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Enhacement JIRA UETOOL-1721: Introduced the capability to load/save/remove Editor UI Layouts, so that the user can customize the Editor and save/share it accross machines or people. Additional enhancements: Re-loading a layout no longer requires the whole editor to restart. Instead, only the tabs are closed and re-populated (only creating a small "flash" in the editor rather than restarting it). Previous Editor bugs fixed: - Bug 1: AssetEditorToolkit.cpp::FAssetEditorToolkit::RestoreFromLayout was wrongly saving the layout in GEditorIni rather than GEditorLayoutIni. - Bug 2: When the layout is saved, the instance ID of the custom toolkits was being saved as well. Given that this number keep increasing after each custom tab is created (no matter if the previous ones were already closed), the editor will keep thinking that the loaded layout is no longer the currrent layout. Fix in TabManager.h::FTabId::ToString(). - Bug 3: FLayoutSaveRestore::SaveToConfig was taking as input argument FString rather than const FString&. #rb rex.hill, chris.gagnon [CL 8129300 by Gines Hidalgo in Dev-Editor branch]
737 lines
26 KiB
C++
737 lines
26 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "MainFrameModule.h"
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#include "Widgets/Text/STextBlock.h"
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#include "Widgets/Layout/SBorder.h"
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#include "SlateOptMacros.h"
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#include "Widgets/Images/SImage.h"
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#include "Widgets/Layout/SBox.h"
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#include "Widgets/Input/SButton.h"
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#include "GameProjectGenerationModule.h"
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#include "MessageLogModule.h"
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#include "MRUFavoritesList.h"
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#include "EditorStyleSet.h"
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#include "Editor/EditorPerProjectUserSettings.h"
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#include "Sound/SoundBase.h"
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#include "ISourceCodeAccessor.h"
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#include "ISourceCodeAccessModule.h"
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#include "Menus/MainMenu.h"
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#include "Frame/RootWindowLocation.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "Developer/HotReload/Public/IHotReload.h"
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#include "Framework/Notifications/NotificationManager.h"
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#include "Widgets/Notifications/SNotificationList.h"
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#include "Widgets/Input/SEditableTextBox.h"
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#include "Framework/Commands/GenericCommands.h"
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#include "AnalyticsEventAttribute.h"
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#include "Interfaces/IAnalyticsProvider.h"
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#include "EngineAnalytics.h"
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#include "Editor/EditorPerformanceSettings.h"
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#include "HAL/PlatformApplicationMisc.h"
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#include "Toolkits/FConsoleCommandExecutor.h"
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DEFINE_LOG_CATEGORY(LogMainFrame);
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#define LOCTEXT_NAMESPACE "FMainFrameModule"
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const FText StaticGetApplicationTitle( const bool bIncludeGameName )
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{
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static const FText ApplicationTitle = NSLOCTEXT("UnrealEditor", "ApplicationTitle", "Unreal Editor");
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if (bIncludeGameName && FApp::HasProjectName())
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("GameName"), FText::FromString( FString( FApp::GetProjectName())));
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Args.Add(TEXT("AppTitle"), ApplicationTitle);
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const EBuildConfigurations::Type BuildConfig = FApp::GetBuildConfiguration();
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if (BuildConfig != EBuildConfigurations::Shipping && BuildConfig != EBuildConfigurations::Development && BuildConfig != EBuildConfigurations::Unknown)
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{
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Args.Add( TEXT("Config"), EBuildConfigurations::ToText(BuildConfig));
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return FText::Format( NSLOCTEXT("UnrealEditor", "AppTitleGameNameWithConfig", "{GameName} [{Config}] - {AppTitle}"), Args );
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}
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return FText::Format( NSLOCTEXT("UnrealEditor", "AppTitleGameName", "{GameName} - {AppTitle}"), Args );
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}
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return ApplicationTitle;
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}
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/* IMainFrameModule implementation
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*****************************************************************************/
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void FMainFrameModule::CreateDefaultMainFrame( const bool bStartImmersive, const bool bStartPIE )
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{
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if (!IsWindowInitialized())
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{
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FRootWindowLocation DefaultWindowLocation;
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bool bEmbedTitleAreaContent = true;
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bool bIsUserSizable = true;
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bool bSupportsMaximize = true;
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bool bSupportsMinimize = true;
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EAutoCenter CenterRules = EAutoCenter::None;
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FText WindowTitle;
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if ( ShouldShowProjectDialogAtStartup() )
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{
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// Force tabs restored from layout that have no window (the LevelEditor tab) to use a docking area with
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// embedded title area content. We need to override the behavior here because we're creating the actual
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// window ourselves instead of letting the tab management system create it for us.
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bEmbedTitleAreaContent = false;
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// Do not maximize the window initially. Keep a small dialog feel.
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DefaultWindowLocation.InitiallyMaximized = false;
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DefaultWindowLocation.WindowSize = GetProjectBrowserWindowSize();
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bIsUserSizable = true;
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bSupportsMaximize = true;
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bSupportsMinimize = true;
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CenterRules = EAutoCenter::PreferredWorkArea;;
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// When opening the project dialog, show "Project Browser" in the window title
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WindowTitle = LOCTEXT("ProjectBrowserDialogTitle", "Unreal Project Browser");
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}
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else
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{
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if( bStartImmersive )
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{
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// Start maximized if we are in immersive mode
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DefaultWindowLocation.InitiallyMaximized = true;
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}
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const bool bIncludeGameName = true;
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WindowTitle = GetApplicationTitle( bIncludeGameName );
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}
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TSharedRef<SWindow> RootWindow = SNew(SWindow)
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.AutoCenter(CenterRules)
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.Title( WindowTitle )
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.IsInitiallyMaximized( DefaultWindowLocation.InitiallyMaximized )
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.ScreenPosition( DefaultWindowLocation.ScreenPosition )
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.ClientSize( DefaultWindowLocation.WindowSize )
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.CreateTitleBar( !bEmbedTitleAreaContent )
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.SizingRule( bIsUserSizable ? ESizingRule::UserSized : ESizingRule::FixedSize )
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.SupportsMaximize( bSupportsMaximize )
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.SupportsMinimize( bSupportsMinimize );
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const bool bShowRootWindowImmediately = false;
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FSlateApplication::Get().AddWindow( RootWindow, bShowRootWindowImmediately );
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FGlobalTabmanager::Get()->SetRootWindow(RootWindow);
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FSlateNotificationManager::Get().SetRootWindow(RootWindow);
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TSharedPtr<SWidget> MainFrameContent;
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bool bLevelEditorIsMainTab = false;
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if ( ShouldShowProjectDialogAtStartup() )
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{
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MainFrameContent = FGameProjectGenerationModule::Get().CreateGameProjectDialog(/*bAllowProjectOpening=*/true, /*bAllowProjectCreate=*/true);
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}
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else
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{
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// Get desktop metrics
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FDisplayMetrics DisplayMetrics;
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FSlateApplication::Get().GetDisplayMetrics( DisplayMetrics );
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const float DPIScale = FPlatformApplicationMisc::GetDPIScaleFactorAtPoint(DisplayMetrics.PrimaryDisplayWorkAreaRect.Left, DisplayMetrics.PrimaryDisplayWorkAreaRect.Top);
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// Setup a position and size for the main frame window that's centered in the desktop work area
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const float CenterScale = 0.65f;
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const FVector2D DisplaySize(
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DisplayMetrics.PrimaryDisplayWorkAreaRect.Right - DisplayMetrics.PrimaryDisplayWorkAreaRect.Left,
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DisplayMetrics.PrimaryDisplayWorkAreaRect.Bottom - DisplayMetrics.PrimaryDisplayWorkAreaRect.Top );
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const FVector2D WindowSize = (CenterScale * DisplaySize) / DPIScale;
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TSharedRef<FTabManager::FLayout> LoadedLayout = FLayoutSaveRestore::LoadFromConfig(GEditorLayoutIni,
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// We persist the positioning of the level editor and the content browser.
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// The asset editors currently do not get saved.
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FTabManager::NewLayout( "UnrealEd_Layout_v1.4" )
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->AddArea
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(
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// level editor window
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FTabManager::NewPrimaryArea()
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->Split
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(
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FTabManager::NewStack()
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->SetSizeCoefficient(2.0f)
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->AddTab("LevelEditor", ETabState::OpenedTab)
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->AddTab("DockedToolkit", ETabState::ClosedTab)
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)
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)
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->AddArea
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(
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// content browser window
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FTabManager::NewArea(WindowSize)
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->Split
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(
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FTabManager::NewStack()
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->SetSizeCoefficient(1.0f)
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->AddTab("ContentBrowser1Tab", ETabState::ClosedTab)
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)
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)
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->AddArea
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(
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// toolkits window
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FTabManager::NewArea(WindowSize)
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->SetOrientation(Orient_Vertical)
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->Split
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(
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FTabManager::NewStack()
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->SetSizeCoefficient(1.0f)
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->AddTab("StandaloneToolkit", ETabState::ClosedTab)
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)
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->Split
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(
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FTabManager::NewStack()
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->SetSizeCoefficient(0.35f)
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->AddTab("MergeTool", ETabState::ClosedTab)
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)
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)
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->AddArea
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(
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// settings window
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FTabManager::NewArea(WindowSize)
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->Split
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(
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FTabManager::NewStack()
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->SetSizeCoefficient(1.0f)
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->AddTab("EditorSettings", ETabState::ClosedTab)
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->AddTab("ProjectSettings", ETabState::ClosedTab)
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->AddTab("PluginsEditor", ETabState::ClosedTab)
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)
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)
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);
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MainFrameContent = FGlobalTabmanager::Get()->RestoreFrom( LoadedLayout, RootWindow, bEmbedTitleAreaContent );
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bLevelEditorIsMainTab = true;
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}
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RootWindow->SetContent(MainFrameContent.ToSharedRef());
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TSharedPtr<SDockTab> MainTab;
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if ( bLevelEditorIsMainTab )
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{
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MainTab = FGlobalTabmanager::Get()->InvokeTab( FTabId("LevelEditor") );
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// make sure we only allow the message log to be shown when we have a level editor main tab
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FMessageLogModule& MessageLogModule = FModuleManager::LoadModuleChecked<FMessageLogModule>(TEXT("MessageLog"));
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MessageLogModule.EnableMessageLogDisplay(!FApp::IsUnattended());
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}
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// Initialize the main frame window
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MainFrameHandler->OnMainFrameGenerated( MainTab, RootWindow );
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// Show the window!
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MainFrameHandler->ShowMainFrameWindow( RootWindow, bStartImmersive, bStartPIE );
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MRUFavoritesList = new FMainMRUFavoritesList;
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MRUFavoritesList->ReadFromINI();
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MainFrameCreationFinishedEvent.Broadcast(RootWindow, ShouldShowProjectDialogAtStartup());
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}
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}
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void FMainFrameModule::RecreateDefaultMainFrame(const bool bStartImmersive, const bool bStartPIE)
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{
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// Clean previous default main frame
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if (IsWindowInitialized())
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{
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// Clean FSlateApplication
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FSlateApplication::Get().CloseAllWindowsImmediately();
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// Clean FGlobalTabmanager
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FGlobalTabmanager::Get()->CloseAllAreas();
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}
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// (Re-)create default main frame
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CreateDefaultMainFrame(bStartImmersive, bStartPIE);
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}
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TSharedRef<SWidget> FMainFrameModule::MakeMainMenu(const TSharedPtr<FTabManager>& TabManager, const FName MenuName, FToolMenuContext& ToolMenuContext) const
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{
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return FMainMenu::MakeMainMenu(TabManager, MenuName, ToolMenuContext);
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}
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TSharedRef<SWidget> FMainFrameModule::MakeMainTabMenu(const TSharedPtr<FTabManager>& TabManager, const FName MenuName, FToolMenuContext& ToolMenuContext) const
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{
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return FMainMenu::MakeMainTabMenu(TabManager, MenuName, ToolMenuContext);
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}
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BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
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TSharedRef<SWidget> FMainFrameModule::MakeDeveloperTools( const TArray<FMainFrameDeveloperTool>& AdditionalTools ) const
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{
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struct Local
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{
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static FText GetFrameRateAsString()
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{
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// Clamp to avoid huge averages at startup or after hitches
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const float AverageFPS = 1.0f / FSlateApplication::Get().GetAverageDeltaTime();
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const float ClampedFPS = ( AverageFPS < 0.0f || AverageFPS > 4000.0f ) ? 0.0f : AverageFPS;
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static const FNumberFormattingOptions FormatOptions = FNumberFormattingOptions()
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.SetMinimumFractionalDigits(1)
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.SetMaximumFractionalDigits(1);
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return FText::AsNumber( ClampedFPS, &FormatOptions );
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}
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static FText GetFrameTimeAsString()
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{
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// Clamp to avoid huge averages at startup or after hitches
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const float AverageMS = FSlateApplication::Get().GetAverageDeltaTime() * 1000.0f;
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const float ClampedMS = ( AverageMS < 0.0f || AverageMS > 4000.0f ) ? 0.0f : AverageMS;
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static const FNumberFormattingOptions FormatOptions = FNumberFormattingOptions()
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.SetMinimumFractionalDigits(1)
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.SetMaximumFractionalDigits(1);
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static const FText FrameTimeFmt = FText::FromString(TEXT("{0} ms"));
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return FText::Format( FrameTimeFmt, FText::AsNumber( ClampedMS, &FormatOptions ) );
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}
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static FText GetMemoryAsString()
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{
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// Only refresh process memory allocated after every so often, to reduce fixed frame time overhead
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static SIZE_T StaticLastTotalAllocated = 0;
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static int32 QueriesUntilUpdate = 1;
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if( --QueriesUntilUpdate <= 0 )
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{
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// Query OS for process memory used
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FPlatformMemoryStats MemoryStats = FPlatformMemory::GetStats();
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StaticLastTotalAllocated = MemoryStats.UsedPhysical;
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// Wait 60 queries until we refresh memory again
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QueriesUntilUpdate = 60;
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}
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static const FNumberFormattingOptions FormatOptions = FNumberFormattingOptions()
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.SetMinimumFractionalDigits(2)
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.SetMaximumFractionalDigits(2);
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static const FText MemorySizeFmt = FText::FromString(TEXT("{0} mb"));
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return FText::Format( MemorySizeFmt, FText::AsNumber( (float)StaticLastTotalAllocated / ( 1024.0f * 1024.0f ), &FormatOptions ) );
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}
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static FText GetUObjectCountAsString()
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{
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return FText::AsNumber(GUObjectArray.GetObjectArrayNumMinusAvailable());
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}
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static void OpenVideo( FString SourceFilePath )
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{
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FPlatformProcess::ExploreFolder( *( FPaths::GetPath(SourceFilePath) ) );
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}
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/** @return Returns true if frame rate and memory should be displayed in the UI */
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static EVisibility ShouldShowFrameRateAndMemory()
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{
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return GetDefault<UEditorPerformanceSettings>()->bShowFrameRateAndMemory ? EVisibility::SelfHitTestInvisible : EVisibility::Collapsed;
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}
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static void AddSlot(TSharedRef<SHorizontalBox>& HorizontalBox, const FSlateFontInfo& LabelFont, const FSlateFontInfo& ValueFont, const FMainFrameDeveloperTool& DeveloperTool)
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{
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HorizontalBox->AddSlot()
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.AutoWidth()
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.Padding(4.0f, 0.0f, 4.0f, 0.0f)
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[
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SNew(SHorizontalBox)
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.Visibility(DeveloperTool.Visibility)
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+ SHorizontalBox::Slot()
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.AutoWidth()
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.VAlign(VAlign_Bottom)
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[
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SNew(STextBlock)
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.Text(DeveloperTool.Label)
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.Font(LabelFont)
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.ColorAndOpacity(FLinearColor(0.3f, 0.3f, 0.3f))
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]
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+ SHorizontalBox::Slot()
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.AutoWidth()
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.VAlign(VAlign_Bottom)
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[
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SNew(STextBlock)
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.Text(DeveloperTool.Value)
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.Font(ValueFont)
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.ColorAndOpacity(FLinearColor(0.6f, 0.6f, 0.6f))
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]
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];
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}
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};
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const FSlateFontInfo& SmallFixedFont = FEditorStyle::GetFontStyle(TEXT("MainFrame.DebugTools.SmallFont") );
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const FSlateFontInfo& NormalFixedFont = FEditorStyle::GetFontStyle(TEXT("MainFrame.DebugTools.NormalFont") );
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const FSlateFontInfo& LabelFont = FEditorStyle::GetFontStyle(TEXT("MainFrame.DebugTools.LabelFont") );
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TSharedRef<SHorizontalBox> DeveloperToolWidget =
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SNew( SHorizontalBox )
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.Visibility(GIsDemoMode ? EVisibility::Collapsed : EVisibility::HitTestInvisible);
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for (const FMainFrameDeveloperTool& DeveloperTool : AdditionalTools)
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{
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Local::AddSlot(DeveloperToolWidget, LabelFont, NormalFixedFont, DeveloperTool);
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}
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{
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FMainFrameDeveloperTool FpsDeveloperTool;
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FpsDeveloperTool.Visibility = TAttribute<EVisibility>::Create(&Local::ShouldShowFrameRateAndMemory);
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FpsDeveloperTool.Label = LOCTEXT("FrameRateLabel", "FPS: ");
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FpsDeveloperTool.Value = TAttribute<FText>::Create(&Local::GetFrameRateAsString);
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Local::AddSlot(DeveloperToolWidget, LabelFont, NormalFixedFont, FpsDeveloperTool);
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}
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{
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FMainFrameDeveloperTool FrameDeveloperTool;
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FrameDeveloperTool.Visibility = TAttribute<EVisibility>::Create(&Local::ShouldShowFrameRateAndMemory);
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FrameDeveloperTool.Label = LOCTEXT("FrameRate/FrameTime", "/ ");
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FrameDeveloperTool.Value = TAttribute<FText>::Create(&Local::GetFrameTimeAsString);
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Local::AddSlot(DeveloperToolWidget, LabelFont, NormalFixedFont, FrameDeveloperTool);
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}
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{
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FMainFrameDeveloperTool MemDeveloperTool;
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MemDeveloperTool.Visibility = TAttribute<EVisibility>::Create(&Local::ShouldShowFrameRateAndMemory);
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MemDeveloperTool.Label = LOCTEXT("MemoryLabel", "Mem: ");
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MemDeveloperTool.Value = TAttribute<FText>::Create(&Local::GetMemoryAsString);
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Local::AddSlot(DeveloperToolWidget, LabelFont, NormalFixedFont, MemDeveloperTool);
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}
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{
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FMainFrameDeveloperTool ObjDeveloperTool;
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ObjDeveloperTool.Visibility = TAttribute<EVisibility>::Create(&Local::ShouldShowFrameRateAndMemory);
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ObjDeveloperTool.Label = LOCTEXT("UObjectCountLabel", "Objs: ");
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ObjDeveloperTool.Value = TAttribute<FText>::Create(&Local::GetUObjectCountAsString);
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Local::AddSlot(DeveloperToolWidget, LabelFont, NormalFixedFont, ObjDeveloperTool);
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}
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// Invisible border, so that we can animate our box panel size
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return SNew( SBorder )
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.Visibility( EVisibility::SelfHitTestInvisible )
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.Padding( FMargin(0.0f, 0.0f, 0.0f, 1.0f) )
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.VAlign(VAlign_Bottom)
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.BorderImage( FEditorStyle::GetBrush("NoBorder") )
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[
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SNew( SHorizontalBox )
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.Visibility( EVisibility::SelfHitTestInvisible )
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+ SHorizontalBox::Slot()
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.AutoWidth()
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.Padding( 0.0f )
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[
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DeveloperToolWidget
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]
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];
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}
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END_SLATE_FUNCTION_BUILD_OPTIMIZATION
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void FMainFrameModule::SetLevelNameForWindowTitle( const FString& InLevelFileName )
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{
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LoadedLevelName = (InLevelFileName.Len() > 0)
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? FPaths::GetBaseFilename(InLevelFileName)
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: NSLOCTEXT("UnrealEd", "Untitled", "Untitled" ).ToString();
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}
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/* IModuleInterface implementation
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*****************************************************************************/
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void FMainFrameModule::StartupModule( )
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{
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MRUFavoritesList = NULL;
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ensureMsgf(!IsRunningGame(), TEXT("The MainFrame module should only be loaded when running the editor. Code that extends the editor, adds menu items, etc... should not run when running in -game mode or in a non-WITH_EDITOR build"));
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MainFrameHandler = MakeShareable(new FMainFrameHandler);
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FGenericCommands::Register();
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FMainFrameCommands::Register();
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SetLevelNameForWindowTitle(TEXT(""));
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// Register to find out about when hot reload completes, so we can show a notification
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IHotReloadModule& HotReloadModule = IHotReloadModule::Get();
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HotReloadModule.OnModuleCompilerStarted().AddRaw( this, &FMainFrameModule::HandleLevelEditorModuleCompileStarted );
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HotReloadModule.OnModuleCompilerFinished().AddRaw( this, &FMainFrameModule::HandleLevelEditorModuleCompileFinished );
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HotReloadModule.OnHotReload().AddRaw( this, &FMainFrameModule::HandleHotReloadFinished );
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#if WITH_EDITOR
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ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
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SourceCodeAccessModule.OnLaunchingCodeAccessor().AddRaw( this, &FMainFrameModule::HandleCodeAccessorLaunching );
|
|
SourceCodeAccessModule.OnDoneLaunchingCodeAccessor().AddRaw( this, &FMainFrameModule::HandleCodeAccessorLaunched );
|
|
SourceCodeAccessModule.OnOpenFileFailed().AddRaw( this, &FMainFrameModule::HandleCodeAccessorOpenFileFailed );
|
|
#endif
|
|
|
|
// load sounds
|
|
CompileStartSound = LoadObject<USoundBase>(NULL, TEXT("/Engine/EditorSounds/Notifications/CompileStart_Cue.CompileStart_Cue"));
|
|
CompileStartSound->AddToRoot();
|
|
CompileSuccessSound = LoadObject<USoundBase>(NULL, TEXT("/Engine/EditorSounds/Notifications/CompileSuccess_Cue.CompileSuccess_Cue"));
|
|
CompileSuccessSound->AddToRoot();
|
|
CompileFailSound = LoadObject<USoundBase>(NULL, TEXT("/Engine/EditorSounds/Notifications/CompileFailed_Cue.CompileFailed_Cue"));
|
|
CompileFailSound->AddToRoot();
|
|
|
|
ModuleCompileStartTime = 0.0f;
|
|
|
|
// migrate old layout settings
|
|
FLayoutSaveRestore::MigrateConfig(GEditorPerProjectIni, GEditorLayoutIni);
|
|
}
|
|
|
|
|
|
void FMainFrameModule::ShutdownModule( )
|
|
{
|
|
// Destroy the main frame window
|
|
TSharedPtr< SWindow > ParentWindow( GetParentWindow() );
|
|
if( ParentWindow.IsValid() )
|
|
{
|
|
ParentWindow->DestroyWindowImmediately();
|
|
}
|
|
|
|
MainFrameHandler.Reset();
|
|
|
|
FMainFrameCommands::Unregister();
|
|
|
|
if( IHotReloadModule::IsAvailable() )
|
|
{
|
|
IHotReloadModule& HotReloadModule = IHotReloadModule::Get();
|
|
HotReloadModule.OnHotReload().RemoveAll( this );
|
|
HotReloadModule.OnModuleCompilerStarted().RemoveAll( this );
|
|
HotReloadModule.OnModuleCompilerFinished().RemoveAll( this );
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
if(FModuleManager::Get().IsModuleLoaded("SourceCodeAccess"))
|
|
{
|
|
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::GetModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
|
|
SourceCodeAccessModule.OnLaunchingCodeAccessor().RemoveAll( this );
|
|
SourceCodeAccessModule.OnDoneLaunchingCodeAccessor().RemoveAll( this );
|
|
SourceCodeAccessModule.OnOpenFileFailed().RemoveAll( this );
|
|
}
|
|
#endif
|
|
|
|
if(CompileStartSound != NULL)
|
|
{
|
|
if (!GExitPurge)
|
|
{
|
|
CompileStartSound->RemoveFromRoot();
|
|
}
|
|
CompileStartSound = NULL;
|
|
}
|
|
|
|
if(CompileSuccessSound != NULL)
|
|
{
|
|
if (!GExitPurge)
|
|
{
|
|
CompileSuccessSound->RemoveFromRoot();
|
|
}
|
|
CompileSuccessSound = NULL;
|
|
}
|
|
|
|
if(CompileFailSound != NULL)
|
|
{
|
|
if (!GExitPurge)
|
|
{
|
|
CompileFailSound->RemoveFromRoot();
|
|
}
|
|
CompileFailSound = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
/* FMainFrameModule implementation
|
|
*****************************************************************************/
|
|
|
|
bool FMainFrameModule::ShouldShowProjectDialogAtStartup( ) const
|
|
{
|
|
return !FApp::HasProjectName();
|
|
}
|
|
|
|
|
|
/* FMainFrameModule event handlers
|
|
*****************************************************************************/
|
|
|
|
void FMainFrameModule::HandleLevelEditorModuleCompileStarted( bool bIsAsyncCompile )
|
|
{
|
|
ModuleCompileStartTime = FPlatformTime::Seconds();
|
|
|
|
if (CompileNotificationPtr.IsValid())
|
|
{
|
|
CompileNotificationPtr.Pin()->ExpireAndFadeout();
|
|
}
|
|
|
|
if ( GEditor )
|
|
{
|
|
GEditor->PlayEditorSound(CompileStartSound);
|
|
}
|
|
|
|
FNotificationInfo Info( NSLOCTEXT("MainFrame", "RecompileInProgress", "Compiling C++ Code") );
|
|
Info.Image = FEditorStyle::GetBrush(TEXT("LevelEditor.RecompileGameCode"));
|
|
Info.ExpireDuration = 5.0f;
|
|
Info.bFireAndForget = false;
|
|
|
|
// We can only show the cancel button on async builds
|
|
if (bIsAsyncCompile)
|
|
{
|
|
Info.ButtonDetails.Add(FNotificationButtonInfo(LOCTEXT("CancelC++Compilation", "Cancel"), FText(), FSimpleDelegate::CreateRaw(this, &FMainFrameModule::OnCancelCodeCompilationClicked)));
|
|
}
|
|
|
|
CompileNotificationPtr = FSlateNotificationManager::Get().AddNotification(Info);
|
|
|
|
if (CompileNotificationPtr.IsValid())
|
|
{
|
|
CompileNotificationPtr.Pin()->SetCompletionState(SNotificationItem::CS_Pending);
|
|
}
|
|
}
|
|
|
|
void FMainFrameModule::OnCancelCodeCompilationClicked()
|
|
{
|
|
IHotReloadModule::Get().RequestStopCompilation();
|
|
}
|
|
|
|
void FMainFrameModule::HandleLevelEditorModuleCompileFinished(const FString& LogDump, ECompilationResult::Type CompilationResult, bool bShowLog)
|
|
{
|
|
// Track stats
|
|
{
|
|
const float ModuleCompileDuration = (float)(FPlatformTime::Seconds() - ModuleCompileStartTime);
|
|
UE_LOG(LogMainFrame, Log, TEXT("MainFrame: Module compiling took %.3f seconds"), ModuleCompileDuration);
|
|
|
|
if( FEngineAnalytics::IsAvailable() )
|
|
{
|
|
TArray< FAnalyticsEventAttribute > CompileAttribs;
|
|
CompileAttribs.Add(FAnalyticsEventAttribute(TEXT("Duration"), FString::Printf(TEXT("%.3f"), ModuleCompileDuration)));
|
|
CompileAttribs.Add(FAnalyticsEventAttribute(TEXT("Result"), ECompilationResult::ToString(CompilationResult)));
|
|
FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.Modules.Recompile"), CompileAttribs);
|
|
}
|
|
}
|
|
|
|
TSharedPtr<SNotificationItem> NotificationItem = CompileNotificationPtr.Pin();
|
|
|
|
if (NotificationItem.IsValid())
|
|
{
|
|
if (!ECompilationResult::Failed(CompilationResult))
|
|
{
|
|
if ( GEditor )
|
|
{
|
|
GEditor->PlayEditorSound(CompileSuccessSound);
|
|
}
|
|
|
|
NotificationItem->SetText(NSLOCTEXT("MainFrame", "RecompileComplete", "Compile Complete!"));
|
|
NotificationItem->SetExpireDuration( 5.0f );
|
|
NotificationItem->SetCompletionState(SNotificationItem::CS_Success);
|
|
}
|
|
else
|
|
{
|
|
struct Local
|
|
{
|
|
static void ShowCompileLog()
|
|
{
|
|
FMessageLogModule& MessageLogModule = FModuleManager::GetModuleChecked<FMessageLogModule>("MessageLog");
|
|
MessageLogModule.OpenMessageLog(FCompilerResultsLog::GetLogName());
|
|
}
|
|
};
|
|
|
|
if ( GEditor )
|
|
{
|
|
GEditor->PlayEditorSound(CompileFailSound);
|
|
}
|
|
|
|
if (CompilationResult == ECompilationResult::FailedDueToHeaderChange)
|
|
{
|
|
NotificationItem->SetText(NSLOCTEXT("MainFrame", "RecompileFailedDueToHeaderChange", "Compile failed due to the header changes. Close the editor and recompile project in IDE to apply changes."));
|
|
}
|
|
else if (CompilationResult == ECompilationResult::Canceled)
|
|
{
|
|
NotificationItem->SetText(NSLOCTEXT("MainFrame", "RecompileCanceled", "Compile Canceled!"));
|
|
}
|
|
else
|
|
{
|
|
NotificationItem->SetText(NSLOCTEXT("MainFrame", "RecompileFailed", "Compile Failed!"));
|
|
}
|
|
|
|
NotificationItem->SetCompletionState(SNotificationItem::CS_Fail);
|
|
NotificationItem->SetHyperlink(FSimpleDelegate::CreateStatic(&Local::ShowCompileLog));
|
|
NotificationItem->SetExpireDuration(30.0f);
|
|
}
|
|
|
|
NotificationItem->ExpireAndFadeout();
|
|
|
|
CompileNotificationPtr.Reset();
|
|
}
|
|
}
|
|
|
|
|
|
void FMainFrameModule::HandleHotReloadFinished( bool bWasTriggeredAutomatically )
|
|
{
|
|
// Only play the notification for hot reloads that were triggered automatically. If the user triggered the hot reload, they'll
|
|
// have a different visual cue for that, such as the "Compiling Complete!" notification
|
|
if( bWasTriggeredAutomatically )
|
|
{
|
|
FNotificationInfo Info( LOCTEXT("HotReloadFinished", "Hot Reload Complete!") );
|
|
Info.Image = FEditorStyle::GetBrush(TEXT("LevelEditor.RecompileGameCode"));
|
|
Info.FadeInDuration = 0.1f;
|
|
Info.FadeOutDuration = 0.5f;
|
|
Info.ExpireDuration = 1.5f;
|
|
Info.bUseThrobber = false;
|
|
Info.bUseSuccessFailIcons = true;
|
|
Info.bUseLargeFont = true;
|
|
Info.bFireAndForget = false;
|
|
Info.bAllowThrottleWhenFrameRateIsLow = false;
|
|
auto NotificationItem = FSlateNotificationManager::Get().AddNotification( Info );
|
|
NotificationItem->SetCompletionState(SNotificationItem::CS_Success);
|
|
NotificationItem->ExpireAndFadeout();
|
|
|
|
GEditor->PlayEditorSound(CompileSuccessSound);
|
|
}
|
|
}
|
|
|
|
|
|
void FMainFrameModule::HandleCodeAccessorLaunched( const bool WasSuccessful )
|
|
{
|
|
TSharedPtr<SNotificationItem> NotificationItem = CodeAccessorNotificationPtr.Pin();
|
|
|
|
if (NotificationItem.IsValid())
|
|
{
|
|
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
|
|
const FText AccessorNameText = SourceCodeAccessModule.GetAccessor().GetNameText();
|
|
|
|
if (WasSuccessful)
|
|
{
|
|
NotificationItem->SetText( FText::Format(LOCTEXT("CodeAccessorLoadComplete", "{0} loaded!"), AccessorNameText) );
|
|
NotificationItem->SetCompletionState(SNotificationItem::CS_Success);
|
|
}
|
|
else
|
|
{
|
|
NotificationItem->SetText( FText::Format(LOCTEXT("CodeAccessorLoadFailed", "{0} failed to launch!"), AccessorNameText) );
|
|
NotificationItem->SetCompletionState(SNotificationItem::CS_Fail);
|
|
}
|
|
|
|
NotificationItem->ExpireAndFadeout();
|
|
CodeAccessorNotificationPtr.Reset();
|
|
}
|
|
}
|
|
|
|
|
|
void FMainFrameModule::HandleCodeAccessorLaunching()
|
|
{
|
|
if (CodeAccessorNotificationPtr.IsValid())
|
|
{
|
|
CodeAccessorNotificationPtr.Pin()->ExpireAndFadeout();
|
|
}
|
|
|
|
ISourceCodeAccessModule& SourceCodeAccessModule = FModuleManager::LoadModuleChecked<ISourceCodeAccessModule>("SourceCodeAccess");
|
|
const FText AccessorNameText = SourceCodeAccessModule.GetAccessor().GetNameText();
|
|
|
|
FNotificationInfo Info( FText::Format(LOCTEXT("CodeAccessorLoadInProgress", "Loading {0}"), AccessorNameText) );
|
|
Info.bFireAndForget = false;
|
|
|
|
CodeAccessorNotificationPtr = FSlateNotificationManager::Get().AddNotification(Info);
|
|
CodeAccessorNotificationPtr.Pin()->SetCompletionState(SNotificationItem::CS_Pending);
|
|
}
|
|
|
|
void FMainFrameModule::HandleCodeAccessorOpenFileFailed(const FString& Filename)
|
|
{
|
|
auto* Info = new FNotificationInfo(FText::Format(LOCTEXT("FileNotFound", "Could not find code file, {0}"), FText::FromString(Filename)));
|
|
Info->ExpireDuration = 3.0f;
|
|
FSlateNotificationManager::Get().QueueNotification(Info);
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|
|
|
|
|
|
IMPLEMENT_MODULE(FMainFrameModule, MainFrame);
|