Files
UnrealEngineUWP/Engine/Source/Editor/MainFrame/Private/Frame/MainFrameActions.cpp
Matthew Griffin d9f2a9fd85 Copying //UE4/Dev-Build to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2864843 on 2016/02/12 by Ben.Marsh

	Add individual 'status', 'outcome', and 'error_code' fields to parsed jobsteps. Should fix grid view not being able to display 'pending' icons.

Change 2865161 on 2016/02/12 by Ben.Marsh

	Stop storing a reference to UEBuildTarget from UEBuildModule. It creates an awkward cyclic data dependency, and makes it easy for people to write lazy code that just reaches into the internal state of the build.

Change 2865643 on 2016/02/12 by Ben.Marsh

	Rename UEBuildModuleType to UHTModuleType, and move implementation into ExternalExecution.

Change 2874408 on 2016/02/19 by Ben.Marsh

	Automatically sort nodes in the dashboard grid view by a weight derived from the node's order in the build graph, summed across all the jobs in which it was present.

Change 2879572 on 2016/02/24 by Ben.Marsh

	Allow spoofing a Git merge from a given commit, using a changelist description containing the tag "git merge <branch> <changelist>", where <branch> is the name of a branch on Git (eg. master, 4.11, etc..), and <changelist> is the changelist being merged in.

Change 2883216 on 2016/02/26 by Ben.Marsh

	Prevent Jira tickets being incorrectly updated with 'Main CL' fields which are after the 'Fix CL' fields.

Change 2883755 on 2016/02/26 by Ben.Marsh

	Fix solution files having a Shipping configuration, even when -NoShippingConfigs is passed on the command line.

Change 2886223 on 2016/02/29 by Ben.Marsh

	Ignore SignTool errors - we can recover from them.

Change 2887414 on 2016/03/01 by Ben.Marsh

	Dump all the *.crash files produced while running commandlets, to make it easier to diagnose build system crashes cooking on Mac.

Change 2888235 on 2016/03/01 by Ben.Marsh

	Add overloads for methods in FileFilter which take FileReference and DirectoryReference objects.

Change 2889602 on 2016/03/02 by Ben.Marsh

	Treat shaders as code in UGS. Don't sync them as part of content-only syncs, and don't allow syncing past them without updated binaries.

Change 2889610 on 2016/03/02 by Ben.Marsh

	Fix setting for using incremental builds not being saved. Also hide command to do incremental builds if the 'use incremental builds' option is not checked.

Change 2891866 on 2016/03/03 by Matthew.Griffin

	Removed Rocket specific batch files and made sure installed build won't try to include them
	Removed last use of RocketGenerateProjectFiles.sh by using UBT directly instead

Change 2893349 on 2016/03/03 by Ben.Marsh

	Add derived ReplicatedBranch to support mirroring the VR editor branch to GitHub.

Change 2894703 on 2016/03/04 by Ben.Marsh

	Include *.usf when looking for the last code changelist. Also update version to 1.68.

Change 2897991 on 2016/03/07 by Ben.Marsh

	Copy the changelist number to the clipboard when the user presses Ctrl-C. Update version number to 1.69.

Change 2898005 on 2016/03/07 by Ben.Marsh

	Minor changes to support BuildGraph:

	* UE4Build now has a static function that can update version files.
	* Adding FileReference/DirectoryReference methods to FileFilter and CommandUtils.
	* FileFilter treats any pattern containing a slash as implictly starting from the root directory, unless it begins with "...".

Change 2898095 on 2016/03/07 by Ben.Marsh

	UAT - Don't retry builds if we're using local executor; we don't encounter failures due to timeouts.

Change 2898248 on 2016/03/07 by Ben.Marsh

	UBT - Add the standard game include paths back in to plugin modules. Existing game code relies on this.

Change 2898615 on 2016/03/08 by Matthew.Griffin

	Removed last uses of RunningRocket function
	All seemed to be overly cautious about people using an Installed build to do non standard things, don't see any ill effects in the most common circumstances.

Change 2898681 on 2016/03/08 by Matthew.Griffin

	Removed Automation.RunningRocket function as there are no more uses
	Changed the majority of comments referencing Rocket mode that are now either about the engine being installed or from the Launcher etc.

#lockdown Nick.Penwarden

[CL 2898813 by Matthew Griffin in Main branch]
2016-03-08 09:00:48 -05:00

1402 lines
56 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "MainFramePrivatePCH.h"
#include "MessageLog.h"
#include "SDockTab.h"
#include "SNotificationList.h"
#include "NotificationManager.h"
#include "GenericCommands.h"
#include "EngineBuildSettings.h"
#include "SourceCodeNavigation.h"
#include "SOutputLogDialog.h"
#include "Settings/EditorSettings.h"
#define LOCTEXT_NAMESPACE "MainFrameActions"
DEFINE_LOG_CATEGORY_STATIC(MainFrameActions, Log, All);
TSharedRef< FUICommandList > FMainFrameCommands::ActionList( new FUICommandList() );
TWeakPtr<SNotificationItem> FMainFrameActionCallbacks::ChoosePackagesToCheckInNotification;
FMainFrameCommands::FMainFrameCommands()
: TCommands<FMainFrameCommands>(
TEXT("MainFrame"), // Context name for fast lookup
LOCTEXT( "MainFrame", "Main Frame" ), // Localized context name for displaying
NAME_None, // No parent context
FEditorStyle::GetStyleSetName() ), // Icon Style Set
ToggleFullscreenConsoleCommand(
TEXT( "MainFrame.ToggleFullscreen" ),
TEXT( "Toggles the editor between \"full screen\" mode and \"normal\" mode. In full screen mode, the task bar and window title area are hidden." ),
FConsoleCommandDelegate::CreateStatic( &FMainFrameActionCallbacks::ToggleFullscreen_Execute ) )
{ }
void FMainFrameCommands::RegisterCommands()
{
if ( !IsRunningCommandlet() )
{
// The global action list was created at static initialization time. Create a handler for otherwise unhandled keyboard input to route key commands through this list.
FSlateApplication::Get().SetUnhandledKeyDownEventHandler( FOnKeyEvent::CreateStatic( &FMainFrameActionCallbacks::OnUnhandledKeyDownEvent ) );
}
// Make a default can execute action that disables input when in debug mode
FCanExecuteAction DefaultExecuteAction = FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::DefaultCanExecuteAction );
UI_COMMAND( SaveAll, "Save All", "Saves all unsaved levels and assets to disk", EUserInterfaceActionType::Button, FInputChord( EModifierKey::Control, EKeys::S ) );
ActionList->MapAction( SaveAll, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::SaveAll ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanSaveWorld ) );
UI_COMMAND( ChooseFilesToSave, "Choose Files to Save...", "Opens a dialog with save options for content and levels", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( ChooseFilesToSave, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ChoosePackagesToSave ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanSaveWorld ) );
UI_COMMAND( ChooseFilesToCheckIn, "Submit to Source Control...", "Opens a dialog with check in options for content and levels", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( ChooseFilesToCheckIn, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ChoosePackagesToCheckIn ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanChoosePackagesToCheckIn ) );
UI_COMMAND( ConnectToSourceControl, "Connect To Source Control...", "Connect to source control to allow source control operations to be performed on content and levels.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( ConnectToSourceControl, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ConnectToSourceControl ), DefaultExecuteAction );
UI_COMMAND( NewProject, "New Project...", "Opens a dialog to create a new game project", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( NewProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::NewProject, false, true), DefaultExecuteAction );
UI_COMMAND( OpenProject, "Open Project...", "Opens a dialog to choose a game project to open", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( OpenProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::NewProject, true, false), DefaultExecuteAction );
UI_COMMAND( AddCodeToProject, "New C++ Class...", "Adds C++ code to the project. The code can only be compiled if you have an appropriate C++ compiler installed.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( AddCodeToProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::AddCodeToProject ));
UI_COMMAND( RefreshCodeProject, "Refresh code project", "Refreshes your C++ code project.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( RefreshCodeProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::RefreshCodeProject ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::IsCodeProject ) );
UI_COMMAND( OpenIDE, "Open IDE", "Opens your C++ code in an integrated development environment.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( OpenIDE, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::OpenIDE ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::IsCodeProject ) );
UI_COMMAND( ZipUpProject, "Zip Up Project", "Zips up the project into a zip file.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction(ZipUpProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ZipUpProject ), DefaultExecuteAction);
UI_COMMAND( PackagingSettings, "Packaging Settings...", "Opens the settings for project packaging", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( PackagingSettings, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::PackagingSettings ), DefaultExecuteAction );
//UI_COMMAND( LocalizeProject, "Localize Project...", "Opens the dashboard for managing project localization data.", EUserInterfaceActionType::Button, FInputChord() );
//ActionList->MapAction( LocalizeProject, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::LocalizeProject ), DefaultExecuteAction );
const int32 MaxProjects = 20;
for( int32 CurProjectIndex = 0; CurProjectIndex < MaxProjects; ++CurProjectIndex )
{
// NOTE: The actual label and tool-tip will be overridden at runtime when the command is bound to a menu item, however
// we still need to set one here so that the key bindings UI can function properly
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("CurrentProjectIndex"), CurProjectIndex);
const FText Message = FText::Format( LOCTEXT( "SwitchProject", "Switch Project {CurrentProjectIndex}" ), Arguments );
TSharedRef< FUICommandInfo > SwitchProject =
FUICommandInfoDecl(
this->AsShared(),
FName( *FString::Printf( TEXT( "SwitchProject%i" ), CurProjectIndex ) ),
Message,
LOCTEXT( "SwitchProjectToolTip", "Restarts the editor and switches to selected project" ) )
.UserInterfaceType( EUserInterfaceActionType::Button )
.DefaultChord( FInputChord() );
SwitchProjectCommands.Add( SwitchProject );
ActionList->MapAction( SwitchProjectCommands[ CurProjectIndex ], FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::SwitchProjectByIndex, CurProjectIndex ),
FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::CanSwitchToProject, CurProjectIndex ),
FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::IsSwitchProjectChecked, CurProjectIndex ) );
}
UI_COMMAND( Exit, "Exit", "Exits the application", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( Exit, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::Exit ), DefaultExecuteAction );
ActionList->MapAction( FGenericCommands::Get().Undo, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ExecuteExecCommand, FString( TEXT("TRANSACTION UNDO") ) ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::Undo_CanExecute ) );
ActionList->MapAction( FGenericCommands::Get().Redo, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ExecuteExecCommand, FString( TEXT("TRANSACTION REDO") ) ), FCanExecuteAction::CreateStatic( &FMainFrameActionCallbacks::Redo_CanExecute ) );
UI_COMMAND( OpenDeviceManagerApp, "Device Manager", "Opens up the device manager app", EUserInterfaceActionType::Check, FInputChord() );
ActionList->MapAction( OpenDeviceManagerApp,
FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp, FName( TEXT( "DeviceManager" ) ) ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp_IsChecked, FName( TEXT( "DeviceManager" ) ) ) );
UI_COMMAND( OpenSessionManagerApp, "Session Manager", "Opens up the session manager app", EUserInterfaceActionType::Check, FInputChord() );
ActionList->MapAction( OpenSessionManagerApp,
FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp, FName( "SessionFrontend" ) ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::OpenSlateApp_IsChecked, FName("SessionFrontend" ) ) );
UI_COMMAND(VisitWiki, "Wiki...", "Go to the Unreal Engine Wiki page to view community-created resources, or to create your own.", EUserInterfaceActionType::Button, FInputChord());
ActionList->MapAction(VisitWiki, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::VisitWiki));
UI_COMMAND(VisitForums, "Forums...", "Go the the Unreal Engine forums to view announcements and engage in discussions with other developers.", EUserInterfaceActionType::Button, FInputChord());
ActionList->MapAction(VisitForums, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::VisitForums));
UI_COMMAND( VisitAskAQuestionPage, "Ask a Question...", "Have a question? Go here to ask about anything and everything related to Unreal.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( VisitAskAQuestionPage, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitAskAQuestionPage ) );
UI_COMMAND( VisitSearchForAnswersPage, "Answer Hub...", "Go to the AnswerHub to ask questions, search existing answers, and share your knowledge with other UE4 developers.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( VisitSearchForAnswersPage, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitSearchForAnswersPage ) );
UI_COMMAND( VisitSupportWebSite, "Unreal Engine Support Web Site...", "Navigates to the Unreal Engine Support web site's main page.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( VisitSupportWebSite, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitSupportWebSite ) );
UI_COMMAND( VisitEpicGamesDotCom, "Visit UnrealEngine.com...", "Navigates to UnrealEngine.com where you can learn more about Unreal Technology.", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( VisitEpicGamesDotCom, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::VisitEpicGamesDotCom ) );
UI_COMMAND( AboutUnrealEd, "About Editor...", "Displays application credits and copyright information", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( AboutUnrealEd, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::AboutUnrealEd_Execute ) );
UI_COMMAND( CreditsUnrealEd, "Credits", "Displays application credits", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( CreditsUnrealEd, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::CreditsUnrealEd_Execute) );
UI_COMMAND( ResetLayout, "Reset Layout...", "Make a backup of your user settings and reset the layout customizations", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( ResetLayout, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ResetLayout) );
UI_COMMAND( SaveLayout, "Save Layout", "Save the layout customizations", EUserInterfaceActionType::Button, FInputChord() );
ActionList->MapAction( SaveLayout, FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::SaveLayout) );
UI_COMMAND( ToggleFullscreen, "Enable Fullscreen", "Enables fullscreen mode for the application, expanding across the entire monitor", EUserInterfaceActionType::ToggleButton, FInputChord(EModifierKey::Shift, EKeys::F11) );
ActionList->MapAction( ToggleFullscreen,
FExecuteAction::CreateStatic( &FMainFrameActionCallbacks::ToggleFullscreen_Execute ),
FCanExecuteAction(),
FIsActionChecked::CreateStatic( &FMainFrameActionCallbacks::FullScreen_IsChecked )
);
UI_COMMAND(OpenWidgetReflector, "Open Widget Reflector", "Opens the Widget Reflector", EUserInterfaceActionType::Button, FInputChord(EModifierKey::Shift | EModifierKey::Control , EKeys::W));
ActionList->MapAction(OpenWidgetReflector, FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::OpenWidgetReflector_Execute));
FGlobalEditorCommonCommands::MapActions(ActionList);
}
FReply FMainFrameActionCallbacks::OnUnhandledKeyDownEvent(const FKeyEvent& InKeyEvent)
{
if ( FMainFrameCommands::ActionList->ProcessCommandBindings( InKeyEvent ) )
{
return FReply::Handled();
}
return FReply::Unhandled();
}
bool FMainFrameActionCallbacks::DefaultCanExecuteAction()
{
return FSlateApplication::Get().IsNormalExecution();
}
void FMainFrameActionCallbacks::ChoosePackagesToSave()
{
const bool bPromptUserToSave = true;
const bool bSaveMapPackages = true;
const bool bSaveContentPackages = true;
const bool bFastSave = false;
const bool bClosingEditor = false;
const bool bNotifyNoPackagesSaved = true;
const bool bCanBeDeclined = false;
FEditorFileUtils::SaveDirtyPackages( bPromptUserToSave, bSaveMapPackages, bSaveContentPackages, bFastSave, bNotifyNoPackagesSaved, bCanBeDeclined );
}
void FMainFrameActionCallbacks::ChoosePackagesToCheckIn()
{
FSourceControlWindows::ChoosePackagesToCheckIn();
}
bool FMainFrameActionCallbacks::CanChoosePackagesToCheckIn()
{
return FSourceControlWindows::CanChoosePackagesToCheckIn();
}
void FMainFrameActionCallbacks::ConnectToSourceControl()
{
ELoginWindowMode::Type Mode = !FSlateApplication::Get().GetActiveModalWindow().IsValid() ? ELoginWindowMode::Modeless : ELoginWindowMode::Modal;
ISourceControlModule::Get().ShowLoginDialog(FSourceControlLoginClosed(), Mode);
}
bool FMainFrameActionCallbacks::CanSaveWorld()
{
return FSlateApplication::Get().IsNormalExecution() && (!GUnrealEd || !GUnrealEd->GetPackageAutoSaver().IsAutoSaving());
}
void FMainFrameActionCallbacks::SaveAll()
{
const bool bPromptUserToSave = false;
const bool bSaveMapPackages = true;
const bool bSaveContentPackages = true;
const bool bFastSave = false;
const bool bNotifyNoPackagesSaved = false;
const bool bCanBeDeclined = false;
FEditorFileUtils::SaveDirtyPackages( bPromptUserToSave, bSaveMapPackages, bSaveContentPackages, bFastSave, bNotifyNoPackagesSaved, bCanBeDeclined );
}
TArray<FString> FMainFrameActionCallbacks::ProjectNames;
void FMainFrameActionCallbacks::CacheProjectNames()
{
ProjectNames.Empty();
// The switch project menu is filled with recently opened project files
ProjectNames = GetDefault<UEditorSettings>()->RecentlyOpenedProjectFiles;
}
void FMainFrameActionCallbacks::NewProject( bool bAllowProjectOpening, bool bAllowProjectCreate )
{
if (GUnrealEd->WarnIfLightingBuildIsCurrentlyRunning())
{
return;
}
FText Title;
if (bAllowProjectOpening && bAllowProjectCreate)
{
Title = LOCTEXT( "SelectProjectWindowHeader", "Select Project");
}
else if (bAllowProjectOpening)
{
Title = LOCTEXT( "OpenProjectWindowHeader", "Open Project");
}
else
{
Title = LOCTEXT( "NewProjectWindowHeader", "New Project");
}
TSharedRef<SWindow> NewProjectWindow =
SNew(SWindow)
.Title(Title)
.ClientSize( FMainFrameModule::GetProjectBrowserWindowSize() )
.SizingRule( ESizingRule::UserSized )
.SupportsMinimize(false) .SupportsMaximize(false);
NewProjectWindow->SetContent( FGameProjectGenerationModule::Get().CreateGameProjectDialog(bAllowProjectOpening, bAllowProjectCreate) );
IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
if (MainFrameModule.GetParentWindow().IsValid())
{
FSlateApplication::Get().AddWindowAsNativeChild(NewProjectWindow, MainFrameModule.GetParentWindow().ToSharedRef());
}
else
{
FSlateApplication::Get().AddWindow(NewProjectWindow);
}
}
void FMainFrameActionCallbacks::AddCodeToProject()
{
FGameProjectGenerationModule::Get().OpenAddCodeToProjectDialog();
}
/**
* Gets compilation flags for UAT for this system.
*/
const TCHAR* GetUATCompilationFlags()
{
// We never want to compile editor targets when invoking UAT in this context.
// If we are installed or don't have a compiler, we must assume we have a precompiled UAT.
return (FApp::GetEngineIsPromotedBuild() || FApp::IsEngineInstalled())
? TEXT("-nocompile -nocompileeditor")
: TEXT("-nocompileeditor");
}
FString GetCookingOptionalParams()
{
FString OptionalParams;
const UProjectPackagingSettings* const PackagingSettings = GetDefault<UProjectPackagingSettings>();
if (PackagingSettings->bCookAll)
{
OptionalParams += TEXT(" -CookAll");
// maps only flag only affects cook all
if (PackagingSettings->bCookMapsOnly)
{
OptionalParams += TEXT(" -CookMapsOnly");
}
}
if (PackagingSettings->bSkipEditorContent)
{
OptionalParams += TEXT(" -SKIPEDITORCONTENT");
}
return OptionalParams;
}
void FMainFrameActionCallbacks::CookContent(const FName InPlatformInfoName)
{
const PlatformInfo::FPlatformInfo* const PlatformInfo = PlatformInfo::FindPlatformInfo(InPlatformInfoName);
check(PlatformInfo);
FString OptionalParams;
if (!FModuleManager::LoadModuleChecked<IProjectTargetPlatformEditorModule>("ProjectTargetPlatformEditor").ShowUnsupportedTargetWarning(PlatformInfo->VanillaPlatformName))
{
return;
}
if (PlatformInfo->SDKStatus == PlatformInfo::EPlatformSDKStatus::NotInstalled)
{
IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
MainFrameModule.BroadcastMainFrameSDKNotInstalled(PlatformInfo->TargetPlatformName.ToString(), PlatformInfo->SDKTutorial);
return;
}
// Append any extra UAT flags specified for this platform flavor
if (!PlatformInfo->UATCommandLine.IsEmpty())
{
OptionalParams += TEXT(" ");
OptionalParams += PlatformInfo->UATCommandLine;
}
else
{
OptionalParams += TEXT(" -targetplatform=");
OptionalParams += *PlatformInfo->TargetPlatformName.ToString();
}
OptionalParams += GetCookingOptionalParams();
const bool bRunningDebug = FParse::Param(FCommandLine::Get(), TEXT("debug"));
if (bRunningDebug)
{
OptionalParams += TEXT(" -UseDebugParamForEditorExe");
}
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
FString CommandLine = FString::Printf(TEXT("BuildCookRun %s%s -nop4 -project=\"%s\" -cook -ue4exe=%s %s"),
GetUATCompilationFlags(),
FApp::IsEngineInstalled() ? TEXT(" -installed") : TEXT(""),
*ProjectPath,
*FUnrealEdMisc::Get().GetExecutableForCommandlets(),
*OptionalParams
);
CreateUatTask(CommandLine, PlatformInfo->DisplayName, LOCTEXT("CookingContentTaskName", "Cooking content"), LOCTEXT("CookingTaskName", "Cooking"), FEditorStyle::GetBrush(TEXT("MainFrame.CookContent")));
}
bool FMainFrameActionCallbacks::CookContentCanExecute( const FName PlatformInfoName )
{
return true;
}
void FMainFrameActionCallbacks::PackageBuildConfiguration( EProjectPackagingBuildConfigurations BuildConfiguration )
{
UProjectPackagingSettings* PackagingSettings = Cast<UProjectPackagingSettings>(UProjectPackagingSettings::StaticClass()->GetDefaultObject());
PackagingSettings->BuildConfiguration = BuildConfiguration;
}
bool FMainFrameActionCallbacks::CanPackageBuildConfiguration( EProjectPackagingBuildConfigurations BuildConfiguration )
{
UProjectPackagingSettings* PackagingSettings = Cast<UProjectPackagingSettings>(UProjectPackagingSettings::StaticClass()->GetDefaultObject());
if (PackagingSettings->ForDistribution && BuildConfiguration != PPBC_Shipping)
{
return false;
}
return true;
}
bool FMainFrameActionCallbacks::PackageBuildConfigurationIsChecked( EProjectPackagingBuildConfigurations BuildConfiguration )
{
return (GetDefault<UProjectPackagingSettings>()->BuildConfiguration == BuildConfiguration);
}
void FMainFrameActionCallbacks::PackageProject( const FName InPlatformInfoName )
{
GUnrealEd->CancelPlayingViaLauncher();
// does the project have any code?
FGameProjectGenerationModule& GameProjectModule = FModuleManager::LoadModuleChecked<FGameProjectGenerationModule>(TEXT("GameProjectGeneration"));
bool bProjectHasCode = GameProjectModule.Get().ProjectRequiresBuild(InPlatformInfoName);
const PlatformInfo::FPlatformInfo* const PlatformInfo = PlatformInfo::FindPlatformInfo(InPlatformInfoName);
check(PlatformInfo);
if (PlatformInfo->SDKStatus == PlatformInfo::EPlatformSDKStatus::NotInstalled || (bProjectHasCode && PlatformInfo->bUsesHostCompiler && !FSourceCodeNavigation::IsCompilerAvailable()))
{
IMainFrameModule& MainFrameModule = FModuleManager::GetModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
MainFrameModule.BroadcastMainFrameSDKNotInstalled(PlatformInfo->TargetPlatformName.ToString(), PlatformInfo->SDKTutorial);
TArray<FAnalyticsEventAttribute> ParamArray;
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), 0.0));
FEditorAnalytics::ReportEvent(TEXT("Editor.Package.Failed"), PlatformInfo->TargetPlatformName.ToString(), bProjectHasCode, EAnalyticsErrorCodes::SDKNotFound, ParamArray);
return;
}
{
const ITargetPlatform* const Platform = GetTargetPlatformManager()->FindTargetPlatform(PlatformInfo->TargetPlatformName.ToString());
if (Platform)
{
FString NotInstalledTutorialLink;
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
int32 Result = Platform->CheckRequirements(ProjectPath, bProjectHasCode, NotInstalledTutorialLink);
// report to analytics
FEditorAnalytics::ReportBuildRequirementsFailure(TEXT("Editor.Package.Failed"), PlatformInfo->TargetPlatformName.ToString(), bProjectHasCode, Result);
// report to message log
if ((Result & ETargetPlatformReadyStatus::SDKNotFound) != 0)
{
AddMessageLog(
LOCTEXT("SdkNotFoundMessage", "Software Development Kit (SDK) not found."),
FText::Format(LOCTEXT("SdkNotFoundMessageDetail", "Please install the SDK for the {0} target platform!"), Platform->DisplayName()),
NotInstalledTutorialLink
);
}
if ((Result & ETargetPlatformReadyStatus::ProvisionNotFound) != 0)
{
AddMessageLog(
LOCTEXT("ProvisionNotFoundMessage", "Provision not found."),
LOCTEXT("ProvisionNotFoundMessageDetail", "A provision is required for deploying your app to the device."),
NotInstalledTutorialLink
);
}
if ((Result & ETargetPlatformReadyStatus::SigningKeyNotFound) != 0)
{
AddMessageLog(
LOCTEXT("SigningKeyNotFoundMessage", "Signing key not found."),
LOCTEXT("SigningKeyNotFoundMessageDetail", "The app could not be digitally signed, because the signing key is not configured."),
NotInstalledTutorialLink
);
}
if ((Result & ETargetPlatformReadyStatus::ManifestNotFound) != 0)
{
AddMessageLog(
LOCTEXT("ManifestNotFound", "Manifest not found."),
LOCTEXT("ManifestNotFoundMessageDetail", "The generated application manifest could not be found."),
NotInstalledTutorialLink
);
}
// report to main frame
bool UnrecoverableError = false;
if ((Result & ETargetPlatformReadyStatus::CodeUnsupported) != 0)
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("NotSupported_SelectedPlatform", "Sorry, packaging a code-based project for the selected platform is currently not supported. This feature may be available in a future release."));
UnrecoverableError = true;
}
else if ((Result & ETargetPlatformReadyStatus::PluginsUnsupported) != 0)
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("NotSupported_ThirdPartyPlugins", "Sorry, packaging a project with third-party plugins is currently not supported for the selected platform. This feature may be available in a future release."));
UnrecoverableError = true;
}
if (UnrecoverableError)
{
return;
}
}
}
if (!FModuleManager::LoadModuleChecked<IProjectTargetPlatformEditorModule>("ProjectTargetPlatformEditor").ShowUnsupportedTargetWarning(PlatformInfo->VanillaPlatformName))
{
return;
}
UProjectPackagingSettings* PackagingSettings = Cast<UProjectPackagingSettings>(UProjectPackagingSettings::StaticClass()->GetDefaultObject());
// let the user pick a target directory
if (PackagingSettings->StagingDirectory.Path.IsEmpty())
{
PackagingSettings->StagingDirectory.Path = FPaths::GameDir();
}
FString OutFolderName;
void* ParentWindowWindowHandle = nullptr;
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
const TSharedPtr<SWindow>& MainFrameParentWindow = MainFrameModule.GetParentWindow();
if ( MainFrameParentWindow.IsValid() && MainFrameParentWindow->GetNativeWindow().IsValid() )
{
ParentWindowWindowHandle = MainFrameParentWindow->GetNativeWindow()->GetOSWindowHandle();
}
if (!FDesktopPlatformModule::Get()->OpenDirectoryDialog(ParentWindowWindowHandle, LOCTEXT("PackageDirectoryDialogTitle", "Package project...").ToString(), PackagingSettings->StagingDirectory.Path, OutFolderName))
{
return;
}
PackagingSettings->StagingDirectory.Path = OutFolderName;
PackagingSettings->SaveConfig();
// create the packager process
FString OptionalParams;
if (PackagingSettings->FullRebuild)
{
OptionalParams += TEXT(" -clean");
}
if ( PackagingSettings->bCompressed )
{
OptionalParams += TEXT(" -compressed");
}
OptionalParams += GetCookingOptionalParams();
if (PackagingSettings->UsePakFile)
{
if (PlatformInfo->TargetPlatformName != FName("HTML5"))
{
OptionalParams += TEXT(" -pak");
}
}
if (PackagingSettings->IncludePrerequisites)
{
OptionalParams += TEXT(" -prereqs");
}
if (PackagingSettings->ForDistribution)
{
OptionalParams += TEXT(" -distribution");
}
if (!PackagingSettings->IncludeDebugFiles)
{
OptionalParams += TEXT(" -nodebuginfo");
}
if (PackagingSettings->bNativizeBlueprintAssets)
{
OptionalParams += TEXT(" -nativizeAssets");
}
if (PackagingSettings->bGenerateChunks)
{
OptionalParams += TEXT(" -manifests");
}
bool bTargetPlatformCanUseCrashReporter = true;
if (PlatformInfo->TargetPlatformName == FName("WindowsNoEditor") && PlatformInfo->PlatformFlavor == TEXT("Win32"))
{
FString MinumumSupportedWindowsOS;
GConfig->GetString(TEXT("/Script/WindowsTargetPlatform.WindowsTargetSettings"), TEXT("MinimumOSVersion"), MinumumSupportedWindowsOS, GEngineIni);
if (MinumumSupportedWindowsOS == TEXT("MSOS_XP"))
{
OptionalParams += TEXT(" -SpecifiedArchitecture=_xp");
bTargetPlatformCanUseCrashReporter = false;
}
}
// Append any extra UAT flags specified for this platform flavor
if (!PlatformInfo->UATCommandLine.IsEmpty())
{
OptionalParams += TEXT(" ");
OptionalParams += PlatformInfo->UATCommandLine;
}
else
{
OptionalParams += TEXT(" -targetplatform=");
OptionalParams += *PlatformInfo->TargetPlatformName.ToString();
}
// only build if the project has code that might need to be built
if (bProjectHasCode || (!FApp::GetEngineIsPromotedBuild() && !FApp::IsEngineInstalled()) || PackagingSettings->bNativizeBlueprintAssets)
{
OptionalParams += TEXT(" -build");
}
// Whether to include the crash reporter.
if (PackagingSettings->IncludeCrashReporter && bTargetPlatformCanUseCrashReporter)
{
OptionalParams += TEXT( " -CrashReporter" );
}
if (PackagingSettings->bBuildHttpChunkInstallData)
{
OptionalParams += FString::Printf(TEXT(" -manifests -createchunkinstall -chunkinstalldirectory=\"%s\" -chunkinstallversion=%s"), *(PackagingSettings->HttpChunkInstallDataDirectory.Path), *(PackagingSettings->HttpChunkInstallDataVersion));
}
int32 NumCookers = GetDefault<UEditorExperimentalSettings>()->MultiProcessCooking;
if (NumCookers > 0 )
{
OptionalParams += FString::Printf(TEXT(" -NumCookersToSpawn=%d"), NumCookers);
}
const bool bRunningDebug = FParse::Param(FCommandLine::Get(), TEXT("debug"));
if (bRunningDebug)
{
OptionalParams += TEXT(" -UseDebugParamForEditorExe");
}
FString Configuration = FindObject<UEnum>(ANY_PACKAGE, TEXT("EProjectPackagingBuildConfigurations"))->GetEnumName(PackagingSettings->BuildConfiguration);
Configuration = Configuration.Replace(TEXT("PPBC_"), TEXT(""));
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GetProjectFilePath()) : FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
FString CommandLine = FString::Printf(TEXT("-ScriptsForProject=\"%s\" BuildCookRun %s%s -nop4 -project=\"%s\" -cook -stage -archive -archivedirectory=\"%s\" -package -clientconfig=%s -ue4exe=%s %s -utf8output"),
*ProjectPath,
GetUATCompilationFlags(),
FApp::IsEngineInstalled() ? TEXT(" -installed") : TEXT(""),
*ProjectPath,
*PackagingSettings->StagingDirectory.Path,
*Configuration,
*FUnrealEdMisc::Get().GetExecutableForCommandlets(),
*OptionalParams
);
CreateUatTask(CommandLine, PlatformInfo->DisplayName, LOCTEXT("PackagingProjectTaskName", "Packaging project"), LOCTEXT("PackagingTaskName", "Packaging"), FEditorStyle::GetBrush(TEXT("MainFrame.PackageProject")));
}
bool FMainFrameActionCallbacks::PackageProjectCanExecute( const FName PlatformInfoName )
{
return true;
}
void FMainFrameActionCallbacks::RefreshCodeProject()
{
if ( !FSourceCodeNavigation::IsCompilerAvailable() )
{
// Attempt to trigger the tutorial if the user doesn't have a compiler installed for the project.
FSourceCodeNavigation::AccessOnCompilerNotFound().Broadcast();
}
FText FailReason, FailLog;
if(!FGameProjectGenerationModule::Get().UpdateCodeProject(FailReason, FailLog))
{
SOutputLogDialog::Open(LOCTEXT("RefreshProject", "Refresh Project"), FailReason, FailLog, FText::GetEmpty());
}
}
bool FMainFrameActionCallbacks::IsCodeProject()
{
// Not particularly rigorous, but assume it's a code project if it can find a Source directory
const bool bIsCodeProject = IFileManager::Get().DirectoryExists(*FPaths::GameSourceDir());
return bIsCodeProject;
}
void FMainFrameActionCallbacks::OpenIDE()
{
if ( !FSourceCodeNavigation::IsCompilerAvailable() )
{
// Attempt to trigger the tutorial if the user doesn't have a compiler installed for the project.
FSourceCodeNavigation::AccessOnCompilerNotFound().Broadcast();
}
else
{
if ( !FSourceCodeNavigation::OpenModuleSolution() )
{
FString SolutionPath;
if(FDesktopPlatformModule::Get()->GetSolutionPath(SolutionPath))
{
const FString FullPath = IFileManager::Get().ConvertToAbsolutePathForExternalAppForRead( *SolutionPath );
const FText Message = FText::Format( LOCTEXT( "OpenIDEFailed_MissingFile", "Could not open {0} for project {1}" ), FSourceCodeNavigation::GetSuggestedSourceCodeIDE(), FText::FromString( FullPath ) );
FMessageDialog::Open( EAppMsgType::Ok, Message );
}
else
{
FMessageDialog::Open( EAppMsgType::Ok, LOCTEXT("OpenIDEFailed_MissingSolution", "Couldn't find solution"));
}
}
}
}
void FMainFrameActionCallbacks::ZipUpProject()
{
#if PLATFORM_WINDOWS
FText PlatformName = LOCTEXT("PlatformName_Windows", "Windows");
#elif PLATFORM_MAC
FText PlatformName = LOCTEXT("PlatformName_Mac", "Mac");
#elif PLATFORM_LINUX
FText PlatformName = LOCTEXT("PlatformName_Linux", "Linux");
#else
FText PlatformName = LOCTEXT("PlatformName_Other", "Other OS");
#endif
bool bOpened = false;
TArray<FString> SaveFilenames;
IDesktopPlatform* DesktopPlatform = FDesktopPlatformModule::Get();
if (DesktopPlatform != NULL)
{
bOpened = DesktopPlatform->SaveFileDialog(
NULL,
NSLOCTEXT("UnrealEd", "ZipUpProject", "Zip file location").ToString(),
FPaths::GameDir(),
FApp::GetGameName(),
TEXT("Zip file|*.zip"),
EFileDialogFlags::None,
SaveFilenames);
}
if (bOpened)
{
for (FString FileName : SaveFilenames)
{
// Ensure path is full rather than relative (for macs)
FString FinalFileName = FPaths::ConvertRelativePathToFull(FileName);
FString ProjectPath = FPaths::IsProjectFilePathSet() ? FPaths::ConvertRelativePathToFull(FPaths::GameDir()) : FPaths::RootDir() / FApp::GetGameName();
FString CommandLine = FString::Printf(TEXT("ZipProjectUp -project=\"%s\" -install=\"%s\""), *ProjectPath, *FinalFileName);
CreateUatTask(CommandLine, PlatformName, LOCTEXT("ZipTaskName", "Zipping Up Project"),
LOCTEXT("ZipTaskShortName", "Zip Project Task"), FEditorStyle::GetBrush(TEXT("MainFrame.CookContent")));
}
}
}
void FMainFrameActionCallbacks::PackagingSettings()
{
FModuleManager::LoadModuleChecked<ISettingsModule>("Settings").ShowViewer("Project", "Project", "Packaging");
}
//void FMainFrameActionCallbacks::LocalizeProject()
//{
// FModuleManager::LoadModuleChecked<ILocalizationDashboardModule>("LocalizationDashboard").Show();
//}
void FMainFrameActionCallbacks::SwitchProjectByIndex( int32 ProjectIndex )
{
FUnrealEdMisc::Get().SwitchProject( ProjectNames[ ProjectIndex ] );
}
void FMainFrameActionCallbacks::SwitchProject(const FString& GameOrProjectFileName)
{
FUnrealEdMisc::Get().SwitchProject( GameOrProjectFileName );
}
void FMainFrameActionCallbacks::OpenBackupDirectory( FString BackupFile )
{
FPlatformProcess::LaunchFileInDefaultExternalApplication(*FPaths::GetPath(FPaths::ConvertRelativePathToFull(BackupFile)));
}
void FMainFrameActionCallbacks::ResetLayout()
{
if(EAppReturnType::Ok != OpenMsgDlgInt(EAppMsgType::OkCancel, LOCTEXT( "ActionRestartMsg", "This action requires the editor to restart; you will be prompted to save any changes. Continue?" ), LOCTEXT( "ResetUILayout_Title", "Reset UI Layout" ) ) )
{
return;
}
// make a backup
GetMutableDefault<UEditorPerProjectUserSettings>()->SaveConfig();
FString BackupEditorLayoutIni = FString::Printf(TEXT("%s_Backup.ini"), *FPaths::GetBaseFilename(GEditorLayoutIni, false));
if( COPY_Fail == IFileManager::Get().Copy(*BackupEditorLayoutIni, *GEditorLayoutIni) )
{
FMessageLog EditorErrors("EditorErrors");
if(!FPaths::FileExists(GEditorLayoutIni))
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("FileName"), FText::FromString(GEditorLayoutIni));
EditorErrors.Warning(FText::Format(LOCTEXT("UnsuccessfulBackup_NoExist_Notification", "Unsuccessful backup! {FileName} does not exist!"), Arguments));
}
else if(IFileManager::Get().IsReadOnly(*BackupEditorLayoutIni))
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("FileName"), FText::FromString(FPaths::ConvertRelativePathToFull(BackupEditorLayoutIni)));
EditorErrors.Warning(FText::Format(LOCTEXT("UnsuccessfulBackup_ReadOnly_Notification", "Unsuccessful backup! {FileName} is read-only!"), Arguments));
}
else
{
// We don't specifically know why it failed, this is a fallback.
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("SourceFileName"), FText::FromString(GEditorLayoutIni));
Arguments.Add(TEXT("BackupFileName"), FText::FromString(FPaths::ConvertRelativePathToFull(BackupEditorLayoutIni)));
EditorErrors.Warning(FText::Format(LOCTEXT("UnsuccessfulBackup_Fallback_Notification", "Unsuccessful backup of {SourceFileName} to {BackupFileName}"), Arguments));
}
EditorErrors.Notify(LOCTEXT("BackupUnsuccessful_Title", "Backup Unsuccessful!"));
}
else
{
FNotificationInfo ErrorNotification( FText::GetEmpty() );
ErrorNotification.bFireAndForget = true;
ErrorNotification.ExpireDuration = 3.0f;
ErrorNotification.bUseThrobber = true;
ErrorNotification.Hyperlink = FSimpleDelegate::CreateStatic(&FMainFrameActionCallbacks::OpenBackupDirectory, BackupEditorLayoutIni);
ErrorNotification.HyperlinkText = LOCTEXT("SuccessfulBackup_Notification_Hyperlink", "Open Directory");
ErrorNotification.Text = LOCTEXT("SuccessfulBackup_Notification", "Backup Successful!");
ErrorNotification.Image = FEditorStyle::GetBrush(TEXT("NotificationList.SuccessImage"));
FSlateNotificationManager::Get().AddNotification(ErrorNotification);
}
// reset layout & restart Editor
FUnrealEdMisc::Get().AllowSavingLayoutOnClose(false);
FUnrealEdMisc::Get().RestartEditor(false);
}
void FMainFrameActionCallbacks::SaveLayout()
{
FGlobalTabmanager::Get()->SaveAllVisualState();
// Write the saved state's config to disk
GConfig->Flush( false, GEditorLayoutIni );
}
void FMainFrameActionCallbacks::ToggleFullscreen_Execute()
{
if ( GIsEditor && FApp::HasGameName() )
{
static TWeakPtr<SDockTab> LevelEditorTabPtr = FGlobalTabmanager::Get()->InvokeTab(FTabId("LevelEditor"));
const TSharedPtr<SWindow> LevelEditorWindow = FSlateApplication::Get().FindWidgetWindow( LevelEditorTabPtr.Pin().ToSharedRef() );
if (LevelEditorWindow->GetWindowMode() == EWindowMode::Windowed)
{
LevelEditorWindow->SetWindowMode(EWindowMode::WindowedFullscreen);
}
else
{
LevelEditorWindow->SetWindowMode(EWindowMode::Windowed);
}
}
}
bool FMainFrameActionCallbacks::FullScreen_IsChecked()
{
const TSharedPtr<SDockTab> LevelEditorTabPtr = FModuleManager::Get().GetModuleChecked<FLevelEditorModule>( "LevelEditor" ).GetLevelEditorTab();
const TSharedPtr<SWindow> LevelEditorWindow = LevelEditorTabPtr.IsValid()
? LevelEditorTabPtr->GetParentWindow()
: TSharedPtr<SWindow>();
return (LevelEditorWindow.IsValid())
? (LevelEditorWindow->GetWindowMode() != EWindowMode::Windowed)
: false;
}
bool FMainFrameActionCallbacks::CanSwitchToProject( int32 InProjectIndex )
{
if (FApp::HasGameName() && ProjectNames[InProjectIndex].StartsWith(FApp::GetGameName()))
{
return false;
}
if ( FPaths::IsProjectFilePathSet() && ProjectNames[ InProjectIndex ] == FPaths::GetProjectFilePath() )
{
return false;
}
return true;
}
bool FMainFrameActionCallbacks::IsSwitchProjectChecked( int32 InProjectIndex )
{
return CanSwitchToProject( InProjectIndex ) == false;
}
void FMainFrameActionCallbacks::Exit()
{
FSlateApplication::Get().LeaveDebuggingMode();
// Shut down the editor
// NOTE: We can't close the editor from within this stack frame as it will cause various DLLs
// (such as MainFrame) to become unloaded out from underneath the code pointer. We'll shut down
// as soon as it's safe to do so.
GEngine->DeferredCommands.Add( TEXT("CLOSE_SLATE_MAINFRAME"));
}
bool FMainFrameActionCallbacks::Undo_CanExecute()
{
return GUnrealEd->Trans->CanUndo() && FSlateApplication::Get().IsNormalExecution();
}
bool FMainFrameActionCallbacks::Redo_CanExecute()
{
return GUnrealEd->Trans->CanRedo() && FSlateApplication::Get().IsNormalExecution();
}
void FMainFrameActionCallbacks::ExecuteExecCommand( FString Command )
{
GUnrealEd->Exec( GEditor->GetEditorWorldContext(false).World(), *Command );
}
void FMainFrameActionCallbacks::OpenSlateApp_ViaModule( FName AppName, FName ModuleName )
{
FModuleManager::Get().LoadModule( ModuleName );
OpenSlateApp( AppName );
}
void FMainFrameActionCallbacks::OpenSlateApp( FName AppName )
{
FGlobalTabmanager::Get()->InvokeTab(FTabId(AppName));
}
bool FMainFrameActionCallbacks::OpenSlateApp_IsChecked( FName AppName )
{
return false;
}
void FMainFrameActionCallbacks::VisitAskAQuestionPage()
{
FString AskAQuestionURL;
if(FUnrealEdMisc::Get().GetURL( TEXT("AskAQuestionURL"), AskAQuestionURL, true ))
{
FPlatformProcess::LaunchURL( *AskAQuestionURL, NULL, NULL );
}
}
void FMainFrameActionCallbacks::VisitSearchForAnswersPage()
{
FString SearchForAnswersURL;
if(FUnrealEdMisc::Get().GetURL( TEXT("SearchForAnswersURL"), SearchForAnswersURL, true ))
{
FPlatformProcess::LaunchURL( *SearchForAnswersURL, NULL, NULL );
}
}
void FMainFrameActionCallbacks::VisitSupportWebSite()
{
FString SupportWebsiteURL;
if(FUnrealEdMisc::Get().GetURL( TEXT("SupportWebsiteURL"), SupportWebsiteURL, true ))
{
FPlatformProcess::LaunchURL( *SupportWebsiteURL, NULL, NULL );
}
}
void FMainFrameActionCallbacks::VisitEpicGamesDotCom()
{
FString EpicGamesURL;
if(FUnrealEdMisc::Get().GetURL( TEXT("EpicGamesURL"), EpicGamesURL ))
{
FPlatformProcess::LaunchURL( *EpicGamesURL, NULL, NULL );
}
}
void FMainFrameActionCallbacks::VisitWiki()
{
FString URL;
if (FUnrealEdMisc::Get().GetURL(TEXT("WikiURL"), URL))
{
FPlatformProcess::LaunchURL(*URL, NULL, NULL);
}
}
void FMainFrameActionCallbacks::VisitForums()
{
FString URL;
if (FUnrealEdMisc::Get().GetURL(TEXT("ForumsURL"), URL))
{
FPlatformProcess::LaunchURL(*URL, NULL, NULL);
}
}
void FMainFrameActionCallbacks::AboutUnrealEd_Execute()
{
const FText AboutWindowTitle = LOCTEXT( "AboutUnrealEditor", "About Unreal Editor" );
TSharedPtr<SWindow> AboutWindow =
SNew(SWindow)
.Title( AboutWindowTitle )
.ClientSize(FVector2D(600.f, 200.f))
.SupportsMaximize(false) .SupportsMinimize(false)
.SizingRule( ESizingRule::FixedSize )
[
SNew(SAboutScreen)
];
IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked<IMainFrameModule>( "MainFrame" );
TSharedPtr<SWindow> ParentWindow = MainFrame.GetParentWindow();
if ( ParentWindow.IsValid() )
{
FSlateApplication::Get().AddModalWindow(AboutWindow.ToSharedRef(), ParentWindow.ToSharedRef());
}
else
{
FSlateApplication::Get().AddWindow(AboutWindow.ToSharedRef());
}
}
void FMainFrameActionCallbacks::CreditsUnrealEd_Execute()
{
const FText CreditsWindowTitle = LOCTEXT("CreditsUnrealEditor", "Credits");
TSharedPtr<SWindow> CreditsWindow =
SNew(SWindow)
.Title(CreditsWindowTitle)
.ClientSize(FVector2D(600.f, 700.f))
.SupportsMaximize(false)
.SupportsMinimize(false)
.SizingRule(ESizingRule::FixedSize)
[
SNew(SCreditsScreen)
];
IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked<IMainFrameModule>("MainFrame");
TSharedPtr<SWindow> ParentWindow = MainFrame.GetParentWindow();
if ( ParentWindow.IsValid() )
{
FSlateApplication::Get().AddModalWindow(CreditsWindow.ToSharedRef(), ParentWindow.ToSharedRef());
}
else
{
FSlateApplication::Get().AddWindow(CreditsWindow.ToSharedRef());
}
}
void FMainFrameActionCallbacks::OpenWidgetReflector_Execute()
{
FGlobalTabmanager::Get()->InvokeTab(FTabId("WidgetReflector"));
}
/* FMainFrameActionCallbacks implementation
*****************************************************************************/
void FMainFrameActionCallbacks::AddMessageLog( const FText& Text, const FText& Detail, const FString& TutorialLink )
{
TSharedRef<FTokenizedMessage> Message = FTokenizedMessage::Create(EMessageSeverity::Error);
Message->AddToken(FTextToken::Create(Text));
Message->AddToken(FTextToken::Create(Detail));
Message->AddToken(FTutorialToken::Create(TutorialLink));
Message->AddToken(FDocumentationToken::Create(TEXT("Platforms/iOS/QuickStart/6")));
FMessageLog MessageLog("PackagingResults");
MessageLog.AddMessage(Message);
MessageLog.Open();
}
void FMainFrameActionCallbacks::CreateUatTask( const FString& CommandLine, const FText& PlatformDisplayName, const FText& TaskName, const FText &TaskShortName, const FSlateBrush* TaskIcon )
{
// make sure that the UAT batch file is in place
#if PLATFORM_WINDOWS
FString RunUATScriptName = TEXT("RunUAT.bat");
FString CmdExe = TEXT("cmd.exe");
#elif PLATFORM_LINUX
FString RunUATScriptName = TEXT("RunUAT.sh");
FString CmdExe = TEXT("/bin/bash");
#else
FString RunUATScriptName = TEXT("RunUAT.command");
FString CmdExe = TEXT("/bin/sh");
#endif
FString UatPath = FPaths::ConvertRelativePathToFull(FPaths::EngineDir() / TEXT("Build/BatchFiles") / RunUATScriptName);
FGameProjectGenerationModule& GameProjectModule = FModuleManager::LoadModuleChecked<FGameProjectGenerationModule>(TEXT("GameProjectGeneration"));
bool bHasCode = GameProjectModule.Get().ProjectHasCodeFiles();
if (!FPaths::FileExists(UatPath))
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("File"), FText::FromString(UatPath));
FMessageDialog::Open(EAppMsgType::Ok, FText::Format(LOCTEXT("RequiredFileNotFoundMessage", "A required file could not be found:\n{File}"), Arguments));
TArray<FAnalyticsEventAttribute> ParamArray;
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), 0.0));
FString EventName = (CommandLine.Contains(TEXT("-package")) ? TEXT("Editor.Package") : TEXT("Editor.Cook"));
FEditorAnalytics::ReportEvent(EventName + TEXT(".Failed"), PlatformDisplayName.ToString(), bHasCode, EAnalyticsErrorCodes::UATNotFound, ParamArray);
return;
}
#if PLATFORM_WINDOWS
FString FullCommandLine = FString::Printf(TEXT("/c \"\"%s\" %s\""), *UatPath, *CommandLine);
#else
FString FullCommandLine = FString::Printf(TEXT("\"%s\" %s"), *UatPath, *CommandLine);
#endif
TSharedPtr<FMonitoredProcess> UatProcess = MakeShareable(new FMonitoredProcess(CmdExe, FullCommandLine, true));
// create notification item
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("Platform"), PlatformDisplayName);
Arguments.Add(TEXT("TaskName"), TaskName);
FNotificationInfo Info( FText::Format( LOCTEXT("UatTaskInProgressNotification", "{TaskName} for {Platform}..."), Arguments) );
Info.Image = TaskIcon;
Info.bFireAndForget = false;
Info.ExpireDuration = 3.0f;
Info.Hyperlink = FSimpleDelegate::CreateStatic(&FMainFrameActionCallbacks::HandleUatHyperlinkNavigate);
Info.HyperlinkText = LOCTEXT("ShowOutputLogHyperlink", "Show Output Log");
Info.ButtonDetails.Add(
FNotificationButtonInfo(
LOCTEXT("UatTaskCancel", "Cancel"),
LOCTEXT("UatTaskCancelToolTip", "Cancels execution of this task."),
FSimpleDelegate::CreateStatic(&FMainFrameActionCallbacks::HandleUatCancelButtonClicked, UatProcess)
)
);
TSharedPtr<SNotificationItem> NotificationItem = FSlateNotificationManager::Get().AddNotification(Info);
if (!NotificationItem.IsValid())
{
return;
}
FString EventName = (CommandLine.Contains(TEXT("-package")) ? TEXT("Editor.Package") : TEXT("Editor.Cook"));
FEditorAnalytics::ReportEvent(EventName + TEXT(".Start"), PlatformDisplayName.ToString(), bHasCode);
NotificationItem->SetCompletionState(SNotificationItem::CS_Pending);
// launch the packager
TWeakPtr<SNotificationItem> NotificationItemPtr(NotificationItem);
EventData Data;
Data.StartTime = FPlatformTime::Seconds();
Data.EventName = EventName;
Data.bProjectHasCode = bHasCode;
UatProcess->OnCanceled().BindStatic(&FMainFrameActionCallbacks::HandleUatProcessCanceled, NotificationItemPtr, PlatformDisplayName, TaskShortName, Data);
UatProcess->OnCompleted().BindStatic(&FMainFrameActionCallbacks::HandleUatProcessCompleted, NotificationItemPtr, PlatformDisplayName, TaskShortName, Data);
UatProcess->OnOutput().BindStatic(&FMainFrameActionCallbacks::HandleUatProcessOutput, NotificationItemPtr, PlatformDisplayName, TaskShortName);
TWeakPtr<FMonitoredProcess> UatProcessPtr(UatProcess);
FEditorDelegates::OnShutdownPostPackagesSaved.Add(FSimpleDelegate::CreateStatic(&FMainFrameActionCallbacks::HandleUatCancelButtonClicked, UatProcessPtr));
if (UatProcess->Launch())
{
GEditor->PlayEditorSound(TEXT("/Engine/EditorSounds/Notifications/CompileStart_Cue.CompileStart_Cue"));
}
else
{
GEditor->PlayEditorSound(TEXT("/Engine/EditorSounds/Notifications/CompileFailed_Cue.CompileFailed_Cue"));
NotificationItem->SetText(LOCTEXT("UatLaunchFailedNotification", "Failed to launch Unreal Automation Tool (UAT)!"));
NotificationItem->SetCompletionState(SNotificationItem::CS_Fail);
NotificationItem->ExpireAndFadeout();
TArray<FAnalyticsEventAttribute> ParamArray;
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), 0.0));
FEditorAnalytics::ReportEvent(EventName + TEXT(".Failed"), PlatformDisplayName.ToString(), bHasCode, EAnalyticsErrorCodes::UATLaunchFailure, ParamArray);
}
}
/* FMainFrameActionCallbacks callbacks
*****************************************************************************/
class FMainFrameActionsNotificationTask
{
public:
FMainFrameActionsNotificationTask( TWeakPtr<SNotificationItem> InNotificationItemPtr, SNotificationItem::ECompletionState InCompletionState, const FText& InText )
: CompletionState(InCompletionState)
, NotificationItemPtr(InNotificationItemPtr)
, Text(InText)
{ }
void DoTask( ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent )
{
if (NotificationItemPtr.IsValid())
{
if (CompletionState == SNotificationItem::CS_Fail)
{
GEditor->PlayEditorSound(TEXT("/Engine/EditorSounds/Notifications/CompileFailed_Cue.CompileFailed_Cue"));
}
else
{
GEditor->PlayEditorSound(TEXT("/Engine/EditorSounds/Notifications/CompileSuccess_Cue.CompileSuccess_Cue"));
}
TSharedPtr<SNotificationItem> NotificationItem = NotificationItemPtr.Pin();
NotificationItem->SetText(Text);
NotificationItem->SetCompletionState(CompletionState);
NotificationItem->ExpireAndFadeout();
}
}
static ESubsequentsMode::Type GetSubsequentsMode() { return ESubsequentsMode::TrackSubsequents; }
ENamedThreads::Type GetDesiredThread( ) { return ENamedThreads::GameThread; }
FORCEINLINE TStatId GetStatId() const
{
RETURN_QUICK_DECLARE_CYCLE_STAT(FMainFrameActionsNotificationTask, STATGROUP_TaskGraphTasks);
}
private:
SNotificationItem::ECompletionState CompletionState;
TWeakPtr<SNotificationItem> NotificationItemPtr;
FText Text;
};
void FMainFrameActionCallbacks::HandleUatHyperlinkNavigate( )
{
FGlobalTabmanager::Get()->InvokeTab(FName("OutputLog"));
}
void FMainFrameActionCallbacks::HandleUatCancelButtonClicked( TSharedPtr<FMonitoredProcess> PackagerProcess )
{
if (PackagerProcess.IsValid())
{
PackagerProcess->Cancel(true);
}
}
void FMainFrameActionCallbacks::HandleUatCancelButtonClicked(TWeakPtr<FMonitoredProcess> PackagerProcessPtr)
{
TSharedPtr<FMonitoredProcess> PackagerProcess = PackagerProcessPtr.Pin();
if (PackagerProcess.IsValid())
{
PackagerProcess->Cancel(true);
}
}
void FMainFrameActionCallbacks::HandleUatProcessCanceled( TWeakPtr<SNotificationItem> NotificationItemPtr, FText PlatformDisplayName, FText TaskName, EventData Event )
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("Platform"), PlatformDisplayName);
Arguments.Add(TEXT("TaskName"), TaskName);
TGraphTask<FMainFrameActionsNotificationTask>::CreateTask().ConstructAndDispatchWhenReady(
NotificationItemPtr,
SNotificationItem::CS_Fail,
FText::Format(LOCTEXT("UatProcessFailedNotification", "{TaskName} canceled!"), Arguments)
);
TArray<FAnalyticsEventAttribute> ParamArray;
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), FPlatformTime::Seconds() - Event.StartTime));
FEditorAnalytics::ReportEvent(Event.EventName + TEXT(".Canceled"), PlatformDisplayName.ToString(), Event.bProjectHasCode, ParamArray);
// FMessageLog("PackagingResults").Warning(FText::Format(LOCTEXT("UatProcessCanceledMessageLog", "{TaskName} for {Platform} canceled by user"), Arguments));
}
/**
* Helper class to deal with packaging issues encountered in UAT.
**/
class FPackagingErrorHandler
{
private:
/**
* Create a message to send to the Message Log.
*
* @Param MessageString - The error we wish to send to the Message Log.
* @Param MessageType - The severity of the message, i.e. error, warning etc.
**/
static void AddMessageToMessageLog(FString MessageString, EMessageSeverity::Type MessageType)
{
FText MsgText = FText::FromString(MessageString);
TSharedRef<FTokenizedMessage> Message = FTokenizedMessage::Create(MessageType);
Message->AddToken(FTextToken::Create(MsgText));
FMessageLog MessageLog("PackagingResults");
MessageLog.AddMessage(Message);
}
/**
* Send Error to the Message Log.
*
* @Param MessageString - The error we wish to send to the Message Log.
* @Param MessageType - The severity of the message, i.e. error, warning etc.
**/
static void SyncMessageWithMessageLog(FString MessageString, EMessageSeverity::Type MessageType)
{
DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.SendPackageErrorToMessageLog"),
STAT_FSimpleDelegateGraphTask_SendPackageErrorToMessageLog,
STATGROUP_TaskGraphTasks);
// Remove any new line terminators
MessageString.ReplaceInline(TEXT("\r"), TEXT(""));
MessageString.ReplaceInline(TEXT("\n"), TEXT(""));
/**
* Dispatch the error from packaging to the message log.
**/
FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
FSimpleDelegateGraphTask::FDelegate::CreateStatic(&FPackagingErrorHandler::AddMessageToMessageLog, MessageString, MessageType),
GET_STATID(STAT_FSimpleDelegateGraphTask_SendPackageErrorToMessageLog),
nullptr, ENamedThreads::GameThread
);
}
public:
/**
* Determine if the output is an error we wish to send to the Message Log.
*
* @Param UATOutput - The current line of output from the UAT package process.
**/
static void ProcessAndHandleCookErrorOutput(FString UATOutput)
{
FString LhsUATOutputMsg, ParsedCookIssue;
// note: CookResults:Warning: actually outputs some unhandled errors.
if (UATOutput.Split(TEXT("CookResults:Warning: "), &LhsUATOutputMsg, &ParsedCookIssue))
{
SyncMessageWithMessageLog(ParsedCookIssue, EMessageSeverity::Warning);
}
if (UATOutput.Split(TEXT("CookResults:Error: "), &LhsUATOutputMsg, &ParsedCookIssue))
{
SyncMessageWithMessageLog(ParsedCookIssue, EMessageSeverity::Error);
}
}
/**
* Send the UAT Packaging error message to the Message Log.
*
* @Param ErrorCode - The UAT return code we received and wish to display the error message for.
**/
static void SendPackagingErrorToMessageLog(int32 ErrorCode)
{
SyncMessageWithMessageLog(FEditorAnalytics::TranslateErrorCode(ErrorCode), EMessageSeverity::Error);
}
};
DECLARE_CYCLE_STAT(TEXT("Requesting FMainFrameActionCallbacks::HandleUatProcessCompleted message dialog to present the error message"), STAT_FMainFrameActionCallbacks_HandleUatProcessCompleted_DialogMessage, STATGROUP_TaskGraphTasks);
void FMainFrameActionCallbacks::HandleUatProcessCompleted( int32 ReturnCode, TWeakPtr<SNotificationItem> NotificationItemPtr, FText PlatformDisplayName, FText TaskName, EventData Event )
{
FFormatNamedArguments Arguments;
Arguments.Add(TEXT("Platform"), PlatformDisplayName);
Arguments.Add(TEXT("TaskName"), TaskName);
if (ReturnCode == 0)
{
TGraphTask<FMainFrameActionsNotificationTask>::CreateTask().ConstructAndDispatchWhenReady(
NotificationItemPtr,
SNotificationItem::CS_Success,
FText::Format(LOCTEXT("UatProcessSucceededNotification", "{TaskName} complete!"), Arguments)
);
TArray<FAnalyticsEventAttribute> ParamArray;
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), FPlatformTime::Seconds() - Event.StartTime));
FEditorAnalytics::ReportEvent(Event.EventName + TEXT(".Completed"), PlatformDisplayName.ToString(), Event.bProjectHasCode, ParamArray);
// FMessageLog("PackagingResults").Info(FText::Format(LOCTEXT("UatProcessSuccessMessageLog", "{TaskName} for {Platform} completed successfully"), Arguments));
}
else
{
TGraphTask<FMainFrameActionsNotificationTask>::CreateTask().ConstructAndDispatchWhenReady(
NotificationItemPtr,
SNotificationItem::CS_Fail,
FText::Format(LOCTEXT("PackagerFailedNotification", "{TaskName} failed!"), Arguments)
);
TArray<FAnalyticsEventAttribute> ParamArray;
ParamArray.Add(FAnalyticsEventAttribute(TEXT("Time"), FPlatformTime::Seconds() - Event.StartTime));
FEditorAnalytics::ReportEvent(Event.EventName + TEXT(".Failed"), PlatformDisplayName.ToString(), Event.bProjectHasCode, ReturnCode, ParamArray);
// Send the error to the Message Log.
if (TaskName.EqualTo(LOCTEXT("PackagingTaskName", "Packaging")))
{
FPackagingErrorHandler::SendPackagingErrorToMessageLog(ReturnCode);
}
// Present a message dialog if we want the error message to be prominent.
if (FEditorAnalytics::ShouldElevateMessageThroughDialog(ReturnCode))
{
FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
FSimpleDelegateGraphTask::FDelegate::CreateLambda([=](){
FMessageDialog::Open(EAppMsgType::Ok, FText::FromString(FEditorAnalytics::TranslateErrorCode(ReturnCode)));
}),
GET_STATID(STAT_FMainFrameActionCallbacks_HandleUatProcessCompleted_DialogMessage),
nullptr,
ENamedThreads::GameThread
);
}
// FMessageLog("PackagingResults").Info(FText::Format(LOCTEXT("UatProcessFailedMessageLog", "{TaskName} for {Platform} failed"), Arguments));
}
}
void FMainFrameActionCallbacks::HandleUatProcessOutput( FString Output, TWeakPtr<SNotificationItem> NotificationItemPtr, FText PlatformDisplayName, FText TaskName )
{
if (!Output.IsEmpty() && !Output.Equals("\r"))
{
UE_LOG(MainFrameActions, Log, TEXT("%s (%s): %s"), *TaskName.ToString(), *PlatformDisplayName.ToString(), *Output);
if (TaskName.EqualTo(LOCTEXT("PackagingTaskName", "Packaging")))
{
// Deal with any cook errors that may have been encountered.
FPackagingErrorHandler::ProcessAndHandleCookErrorOutput(Output);
}
}
}
#undef LOCTEXT_NAMESPACE