Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/WindowsTargetSettingsDetails.cpp
Nick Darnell 90e793745c Slate - ESlateCheckBoxState has been renamed to ECheckBoxState.
[CL 2384008 by Nick Darnell in Main branch]
2014-12-10 14:24:09 -05:00

334 lines
9.8 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "DetailCustomizationsPrivatePCH.h"
#include "WindowsTargetSettingsDetails.h"
#include "TargetPlatform.h"
#include "SExternalImageReference.h"
#include "IExternalImagePickerModule.h"
#include "GameProjectGenerationModule.h"
#include "ISourceControlModule.h"
namespace WindowsTargetSettingsDetailsConstants
{
/** The filename for the game splash screen */
const FString GameSplashFileName(TEXT("Splash/Splash.bmp"));
/** The filename for the editor splash screen */
const FString EditorSplashFileName(TEXT("Splash/EdSplash.bmp"));
}
#define LOCTEXT_NAMESPACE "WindowsTargetSettingsDetails"
FText GetFriendlyNameFromRHIName(const FString& InRHIName)
{
FText FriendlyRHIName = LOCTEXT("UnknownRHI", "UnknownRHI");
if (InRHIName == TEXT("PCD3D_SM5"))
{
FriendlyRHIName = LOCTEXT("DirectX11", "DirectX 11 (SM5)");
}
else if (InRHIName == TEXT("PCD3D_SM4"))
{
FriendlyRHIName = LOCTEXT("DirectX10", "DirectX 10 (SM4)");
}
else if (InRHIName == TEXT("GLSL_150"))
{
FriendlyRHIName = LOCTEXT("OpenGL3", "OpenGL 3 (SM4)");
}
else if (InRHIName == TEXT("GLSL_430"))
{
FriendlyRHIName = LOCTEXT("OpenGL4", "OpenGL 4 (SM5, Experimental)");
}
return FriendlyRHIName;
}
TSharedRef<IDetailCustomization> FWindowsTargetSettingsDetails::MakeInstance()
{
return MakeShareable(new FWindowsTargetSettingsDetails);
}
namespace EImageScope
{
enum Type
{
Engine,
GameOverride
};
}
/* Helper function used to generate filenames for splash screens */
static FString GetSplashFilename(EImageScope::Type Scope, bool bIsEditorSplash)
{
FString Filename;
if (Scope == EImageScope::Engine)
{
Filename = FPaths::EngineContentDir();
}
else
{
Filename = FPaths::GameContentDir();
}
if(bIsEditorSplash)
{
Filename /= WindowsTargetSettingsDetailsConstants::EditorSplashFileName;
}
else
{
Filename /= WindowsTargetSettingsDetailsConstants::GameSplashFileName;
}
Filename = FPaths::ConvertRelativePathToFull(Filename);
return Filename;
}
/* Helper function used to generate filenames for icons */
static FString GetIconFilename(EImageScope::Type Scope)
{
const FString& PlatformName = FModuleManager::GetModuleChecked<ITargetPlatformModule>("WindowsTargetPlatform").GetTargetPlatform()->PlatformName();
if (Scope == EImageScope::Engine)
{
FString Filename = FPaths::EngineDir() / FString(TEXT("Source/Runtime/Launch/Resources")) / PlatformName / FString("UE4.ico");
return FPaths::ConvertRelativePathToFull(Filename);
}
else
{
FString Filename = FPaths::GameDir() / TEXT("Build/Windows/Application.ico");
if(!FPaths::FileExists(Filename))
{
FString LegacyFilename = FPaths::GameSourceDir() / FString(FApp::GetGameName()) / FString(TEXT("Resources")) / PlatformName / FString(FApp::GetGameName()) + TEXT(".ico");
if(FPaths::FileExists(LegacyFilename))
{
Filename = LegacyFilename;
}
}
return FPaths::ConvertRelativePathToFull(Filename);
}
}
void FWindowsTargetSettingsDetails::CustomizeDetails( IDetailLayoutBuilder& DetailBuilder )
{
// Setup the supported/targeted RHI property view
TargetShaderFormatsDetails = MakeShareable(new FTargetShaderFormatsPropertyDetails(&DetailBuilder));
TargetShaderFormatsDetails->CreateTargetShaderFormatsPropertyView();
// Next add the splash image customization
const FText EditorSplashDesc(LOCTEXT("EditorSplashLabel", "Editor Splash"));
IDetailCategoryBuilder& SplashCategoryBuilder = DetailBuilder.EditCategory(TEXT("Splash"));
FDetailWidgetRow& EditorSplashWidgetRow = SplashCategoryBuilder.AddCustomRow(EditorSplashDesc);
const FString EditorSplash_TargetImagePath = GetSplashFilename(EImageScope::GameOverride, true);
const FString EditorSplash_DefaultImagePath = GetSplashFilename(EImageScope::Engine, true);
EditorSplashWidgetRow
.NameContent()
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.Padding( FMargin( 0, 1, 0, 1 ) )
.FillWidth(1.0f)
[
SNew(STextBlock)
.Text(EditorSplashDesc)
.Font(DetailBuilder.GetDetailFont())
]
]
.ValueContent()
.MaxDesiredWidth(500.0f)
.MinDesiredWidth(100.0f)
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.FillWidth(1.0f)
.VAlign(VAlign_Center)
[
SNew(SExternalImageReference, EditorSplash_DefaultImagePath, EditorSplash_TargetImagePath)
.FileDescription(EditorSplashDesc)
.OnGetPickerPath(FOnGetPickerPath::CreateSP(this, &FWindowsTargetSettingsDetails::GetPickerPath))
.OnPostExternalImageCopy(FOnPostExternalImageCopy::CreateSP(this, &FWindowsTargetSettingsDetails::HandlePostExternalIconCopy))
]
];
const FText GameSplashDesc(LOCTEXT("GameSplashLabel", "Game Splash"));
FDetailWidgetRow& GameSplashWidgetRow = SplashCategoryBuilder.AddCustomRow(GameSplashDesc);
const FString GameSplash_TargetImagePath = GetSplashFilename(EImageScope::GameOverride, false);
const FString GameSplash_DefaultImagePath = GetSplashFilename(EImageScope::Engine, false);
GameSplashWidgetRow
.NameContent()
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.Padding( FMargin( 0, 1, 0, 1 ) )
.FillWidth(1.0f)
[
SNew(STextBlock)
.Text(GameSplashDesc)
.Font(DetailBuilder.GetDetailFont())
]
]
.ValueContent()
.MaxDesiredWidth(500.0f)
.MinDesiredWidth(100.0f)
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.FillWidth(1.0f)
.VAlign(VAlign_Center)
[
SNew(SExternalImageReference, GameSplash_DefaultImagePath, GameSplash_TargetImagePath)
.FileDescription(GameSplashDesc)
.OnGetPickerPath(FOnGetPickerPath::CreateSP(this, &FWindowsTargetSettingsDetails::GetPickerPath))
.OnPostExternalImageCopy(FOnPostExternalImageCopy::CreateSP(this, &FWindowsTargetSettingsDetails::HandlePostExternalIconCopy))
]
];
IDetailCategoryBuilder& IconsCategoryBuilder = DetailBuilder.EditCategory(TEXT("Icon"));
FDetailWidgetRow& GameIconWidgetRow = IconsCategoryBuilder.AddCustomRow(LOCTEXT("GameIconLabel", "Game Icon"));
GameIconWidgetRow
.NameContent()
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.Padding( FMargin( 0, 1, 0, 1 ) )
.FillWidth(1.0f)
[
SNew(STextBlock)
.Text(LOCTEXT("GameIconLabel", "Game Icon"))
.Font(DetailBuilder.GetDetailFont())
]
]
.ValueContent()
.MaxDesiredWidth(500.0f)
.MinDesiredWidth(100.0f)
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.FillWidth(1.0f)
.VAlign(VAlign_Center)
[
SNew(SExternalImageReference, GetIconFilename(EImageScope::Engine), GetIconFilename(EImageScope::GameOverride))
.FileDescription(GameSplashDesc)
.OnPreExternalImageCopy(FOnPreExternalImageCopy::CreateSP(this, &FWindowsTargetSettingsDetails::HandlePreExternalIconCopy))
.OnGetPickerPath(FOnGetPickerPath::CreateSP(this, &FWindowsTargetSettingsDetails::GetPickerPath))
.OnPostExternalImageCopy(FOnPostExternalImageCopy::CreateSP(this, &FWindowsTargetSettingsDetails::HandlePostExternalIconCopy))
]
];
}
bool FWindowsTargetSettingsDetails::HandlePreExternalIconCopy(const FString& InChosenImage)
{
return true;
}
FString FWindowsTargetSettingsDetails::GetPickerPath()
{
return FEditorDirectories::Get().GetLastDirectory(ELastDirectory::GENERIC_OPEN);
}
bool FWindowsTargetSettingsDetails::HandlePostExternalIconCopy(const FString& InChosenImage)
{
FEditorDirectories::Get().SetLastDirectory(ELastDirectory::GENERIC_OPEN, FPaths::GetPath(InChosenImage));
return true;
}
FTargetShaderFormatsPropertyDetails::FTargetShaderFormatsPropertyDetails(IDetailLayoutBuilder* InDetailBuilder)
: DetailBuilder(InDetailBuilder)
{
TargetShaderFormatsPropertyHandle = DetailBuilder->GetProperty("TargetedRHIs");
ensure(TargetShaderFormatsPropertyHandle.IsValid());
}
void FTargetShaderFormatsPropertyDetails::CreateTargetShaderFormatsPropertyView()
{
DetailBuilder->HideProperty(TargetShaderFormatsPropertyHandle);
// List of supported RHI's and selected targets
ITargetPlatform* WindowsTargetPlatform = FModuleManager::GetModuleChecked<ITargetPlatformModule>("WindowsTargetPlatform").GetTargetPlatform();
TArray<FName> ShaderFormats;
WindowsTargetPlatform->GetAllPossibleShaderFormats(ShaderFormats);
IDetailCategoryBuilder& TargetedRHICategoryBuilder = DetailBuilder->EditCategory(TEXT("Targeted RHIs"));
for (const FName& ShaderFormat : ShaderFormats)
{
FText FriendlyShaderFormatName = GetFriendlyNameFromRHIName(ShaderFormat.ToString());
FDetailWidgetRow& TargetedRHIWidgetRow = TargetedRHICategoryBuilder.AddCustomRow(FriendlyShaderFormatName);
TargetedRHIWidgetRow
.NameContent()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.Padding(FMargin(0, 1, 0, 1))
.FillWidth(1.0f)
[
SNew(STextBlock)
.Text(FriendlyShaderFormatName)
.Font(DetailBuilder->GetDetailFont())
]
]
.ValueContent()
[
SNew(SCheckBox)
.OnCheckStateChanged(this, &FTargetShaderFormatsPropertyDetails::OnTargetedRHIChanged, ShaderFormat)
.IsChecked(this, &FTargetShaderFormatsPropertyDetails::IsTargetedRHIChecked, ShaderFormat)
];
}
}
void FTargetShaderFormatsPropertyDetails::OnTargetedRHIChanged(ECheckBoxState InNewValue, FName InRHIName)
{
TArray<void*> RawPtrs;
TargetShaderFormatsPropertyHandle->AccessRawData(RawPtrs);
// Update the CVars with the selection
{
TargetShaderFormatsPropertyHandle->NotifyPreChange();
for (void* RawPtr : RawPtrs)
{
TArray<FString>& Array = *(TArray<FString>*)RawPtr;
if(InNewValue == ECheckBoxState::Checked)
{
Array.Add(InRHIName.ToString());
}
else
{
Array.Remove(InRHIName.ToString());
}
}
TargetShaderFormatsPropertyHandle->NotifyPostChange();
}
}
ECheckBoxState FTargetShaderFormatsPropertyDetails::IsTargetedRHIChecked(FName InRHIName) const
{
ECheckBoxState CheckState = ECheckBoxState::Unchecked;
TArray<void*> RawPtrs;
TargetShaderFormatsPropertyHandle->AccessRawData(RawPtrs);
for(void* RawPtr : RawPtrs)
{
TArray<FString>& Array = *(TArray<FString>*)RawPtr;
if(Array.Contains(InRHIName.ToString()))
{
CheckState = ECheckBoxState::Checked;
}
}
return CheckState;
}
#undef LOCTEXT_NAMESPACE