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The issue here is that the derived destructor for FFeedbackContextEditor would destroy it's TWeakPtr<SWindow>, proceeded by the destruction of any remaining FScopedSlowTasks held in the LegacyAPIScopes array. This destruction may have caused FFeedbackContextEditor::FinalizeSlowTask to be called which could have resulted in the TWeakPtr being used after its RefereceCount was deleted, causing a memory overwrite. I can't see any code in the wild which could have caused this, but I've also added some additional safety checks to catch error conditions earlier. [CL 2605382 by Andrew Rodham in Main branch]
599 lines
17 KiB
C++
599 lines
17 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "UnrealEd.h"
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#include "FeedbackContextEditor.h"
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#include "Dialogs/SBuildProgress.h"
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#include "Editor/MainFrame/Public/MainFrame.h"
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/** Called to cancel the slow task activity */
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DECLARE_DELEGATE( FOnCancelClickedDelegate );
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/**
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* Simple "slow task" widget
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*/
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class SSlowTaskWidget : public SBorder
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{
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/** The maximum number of secondary bars to show on the widget */
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static const int32 MaxNumSecondaryBars = 3;
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/** The width of the dialog, and horizontal padding */
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static const int32 FixedWidth = 600, FixedPaddingH = 24;
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/** The heights of the progress bars on this widget */
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static const int32 MainBarHeight = 12, SecondaryBarHeight = 3;
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public:
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SLATE_BEGIN_ARGS( SSlowTaskWidget ) { }
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/** Called to when an asset is clicked */
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SLATE_EVENT( FOnCancelClickedDelegate, OnCancelClickedDelegate )
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/** The feedback scope stack that we are presenting to the user */
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SLATE_ARGUMENT( TWeakPtr<FSlowTaskStack>, ScopeStack )
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SLATE_END_ARGS()
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/** Construct this widget */
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void Construct( const FArguments& InArgs )
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{
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OnCancelClickedDelegate = InArgs._OnCancelClickedDelegate;
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WeakStack = InArgs._ScopeStack;
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// This is a temporary widget that needs to be updated over its entire lifespan => has an active timer registered for its entire lifespan
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RegisterActiveTimer( 0.f, FWidgetActiveTimerDelegate::CreateSP( this, &SSlowTaskWidget::UpdateProgress ) );
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TSharedRef<SVerticalBox> VerticalBox = SNew(SVerticalBox)
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// Construct the main progress bar and text
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+ SVerticalBox::Slot()
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.AutoHeight()
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[
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SNew(SVerticalBox)
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+ SVerticalBox::Slot()
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.AutoHeight()
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.Padding(FMargin(0, 0, 0, 5.f))
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.VAlign(VAlign_Center)
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[
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SNew(SBox)
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.HeightOverride(24.f)
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[
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SNew(SHorizontalBox)
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+ SHorizontalBox::Slot()
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[
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SNew( STextBlock )
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.AutoWrapText(true)
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.Text( this, &SSlowTaskWidget::GetProgressText, 0 )
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// The main font size dynamically changes depending on the content
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.Font( this, &SSlowTaskWidget::GetMainTextFont )
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]
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+ SHorizontalBox::Slot()
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.Padding(FMargin(5.f, 0, 0, 0))
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.AutoWidth()
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[
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SNew( STextBlock )
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.Text( this, &SSlowTaskWidget::GetPercentageText )
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// The main font size dynamically changes depending on the content
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.Font( FSlateFontInfo( FPaths::EngineContentDir() / TEXT("Slate/Fonts/Roboto-Light.ttf"), 14, EFontHinting::AutoLight ) )
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]
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]
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]
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+ SVerticalBox::Slot()
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.AutoHeight()
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[
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SNew(SBox)
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.HeightOverride(MainBarHeight)
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[
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SNew(SProgressBar)
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.BorderPadding(FVector2D::ZeroVector)
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.Percent( this, &SSlowTaskWidget::GetProgressFraction, 0 )
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.BackgroundImage( FEditorStyle::GetBrush("ProgressBar.ThinBackground") )
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.FillImage( FEditorStyle::GetBrush("ProgressBar.ThinFill") )
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]
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]
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]
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// Secondary progress bars
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+ SVerticalBox::Slot()
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.Padding(FMargin(0.f, 8.f, 0.f, 0.f))
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[
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SAssignNew(SecondaryBars, SVerticalBox)
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];
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if ( OnCancelClickedDelegate.IsBound() )
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{
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VerticalBox->AddSlot()
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.AutoHeight()
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.HAlign(HAlign_Center)
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.Padding(10.0f, 7.0f)
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[
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SNew(SButton)
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.Text( NSLOCTEXT("FeedbackContextProgress", "Cancel", "Cancel") )
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.HAlign(EHorizontalAlignment::HAlign_Center)
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.OnClicked(this, &SSlowTaskWidget::OnCancel)
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];
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}
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SBorder::Construct( SBorder::FArguments()
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.BorderImage(FEditorStyle::GetBrush("Menu.Background"))
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.VAlign(VAlign_Center)
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.Padding(FMargin(FixedPaddingH))
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[
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SNew(SBox).WidthOverride(FixedWidth) [ VerticalBox ]
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]
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);
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// Make sure all our bars are set up
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UpdateDynamicProgressBars();
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}
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private:
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/** Active timer to update the progress bars */
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EActiveTimerReturnType UpdateProgress(double InCurrentTime, float InDeltaTime)
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{
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UpdateDynamicProgressBars();
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return EActiveTimerReturnType::Continue;
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}
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/** Updates the dynamic progress bars for this widget */
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void UpdateDynamicProgressBars()
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{
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auto ScopeStack = WeakStack.Pin();
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if (!ScopeStack.IsValid())
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{
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return;
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}
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static const double VisibleScopeThreshold = 0.5;
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DynamicProgressIndices.Empty();
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// Always show the first one
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DynamicProgressIndices.Add(0);
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for (int32 Index = 1; Index < ScopeStack->Num() && DynamicProgressIndices.Num() <= MaxNumSecondaryBars - 1; ++Index)
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{
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const auto* Scope = (*ScopeStack)[Index];
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if (Scope->Visibility == ESlowTaskVisibility::ForceVisible)
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{
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DynamicProgressIndices.Add(Index);
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}
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else if (Scope->Visibility == ESlowTaskVisibility::Default && !Scope->DefaultMessage.IsEmpty())
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{
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const auto TimeOpen = FPlatformTime::Seconds() - Scope->StartTime;
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const auto WorkDone = ScopeStack->GetProgressFraction(Index);
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// We only show visible scopes if they have been opened a while, and have a reasonable amount of work left
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if (WorkDone * TimeOpen > VisibleScopeThreshold)
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{
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DynamicProgressIndices.Add(Index);
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}
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}
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}
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// Create progress bars for anything that we haven't cached yet
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// We don't destroy old widgets, they just remain ghosted until shown again
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for (int32 Index = SecondaryBars->GetChildren()->Num() + 1; Index < DynamicProgressIndices.Num(); ++Index)
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{
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CreateSecondaryBar(Index);
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}
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}
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/** Create a progress bar for the specified index */
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void CreateSecondaryBar(int32 Index)
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{
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SecondaryBars->AddSlot()
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.Padding( 0.f, 16.f, 0.f, 0.f )
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[
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SNew(SVerticalBox)
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+ SVerticalBox::Slot()
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.Padding( 0.f, 0.f, 0.f, 4.f )
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.AutoHeight()
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[
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SNew( STextBlock )
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.Text( this, &SSlowTaskWidget::GetProgressText, Index )
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.Font( FSlateFontInfo( FPaths::EngineContentDir() / TEXT("Slate/Fonts/Roboto-Regular.ttf"), 9, EFontHinting::AutoLight ) )
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.ColorAndOpacity( FSlateColor::UseSubduedForeground() )
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]
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+ SVerticalBox::Slot()
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.AutoHeight()
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[
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SNew(SBox)
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.HeightOverride(SecondaryBarHeight)
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[
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SNew(SBorder)
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.Padding(0)
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.BorderImage(FEditorStyle::GetBrush("NoBorder"))
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.ColorAndOpacity( this, &SSlowTaskWidget::GetSecondaryProgressBarTint, Index )
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[
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SNew(SProgressBar)
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.BorderPadding(FVector2D::ZeroVector)
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.Percent( this, &SSlowTaskWidget::GetProgressFraction, Index )
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.BackgroundImage( FEditorStyle::GetBrush("ProgressBar.ThinBackground") )
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.FillImage( FEditorStyle::GetBrush("ProgressBar.ThinFill") )
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]
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]
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]
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];
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}
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private:
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/** The main text that we will display in the window */
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FText GetPercentageText() const
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{
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auto ScopeStack = WeakStack.Pin();
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if (ScopeStack.IsValid())
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{
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const float ProgressInterp = ScopeStack->GetProgressFraction(0);
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FFormatOrderedArguments Args;
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Args.Add(int(ProgressInterp * 100));
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return FText::Format(NSLOCTEXT("FeedbackContextEditor", "MainProgressDisplayText", "{0}%"), Args);
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}
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return FText();
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}
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/** Calculate the best font to display the main text with */
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FSlateFontInfo GetMainTextFont() const
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{
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TSharedRef<FSlateFontMeasure> MeasureService = FSlateApplication::Get().GetRenderer()->GetFontMeasureService();
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const int32 MaxFontSize = 14;
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FSlateFontInfo FontInfo( FPaths::EngineContentDir() / TEXT("Slate/Fonts/Roboto-Light.ttf"), MaxFontSize, EFontHinting::AutoLight );
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const FText MainText = GetProgressText(0);
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const int32 MaxTextWidth = FixedWidth - FixedPaddingH*2;
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while( FontInfo.Size > 9 && MeasureService->Measure(MainText, FontInfo).X > MaxTextWidth )
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{
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FontInfo.Size -= 4;
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}
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return FontInfo;
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}
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/** Get the tint for a secondary progress bar */
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FLinearColor GetSecondaryProgressBarTint(int32 Index) const
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{
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auto ScopeStack = WeakStack.Pin();
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if (ScopeStack.IsValid())
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{
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if (!DynamicProgressIndices.IsValidIndex(Index) || !ScopeStack->IsValidIndex(DynamicProgressIndices[Index]))
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{
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return FLinearColor::White.CopyWithNewOpacity(0.25f);
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}
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}
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return FLinearColor::White;
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}
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/** Get the fractional percentage of completion for a progress bar */
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TOptional<float> GetProgressFraction(int32 Index) const
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{
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auto ScopeStack = WeakStack.Pin();
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if (ScopeStack.IsValid())
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{
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if (DynamicProgressIndices.IsValidIndex(Index) && ScopeStack->IsValidIndex(DynamicProgressIndices[Index]))
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{
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return ScopeStack->GetProgressFraction(DynamicProgressIndices[Index]);
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}
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}
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return TOptional<float>();
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}
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/** Get the text to display for a progress bar */
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FText GetProgressText(int32 Index) const
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{
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auto ScopeStack = WeakStack.Pin();
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if (ScopeStack.IsValid())
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{
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if (DynamicProgressIndices.IsValidIndex(Index) && ScopeStack->IsValidIndex(DynamicProgressIndices[Index]))
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{
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return (*ScopeStack)[DynamicProgressIndices[Index]]->GetCurrentMessage();
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}
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}
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return FText();
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}
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/** Called when the cancel button is clicked */
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FReply OnCancel()
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{
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OnCancelClickedDelegate.ExecuteIfBound();
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return FReply::Handled();
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}
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private:
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/** Delegate to invoke if the user clicks cancel */
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FOnCancelClickedDelegate OnCancelClickedDelegate;
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/** The scope stack that we are reflecting */
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TWeakPtr<FSlowTaskStack> WeakStack;
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/** The vertical box containing the secondary progress bars */
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TSharedPtr<SVerticalBox> SecondaryBars;
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/** Array mapping progress bar index -> scope stack index. Updated every tick. */
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TArray<int32> DynamicProgressIndices;
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};
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/** Static integer definitions required on some builds where the linker needs access to these */
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const int32 SSlowTaskWidget::MaxNumSecondaryBars;
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const int32 SSlowTaskWidget::FixedWidth;
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const int32 SSlowTaskWidget::FixedPaddingH;;
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const int32 SSlowTaskWidget::MainBarHeight;
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const int32 SSlowTaskWidget::SecondaryBarHeight;
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static void TickSlate(TSharedPtr<SWindow> SlowTaskWindow)
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{
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// Avoid re-entrancy by ticking the active modal window again. This can happen if thhe slow task window is open and a sibling modal window is open as well. We only tick slate if we are the active modal window or a child of the active modal window
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if( SlowTaskWindow.IsValid() && ( FSlateApplication::Get().GetActiveModalWindow() == SlowTaskWindow || SlowTaskWindow->IsDescendantOf( FSlateApplication::Get().GetActiveModalWindow() ) ) )
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{
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// Tick Slate application
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FSlateApplication::Get().Tick();
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// Sync the game thread and the render thread. This is needed if many StatusUpdate are called
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FSlateApplication::Get().GetRenderer()->Sync();
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}
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}
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FFeedbackContextEditor::FFeedbackContextEditor()
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: HasTaskBeenCancelled(false)
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{
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}
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void FFeedbackContextEditor::Serialize( const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category )
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{
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if( !GLog->IsRedirectingTo( this ) )
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{
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GLog->Serialize( V, Verbosity, Category );
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}
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}
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void FFeedbackContextEditor::StartSlowTask( const FText& Task, bool bShowCancelButton )
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{
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// If we are in PIE, then do not show slow dialog window, it can cause crashes
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// if there are UMG gadgets open. This is because they will get a message during
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// an asset load and that causes an assert.
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if (GEditor != nullptr && GEditor->PlayWorld != nullptr)
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{
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return;
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}
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FFeedbackContext::StartSlowTask( Task, bShowCancelButton );
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// Attempt to parent the slow task window to the slate main frame
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TSharedPtr<SWindow> ParentWindow;
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if( FModuleManager::Get().IsModuleLoaded( "MainFrame" ) )
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{
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IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked<IMainFrameModule>( "MainFrame" );
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ParentWindow = MainFrame.GetParentWindow();
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}
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if (GIsEditor && ParentWindow.IsValid())
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{
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GSlowTaskOccurred = GIsSlowTask;
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// Don't show the progress dialog if the Build Progress dialog is already visible
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bool bProgressWindowShown = BuildProgressWidget.IsValid();
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// Don't show the progress dialog if a Slate menu is currently open
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const bool bHaveOpenMenu = FSlateApplication::Get().AnyMenusVisible();
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if( bHaveOpenMenu )
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{
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UE_LOG(LogSlate, Warning, TEXT("Prevented a slow task dialog from being summoned while a context menu was open") );
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}
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// reset the cancellation flag
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HasTaskBeenCancelled = false;
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if (!bProgressWindowShown && !bHaveOpenMenu && FSlateApplication::Get().CanDisplayWindows())
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{
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FOnCancelClickedDelegate OnCancelClicked;
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if ( bShowCancelButton )
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{
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// The cancel button is only displayed if a delegate is bound to it.
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OnCancelClicked = FOnCancelClickedDelegate::CreateRaw(this, &FFeedbackContextEditor::OnUserCancel);
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}
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const bool bFocusAndActivate = FPlatformProcess::IsThisApplicationForeground();
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TSharedRef<SWindow> SlowTaskWindowRef = SNew(SWindow)
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.SizingRule(ESizingRule::Autosized)
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.AutoCenter(EAutoCenter::PreferredWorkArea)
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.IsPopupWindow(true)
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.CreateTitleBar(true)
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.ActivateWhenFirstShown(bFocusAndActivate)
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.FocusWhenFirstShown(bFocusAndActivate);
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SlowTaskWindowRef->SetContent(
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SNew(SSlowTaskWidget)
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.ScopeStack(ScopeStack)
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.OnCancelClickedDelegate( OnCancelClicked )
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);
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SlowTaskWindow = SlowTaskWindowRef;
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const bool bSlowTask = true;
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FSlateApplication::Get().AddModalWindow( SlowTaskWindowRef, ParentWindow, bSlowTask );
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SlowTaskWindowRef->ShowWindow();
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TickSlate(SlowTaskWindow.Pin());
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}
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FPlatformSplash::SetSplashText( SplashTextType::StartupProgress, *Task.ToString() );
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}
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}
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void FFeedbackContextEditor::FinalizeSlowTask()
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{
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auto Window = SlowTaskWindow.Pin();
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if (Window.IsValid())
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{
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Window->SetContent(SNullWidget::NullWidget);
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Window->RequestDestroyWindow();
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SlowTaskWindow.Reset();
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}
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FFeedbackContext::FinalizeSlowTask( );
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}
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void FFeedbackContextEditor::ProgressReported( const float TotalProgressInterp, FText DisplayMessage )
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{
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// Clean up deferred cleanup objects from rendering thread every once in a while.
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static double LastTimePendingCleanupObjectsWhereDeleted;
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if( FPlatformTime::Seconds() - LastTimePendingCleanupObjectsWhereDeleted > 1 )
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{
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// Get list of objects that are pending cleanup.
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FPendingCleanupObjects* PendingCleanupObjects = GetPendingCleanupObjects();
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// Flush rendering commands in the queue.
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FlushRenderingCommands();
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// It is now safe to delete the pending clean objects.
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delete PendingCleanupObjects;
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// This is also a good time to destroy any linkers pending delete
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DeleteLoaders();
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// Keep track of time this operation was performed so we don't do it too often.
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LastTimePendingCleanupObjectsWhereDeleted = FPlatformTime::Seconds();
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}
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if (FSlateApplication::Get().CanDisplayWindows())
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{
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if (BuildProgressWidget.IsValid())
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{
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if (!DisplayMessage.IsEmpty())
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{
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BuildProgressWidget->SetBuildStatusText(DisplayMessage);
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}
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BuildProgressWidget->SetBuildProgressPercent(TotalProgressInterp * 100, 100);
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TickSlate(BuildProgressWindow.Pin());
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}
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else if (SlowTaskWindow.IsValid())
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{
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TickSlate(SlowTaskWindow.Pin());
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}
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}
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else
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{
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// Always show the top-most message
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for (auto& Scope : *ScopeStack)
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{
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const FText ThisMessage = Scope->GetCurrentMessage();
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if (!ThisMessage.IsEmpty())
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{
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DisplayMessage = ThisMessage;
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break;
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}
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}
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}
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if (FPlatformSplash::IsShown())
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{
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if (!DisplayMessage.IsEmpty())
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{
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const int32 DotCount = 4;
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const float MinTimeBetweenUpdates = 0.2f;
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static double LastUpdateTime = -100000.0;
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static int32 DotProgress = 0;
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const double CurrentTime = FPlatformTime::Seconds();
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if( CurrentTime - LastUpdateTime >= MinTimeBetweenUpdates )
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{
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LastUpdateTime = CurrentTime;
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DotProgress = ( DotProgress + 1 ) % DotCount;
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}
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FString NewDisplayMessage = DisplayMessage.ToString();
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NewDisplayMessage.RemoveFromEnd( TEXT( "..." ) );
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for( int32 DotIndex = 0; DotIndex <= DotCount; ++DotIndex )
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{
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if( DotIndex <= DotProgress )
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{
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NewDisplayMessage.AppendChar( TCHAR( '.' ) );
|
|
}
|
|
else
|
|
{
|
|
NewDisplayMessage.AppendChar( TCHAR( ' ' ) );
|
|
}
|
|
}
|
|
NewDisplayMessage.Append( FString::Printf( TEXT( " %i%%" ), int(TotalProgressInterp * 100.f) ) );
|
|
DisplayMessage = FText::FromString( NewDisplayMessage );
|
|
}
|
|
|
|
FPlatformSplash::SetSplashText(SplashTextType::StartupProgress, *DisplayMessage.ToString());
|
|
}
|
|
}
|
|
|
|
/** Whether or not the user has canceled out of this dialog */
|
|
bool FFeedbackContextEditor::ReceivedUserCancel( void )
|
|
{
|
|
const bool res = HasTaskBeenCancelled;
|
|
HasTaskBeenCancelled = false;
|
|
return res;
|
|
}
|
|
|
|
void FFeedbackContextEditor::OnUserCancel()
|
|
{
|
|
HasTaskBeenCancelled = true;
|
|
}
|
|
|
|
/**
|
|
* Show the Build Progress Window
|
|
* @return Handle to the Build Progress Widget created
|
|
*/
|
|
TWeakPtr<class SBuildProgressWidget> FFeedbackContextEditor::ShowBuildProgressWindow()
|
|
{
|
|
TSharedRef<SWindow> BuildProgressWindowRef = SNew(SWindow)
|
|
.ClientSize(FVector2D(500,200))
|
|
.IsPopupWindow(true);
|
|
|
|
BuildProgressWidget = SNew(SBuildProgressWidget);
|
|
|
|
BuildProgressWindowRef->SetContent( BuildProgressWidget.ToSharedRef() );
|
|
|
|
BuildProgressWindow = BuildProgressWindowRef;
|
|
|
|
// Attempt to parent the slow task window to the slate main frame
|
|
TSharedPtr<SWindow> ParentWindow;
|
|
|
|
if( FModuleManager::Get().IsModuleLoaded( "MainFrame" ) )
|
|
{
|
|
IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked<IMainFrameModule>( "MainFrame" );
|
|
ParentWindow = MainFrame.GetParentWindow();
|
|
}
|
|
|
|
FSlateApplication::Get().AddModalWindow( BuildProgressWindowRef, ParentWindow, true );
|
|
BuildProgressWindowRef->ShowWindow();
|
|
|
|
BuildProgressWidget->MarkBuildStartTime();
|
|
|
|
if (FSlateApplication::Get().CanDisplayWindows())
|
|
{
|
|
TickSlate(BuildProgressWindow.Pin());
|
|
}
|
|
|
|
return BuildProgressWidget;
|
|
}
|
|
|
|
/** Close the Build Progress Window */
|
|
void FFeedbackContextEditor::CloseBuildProgressWindow()
|
|
{
|
|
if( BuildProgressWindow.IsValid() && BuildProgressWidget.IsValid())
|
|
{
|
|
BuildProgressWindow.Pin()->RequestDestroyWindow();
|
|
BuildProgressWindow.Reset();
|
|
BuildProgressWidget.Reset();
|
|
}
|
|
}
|