EM_Task/UnrealEd/Private/Animation/AsyncAnimCompressionUI.cpp

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2026-02-13 16:18:33 +08:00
// Copyright Epic Games, Inc. All Rights Reserved.
#include "AsyncAnimCompressionUI.h"
#include "GlobalEditorNotification.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "Animation/AnimCompressionDerivedDataPublic.h"
#include "Animation/AnimSequence.h"
/** Notification class for asynchronous shader compiling. */
class FAnimCompressionNotificationImpl: public FGlobalEditorNotification
{
protected:
/** FGlobalEditorNotification interface */
virtual bool ShouldShowNotification(const bool bIsNotificationAlreadyActive) const override;
virtual void SetNotificationText(const TSharedPtr<SNotificationItem>& InNotificationItem) const override;
};
/** Global notification object. */
FAnimCompressionNotificationImpl GAnimCompressionNotification;
bool FAnimCompressionNotificationImpl::ShouldShowNotification(const bool bIsNotificationAlreadyActive) const
{
const uint32 RemainingJobsThreshold = 0;
const uint32 ActiveJobs = GAsyncCompressedAnimationsTracker ? GAsyncCompressedAnimationsTracker->GetNumRemainingJobs() : 0;
return ActiveJobs > RemainingJobsThreshold;
}
void FAnimCompressionNotificationImpl::SetNotificationText(const TSharedPtr<SNotificationItem>& InNotificationItem) const
{
if (GAsyncCompressedAnimationsTracker)
{
const int32 RemainingJobs = GAsyncCompressedAnimationsTracker->GetNumRemainingJobs();
if (RemainingJobs > 0)
{
FFormatNamedArguments Args;
Args.Add(TEXT("AnimsToCompress"), FText::AsNumber(RemainingJobs));
const FText ProgressMessage = FText::Format(NSLOCTEXT("AsyncAnimCompression", "AnimCompressionInProgressFormat", "Compressing Animations ({AnimsToCompress})"), Args);
InNotificationItem->SetText(ProgressMessage);
}
}
}