;
}
}
}
if (!FModuleManager::LoadModuleChecked<IProjectTargetPlatformEditorModule>("ProjectTargetPlatformEditor").ShowUnsupportedTargetWarning(PlatformInfo->VanillaPlatformName))
{
return;
}
UProjectPackagingSettings* PackagingSettings = Cast<UProjectPackagingSettings>(UProjectPackagingSettings::StaticClass()->GetDefaultObject());
// let the user pick a target directory
if (PackagingSettings->StagingDirectory.Path.IsEmpty())
{
PackagingSettings->StagingDirectory.Path = FPaths::GameDir();
}
FString OutFolderName;
void* ParentWindowWindowHandle = nullptr;
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
const TSharedPtr<SWindow>& MainFrameParentWindow = MainFrameModule.GetParentWindow();
if ( MainFrameParentWindow.IsValid() && MainFrameParentWindow->GetNativeWindow().IsValid() )
{
ParentWindowWindowHandle = MainFrameParentWindow->GetNativeWindow()->GetOSWindowHandle();
}
if (!FDesktopPlatformModule::Get()->OpenDirectoryDialog(ParentWindowWindowHandle, LOCTEXT("PackageDirectoryDialogTitle", "Package project...").ToString(), PackagingSettings->StagingDirectory.Path, OutFolderName))
{
return;
}
PackagingSettings->StagingDirectory.Path = OutFolderName;
PackagingSettings->SaveConfig();
// create the packager process
FString OptionalParams;
if (PackagingSettings->FullRebuild)
{
OptionalParams += TEXT(" -clean");
}
if ( PackagingSettings->bCompressed )
{
OptionalParams += TEXT(" -compressed");
}
OptionalParams += GetCookingOptionalParams();
if (PackagingSettings->UsePakFile)
{
if (PlatformInfo->TargetPlatformName != FName("HTML5"))
{
OptionalParams += TEXT(" -pak");
}
}
if (PackagingSettings->IncludePrerequisites)
{
OptionalParams += TEXT(" -prereqs");
}
if (!PackagingSettings->ApplocalPrerequisitesDirectory.Path.IsEmpty())
{
OptionalParams += FString::Printf(TEXT(" -applocaldir=\"%s\""), *(PackagingSettings->ApplocalPrerequisitesDirectory.Path));
}
if (PackagingSettings->ForDistribution)
{
OptionalParams += TEXT(" -distribution");
}
if (!PackagingSettings->IncludeDebugFiles)
{
OptionalParams += TEXT(" -nodebuginfo");
}
if (PackagingSettings->bNativizeBlueprintAssets)
{
OptionalParams += TEXT(" -nativizeAssets");
}
if (PackagingSettings->bGenerateChunks)
{
OptionalParams += TEXT(" -manifests");
}
bool bTargetPlatformCanUseCrashReporter = true;
if (PlatformInfo->TargetPlatformName == FName("WindowsNoEditor") && PlatformInfo->PlatformFlavor == TEXT("Win32"))
{
FString MinumumSupportedWindowsOS;
GConfig->GetString(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("MinimumOSVersion"), MinumumSupportedWindowsOS, GEngineIni);
if (MinumumSupportedWindowsOS == TEXT("MSOS_XP"))
{
OptionalParams += TEXT(" -SpecifiedArchitecture=_xp");
bTargetPlatformCanUseCrashReporter = false;
}
}
// Append any extra UAT flags specified for this platform flavor
if (!PlatformInfo->UATCommandLine.IsEmpty())
{
OptionalParams += TEXT(" ");
OptionalParams += PlatformInfo->UATCommandLine;
}
else
{
OptionalParams += TEXT(" -targetplatform=");
OptionalParams += *PlatformInfo->TargetPlatformName.ToString();
}
// only build if the project has code that might need to be built
if (bProjectHasCode || (!FApp::GetEngineIsPromotedBuild() && !FApp::IsEngineInstalled()) || PackagingSettings->bNativizeBlueprintAssets)
{
OptionalParams += TEXT(" -build");
}
// Whether to include the crash reporter.
if (PackagingSettings->IncludeCrashReporter && bTargetPlatformCanUseCrashReporter)
{
OptionalParams += TEXT( " -CrashReporter" );
}
if (PackagingSettings->bBuildHttpChunkInstallData)
{
OptionalParams += FString::Printf(TEXT(" -manifests -createchunkinstall -chunkinstalldirectory=\"%s\" -chunkinstallversion=%s"), *(PackagingSettings->HttpChunkInstallDataDirectory.Path), *(PackagingSettings->HttpChunkInstallDataVersion));
}
int32 NumCookers = GetDefault<UEditorExperimentalSettings>()->MultiProcessCooking;
if (NumCookers > 0 )
{
OptionalParams += FString::Printf(TEXT(" -NumCookersToSpawn=%d"), NumCookers);
}
const bool bRunningDebug = FParse::Param(FCommandLine::Get(), TEXT("debug"));
if (bRunningDebug)
{
OptionalParams += TEXT(" -UseDebugParamForEditorExe");
}
FString Configuration = FindObject<UEnum>(ANY_PACKAGE, TEXT("EProjectPackagingBuildConfigurations"))->GetEnumName(PackagingSettings->BuildConfiguration);
Configuration = Configuration.Replace(TEXT("PPBC_"), TEXT(""));
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
FString CommandLine = FString::Printf(TEXT("-ScriptsForProject=\"%s\" BuildCookRun %s%s -nop4 -project=\"%s\" -cook -stage -archive -archivedirectory=\"%s\" -package -clientconfig=%s -ue4exe=%s %s -utf8output"),
*ProjectPath,
GetUATCompilationFlags(),
FApp::IsEngineInstalled() ? TEXT(" -installed") : TEXT(""),
*ProjectPath,
*PackagingSettings->StagingDirectory.Path,
*Configuration,
*FUnrealEdMisc::Get().GetExecutableForCommandlets(),
*OptionalParams
);
IUATHelperModule::Get().CreateUatTask( CommandLine, PlatformInfo->DisplayName, LOCTEXT("PackagingProjectTaskName", "Packaging project"), LOCTEXT("PackagingTaskName", "Packaging"), FEditorStyle::GetBrush(TEXT("MainFrame.PackageProject")) );
}
bool FMainFrameActionCallbacks::PackageProjectCanExecute( const FName PlatformInfoName )
{
return true;
}
void FMainFrameActionCallbacks::RefreshCodeProject()
{
if ( !FSourceCodeNavigation::IsCompilerAvailable() )
{
// Attempt to trigger the tutorial if the user doesn't have a compiler installed for the project.
FSourceCodeNavigation::AccessOnCompilerNotFound().Broadcast();
}
FText FailReason, FailLog;
if(!FGameProjectGenerationModule::Get().UpdateCodeProject(FailReason, FailLog))
{
SOutputLogDialog::Open(LOCTEXT("RefreshProject", "Refresh Project"), FailReason, FailLog, FText::GetEmpty());
}
}
bool FMainFrameActionCallbacks::IsCodeProject()
{
// Not particularly rigorous, but assume it's a code project if it can find a Source directory
const bool bIsCodeProject = IFileManager::Get().DirectoryExists(*FPaths::GameSourceDir());
return bIsCodeProject;
}
void FMainFrameActionCallbacks::OpenIDE()
{
if ( !FSourceCodeNavigation::IsCompilerAvailable() )
{
// Attempt to trigger the tutorial if the user doesn't have a compiler installed for the project.
FSourceCodeNavigation::AccessOnCompilerNotFound().Broadcast();
}
else
{
if ( !FSourceCodeNavigation::OpenModuleSolution() )
{
FString SolutionPath;
if(FDesktopPlatformModule::Get()->GetSolutionPath(SolutionPath))
{
const FString FullPath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead( *SolutionPath );
const FText Message = FText::Format( LOCTEXT( "OpenIDEFailed_MissingFile", "Could not open {0} for project {1}" ), FSourceCodeNavigation::GetSuggestedSourceCodeIDE(), FText::FromString( FullPath ) );
FMessageDialog::Open( EAppMsgType::Ok, Message );
}
else
{
FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("OpenIDEFailed_MissingSolution", "Couldn't find solution"));
}
}
}
}
void FMainFrameActionCallbacks::ZipUpProject()
{
#if PLATFORM_WINDOWS
FText PlatformName = LOCTEXT("PlatformName_Windows", "Windows");
#elif PLATFORM_MAC
FText PlatformName = LOCTEXT("PlatformName_Mac", "Mac");
#elif PLATFORM_LINUX
FText PlatformName = LOCTEXT("PlatformName_Linux", "Linux");
#else
FText PlatformName = LOCTEXT("PlatformName_Other", "Other OS");
#endif
bool bOpened = false;
TArray<FString> SaveFilenames;
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
if (DesktopPlatform != NULL)
{
bOpened = DesktopPlatform->SaveFileDialog(
NULL,
NSLOCTEXT("UnrealEd", "ZipUpProject", "Zip file location").ToString(),
FPaths::GameDir(),
FApp::GetGameName(),
TEXT("Zip file|*.zip"),
EFileDialogFlags::None,
SaveFilenames);
}
if (bOpened)
{
for (FString FileName : SaveFilenames)
{
// Ensure path is full rather than relative (for macs)
FString FinalFileName = FPaths::ConvertRelativePathToFull(FileName);
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GameDir()) : FPaths::RootDir() / FApp::GetGameName();
FString CommandLine = FString::Printf(TEXT("ZipProjectUp -project=\"%s\" -install=\"%s\""), *ProjectPath, *FinalFileName);
IUATHelperModule::Get().CreateUatTask( CommandLine, PlatformName, LOCTEXT("ZipTaskName", "Zipping Up Project"),
LOCTEXT("ZipTaskShortName", "Zip Project Task"), FEditorStyle::GetBrush(TEXT("MainFrame.CookContent")));
}
}
}
void FMainFrameActionCallbacks::PackagingSettings()
{
FModuleManager::LoadModuleChecked<ISettingsModule>("Settings").ShowViewer("Project", "Project", "Packaging");
}
//void FMainFrameActionCallbacks::LocalizeProject()
//{
// FModuleManager::LoadModuleChecked<ILocalizationDashboardModule>("LocalizationDashboard").Show();
//}
void FMainFrameActionCallbacks::SwitchProjectByIndex( int32 ProjectIndex )
{
FUnrealEdMisc::Get().SwitchProject( ProjectNames[ ProjectIndex ] );
}
void FMainFrameActionCallbacks::SwitchProject(const FString& GameOrProjectFileName)
{
FUnrealEdMisc::Get().SwitchProject( GameOrProjectFileName );
}
void FMainFrameActionCallbacks::OpenBackupDirectory( FString BackupFile )
{
FPlatformProcess::LaunchFileInDefaultExternalApplication(*FPaths::GetPath(FPaths::ConvertRelativePathToFull(BackupFile)));
}
void FMainFrameActionCallbacks::ResetLayout()
{
if(EAppReturnType::Ok != OpenMsgDlgInt(EAppMsgType::OkCancel, LOCTEXT( "ActionRestartMsg", "This action requires the editor to restart; you will be prompted to save any changes. Continue?" ), LOCTEXT( "ResetUILayout_Title", "Reset UI Layout" ) ) )
{
return;
}
// make a backup
GetMutableDefault<UEditorPerProjectUserSettings>()->SaveConfig();
FString BackupEditorLayoutIni = FString::Printf(TEXT("%s_Backup.ini"), *FPaths::GetBaseFilename(GEditorLayoutIni, false));
if( COPY_Fail == IFileManager::Get().Copy(*BackupEditorLayoutIni, *GEditorLayoutIni) )
{
FMessageLog EditorErrors("EditorErrors");
if(!FPaths::FileExists(GEditorLayoutIni))
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("FileName"), FText::FromString(GEditorLayoutIni));
EditorErrors.Warning(FText::Format(LOCTEXT("UnsuccessfulBackup_NoExist_Notification", "Unsuccessful backup! {FileName} does not exist!"), Arguments));
}
else if(IFileManager::Get().IsReadOnly(*BackupEditorLayoutIni))
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("FileName"), FText::FromString(FPaths::ConvertRelativePathToFull(BackupEditorLayoutIni)));
EditorErrors.Warning(FText::Format(LOCTEXT("UnsuccessfulBackup_ReadOnly_Notification", "Unsuccessful backup! {FileName} is read-only!"), Arguments));
}
else
{
// We don't specifically know why it failed, this is a fallback.
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("SourceFileName"), FText::FromString(GEditorLayoutIni));
Arguments.Add(TEXT("BackupFileName"), FText::FromString(FPaths::ConvertRelativePathToFull(BackupEditorLayoutIni)));
EditorErrors.Warning(FText::Format(LOCTEXT("UnsuccessfulBackup_Fallback_Notification", "Unsuccessful backup of {SourceFileName} to {BackupFileName}"), Arguments));
}
EditorErrors.Notify(LOCTEXT("BackupUnsuccessful_Title", "Backup Unsuccessful!"));
}
else
{
FNotificationInfo ErrorNotification( FText::GetEmpty() );
ErrorNotification.bFireAndForget = true;
ErrorNotification.ExpireDuration = 3.0f;
ErrorNotification.bUseThrobber = true;
ErrorNotification.Hyperlink = FSimpleDelegate::CreateStatic(&FMainFrameActionCallbacks::OpenBackupDirectory, BackupEditorLayoutIni);
ErrorNotification.HyperlinkText = LOCTEXT("SuccessfulBackup_Notification_Hyperlink", "Open Directory");
ErrorNotification.Text = LOCTEXT("SuccessfulBackup_Notification", "Backup Successful!");
ErrorNotification.Image = FEditorStyle::GetBrush(TEXT("NotificationList.SuccessImage"));
FSlateNotificationManager::Get().AddNotification(ErrorNotification);
}
// reset layout & restart Editor
FUnrealEdMisc::Get().AllowSavingLayoutOnClose(false);
FUnrealEdMisc::Get().RestartEditor(false);
}
void FMainFrameActionCallbacks::SaveLayout()
{
FGlobalTabmanager::Get()->SaveAllVisualState();
// Write the saved state's config to disk
GConfig->Flush( false, GEditorLayoutIni );
}
void FMainFrameActionCallbacks::ToggleFullscreen_Execute()
{
if ( GIsEditor && FApp::HasGameName() )
{
static TWeakPtr<SDockTab> LevelEditorTabPtr = FGlobalTabmanager::Get()->InvokeTab(FTabId("LevelEditor"));
const TSharedPtr<SWindow> LevelEditorWindow = FSlateApplication::Get().FindWidgetWindow( LevelEditorTabPtr.Pin().ToSharedRef() );
if (LevelEditorWindow->GetWindowMode() == EWindowMode::Windowed)
{
LevelEditorWindow->SetWindowMode(EWindowMode::WindowedFullscreen);
}
else
{
LevelEditorWindow->SetWindowMode(EWindowMode::Windowed);
}
}
}
bool FMainFrameActionCallbacks::FullScreen_IsChecked()
{
const TSharedPtr<SDockTab> LevelEditorTabPtr = FModuleManager::Get().GetModuleChecked<FLevelEditorModule>( "LevelEditor" ).GetLevelEditorTab();
const TSharedPtr<SWindow> LevelEditorWindow = LevelEditorTabPtr.IsValid()
? LevelEditorTabPtr->GetParentWindow()
: TSharedPtr<SWindow>();
return (LevelEditorWindow.IsValid())
? (LevelEditorWindow->GetWindowMode() != EWindowMode::Windowed)
: false;
}
bool FMainFrameActionCallbacks::CanSwitchToProject( int32 InProjectIndex )
{
if (FApp::HasGameName() && ProjectNames[InProjectIndex].StartsWith(FApp::GetGameName()))
{
return false;
}
if ( FPaths::IsProjectFilePathSet() && ProjectNames[ InProjectIndex ] == FPaths::GetProjectFilePath() )
{
return false;
}
return true;
}
bool FMainFrameActionCallbacks::IsSwitchProjectChecked( int32 InProjectIndex )
{
return CanSwitchToProject( InProjectIndex ) == false;
}
void FMainFrameActionCallbacks::Exit()
{
FSlateApplication::Get().LeaveDebuggingMode();
// Shut down the editor
// NOTE: We can't close the editor from within this stack frame as it will cause various DLLs
// (such as MainFrame) to become unloaded out from underneath the code pointer. We'll shut down
// as soon as it's safe to do so.
GEngine->DeferredCommands.Add( TEXT("CLOSE_SLATE_MAINFRAME"));
}
bool FMainFrameActionCallbacks::Undo_CanExecute()
{
return GUnrealEd->Trans->CanUndo() && FSlateApplication::Get().IsNormalExecution();
}
bool FMainFrameActionCallbacks::Redo_CanExecute()
{
return GUnrealEd->Trans->CanRedo() && FSlateApplication::Get().IsNormalExecution();
}
void FMainFrameActionCallbacks::ExecuteExecCommand( FString Command )
{
GUnrealEd->Exec( GEditor->GetEditorWorldContext(false).World(), *Command );
}
void FMainFrameActionCallbacks::OpenSlateApp_ViaModule( FName AppName, FName ModuleName )
{
FModuleManager::Get().LoadModule( ModuleName );
OpenSlateApp( AppName );
}
void FMainFrameActionCallbacks::OpenSlateApp( FName AppName )
{
FGlobalTabmanager::Get()->InvokeTab(FTabId(AppName));
}
bool FMainFrameActionCallbacks::OpenSlateApp_IsChecked( FName AppName )
{
return false;
}
void FMainFrameActionCallbacks::VisitAskAQuestionPage()
{
FString AskAQuestionURL;
if(FUnrealEdMisc::Get().GetURL( TEXT("AskAQuestionURL"), AskAQuestionURL, true ))
{
FPlatformProcess::LaunchURL( *AskAQuestionURL, NULL, NULL );
}
}
void FMainFrameActionCallbacks::VisitSearchForAnswersPage()
{
FString SearchForAnswersURL;
if(FUnrealEdMisc::Get().GetURL( TEXT("SearchForAnswersURL"), SearchForAnswersURL, true ))
{
FPlatformProcess::LaunchURL( *SearchForAnswersURL, NULL, NULL );
}
}
void FMainFrameActionCallbacks::VisitSupportWebSite()
{
FString SupportWebsiteURL;
if(FUnrealEdMisc::Get().GetURL( TEXT("SupportWebsiteURL"), SupportWebsiteURL, true ))
{
FPlatformProcess::LaunchURL( *SupportWebsiteURL, NULL, NULL );
}
}
void FMainFrameActionCallbacks::VisitEpicGamesDotCom()
{
FString EpicGamesURL;
if(FUnrealEdMisc::Get().GetURL( TEXT("EpicGamesURL"), EpicGamesURL ))
{
FPlatformProcess::LaunchURL( *EpicGamesURL, NULL, NULL );
}
}
void FMainFrameActionCallbacks::VisitWiki()
{
FString URL;
if (FUnrealEdMisc::Get().GetURL(TEXT("WikiURL"), URL))
{
FPlatformProcess::LaunchURL(*URL, NULL, NULL);
}
}
void FMainFrameActionCallbacks::VisitForums()
{
FString URL;
if (FUnrealEdMisc::Get().GetURL(TEXT("ForumsURL"), URL))
{
FPlatformProcess::LaunchURL(*URL, NULL, NULL);
}
}
void FMainFrameActionCallbacks::AboutUnrealEd_Execute()
{
const FText AboutWindowTitle = LOCTEXT( "AboutUnrealEditor", "About Unreal Editor" );
TSharedPtr<SWindow> AboutWindow =
SNew(SWindow)
.Title( AboutWindowTitle )
.ClientSize(FVector2D(600.f, 200.f))
.SupportsMaximize(false) .SupportsMinimize(false)
.SizingRule( ESizingRule::FixedSize )
[
SNew(SAboutScreen)
];
IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked<IMainFrameModule>( "MainFrame" );
TSharedPtr<SWindow> ParentWindow = MainFrame.GetParentWindow();
if ( ParentWindow.IsValid() )
{
FSlateApplication::Get().AddModalWindow(AboutWindow.ToSharedRef(), ParentWindow.ToSharedRef());
}
else
{
FSlateApplication::Get().AddWindow(AboutWindow.ToSharedRef());
}
}
void FMainFrameActionCallbacks::CreditsUnrealEd_Execute()
{
const FText CreditsWindowTitle = LOCTEXT("CreditsUnrealEditor", "Credits");
TSharedPtr<SWindow> CreditsWindow =
SNew(SWindow)
.Title(CreditsWindowTitle)
.ClientSize(FVector2D(600.f, 700.f))
.SupportsMaximize(false)
.SupportsMinimize(false)
.SizingRule(ESizingRule::FixedSize)
[
SNew(SCreditsScreen)
];
IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked<IMainFrameModule>("MainFrame");
TSharedPtr<SWindow> ParentWindow = MainFrame.GetParentWindow();
if ( ParentWindow.IsValid() )
{
FSlateApplication::Get().AddModalWindow(CreditsWindow.ToSharedRef(), ParentWindow.ToSharedRef());
}
else
{
FSlateApplication::Get().AddWindow(CreditsWindow.ToSharedRef());
}
}
void FMainFrameActionCallbacks::OpenWidgetReflector_Execute()
{
FGlobalTabmanager::Get()->InvokeTab(FTabId("WidgetReflector"));
}
/* FMainFrameActionCallbacks implementation
*****************************************************************************/
void FMainFrameActionCallbacks::AddMessageLog( const FText& Text, const FText& Detail, const FString& TutorialLink )
{
TSharedRef<FTokenizedMessage> Message = FTokenizedMessage::Create(EMessageSeverity::Error);
Message->AddToken(FTextToken::Create(Text));
Message->AddToken(FTextToken::Create(Detail));
Message->AddToken(FTutorialToken::Create(TutorialLink));
Message->AddToken(FDocumentationToken::Create(TEXT("Platforms/iOS/QuickStart/6")));
FMessageLog MessageLog("PackagingResults");
MessageLog.AddMessage(Message);
MessageLog.Open();
}
#undef LOCTEXT_NAMESPACE