Files
UnrealEngineUWP/Engine/Source/Developer/LogVisualizer/Private/LogVisualizerStyle.cpp
Matt Kuhlenschmidt bb08e8c000 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3621452)
#lockdown Nick.Penwarden
#rb none
============================
  MAJOR FEATURES & CHANGES
============================

Change 3567301 by Arciel.Rekman

	Linux: fix for importing failure when clicking shortcuts (UE-47932).

	- Slate dialog would return incorrect relative paths (not matching CWD) if Engine or Project shortcuts were used.

	#jira UE-47932

Change 3567687 by Arciel.Rekman

	Minor fixes to gdb pretty printers by icculus.

Change 3568024 by Arciel.Rekman

	Made SDL_SetWindowInputFocus() wait until window is viewable (UE-33369).

	- Pull request #2608 contributed by Ereski.
	- Updated x86_64 lib only (anticipating more changes to SDL).

	#coderview Cengiz.Terzibas, Ryan.Gordon

Change 3568173 by Max.Chen

	Movie Scene Capture: Delay on shot boundaries by setting the sequencer play rate to 0.

	This allows particles, TAA, and other effects to settle on the shot cuts.

	#jira UE-44598

Change 3568174 by Max.Chen

	Sequencer: Added option to rerun construction scripts on bound actors in the sequence every frame.

	#jira UE-31193

Change 3568331 by Matt.Kuhlenschmidt

	PR #3850: Add extensible source navigation service (Contributed by mhutch)


Change 3568350 by Matt.Kuhlenschmidt

	PR #3851: Add argument to pass params to standalone play session (Contributed by mhutch)


Change 3568387 by Matt.Kuhlenschmidt

	PR #3852: Add FEditorDelegates::BeginLocalPlay event (Contributed by mhutch)


Change 3568541 by Arciel.Rekman

	Merged Icculus' patch for copy-paste (UE-40071).

	- Alas does not seem to fix inability to copy/paste between Output log and kate.
	- Updated x86_64 lib only (anticipating more changes).

Change 3568547 by Arciel.Rekman

	Fix OpenGL queries reused after deletion.

Change 3568790 by Matt.Kuhlenschmidt

	PR #3857: Loading screen widgets not scaled correctly (Contributed by projectgheist)


Change 3568900 by Alexis.Matte

	Fix the fbx re-import factory handler to say failed in case there was no geometry to import.
	#jira UE-47506

Change 3568902 by Alexis.Matte

	Reduce memory footprint when importing large FBX scene PR #3834
	#jira UE-47833

Change 3569061 by Arciel.Rekman

	Linux: remove unnecessary symbols for MSVC visualizers.

	- Reported by ASan as collision because they exist in each DSO.

Change 3569782 by Cody.Albert

	Updated ImportAssets Commandlet help text to properly reflect supported features.

Change 3569843 by Arciel.Rekman

	SDL: add logic to select headless EGL device.

	- SDL will try to guess which device is GPU using CUDA device id (can also be hinted explicitly).
	- Also fixes the problem of engine not starting on some drivers that don't support the necessary EGL extensions.

Change 3570234 by Max.Chen

	Sequencer: Import FBX settings. Added settings to toggle force front x axis and whether to create cameras that don't already exist in the level.

	#jira UE-46754

Change 3570578 by Arciel.Rekman

	Linux: make FAnsiMalloc compatible with malloc()/free().

	- Prerequisite for ASan. Also helps fringe cases when we have to use FAnsiMalloc.

Change 3571015 by Alexis.Matte

	Issue warning when we found zero normal, tangent or binormal
	#jira UE-46419

Change 3571376 by Jamie.Dale

	Force a unique package localization ID when loading packages for diffing

Change 3571412 by Jamie.Dale

	Removed unused setting

Change 3571487 by Alexis.Matte

	fix speed tree import cancel workflow
	#jira UE-47482

Change 3571614 by Jamie.Dale

	Games now use the native culture of any of the game targets as the fallback (rather than always using English)

	This replaces the previously removed redundant setting from CL# 3571412

Change 3572649 by Jamie.Dale

	SavePackageHelper now always honors KeepObjectFlags

Change 3572730 by Matt.Kuhlenschmidt

	Guard against crash in the details panel when there is a message in the queue and something scrolls into view when the list has been invalidated

	#jira UE-48037

Change 3572773 by Matt.Kuhlenschmidt

	Guard against high res screenshot crashing if the requested image size doesnt match the image data size

	#jira UE-47765

Change 3572813 by Michael.Trepka

	Workaround for a mysterious issue in Xcode 9 beta 3 and 4 which makes it generate -Wnullability-inferred-on-nested-type warnings/errors in MetalDebugCommandEncoder.h even though we tell Clang to ignore them in MacPlatformCompilerPreSetup.h

Change 3573043 by Arciel.Rekman

	FAnsiMalloc: fix compile issue (UE-48066).

	#jira UE-48066

Change 3573236 by Arciel.Rekman

	Linux: add UnrealLightmass to the installed build.

	- Was also requested by a licensee on UDN.

Change 3573705 by Arciel.Rekman

	SDL: update UE4 fork to the latest trunk (UETOOL-1242).

	- Revision 11184 form 2017-08-04: http://hg.libsdl.org/SDL/rev/04063928c4a8
	- Change by icculus (Ryan Gordon).
	- Rebuilt x86_64 library only for now.

Change 3573741 by Arciel.Rekman

	Fix crash when capturing a movie (UE-48093).

	#jira UE-48093

Change 3574389 by Max.Chen

	Sequencer: Array bounds check.

	#jira UE-48095

Change 3574399 by Max.Chen

	Sequencer: Fix crash in removing delegate

	#jira UE-47461

Change 3574415 by Max.Chen

	Sequencer: Put level visibility tracks in the SpawnObjects evaluation group to ensure levels are streamed before any possessable bindings are resolved

Change 3574416 by Max.Chen

	Prevent slow task feedback from performing slow operations (flushing rendering commands, checking if shaders are initialized) when there are no modal dialogs open

Change 3574726 by Matt.Kuhlenschmidt

	Focus the details view when actor selection changes if it is not focused

Change 3574922 by Michael.Trepka

	Copy of CL 3574653 by Richard.Wallis

	XCode Beta 4 Compile fixes. "Inferring '_Nonnull' for pointer type within array is deprecated "

Change 3576525 by Nick.Darnell

	Editor - Data table rows names sort correctly in the property customization.
	Blueprint - Fixing some crashes due to holding onto raw pointers instead of TWeakObjectPtrs.
	UMG - SetWidgetClass now reinstances the widget if you change it at runtime.
	Editor - Deleting actors that are still referenced now at least logs to the console what still references it.

Change 3576714 by Nick.Darnell

	Editor - Build fix.

Change 3576770 by Jamie.Dale

	Removed some dead code

	It seems to be left over from the first attempt at stable localization keys

Change 3578433 by Matt.Kuhlenschmidt

	Fix content browser settings being per project and having created a "Global" category for one setting

Change 3578556 by Max.Chen

	Editor: Fix toolbar shared ref which was keeping the viewport toolbar around when switching between default and cinematic viewports.

	#jira UE-48125

Change 3578561 by Matt.Kuhlenschmidt

	Fix USD importing not respecting DestinationPath for automated import

Change 3580124 by Matt.Kuhlenschmidt

	Fix bogus warning message when a property has an editcondition that is not marked edit aynwhere.  This has always been supported and is the correct way to make an editcondition

Change 3581936 by Jamie.Dale

	Restoring defaults for UContentBrowserSettings

Change 3582039 by Matt.Kuhlenschmidt

	High DPI mode changes
	- Editor viewport screen percentage is now adjusted automatically to account for DPI scaling.  By default the scene will be rendered at a lower resolution based on screen percentage calculated based on 100/DPIScale. Users can override this automatic calcuation in the performance options if desired.

	- DPI awareness is only set on windows in the editor now (still disabled by default)

	- Fixed hit proxy calculation not working properly with screen percentage

	- Developers can now register a delegate with SlateApplication to tell when a window's DPI changes

Change 3582049 by Matt.Kuhlenschmidt

	Fix color picker not properly converting FColor properties back to gamma space

Change 3582054 by Matt.Kuhlenschmidt

	Fix mac menus updating during unsafe times such as modal windows and slow tasks

	#jira UE-47874

Change 3582084 by Jamie.Dale

	Make sure to update the rendering resources for the active world if reloading its map build data

	This prevents a crash in the renderer due to it holding onto stale data

Change 3582257 by Matt.Kuhlenschmidt

	Fix widget component spawning widgets on cook

	#jira UE-48201

Change 3582655 by Matt.Kuhlenschmidt

	Fix DPI scale not being accounted for when entering immersive.

Change 3582706 by Matt.Kuhlenschmidt

	Fix automation tests

Change 3582728 by Matt.Kuhlenschmidt

	Turn on high dpi by default for windows editor

Change 3582732 by Matt.Kuhlenschmidt

	Turn on high DPI by default for mac editor

Change 3583112 by Max.Chen

	Sequencer: Add OnPlayReverse() event for when playback is in reverse

Change 3584130 by Matt.Kuhlenschmidt

	PR #3897: Git plugin: fix action icon in history window (Contributed by SRombauts)


Change 3584237 by Matt.Kuhlenschmidt

	Added the beginnings of a way to extend the usd importer with a custom resolver class that optionally handles prim identification and mesh and actor spawning.

	Added a test resolver that handles prims based on usd "kind" metadata.

Change 3584535 by Matt.Kuhlenschmidt

	Fix LOD identification in USD files

Change 3587703 by Matt.Kuhlenschmidt

	Fix tooltip

Change 3587901 by Matt.Kuhlenschmidt

	Fixed USD importing not finding and importing LODs properly

Change 3588380 by Matt.Kuhlenschmidt

	Fix ctrl+w not duplicating on mac

	#jira UE-46573

Change 3590435 by Jamie.Dale

	Added support for in-editor previews of localized game text

	This is configured by the "Preview Game Culture" setting, and will automatically be active when PIE is running (the preview language is also passed to any standalone games that are launched via the editor). This preview can also be used in the UMG editor to preview widgets in different languages.

	While a preview is running, all editable FText fields are locked-down (read-only) to prevent accidentally clobbering source data with translation data. You can also use this new lock-down feature to prevent any localization changes in your project (set "LockLocalization" to "True" under the "Internationalization" section of either your DefaultGame or DefaultEngine INI).

	In order to allow the game translations to be used in the editor, we now map the translation to any package localization ID variants when the LocRes data is loaded (or when looking up a specific piece of text). This is needed as the LocRes files only ever contain the "clean" versions of the IDs (without the package localization ID the editor uses), and also means that we no longer need to gather the "editor-only" variants of the text within assets.


Change 3592131 by Matt.Kuhlenschmidt

	Log for newly converted actors being pending kill

	#jira UE-47464

Change 3592200 by Matt.Kuhlenschmidt

	Made the class viewer menu function properly on mac.  Since it as a nomad tab it wasnt properly inserting itself into the top level menu on mac nor should it since it could be docked anywhere.  The filters menu is now consistent with other filters menus

Change 3592227 by Matt.Kuhlenschmidt

	Fix drag drop of actors being offset with high dpi monitors.

Change 3592719 by Bradut.Palas

	#jira UE-45632 - dual key bindings feature

	My approach was transforming the ActiveChord and DefaultChord into arrays and accessing them through an enum class called EMultipleKeyBindingIndex. A lot of connecting code, function prototypes, and data structures had to be changed to accomodate this. Most menus and tooltip texts are generated using the first valid active shortcut.

Change 3592793 by Bradut.Palas

	Fix compile warnings for InputBindingManager (there were actually hidden bugs among them)

Change 3593128 by Matt.Kuhlenschmidt

	Force low quality mode for background blurs by default on android

Change 3593579 by Michael.Dupuis

	#jira UE-47223 :
	If we have no world simply return null when GetLandscapeInfo is called
	Handle the cases in PostEditChange to handle null returned from GetLandscapeInfo

Change 3593580 by Michael.Dupuis

	Added missing shaders while generating thumbnails

Change 3593582 by Michael.Dupuis

	#jira UE-47492 : Make sure LayerInfo is valid before accessing data

Change 3593584 by Michael.Dupuis

	#jira UE-47253: Do not recreate the scene info in simulation mode

Change 3593585 by Michael.Dupuis

	#jira UE-48484: no longer mark the package dirty while generating the GrassMap if they were not existing

Change 3593586 by Michael.Dupuis

	#jira UE-48483 : hide the Rendering property group so user can't by mistake change the actor visibility

Change 3593593 by Michael.Dupuis

	#jira UE-48327: Added guard to prevent crash when using CVarFoliageDiscardDataOnLoad and having invalid foliage in your map

Change 3593597 by Michael.Dupuis

	#jira UE-48309: Do not build the tree if the static mesh is not even loaded yet
	#jira UE-48340: Properly support the Random stream and partial buffer update
	#jira UE-48228: Instance from blueprint are now visible in standalone game
	#jira UE-45854: Crash probably linked to post load called on not loaded static mesh
	#jira UE-48035: Properly init the per instance render data when creating a new component

	Only update instance in non archetype or CDO.

Change 3594060 by Matt.Kuhlenschmidt

	Fix high DPI mode being set for non-editor.  Also prevent possible crashes due to dll handle for high DPI method being freed before called

Change 3594355 by Matt.Kuhlenschmidt

	Change API help link to point to a website since offline CHM based docs are no longer used

	#jira UE-48230

Change 3595358 by Matt.Kuhlenschmidt

	Fixed bad initial window position and sizes for editor windows
	By default SWindow.ClientSize will assume unscaled window size and will scale it based on DPI as needed.  AdjustInitialSizeAndPositionForDPIScale argument can be used to disable this if needed
	Fixed a dock tabs and the main frame not taking into account dpi scale when saving their layout.  Now we always save window size at 1.0 scale and auto scale it based on DPI of the monitor it opens on.

	#jira UE-48446

Change 3595590 by Matt.Kuhlenschmidt

	Fix missing includes

Change 3595792 by Matt.Kuhlenschmidt

	Fix style warnings

Change 3596418 by Bradut.Palas

	fixing initial issue with dual keybinds (removed ensure macro to speedup first use of alternate key)

Change 3598679 by Max.Chen

	PR #3872: Fix small typo in ImagePlate Plugin (Contributed by TheCodez)

	#jira UE-48141


Change 3598720 by Max.Chen

	Cine Camera: Add toggle to disable constraining the roll when look at tracking is enabled. This allows the user to animate the roll while tracking an object.

	#jira UE-48316

Change 3600236 by Alexis.Matte

	Create a LOD Custom Mode in the meshes editor UI. This allow user to compare details values between LODs
	#jira UE-46822

Change 3600260 by Alexis.Matte

	Make sure temporary rename do not create redirector
	#jira UE-48364

Change 3600671 by Lauren.Ridge

	PR #3913: Fixed 3D preview issue in the material editor (Contributed by YuchenMei)


	#jira UE-48539
	#jira UE-48180
	#jira UE-48182

Change 3600812 by Jamie.Dale

	We now defer the registration of IME contexts until an editable text first gains focus

	Certain IMEs can have very high per-context costs, so this avoids that cost until we know that we definitely need to use the context

	#jira UE-48100

Change 3601839 by Matt.Kuhlenschmidt

	Fix USD import crash with "facevarying" normals

Change 3602434 by Jamie.Dale

	Removing dead code

	These flags were never being tested or used in any meaningul way

Change 3602611 by Jamie.Dale

	Ensure PackageToReload is non-null

	#jira UE-46655

Change 3602648 by Jamie.Dale

	Fixed custom columns with the same name as fixed columns causing infinite duplications in the content browser

	#jira UE-47392

Change 3602651 by Lauren.Ridge

	Fix for parameter tooltips not being found

	#jira UE-47417

Change 3604172 by Bradut.Palas

	#jira UE-48449
	#jira UE-48380
	#jira UE-48381
	#jira UE-48423

	I moved the IsFilenameValidForSaving()  function from FEditorFileUtils to FFileHelper so that it is accessible from CollectionManager.cpp in order to validate collection names as file names and no longer trigger any of the bugs.

Change 3604210 by Bradut.Palas

	#jira UE-48718

	Regression issue appeared from fixing a crash when using console command "open"
	Reworked by only refusing to open local URLs in case of client mode and multiprocess being active simultaneously.

Change 3604258 by Jamie.Dale

	IME contexts can now flag themselves as dead to avoid latent IME callbacks trying to access a deleted widget

	#jira UE-46815
	#jira UE-47295

Change 3604312 by Matt.Kuhlenschmidt

	PR #3931: Fixing a few obvious copy & paste errors. (Contributed by DaveC79)


Change 3604352 by Matt.Kuhlenschmidt

	Fix crash accessing potentially invalid parent layout from a detail category

	#jira UE-48729


Change 3604402 by Lauren.Ridge

	Epic Friday - array drag and drop

Change 3605228 by Cody.Albert

	TSets and TMaps should now properly rehash if a key is modified in the details panel.

Change 3605275 by Alexis.Matte

	Merge actor do not keep the material slot name

	#jira UE-43246

Change 3605715 by Max.Chen

	Sequencer: Fix cinematic mode getting activated on BeginPlay() instead of OnStartedPlaying().

	#jira UE-48770

Change 3606411 by Max.Chen

	Sequencer: Fix a few player state issues. When paused, calling stop now tears down properly (spawnables are removed, etc). When a level sequence  is deleted, tears down properly as well.

	#jira UE-42008

Change 3606440 by Max.Chen

	Sequencer: Update spawanble name when the spawnable actor name is changed.

	#jira UE-47815

Change 3606899 by Lauren.Ridge

	Disabling enum-based arrays from reordering

Change 3606958 by Lauren.Ridge

	Visual polish on array handles

Change 3607733 by Max.Chen

	Sequencer: Check null in camera cut

Change 3607849 by Max.Chen

	Sequencer: Clip transport controls.

	#jira UE-48812

Change 3608181 by Max.Chen

	#jira UE-48813 Correctly set GPlayInEditorID when initializing the PIE gameinstance, which does the initial tick. This fixes autoplay sequences
	Copy from Dev-Framework

Change 3608361 by christopher.biancard

	QAGame: Submitting test content for Array Element Reorder testing

Change 3608512 by Alexis.Matte

	Add fbx exporter option dialog, support export all and cancel all functionality when doing bulk export.
	#jira UE-48058

Change 3608629 by Max.Chen

	Camera Rig: Fix crane and rail not being packaged properly.

	#jira UE-48829

Change 3609217 by Matt.Kuhlenschmidt

	Added a lock around access to slate active timers to protect it against race conditions when accessed on the slate movie thread and the game thread

Change 3609722 by Alexis.Matte

	Make sure a warning is log when we cannot export an animation sequence.
	#jira UE-48390

Change 3609774 by Alexis.Matte

	Fix the merge actor build LOD scale again, a previous merge erase the fix
	#jira UE-48156

Change 3609891 by christopher.biancard

	QAGame: Minor additions for test coverage on Array Element Reorder

Change 3610171 by Lauren.Ridge

	Fixes for reordering metadata, creating actual swap function out of three element functions

	#jira UE-48823

Change 3610407 by Lauren.Ridge

	Fixing highlighting and behavior to place dragged row in the spot you release (not below)

Change 3610472 by Lauren.Ridge

	Moving final location logic

Change 3610797 by Lauren.Ridge

	Disabling dragging handles during PIE

Change 3611089 by Lauren.Ridge

	Disabling handles when overall tree is disabled

Change 3612479 by Lauren.Ridge

	Fix for asset contex menu warning

	#jira UE-46667

Change 3612791 by Michael.Dupuis

	#jira UE-48914 : Add the possibility to specify if we need CPU access to the instance buffer depending on the usage.
	Grass should always have CPU access.

Change 3612802 by Michael.Dupuis

	missing file from checkin 3612791

Change 3612805 by Max.Chen

	Sequencer: Fix crash with null GEditor

	Copy from Release-4.17

	#jira UE-48443

Change 3612806 by Max.Chen

	Sequencer: Fix crash when capturing a movie with options enabling separate process and close editor.

	Copy from Release-4.17

	#jira UE-48487

Change 3612807 by Max.Chen

	Sequencer: Fix crash upgrading the time range of a null track.

	Copy from Release-4.17

	#jira UE-48490

Change 3612808 by Max.Chen

	Sequencer: Fixed dragging skeletal animations causing them to revert back to t-pose

	Copy from Release-4.17

	#jira UE-48367

Change 3612849 by Arciel.Rekman

	Fix tesselation in packaged Linux projects (UE-24301).

	- Change by Cengiz.Terzibas.

	#jira UE-24301

Change 3613022 by Nick.Darnell

	Editor - Fixing a crash on load with a null CoordIndex json node.

Change 3613030 by Matt.Kuhlenschmidt

	PR #3932: UE-48693: if instead of while statement (Contributed by projectgheist)

	#jira UE-48747

Change 3613047 by Matt.Kuhlenschmidt

	PR #3933: Git plugin: add "branch source" in history window (Contributed by SRombauts)


Change 3613050 by Matt.Kuhlenschmidt

	PR #3942: Sort Data Table Structures Alphabetically (Contributed by Nick-Pearson)


Change 3613062 by Matt.Kuhlenschmidt

	PR #3939: Fix a typo in RecordQualityLevelsAnalytics(). (Contributed by samhocevar)


Change 3613241 by Nick.Darnell

	Editor - Fixing the content browser's view settings to be project agnostic, and they will start saving again.

Change 3613329 by Lauren.Ridge

	Moving favorite levels to a standard submenu so they also work on Mac

Change 3613344 by Nick.Darnell

	Editor - Fixing the achorgrid show up as white in HDPI mode, seems because we were upsampling the image, the blend was between dark and a transparent white, so that caused everything to turn white in HDPI mode.

	#jira UE-48921

Change 3613380 by Matt.Kuhlenschmidt

	Fix FBX window being off the screen in high DPI

	#jira UE-48872

Change 3614598 by Matt.Kuhlenschmidt

	Fixed Sequencer Keyframes appearing out of place on High DPI Monitors

	#jira UE-48915

Change 3614625 by Matt.Kuhlenschmidt

	Fixed not being able to click on BSP correctly in high dpi

	#jira UE-48947

Change 3614672 by Matt.Kuhlenschmidt

	Fix combo box windows being larger than necessary on high dpi monitors

	#jira UE-48908

Change 3614699 by Matt.Kuhlenschmidt

	Fix typo

	#jira UE-48941

Change 3615011 by Matt.Kuhlenschmidt

	Fix color picker calculation appearing offscreen for high dpi

Change 3615013 by Michael.Dupuis

	#jira UE-48897: Properly rebuild the tree when reapplying instance to the component

Change 3615014 by Colin.Benoit

	Sequencer Recorder test content

Change 3615048 by Colin.Benoit

	Sequencer Recorder: more test content

Change 3615118 by Lauren.Ridge

	Updating realtime state of viewports to also change when settings toggled

	#jira UE-48884

Change 3615127 by Lauren.Ridge

	Remove delegate binding on viewport destruction

Change 3615180 by Bradut.Palas

	#jira UE-48167 profiler crash

	Don't duplicate the graph data when rebuilding because that completely voids the OneToOneMapping mechanism, resulting in the crash. Looking up objects in the mapping would always return null because the mapping contains the old addresses, before the rebuild.

	One option would have been to completely rebuild the mapping according to the duplicate graph, which would be dubious because the duplicate method isn't specifically designed so that the result would replace the source.

	But it looks like duplicating the data is not needed, it's safe to rebuild in-place, RebuildForFilter() doesn't do anything illegal with the objects. This is also the only purpose and the only reference of the function.

Change 3615232 by Lauren.Ridge

	Adding input handling to the material editor viewport client

	#jira UE-48909

Change 3615703 by Jamie.Dale

	Fixed crash when fixing up references after a package rename failed

	#jira UE-48856

Change 3615752 by Matt.Kuhlenschmidt

	More generic fix for color picker and other windows that use CalculatePopupWindowPostion not accounting for DPI scale

Change 3615907 by Jamie.Dale

	Fixed some crashes caused by CL# 3600812

Change 3616031 by Matt.Kuhlenschmidt

	Added guard against invalid blueprints (ones without a generated class) being trying to be opened in the property matrix and failing

	#jira UE-48986

Change 3616151 by Arciel.Rekman

	Fixing adding array elements in config.

	- "+Blah=Foo" will do Blah.AddUnique(Foo)
	- ".Blah=Foo" will do Blah.Add(Foo)
	- See JoshA re: why (also see: https://udn.unrealengine.com/questions/388157/incorrect-behavior-in-configcacheinicpp.html?childToView=389307)

Change 3616439 by Andrew.Porter

	QAGame: Updating level visibility content in sequencer smoke map

Change 3616441 by Matt.Kuhlenschmidt

	Fix more sequencer track offsetting with DPI scale

	#jira UE-48981

Change 3617263 by Max.Chen

	Sequencer: Fix crash in level visibility teardown. Null playback context.

	#jira UE-49012

Change 3617316 by Max.Chen

	Sequencer: Fixed a regression where the frame rate isn't getting initialized for a movie scene.

Change 3617648 by Matt.Kuhlenschmidt

	Adding some windows specific logging around setting or failing to set process dpi awareness

Change 3617665 by Matt.Kuhlenschmidt

	Guard against layers module not being loaded in keybinding automation test

Change 3617731 by Arciel.Rekman

	Fix crashes on AMD Mesa drivers (UE-48374).

	- Do not expose unnecessary symbols from libelf.a to avoid symbol collision with system library used by drivers.

Change 3617923 by Bradut.Palas

	#jira UE-47072

	Editor was crashing because deleted actor was not cleaned properly from asset editors. Changed  IAssetEditorInstance to offer a function for deleting an object from the editor.

Change 3618088 by Matt.Kuhlenschmidt

	Guard against crash with potentially invalid worlds in preview scenes

	#jira UE-48997

Change 3618373 by Matt.Kuhlenschmidt

	Force worldsettings to be hidden in editor so that it is not considered for selection

	#jira UE-48996

Change 3618464 by Max.Chen

	Sequencer: Fix regression where spawnables don't play because they're defined as temporary editor actors.

	#jira UE-48923

Change 3619789 by Matt.Kuhlenschmidt

	Fix DPI scale warnings in any kind of headless editor mode

Change 3619802 by Jamie.Dale

	Fixed deprecation warning in malloc profiler

Change 3619841 by Matt.Kuhlenschmidt

	Fix missing icons in the package project menu

	#jira UE-48674

Change 3619991 by Lauren.Ridge

	Fix typo in transaction message

	#jira UE-48993

Change 3620086 by Lauren.Ridge

	Moving realtime viewport logic to refresh instead of construct so it is always triggered upon opening a new material editor

	#jira UE-48884

Change 3620616 by Matt.Kuhlenschmidt

	Fix up file

Change 3621002 by Matt.Kuhlenschmidt

	Back out change to apply scaling rules in loading screens since blueprint based DPI scaling rule classes will not have been created yet

	#jira UE-49125

Change 3621049 by Arciel.Rekman

	Fix a build error.

	- Also make sure that we don't print confusing message when no messagebox can be shown
	  (this code changed during the merge).

Change 3621064 by Arciel.Rekman

	Deleted too much in the previous changelist.

Change 3621369 by Matt.Kuhlenschmidt

	Fix keybindings automation test failing due to multiple entries in the active choords array pointing to the same thing

	#jira UE-49131

[CL 3621569 by Matt Kuhlenschmidt in Main branch]
2017-08-31 21:51:42 -04:00

270 lines
14 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "LogVisualizerStyle.h"
#include "Styling/SlateStyleRegistry.h"
#include "Styling/SlateTypes.h"
#include "EditorStyleSet.h"
#define IMAGE_BRUSH( RelativePath, ... ) FSlateImageBrush( FPaths::EngineContentDir() / "Editor/Slate"/ RelativePath + TEXT(".png"), __VA_ARGS__ )
#define BOX_BRUSH( RelativePath, ... ) FSlateBoxBrush( FPaths::EngineContentDir() / "Editor/Slate"/ RelativePath + TEXT(".png"), __VA_ARGS__ )
#define BORDER_BRUSH( RelativePath, ... ) FSlateBorderBrush( FPaths::EngineContentDir() / "Editor/Slate"/ RelativePath + TEXT(".png"), __VA_ARGS__ )
#define TTF_FONT( RelativePath, ... ) FSlateFontInfo( FPaths::EngineContentDir() / "Editor/Slate"/ RelativePath + TEXT(".ttf"), __VA_ARGS__ )
#define OTF_FONT( RelativePath, ... ) FSlateFontInfo( FPaths::EngineContentDir() / "Editor/Slate"/ RelativePath + TEXT(".otf"), __VA_ARGS__ )
#define TTF_CORE_FONT( RelativePath, ... ) FSlateFontInfo( FPaths::EngineContentDir() / "Slate"/ RelativePath + TEXT(".ttf"), __VA_ARGS__ )
TSharedPtr< FSlateStyleSet > FLogVisualizerStyle::StyleInstance = nullptr;
void FLogVisualizerStyle::Initialize()
{
if (!StyleInstance.IsValid())
{
StyleInstance = Create();
FSlateStyleRegistry::RegisterSlateStyle(*StyleInstance);
}
}
void FLogVisualizerStyle::Shutdown()
{
FSlateStyleRegistry::UnRegisterSlateStyle(*StyleInstance);
ensure(StyleInstance.IsUnique());
StyleInstance.Reset();
}
FName FLogVisualizerStyle::GetStyleSetName()
{
static FName StyleSetName(TEXT("LogVisualizerStyle"));
return StyleSetName;
}
TSharedRef< FSlateStyleSet > FLogVisualizerStyle::Create()
{
const FVector2D Icon8x8(8.0f, 8.0f);
const FVector2D Icon16x16(16.0f, 16.0f);
const FVector2D Icon20x20(20.0f, 20.0f);
const FVector2D Icon40x40(40.0f, 40.0f);
const FVector2D Icon48x48(48.0f, 48.0f);
TSharedRef<FSlateStyleSet> StyleRef = MakeShareable(new FSlateStyleSet(FLogVisualizerStyle::GetStyleSetName()));
StyleRef->SetContentRoot(FPaths::EngineContentDir() / TEXT("Editor/Slate"));
StyleRef->SetCoreContentRoot(FPaths::EngineContentDir() / TEXT("Slate"));
FSlateStyleSet& Style = StyleRef.Get();
// Generic styles
const FTextBlockStyle NormalText = FTextBlockStyle()
.SetFont(TTF_CORE_FONT("Fonts/Roboto-Regular", 9))
.SetColorAndOpacity(FSlateColor::UseForeground())
.SetShadowOffset(FVector2D::ZeroVector)
.SetShadowColorAndOpacity(FLinearColor::Black)
.SetHighlightColor(FLinearColor(0.02f, 0.3f, 0.0f))
.SetHighlightShape(BOX_BRUSH("Common/TextBlockHighlightShape", FMargin(3.f / 8.f)));
const FTextBlockStyle LogsText = FTextBlockStyle(NormalText)
.SetFont(TTF_CORE_FONT("Fonts/DroidSansMono", 9));
Style.Set("TextLogs.Text", LogsText);
{
Style.Set("LogVisualizerApp.TabIcon", new IMAGE_BRUSH("Icons/icon_tab_DebugTools_40x", Icon16x16));
Style.Set("LogVisualizer.LogBar.Background", new BOX_BRUSH("Common/ProgressBar_Background", FMargin(5.f / 12.f)));
Style.Set("LogVisualizer.LogBar.Selected", new BOX_BRUSH("Common/TaskGraph_Selected", FMargin(5.f / 12.f)));
Style.Set("LogVisualizer.LogBar.EntryDefault", new BOX_BRUSH("Common/TaskGraph_Mono", FMargin(5.f / 12.f)));
Style.Set("LogVisualizer.LogBar.TimeMark", new BOX_BRUSH("Icons/LV_BarMark", FMargin(5.f / 12.f)));
//Style.Set("ToolPanel.GroupBorder", FEditorStyle::Get().GetBrush("ToolPanel.GroupBorder"));
Style.Set("ToolPanel.GroupBorder", new BOX_BRUSH("Common/GroupBorder", FMargin(4.0f / 16.0f)));
//Style.Set("NoBorder", FEditorStyle::Get().GetBrush("NoBorder"));
Style.Set("NoBorder", new FSlateNoResource());
Style.Set("ToolBar.Button.Normal", new FSlateNoResource());
Style.Set("ToolBar.Button.Hovered", new BOX_BRUSH("Common/RoundedSelection_16x", 4.0f / 16.0f, FLinearColor(0.728f, 0.364f, 0.003f)));
}
{
const FSlateColor SelectionColor = FLinearColor(0.728f, 0.364f, 0.003f);
const FSlateColor SelectionColor_Inactive = FLinearColor(0.25f, 0.25f, 0.25f);
const FSlateColor SelectorColor = FLinearColor(0.701f, 0.225f, 0.003f);
const FSlateColor DefaultForeground = FLinearColor(0.72f, 0.72f, 0.72f, 1.f);
const FSlateColor InvertedForeground = FLinearColor(0, 0, 0);
FTableRowStyle NormalTableRowStyle = FTableRowStyle()
.SetEvenRowBackgroundBrush(FSlateNoResource())
.SetEvenRowBackgroundHoveredBrush(IMAGE_BRUSH("Common/Selection", Icon8x8, FLinearColor(1.0f, 1.0f, 1.0f, 0.1f)))
.SetOddRowBackgroundBrush(FSlateNoResource())
.SetOddRowBackgroundHoveredBrush(IMAGE_BRUSH("Common/Selection", Icon8x8, FLinearColor(1.0f, 1.0f, 1.0f, 0.1f)))
.SetSelectorFocusedBrush(BORDER_BRUSH("Common/Selector", FMargin(4.f / 16.f), SelectorColor))
.SetActiveBrush(IMAGE_BRUSH("Common/Selection", Icon8x8, SelectionColor))
.SetActiveHoveredBrush(IMAGE_BRUSH("Common/Selection", Icon8x8, SelectionColor))
.SetInactiveBrush(IMAGE_BRUSH("Common/Selection", Icon8x8, SelectionColor_Inactive))
.SetInactiveHoveredBrush(IMAGE_BRUSH("Common/Selection", Icon8x8, SelectionColor_Inactive))
.SetTextColor(DefaultForeground)
.SetSelectedTextColor(InvertedForeground)
.SetDropIndicator_Above(BOX_BRUSH("Common/DropZoneIndicator_Above", FMargin(10.0f / 16.0f, 10.0f / 16.0f, 0, 0), SelectionColor))
.SetDropIndicator_Onto(BOX_BRUSH("Common/DropZoneIndicator_Onto", FMargin(4.0f / 16.0f), SelectionColor))
.SetDropIndicator_Below(BOX_BRUSH("Common/DropZoneIndicator_Below", FMargin(10.0f / 16.0f, 0, 0, 10.0f / 16.0f), SelectionColor));
Style.Set("TableView.DarkRow", FTableRowStyle(NormalTableRowStyle)
.SetEvenRowBackgroundBrush(IMAGE_BRUSH("Common/Selection", Icon8x8, FLinearColor(1.0f, 1.0f, 1.0f, 0.1f)))
.SetEvenRowBackgroundHoveredBrush(IMAGE_BRUSH("PropertyView/DetailCategoryMiddle_Hovered", FVector2D(16, 16)))
.SetOddRowBackgroundBrush(IMAGE_BRUSH("Common/Selection", Icon8x8, FLinearColor(1.0f, 1.0f, 1.0f, 0.1f)))
.SetOddRowBackgroundHoveredBrush(IMAGE_BRUSH("PropertyView/DetailCategoryMiddle_Hovered", FVector2D(16, 16)))
.SetSelectorFocusedBrush(BORDER_BRUSH("Common/Selector", FMargin(4.f / 16.f), SelectorColor))
.SetActiveBrush(IMAGE_BRUSH("Common/Selection", Icon8x8, SelectionColor))
.SetActiveHoveredBrush(IMAGE_BRUSH("Common/Selection", Icon8x8, SelectionColor))
.SetInactiveBrush(IMAGE_BRUSH("Common/Selection", Icon8x8, SelectionColor_Inactive))
.SetInactiveHoveredBrush(IMAGE_BRUSH("Common/Selection", Icon8x8, SelectionColor_Inactive))
.SetTextColor(FLinearColor(1.0f, 1.0f, 1.0f, 0.1f))
);
}
// Toolbar
{
Style.Set("Toolbar.Pause", new IMAGE_BRUSH("Icons/icon_pause_40x", Icon40x40));
Style.Set("Toolbar.Resume", new IMAGE_BRUSH("Icons/icon_simulate_40x", Icon40x40));
Style.Set("Toolbar.Record", new IMAGE_BRUSH("Icons/LV_Record", Icon40x40));
Style.Set("Toolbar.Stop", new IMAGE_BRUSH("Icons/LV_Stop", Icon40x40));
Style.Set("Toolbar.Camera", new IMAGE_BRUSH("Icons/LV_Camera", Icon40x40));
Style.Set("Toolbar.Save", new IMAGE_BRUSH("Icons/LV_Save", Icon40x40));
Style.Set("Toolbar.SaveAll", new IMAGE_BRUSH("Icons/icon_file_saveall_40x", Icon40x40));
Style.Set("Toolbar.Load", new IMAGE_BRUSH("Icons/LV_Load", Icon40x40));
Style.Set("Toolbar.Remove", new IMAGE_BRUSH("Icons/Edit/icon_Edit_Delete_40x", Icon40x40));
Style.Set("Toolbar.Graphs", new IMAGE_BRUSH("Icons/icon_MatEd_Stats_40x", Icon40x40));
Style.Set("Toolbar.HideEmpty", new IMAGE_BRUSH("Icons/icon_levels_visible_40x", Icon40x40));
Style.Set("Toolbar.Pause.small", new IMAGE_BRUSH("Icons/icon_pause_40x", Icon20x20));
Style.Set("Toolbar.Resume.small", new IMAGE_BRUSH("Icons/icon_simulate_40x", Icon20x20));
Style.Set("Toolbar.Record.small", new IMAGE_BRUSH("Icons/LV_Record", Icon20x20));
Style.Set("Toolbar.Stop.small", new IMAGE_BRUSH("Icons/LV_Stop", Icon20x20));
Style.Set("Toolbar.Camera.small", new IMAGE_BRUSH("Icons/LV_Camera", Icon20x20));
Style.Set("Toolbar.Save.small", new IMAGE_BRUSH("Icons/LV_Save", Icon20x20));
Style.Set("Toolbar.SaveAll.small", new IMAGE_BRUSH("Icons/icon_file_saveall_40x", Icon20x20));
Style.Set("Toolbar.Load.small", new IMAGE_BRUSH("Icons/LV_Load", Icon20x20));
Style.Set("Toolbar.Remove.small", new IMAGE_BRUSH("Icons/Edit/icon_Edit_Delete_40x", Icon20x20));
Style.Set("Toolbar.Graphs.small", new IMAGE_BRUSH("Icons/icon_MatEd_Stats_40x", Icon20x20));
Style.Set("Toolbar.HideEmpty.small", new IMAGE_BRUSH("Icons/icon_levels_visible_40x", Icon20x20));
}
// Filters
{
Style.Set("Filters.FilterIcon", new IMAGE_BRUSH("Icons/Profiler/Profiler_Filter_Events_16x", Icon16x16));
Style.Set("Filters.Style", FEditorStyle::Get().GetWidgetStyle<FComboButtonStyle>("ToolbarComboButton"));
Style.Set("ContentBrowser.FilterButtonBorder", new BOX_BRUSH("Common/RoundedSelection_16x", FMargin(4.0f / 16.0f)));
//FSlateBrush *FilterButtonBorder = FEditorStyle::Get().GetBrush("ToolbarComboButton");
//Style.Set("ContentBrowser.FilterButtonBorder", FilterButtonBorder);
//Style.Set("ContentBrowser.FilterButton", FEditorStyle::Get().GetWidgetStyle<FCheckBoxStyle>("ContentBrowser.FilterButton"));
const FCheckBoxStyle ContentBrowserFilterButtonCheckBoxStyle = FCheckBoxStyle()
.SetUncheckedImage(IMAGE_BRUSH("ContentBrowser/FilterUnchecked", FVector2D(10.0f, 14.0f)))
.SetUncheckedHoveredImage(IMAGE_BRUSH("ContentBrowser/FilterUnchecked", FVector2D(10.0f, 14.0f), FLinearColor(0.5f, 0.5f, 0.5f, 1.0f)))
.SetUncheckedPressedImage(IMAGE_BRUSH("ContentBrowser/FilterUnchecked", FVector2D(10.0f, 14.0f), FLinearColor(0.5f, 0.5f, 0.5f, 1.0f)))
.SetCheckedImage(IMAGE_BRUSH("ContentBrowser/FilterChecked", FVector2D(10.0f, 14.0f)))
.SetCheckedHoveredImage(IMAGE_BRUSH("ContentBrowser/FilterChecked", FVector2D(10.0f, 14.0f), FLinearColor(0.5f, 0.5f, 0.5f, 1.0f)))
.SetCheckedPressedImage(IMAGE_BRUSH("ContentBrowser/FilterChecked", FVector2D(10.0f, 14.0f), FLinearColor(0.5f, 0.5f, 0.5f, 1.0f)));
/* ... and add the new style */
Style.Set("ContentBrowser.FilterButton", ContentBrowserFilterButtonCheckBoxStyle);
Style.Set("ContentBrowser.FilterNameFont", TTF_CORE_FONT("Fonts/Roboto-Regular", 9));
//Style.Set("ContentBrowser.FilterNameFont", FEditorStyle::Get().GetFontStyle("ContentBrowser.FilterNameFont"));
}
//Sequencer
{
Style.Set("Sequencer.ItemTitle.Normal", new BOX_BRUSH("Common/Button/simple_round_normal", FMargin(4 / 16.0f), FLinearColor(1, 1, 1, 1)));
Style.Set("Sequencer.ItemTitle.Hover", new BOX_BRUSH("Common/Button/simple_round_hovered", FMargin(4 / 16.0f), FLinearColor(1, 1, 1, 1)));
Style.Set("Sequencer.SectionArea.Background", new FSlateColorBrush(FColor::White));
const FTextBlockStyle CLassNameTextStyle = FTextBlockStyle(NormalText)
.SetFont(TTF_CORE_FONT("Fonts/Roboto-Regular", 7));
Style.Set("Sequencer.ClassNAme", CLassNameTextStyle);
}
// Default text styles
{
Style.Set("RichText.Background", new BOX_BRUSH("Common/FlatColorSquare", FVector2D(1.0f, 1.0f), FMargin(0), FLinearColor(FColor(0xffeff3f3))));
Style.Set("RichText.RoundedBackground", new BOX_BRUSH("Common/RoundedSelection_16x", 4.0f / 16.0f, FLinearColor(FColor(0xffeff3f3))));
const FTextBlockStyle NormalRichTextStyle = FTextBlockStyle(NormalText)
.SetFont(TTF_CORE_FONT("Fonts/Roboto-Regular", 10))
.SetColorAndOpacity(FLinearColor(FColor(0xff2c3e50)));
Style.Set("RichText.Text", NormalRichTextStyle);
Style.Set("RichText.TextHighlight", FTextBlockStyle(NormalRichTextStyle)
.SetColorAndOpacity(FLinearColor(FColor(0xff19bc9c)))
);
Style.Set("RichText.TextBold", FTextBlockStyle(NormalRichTextStyle)
.SetFont(TTF_CORE_FONT("Fonts/Roboto-Bold", 10)));
Style.Set("RichText.HeaderText2", FTextBlockStyle(NormalRichTextStyle)
.SetFontSize(14));
Style.Set("RichText.HeaderText1", FTextBlockStyle(NormalRichTextStyle)
.SetFontSize(20));
{
const FButtonStyle RichTextHyperlinkButton = FButtonStyle()
.SetNormal(BORDER_BRUSH("Old/HyperlinkDotted", FMargin(0, 0, 0, 3 / 16.0f), FLinearColor::Blue))
.SetPressed(FSlateNoResource())
.SetHovered(BORDER_BRUSH("Old/HyperlinkUnderline", FMargin(0, 0, 0, 3 / 16.0f), FLinearColor::Blue));
const FTextBlockStyle RichTextHyperlinkText = FTextBlockStyle(NormalRichTextStyle)
.SetColorAndOpacity(FLinearColor::Blue);
Style.Set("RichText.HyperlinkText", RichTextHyperlinkText);
// legacy style
Style.Set("RichText.EditableHyperlinkText", RichTextHyperlinkText);
const FHyperlinkStyle RichTextHyperlink = FHyperlinkStyle()
.SetUnderlineStyle(RichTextHyperlinkButton)
.SetTextStyle(RichTextHyperlinkText)
.SetPadding(FMargin(0.0f));
Style.Set("RichText.Hyperlink", RichTextHyperlink);
Style.Set("RichText.ExternalLink", new IMAGE_BRUSH("Tutorials/ExternalLink", Icon16x16, FLinearColor::Blue));
// legacy style
Style.Set("RichText.EditableHyperlink", RichTextHyperlink);
}
//Tagline
{
Style.Set("RichText.Tagline.Background", new BOX_BRUSH("Common/FlatColorSquare", FVector2D(1.0f, 1.0f), FMargin(1), FLinearColor(FColor(0xffdbe4e4))));
Style.Set("RichText.Tagline.DarkBackground", new BOX_BRUSH("Common/FlatColorSquare", FVector2D(1.0f, 1.0f), FMargin(1), FLinearColor(0.55423, 0.60548, 0.60548)));
Style.Set("RichText.Tagline.Text", FTextBlockStyle(NormalText)
.SetFont(TTF_CORE_FONT("Fonts/Roboto-Bold", 24))
.SetColorAndOpacity(FLinearColor(FColor(0xff2c3e50)))
);
Style.Set("RichText.Tagline.TextHighlight", FTextBlockStyle(NormalText)
.SetFont(TTF_CORE_FONT("Fonts/Roboto-Bold", 24))
.SetColorAndOpacity(FLinearColor(FColor(0xff19bc9c)))
);
Style.Set("RichText.Tagline.SubtleText", FTextBlockStyle(NormalText)
.SetFont(TTF_CORE_FONT("Fonts/Roboto-Regular", 16))
.SetColorAndOpacity(FLinearColor(FColor(0xff2c3e50)))
);
Style.Set("RichText.Tagline.SubtleTextHighlight", FTextBlockStyle(NormalText)
.SetFont(TTF_CORE_FONT("Fonts/Roboto-Regular", 16))
.SetColorAndOpacity(FLinearColor(FColor(0xff19bc9c)))
);
}
}
return StyleRef;
}
#undef IMAGE_BRUSH
#undef BOX_BRUSH
#undef BORDER_BRUSH
#undef TTF_FONT
#undef OTF_FONT
#undef TTF_CORE_FONT
const ISlateStyle& FLogVisualizerStyle::Get()
{
return *StyleInstance;
}