You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
191 lines
5.8 KiB
C++
191 lines
5.8 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
|
|
|
/*=============================================================================
|
|
UnrealEd.cpp: UnrealEd package file
|
|
=============================================================================*/
|
|
|
|
#include "UnrealEd.h"
|
|
#include "AssetSelection.h"
|
|
#include "Factories.h"
|
|
|
|
#include "BlueprintUtilities.h"
|
|
#include "BlueprintGraphDefinitions.h"
|
|
#include "EdGraphUtilities.h"
|
|
#include "DebugToolExec.h"
|
|
#include "MainFrame.h"
|
|
#include "ISourceControlModule.h"
|
|
#include "EngineAnalytics.h"
|
|
#include "IAnalyticsProvider.h"
|
|
|
|
#include "GameProjectGenerationModule.h"
|
|
#include "AssetEditorManager.h"
|
|
|
|
#include "EditorActorFolders.h"
|
|
#include "UnrealEngine.h"
|
|
|
|
UUnrealEdEngine* GUnrealEd;
|
|
|
|
DEFINE_LOG_CATEGORY_STATIC(LogUnrealEd, Log, All);
|
|
|
|
/**
|
|
* Provides access to the FEditorModeTools for the level editor
|
|
*/
|
|
class FEditorModeTools& GLevelEditorModeTools()
|
|
{
|
|
static FEditorModeTools* EditorModeToolsSingleton = new FEditorModeTools;
|
|
return *EditorModeToolsSingleton;
|
|
}
|
|
|
|
FLevelEditorViewportClient* GCurrentLevelEditingViewportClient = NULL;
|
|
/** Tracks the last level editing viewport client that received a key press. */
|
|
FLevelEditorViewportClient* GLastKeyLevelEditingViewportClient = NULL;
|
|
|
|
/**
|
|
* Returns the path to the engine's editor resources directory (e.g. "/../../Engine/Content/Editor/")
|
|
*/
|
|
const FString GetEditorResourcesDir()
|
|
{
|
|
return FPaths::Combine( FPlatformProcess::BaseDir(), *FPaths::EngineContentDir(), TEXT("Editor/") );
|
|
}
|
|
|
|
int32 EditorInit( IEngineLoop& EngineLoop )
|
|
{
|
|
// Create debug exec.
|
|
GDebugToolExec = new FDebugToolExec;
|
|
|
|
DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Editor Initialized"), STAT_EditorStartup, STATGROUP_LoadTime);
|
|
|
|
FScopedSlowTask SlowTask(100, NSLOCTEXT("EngineLoop", "EngineLoop_Loading", "Loading..."));
|
|
|
|
SlowTask.EnterProgressFrame(50);
|
|
|
|
int32 ErrorLevel = EngineLoop.Init();
|
|
if( ErrorLevel != 0 )
|
|
{
|
|
FPlatformSplash::Hide();
|
|
return 0;
|
|
}
|
|
|
|
// Let the analytics know that the editor has started
|
|
if ( FEngineAnalytics::IsAvailable() )
|
|
{
|
|
TArray<FAnalyticsEventAttribute> EventAttributes;
|
|
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("MachineID"), FPlatformMisc::GetMachineId().ToString(EGuidFormats::Digits).ToLower()));
|
|
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("AccountID"), FPlatformMisc::GetEpicAccountId()));
|
|
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("GameName"), FApp::GetGameName()));
|
|
EventAttributes.Add(FAnalyticsEventAttribute(TEXT("CommandLine"), FCommandLine::Get()));
|
|
|
|
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.ProgramStarted"), EventAttributes);
|
|
}
|
|
|
|
SlowTask.EnterProgressFrame(40);
|
|
|
|
// Initialize the misc editor
|
|
FUnrealEdMisc::Get().OnInit();
|
|
|
|
SlowTask.EnterProgressFrame(10);
|
|
|
|
// Prime our array of default directories for loading and saving content files to
|
|
FEditorDirectories::Get().LoadLastDirectories();
|
|
|
|
// Set up the actor folders singleton
|
|
FActorFolders::Init();
|
|
|
|
// =================== CORE EDITOR INIT FINISHED ===================
|
|
|
|
// Hide the splash screen now that everything is ready to go
|
|
FPlatformSplash::Hide();
|
|
|
|
// Are we in immersive mode?
|
|
const bool bIsImmersive = FPaths::IsProjectFilePathSet() && FParse::Param( FCommandLine::Get(), TEXT( "immersive" ) );
|
|
|
|
// Do final set up on the editor frame and show it
|
|
{
|
|
// Tear down rendering thread once instead of doing it for every window being resized.
|
|
SCOPED_SUSPEND_RENDERING_THREAD(true);
|
|
|
|
// Startup Slate main frame and other editor windows
|
|
{
|
|
// Always start maximized if -immersive was specified. NOTE: Currently, if no layout data
|
|
// exists, the main frame will always start up maximized.
|
|
const bool bForceMaximizeMainFrame = bIsImmersive;
|
|
const bool bStartImmersivePIE = bIsImmersive;
|
|
|
|
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
|
|
MainFrameModule.CreateDefaultMainFrame( bStartImmersivePIE );
|
|
|
|
}
|
|
}
|
|
|
|
// Check for automated build/submit option
|
|
const bool bDoAutomatedMapBuild = FParse::Param( FCommandLine::Get(), TEXT("AutomatedMapBuild") );
|
|
|
|
// Prompt to update the game project file to the current version, if necessary
|
|
if ( FPaths::IsProjectFilePathSet() )
|
|
{
|
|
FGameProjectGenerationModule::Get().CheckForOutOfDateGameProjectFile();
|
|
FGameProjectGenerationModule::Get().CheckAndWarnProjectFilenameValid();
|
|
}
|
|
|
|
// =================== EDITOR STARTUP FINISHED ===================
|
|
|
|
// Don't show welcome screen when in immersive preview mode
|
|
if( !bDoAutomatedMapBuild && !bIsImmersive )
|
|
{
|
|
bool bShowWelcomeScreen = false;
|
|
|
|
// See if the welcome screen should be displayed based on user settings, and if so, display it
|
|
// @todo: Check user preferences
|
|
if ( bShowWelcomeScreen )
|
|
{
|
|
// @todo: Display the welcome screen!
|
|
}
|
|
}
|
|
|
|
// Stat tracking
|
|
{
|
|
const float StartupTime = (float)( FPlatformTime::Seconds() - GStartTime );
|
|
|
|
if( FEngineAnalytics::IsAvailable() )
|
|
{
|
|
FEngineAnalytics::GetProvider().RecordEvent(
|
|
TEXT( "Editor.Performance.Startup" ),
|
|
TEXT( "Duration" ), FString::Printf( TEXT( "%.3f" ), StartupTime ) );
|
|
}
|
|
}
|
|
|
|
// this will be ultimately returned from main(), so no error should be 0.
|
|
return 0;
|
|
}
|
|
|
|
void EditorExit()
|
|
{
|
|
GLevelEditorModeTools().SetDefaultMode(FBuiltinEditorModes::EM_Default);
|
|
GLevelEditorModeTools().DeactivateAllModes(); // this also activates the default mode
|
|
|
|
// Save out any config settings for the editor so they don't get lost
|
|
GEditor->SaveConfig();
|
|
GLevelEditorModeTools().SaveConfig();
|
|
|
|
// Clean up the actor folders singleton
|
|
FActorFolders::Cleanup();
|
|
|
|
// Save out default file directories
|
|
FEditorDirectories::Get().SaveLastDirectories();
|
|
|
|
// Cleanup the misc editor
|
|
FUnrealEdMisc::Get().OnExit();
|
|
|
|
if( GLogConsole )
|
|
{
|
|
GLogConsole->Show( false );
|
|
}
|
|
|
|
|
|
delete GDebugToolExec;
|
|
GDebugToolExec = NULL;
|
|
|
|
}
|
|
|
|
IMPLEMENT_MODULE( FDefaultModuleImpl, UnrealEd );
|