983 lines
37 KiB
C++
983 lines
37 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Subsystems/AssetEditorSubsystem.h"
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#include "AssetEditorMessages.h"
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#include "MessageEndpoint.h"
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#include "EngineAnalytics.h"
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#include "AnalyticsEventAttribute.h"
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#include "UObject/Package.h"
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#include "CoreGlobals.h"
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#include "AssetToolsModule.h"
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#include "IMessageContext.h"
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#include "LevelEditor.h"
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#include "Toolkits/AssetEditorToolkit.h"
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#include "Toolkits/SimpleAssetEditor.h"
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#include "Engine/MapBuildDataRegistry.h"
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#include "ContentBrowserModule.h"
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#include "MRUFavoritesList.h"
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#include "Settings/EditorLoadingSavingSettings.h"
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#include "Widgets/Notifications/SNotificationList.h"
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#include "Framework/Notifications/NotificationManager.h"
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#include "PackageTools.h"
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#include "UObject/PackageReload.h"
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#include "Interfaces/IAnalyticsProvider.h"
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#include "Misc/FeedbackContext.h"
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#include "Misc/ConfigCacheIni.h"
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#include "Misc/BlacklistNames.h"
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#include "StudioAnalytics.h"
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#include "EditorModeRegistry.h"
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#include "Tools/UEdMode.h"
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#include "AssetEditorMessages.h"
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#include "EditorModeManager.h"
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#include "Tools/LegacyEdMode.h"
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#define LOCTEXT_NAMESPACE "AssetEditorSubsystem"
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DEFINE_LOG_CATEGORY_STATIC(LogAssetEditorSubsystem, Log, All);
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UAssetEditorSubsystem::UAssetEditorSubsystem()
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: Super(), bSavingOnShutdown(false), bAutoRestoreAndDisableSaving(false), bRequestRestorePreviouslyOpenAssets(false)
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{
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}
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void UAssetEditorSubsystem::Initialize(FSubsystemCollectionBase& Collection)
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{
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TickDelegate = FTickerDelegate::CreateUObject(this, &UAssetEditorSubsystem::HandleTicker);
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FTicker::GetCoreTicker().AddTicker(TickDelegate, 1.f);
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FCoreUObjectDelegates::OnPackageReloaded.AddUObject(this, &UAssetEditorSubsystem::HandlePackageReloaded);
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GEditor->OnEditorClose().AddUObject(this, &UAssetEditorSubsystem::OnEditorClose);
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FCoreDelegates::OnPostEngineInit.AddUObject(this, &UAssetEditorSubsystem::RegisterEditorModes);
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}
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void UAssetEditorSubsystem::Deinitialize()
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{
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UnregisterEditorModes();
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FCoreUObjectDelegates::OnPackageReloaded.RemoveAll(this);
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GEditor->OnEditorClose().RemoveAll(this);
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// Don't attempt to report usage stats if analytics isn't available
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if (FEngineAnalytics::IsAvailable())
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{
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TArray<FAnalyticsEventAttribute> EditorUsageAttribs;
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EditorUsageAttribs.Empty(2);
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for (auto Iter = EditorUsageAnalytics.CreateConstIterator(); Iter; ++Iter)
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{
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const FAssetEditorAnalyticInfo& Data = Iter.Value();
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EditorUsageAttribs.Reset();
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EditorUsageAttribs.Emplace(TEXT("TotalDuration.Seconds"), FString::Printf(TEXT("%.1f"), Data.SumDuration.GetTotalSeconds()));
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EditorUsageAttribs.Emplace(TEXT("OpenedInstances.Count"), FString::Printf(TEXT("%d"), Data.NumTimesOpened));
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const FString EventName = FString::Printf(TEXT("Editor.Usage.%s"), *Iter.Key().ToString());
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FEngineAnalytics::GetProvider().RecordEvent(EventName, EditorUsageAttribs);
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}
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}
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}
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void UAssetEditorSubsystem::OnEditorClose()
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{
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SaveOpenAssetEditors(true);
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TGuardValue<bool> GuardOnShutdown(bSavingOnShutdown, true);
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CloseAllAssetEditors();
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}
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IAssetEditorInstance* UAssetEditorSubsystem::FindEditorForAsset(UObject* Asset, bool bFocusIfOpen)
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{
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const TArray<IAssetEditorInstance*> AssetEditors = FindEditorsForAsset(Asset);
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IAssetEditorInstance* const* PrimaryEditor = AssetEditors.FindByPredicate([](IAssetEditorInstance* Editor)
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{
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return Editor->IsPrimaryEditor();
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});
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const bool bEditorOpen = PrimaryEditor != NULL;
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if (bEditorOpen && bFocusIfOpen)
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{
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// @todo toolkit minor: We may need to handle this differently for world-centric vs standalone. (multiple level editors, etc)
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(*PrimaryEditor)->FocusWindow(Asset);
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}
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return bEditorOpen ? *PrimaryEditor : NULL;
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}
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TArray<IAssetEditorInstance*> UAssetEditorSubsystem::FindEditorsForAsset(UObject* Asset)
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{
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TArray<IAssetEditorInstance*> AssetEditors;
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OpenedAssets.MultiFind(Asset, AssetEditors);
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return AssetEditors;
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}
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TArray<IAssetEditorInstance*> UAssetEditorSubsystem::FindEditorsForAssetAndSubObjects(UObject* Asset)
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{
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TArray<IAssetEditorInstance*> EditorInstances;
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for (const TPair<UObject*, IAssetEditorInstance*>& Pair: OpenedAssets)
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{
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if (Pair.Key == Asset || Pair.Key->IsIn(Asset))
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{
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EditorInstances.Add(Pair.Value);
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}
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}
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return EditorInstances;
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}
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int32 UAssetEditorSubsystem::CloseAllEditorsForAsset(UObject* Asset)
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{
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TArray<IAssetEditorInstance*> EditorInstances = FindEditorsForAssetAndSubObjects(Asset);
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for (IAssetEditorInstance* EditorInstance: EditorInstances)
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{
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if (EditorInstance)
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{
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EditorInstance->CloseWindow();
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}
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}
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AssetEditorRequestCloseEvent.Broadcast(Asset, EAssetEditorCloseReason::CloseAllEditorsForAsset);
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return EditorInstances.Num();
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}
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void UAssetEditorSubsystem::RemoveAssetFromAllEditors(UObject* Asset)
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{
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TArray<IAssetEditorInstance*> EditorInstances = FindEditorsForAsset(Asset);
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for (IAssetEditorInstance* EditorIter: EditorInstances)
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{
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if (EditorIter)
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{
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EditorIter->RemoveEditingAsset(Asset);
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}
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}
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AssetEditorRequestCloseEvent.Broadcast(Asset, EAssetEditorCloseReason::RemoveAssetFromAllEditors);
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}
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void UAssetEditorSubsystem::CloseOtherEditors(UObject* Asset, IAssetEditorInstance* OnlyEditor)
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{
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TArray<UObject*> AllAssets;
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for (TMultiMap<UObject*, IAssetEditorInstance*>::TIterator It(OpenedAssets); It; ++It)
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{
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IAssetEditorInstance* Editor = It.Value();
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if (Asset == It.Key() && Editor != OnlyEditor)
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{
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Editor->CloseWindow();
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}
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}
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AssetEditorRequestCloseEvent.Broadcast(Asset, EAssetEditorCloseReason::CloseOtherEditors);
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}
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TArray<UObject*> UAssetEditorSubsystem::GetAllEditedAssets()
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{
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TArray<UObject*> AllAssets;
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for (TMultiMap<UObject*, IAssetEditorInstance*>::TIterator It(OpenedAssets); It; ++It)
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{
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UObject* Asset = It.Key();
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if (Asset != NULL)
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{
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AllAssets.AddUnique(Asset);
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}
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}
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return AllAssets;
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}
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void UAssetEditorSubsystem::NotifyAssetOpened(UObject* Asset, IAssetEditorInstance* InInstance)
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{
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if (!OpenedEditors.Contains(InInstance))
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{
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FOpenedEditorTime EditorTime;
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EditorTime.EditorName = InInstance->GetEditorName();
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EditorTime.OpenedTime = FDateTime::UtcNow();
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OpenedEditorTimes.Add(InInstance, EditorTime);
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}
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OpenedAssets.Add(Asset, InInstance);
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OpenedEditors.Add(InInstance, Asset);
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AssetOpenedInEditorEvent.Broadcast(Asset, InInstance);
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SaveOpenAssetEditors(false);
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}
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void UAssetEditorSubsystem::NotifyAssetsOpened(const TArray<UObject*>& Assets, IAssetEditorInstance* InInstance)
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{
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for (auto AssetIter = Assets.CreateConstIterator(); AssetIter; ++AssetIter)
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{
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NotifyAssetOpened(*AssetIter, InInstance);
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}
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}
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void UAssetEditorSubsystem::NotifyAssetClosed(UObject* Asset, IAssetEditorInstance* InInstance)
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{
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OpenedEditors.RemoveSingle(InInstance, Asset);
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OpenedAssets.RemoveSingle(Asset, InInstance);
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SaveOpenAssetEditors(false);
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}
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void UAssetEditorSubsystem::NotifyEditorClosed(IAssetEditorInstance* InInstance)
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{
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// Remove all assets associated with the editor
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TArray<UObject*> Assets;
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OpenedEditors.MultiFind(InInstance, /*out*/ Assets);
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for (int32 AssetIndex = 0; AssetIndex < Assets.Num(); ++AssetIndex)
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{
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OpenedAssets.Remove(Assets[AssetIndex], InInstance);
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}
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// Remove the editor itself
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OpenedEditors.Remove(InInstance);
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FOpenedEditorTime EditorTime = OpenedEditorTimes.FindAndRemoveChecked(InInstance);
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// Record the editor open-close duration
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FAssetEditorAnalyticInfo& AnalyticsForThisAsset = EditorUsageAnalytics.FindOrAdd(EditorTime.EditorName);
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AnalyticsForThisAsset.SumDuration += FDateTime::UtcNow() - EditorTime.OpenedTime;
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AnalyticsForThisAsset.NumTimesOpened++;
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SaveOpenAssetEditors(false);
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}
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bool UAssetEditorSubsystem::CloseAllAssetEditors()
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{
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bool bAllEditorsClosed = true;
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for (TMultiMap<IAssetEditorInstance*, UObject*>::TIterator It(OpenedEditors); It; ++It)
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{
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IAssetEditorInstance* Editor = It.Key();
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if (Editor != NULL)
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{
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if (!Editor->CloseWindow())
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{
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bAllEditorsClosed = false;
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}
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}
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}
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AssetEditorRequestCloseEvent.Broadcast(nullptr, EAssetEditorCloseReason::CloseAllAssetEditors);
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return bAllEditorsClosed;
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}
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bool UAssetEditorSubsystem::OpenEditorForAsset(UObject* Asset, const EToolkitMode::Type ToolkitMode, TSharedPtr<IToolkitHost> OpenedFromLevelEditor, const bool bShowProgressWindow)
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{
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const double OpenAssetStartTime = FStudioAnalytics::GetAnalyticSeconds();
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if (!Asset)
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{
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UE_LOG(LogAssetEditorSubsystem, Error, TEXT("Opening Asset editor failed because asset is null"));
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return false;
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}
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// @todo toolkit minor: When "Edit Here" happens in a different level editor from the one that an asset is already
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// being edited within, we should decide whether to disallow "Edit Here" in that case, or to close the old asset
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// editor and summon it in the new level editor, or to just foreground the old level editor (current behavior)
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FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>(TEXT("AssetTools"));
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const bool bBringToFrontIfOpen = true;
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if (UPackage* Package = Asset->GetOutermost())
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{
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// Don't open asset editors for cooked packages
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if (Package->bIsCookedForEditor)
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{
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return false;
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}
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if (!AssetToolsModule.Get().GetWritableFolderBlacklist()->PassesStartsWithFilter(Package->GetName()))
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{
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AssetToolsModule.Get().NotifyBlockedByWritableFolderFilter();
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return false;
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}
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}
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AssetEditorRequestOpenEvent.Broadcast(Asset);
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if (FindEditorForAsset(Asset, bBringToFrontIfOpen) != nullptr)
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{
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// This asset is already open in an editor! (the call to FindEditorForAsset above will bring it to the front)
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return true;
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}
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else
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{
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if (bShowProgressWindow)
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{
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GWarn->BeginSlowTask(LOCTEXT("OpenEditor", "Opening Editor..."), true);
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}
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}
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UE_LOG(LogAssetEditorSubsystem, Log, TEXT("Opening Asset editor for %s"), *Asset->GetFullName());
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TWeakPtr<IAssetTypeActions> AssetTypeActions = AssetToolsModule.Get().GetAssetTypeActionsForClass(Asset->GetClass());
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EToolkitMode::Type ActualToolkitMode = ToolkitMode;
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if (AssetTypeActions.IsValid())
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{
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if (AssetTypeActions.Pin()->ShouldForceWorldCentric())
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{
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// This asset type prefers a specific toolkit mode
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ActualToolkitMode = EToolkitMode::WorldCentric;
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if (!OpenedFromLevelEditor.IsValid())
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{
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// We don't have a level editor to spawn in world-centric mode, so we'll find one now
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// @todo sequencer: We should eventually eliminate this code (incl include dependencies) or change it to not make assumptions about a single level editor
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OpenedFromLevelEditor = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor").GetFirstLevelEditor();
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}
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}
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}
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if (ActualToolkitMode != EToolkitMode::WorldCentric && OpenedFromLevelEditor.IsValid())
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{
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// @todo toolkit minor: Kind of lame use of a static variable here to prime the new asset editor. This was done to avoid refactoring a few dozen files for a very minor change.
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FAssetEditorToolkit::SetPreviousWorldCentricToolkitHostForNewAssetEditor(OpenedFromLevelEditor.ToSharedRef());
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}
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// Disallow opening an asset editor for classes
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bool bCanSummonSimpleAssetEditor = !Asset->IsA<UClass>();
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if (AssetTypeActions.IsValid())
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{
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TArray<UObject*> AssetsToEdit;
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AssetsToEdit.Add(Asset);
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// Some assets (like UWorlds) may be destroyed and recreated as part of opening. To protect against this, keep the path to the asset and try to re-find it if it disappeared.
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TWeakObjectPtr<UObject> WeakAsset = Asset;
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const FString AssetPath = Asset->GetPathName();
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AssetTypeActions.Pin()->OpenAssetEditor(AssetsToEdit, ActualToolkitMode == EToolkitMode::WorldCentric ? OpenedFromLevelEditor : TSharedPtr<IToolkitHost>());
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// If the Asset was destroyed, attempt to find it if it was recreated
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if (!WeakAsset.IsValid() && !AssetPath.IsEmpty())
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{
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Asset = FindObject<UObject>(nullptr, *AssetPath);
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}
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AssetEditorOpenedEvent.Broadcast(Asset);
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}
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else if (bCanSummonSimpleAssetEditor)
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{
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// No asset type actions for this asset. Just use a properties editor.
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FSimpleAssetEditor::CreateEditor(ActualToolkitMode, ActualToolkitMode == EToolkitMode::WorldCentric ? OpenedFromLevelEditor : TSharedPtr<IToolkitHost>(), Asset);
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}
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if (bShowProgressWindow)
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{
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GWarn->EndSlowTask();
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}
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// Must check Asset here in addition to at the beginning of the function, because if the asset was destroyed and recreated it might not be found correctly
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// Do not add to recently opened asset list if this is a level-associated asset like Level Blueprint or Built Data. Their naming is not compatible
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if (Asset)
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{
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if (Asset->IsAsset() && !Asset->IsA(UMapBuildDataRegistry::StaticClass()))
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{
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FString AssetPath = Asset->GetOuter()->GetPathName();
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FContentBrowserModule& CBModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>(TEXT("ContentBrowser"));
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FMainMRUFavoritesList* RecentlyOpenedAssets = CBModule.GetRecentlyOpenedAssets();
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if (RecentlyOpenedAssets && FPackageName::IsValidLongPackageName(AssetPath))
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{
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RecentlyOpenedAssets->AddMRUItem(AssetPath);
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}
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}
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const double OpenTime = FStudioAnalytics::GetAnalyticSeconds() - OpenAssetStartTime;
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FStudioAnalytics::FireEvent_Loading(TEXT("OpenAssetEditor"), OpenTime, {FAnalyticsEventAttribute(TEXT("AssetPath"), Asset->GetFullName()), FAnalyticsEventAttribute(TEXT("AssetType"), Asset->GetClass()->GetName())});
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}
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return true;
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}
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bool UAssetEditorSubsystem::OpenEditorForAssets_Advanced(const TArray<UObject*>& InAssets, const EToolkitMode::Type ToolkitMode, TSharedPtr<IToolkitHost> OpenedFromLevelEditor)
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{
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TArray<UObject*> Assets;
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Assets.Reserve(InAssets.Num());
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int32 NumNullAssets = 0;
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for (UObject* Asset: InAssets)
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{
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if (Asset)
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{
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Assets.AddUnique(Asset);
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}
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else
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{
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++NumNullAssets;
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}
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}
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if (NumNullAssets > 1)
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{
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UE_LOG(LogAssetEditorSubsystem, Error, TEXT("Opening Asset editors failed because of null assets"));
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}
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else if (NumNullAssets > 0)
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{
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UE_LOG(LogAssetEditorSubsystem, Error, TEXT("Opening Asset editor failed because of null asset"));
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}
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if (Assets.Num() == 1)
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{
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return OpenEditorForAsset(Assets[0], ToolkitMode, OpenedFromLevelEditor);
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}
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else if (Assets.Num() > 0)
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{
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TArray<UObject*> SkipOpenAssets;
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for (UObject* Asset: Assets)
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{
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// If any of the assets are already open or the package is cooked,
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// remove them from the list of assets to open an editor for
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UPackage* Package = Asset->GetOutermost();
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if (FindEditorForAsset(Asset, true) != nullptr || (Package && Package->bIsCookedForEditor))
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{
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SkipOpenAssets.Add(Asset);
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}
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}
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// Verify that all the assets are of the same class
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bool bAssetClassesMatch = true;
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UClass* AssetClass = Assets[0]->GetClass();
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for (int32 i = 1; i < Assets.Num(); i++)
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{
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if (Assets[i]->GetClass() != AssetClass)
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{
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bAssetClassesMatch = false;
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break;
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}
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}
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// If the classes don't match or any of the selected assets are already open, just open each asset in its own editor.
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if (bAssetClassesMatch && SkipOpenAssets.Num() == 0)
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{
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FAssetToolsModule& AssetToolsModule = FModuleManager::LoadModuleChecked<FAssetToolsModule>(TEXT("AssetTools"));
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TWeakPtr<IAssetTypeActions> AssetTypeActions = AssetToolsModule.Get().GetAssetTypeActionsForClass(AssetClass);
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if (AssetTypeActions.IsValid())
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{
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GWarn->BeginSlowTask(LOCTEXT("OpenEditors", "Opening Editor(s)..."), true);
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// Determine the appropriate toolkit mode for the asset type
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EToolkitMode::Type ActualToolkitMode = ToolkitMode;
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if (AssetTypeActions.Pin()->ShouldForceWorldCentric())
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{
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// This asset type prefers a specific toolkit mode
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ActualToolkitMode = EToolkitMode::WorldCentric;
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if (!OpenedFromLevelEditor.IsValid())
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{
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// We don't have a level editor to spawn in world-centric mode, so we'll find one now
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// @todo sequencer: We should eventually eliminate this code (incl include dependencies) or change it to not make assumptions about a single level editor
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OpenedFromLevelEditor = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor").GetFirstLevelEditor();
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}
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}
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if (ActualToolkitMode != EToolkitMode::WorldCentric && OpenedFromLevelEditor.IsValid())
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{
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// @todo toolkit minor: Kind of lame use of a static variable here to prime the new asset editor. This was done to avoid refactoring a few dozen files for a very minor change.
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FAssetEditorToolkit::SetPreviousWorldCentricToolkitHostForNewAssetEditor(OpenedFromLevelEditor.ToSharedRef());
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}
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// Some assets (like UWorlds) may be destroyed and recreated as part of opening. To protect against this, keep the path to each asset and try to re-find any if they disappear.
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struct FLocalAssetInfo
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{
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TWeakObjectPtr<UObject> WeakAsset;
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FString AssetPath;
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|
|
FLocalAssetInfo(const TWeakObjectPtr<UObject>& InWeakAsset, const FString& InAssetPath)
|
|
: WeakAsset(InWeakAsset), AssetPath(InAssetPath) {}
|
|
};
|
|
|
|
TArray<FLocalAssetInfo> AssetInfoList;
|
|
AssetInfoList.Reserve(Assets.Num());
|
|
for (UObject* Asset: Assets)
|
|
{
|
|
AssetInfoList.Add(FLocalAssetInfo(Asset, Asset->GetPathName()));
|
|
}
|
|
|
|
// How to handle multiple assets is left up to the type actions (i.e. open a single shared editor or an editor for each)
|
|
AssetTypeActions.Pin()->OpenAssetEditor(Assets, ActualToolkitMode == EToolkitMode::WorldCentric ? OpenedFromLevelEditor : TSharedPtr<IToolkitHost>());
|
|
|
|
// If any assets were destroyed, attempt to find them if they were recreated
|
|
for (int32 i = 0; i < Assets.Num(); i++)
|
|
{
|
|
const FLocalAssetInfo& AssetInfo = AssetInfoList[i];
|
|
UObject* Asset = Assets[i];
|
|
|
|
if (!AssetInfo.WeakAsset.IsValid() && !AssetInfo.AssetPath.IsEmpty())
|
|
{
|
|
Asset = FindObject<UObject>(nullptr, *AssetInfo.AssetPath);
|
|
}
|
|
}
|
|
|
|
//@todo if needed, broadcast the event for every asset. It is possible, however, that a single shared editor was opened by the AssetTypeActions, not an editor for each asset.
|
|
/*AssetEditorOpenedEvent.Broadcast(Asset);*/
|
|
|
|
GWarn->EndSlowTask();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Asset types don't match or some are already open, so just open individual editors for the unopened ones
|
|
for (UObject* Asset: Assets)
|
|
{
|
|
if (!SkipOpenAssets.Contains(Asset))
|
|
{
|
|
OpenEditorForAsset(Asset, ToolkitMode, OpenedFromLevelEditor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool UAssetEditorSubsystem::OpenEditorForAssets(const TArray<UObject*>& Assets)
|
|
{
|
|
return OpenEditorForAssets_Advanced(Assets, EToolkitMode::Standalone, TSharedPtr<IToolkitHost>());
|
|
}
|
|
|
|
void UAssetEditorSubsystem::HandleRequestOpenAssetMessage(const FAssetEditorRequestOpenAsset& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context)
|
|
{
|
|
OpenEditorForAsset(Message.AssetName);
|
|
}
|
|
|
|
void UAssetEditorSubsystem::OpenEditorForAsset(const FString& AssetPathName)
|
|
{
|
|
// An asset needs loading
|
|
UPackage* Package = LoadPackage(NULL, *AssetPathName, LOAD_NoRedirects);
|
|
|
|
if (Package)
|
|
{
|
|
Package->FullyLoad();
|
|
|
|
FString AssetName = FPaths::GetBaseFilename(AssetPathName);
|
|
UObject* Object = FindObject<UObject>(Package, *AssetName);
|
|
|
|
if (Object != NULL)
|
|
{
|
|
OpenEditorForAsset(Object);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool UAssetEditorSubsystem::HandleTicker(float DeltaTime)
|
|
{
|
|
QUICK_SCOPE_CYCLE_COUNTER(STAT_UAssetEditorSubsystem_HandleTicker);
|
|
|
|
if (bRequestRestorePreviouslyOpenAssets)
|
|
{
|
|
RestorePreviouslyOpenAssets();
|
|
bRequestRestorePreviouslyOpenAssets = false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void UAssetEditorSubsystem::RequestRestorePreviouslyOpenAssets()
|
|
{
|
|
// We defer the restore so that we guarantee that it happens once initialization is complete
|
|
bRequestRestorePreviouslyOpenAssets = true;
|
|
}
|
|
|
|
UEdMode* UAssetEditorSubsystem::CreateEditorModeWithToolsOwner(FEditorModeID ModeID, FEditorModeTools& Owner)
|
|
{
|
|
FRegisteredModeInfo* ScriptableMode = EditorModes.Find(ModeID);
|
|
if (ScriptableMode && ScriptableMode->ModeClass.IsValid())
|
|
{
|
|
UEdMode* Instance = NewObject<UEdMode>(GetTransientPackage(), ScriptableMode->ModeClass.Get());
|
|
Instance->Owner = &Owner;
|
|
Instance->Initialize();
|
|
|
|
return Instance;
|
|
}
|
|
|
|
// If we couldn't find a valid UEdMode based class, attempt to make a UEdMode wrapped FEdMode
|
|
FEditorModeInfo LegacyModeInfo;
|
|
if (FindEditorModeInfo(ModeID, LegacyModeInfo))
|
|
{
|
|
ULegacyEdModeWrapper* LegacyEditorMode = NewObject<ULegacyEdModeWrapper>(GetTransientPackage());
|
|
if (LegacyEditorMode->CreateLegacyMode(ModeID, Owner))
|
|
{
|
|
LegacyEditorMode->Initialize();
|
|
return LegacyEditorMode;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool UAssetEditorSubsystem::FindEditorModeInfo(const FEditorModeID& InModeID, FEditorModeInfo& OutModeInfo) const
|
|
{
|
|
const TSharedRef<IEditorModeFactory>* ModeFactory = FEditorModeRegistry::Get().GetFactoryMap().Find(InModeID);
|
|
if (ModeFactory)
|
|
{
|
|
OutModeInfo = (*ModeFactory)->GetModeInfo();
|
|
return true;
|
|
}
|
|
|
|
if (!EditorModes.Contains(InModeID))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
OutModeInfo = EditorModes[InModeID].ModeInfo;
|
|
return true;
|
|
}
|
|
|
|
TArray<FEditorModeInfo> UAssetEditorSubsystem::GetEditorModeInfoOrderedByPriority() const
|
|
{
|
|
TArray<FEditorModeInfo> ModeInfoArray;
|
|
|
|
for (const auto& Pair: FEditorModeRegistry::Get().GetFactoryMap())
|
|
{
|
|
ModeInfoArray.Add(Pair.Value->GetModeInfo());
|
|
}
|
|
for (const auto& EditorMode: EditorModes)
|
|
{
|
|
ModeInfoArray.Add(EditorMode.Value.ModeInfo);
|
|
}
|
|
|
|
ModeInfoArray.Sort([](const FEditorModeInfo& A, const FEditorModeInfo& B)
|
|
{
|
|
return A.PriorityOrder < B.PriorityOrder;
|
|
});
|
|
|
|
return ModeInfoArray;
|
|
}
|
|
|
|
void UAssetEditorSubsystem::RegisterUAssetEditor(UAssetEditor* NewAssetEditor)
|
|
{
|
|
OwnedAssetEditors.Add(NewAssetEditor);
|
|
}
|
|
|
|
void UAssetEditorSubsystem::UnregisterUAssetEditor(UAssetEditor* RemovedAssetEditor)
|
|
{
|
|
OwnedAssetEditors.Remove(RemovedAssetEditor);
|
|
}
|
|
|
|
FRegisteredModesChangedEvent& UAssetEditorSubsystem::OnEditorModesChanged()
|
|
{
|
|
return OnEditorModesChangedEvent;
|
|
}
|
|
|
|
FOnModeRegistered& UAssetEditorSubsystem::OnEditorModeRegistered()
|
|
{
|
|
return OnEditorModeRegisteredEvent;
|
|
}
|
|
|
|
FOnModeUnregistered& UAssetEditorSubsystem::OnEditorModeUnregistered()
|
|
{
|
|
return OnEditorModeUnregisteredEvent;
|
|
}
|
|
|
|
void UAssetEditorSubsystem::RestorePreviouslyOpenAssets()
|
|
{
|
|
TArray<FString> OpenAssets;
|
|
GConfig->GetArray(TEXT("AssetEditorSubsystem"), TEXT("OpenAssetsAtExit"), OpenAssets, GEditorPerProjectIni);
|
|
|
|
bool bCleanShutdown = false;
|
|
GConfig->GetBool(TEXT("AssetEditorSubsystem"), TEXT("CleanShutdown"), bCleanShutdown, GEditorPerProjectIni);
|
|
|
|
SaveOpenAssetEditors(false);
|
|
|
|
if (OpenAssets.Num() > 0)
|
|
{
|
|
if (bCleanShutdown)
|
|
{
|
|
// Do we have permission to automatically re-open the assets, or should we ask?
|
|
const bool bAutoRestore = GetDefault<UEditorLoadingSavingSettings>()->bRestoreOpenAssetTabsOnRestart || bAutoRestoreAndDisableSaving;
|
|
|
|
if (bAutoRestore)
|
|
{
|
|
// Pretend that we showed the notification and that the user clicked "Restore Now"
|
|
OpenEditorsForAssets(OpenAssets);
|
|
}
|
|
else
|
|
{
|
|
// Has this notification previously been suppressed by the user?
|
|
bool bSuppressNotification = false;
|
|
GConfig->GetBool(TEXT("AssetEditorSubsystem"), TEXT("SuppressRestorePreviouslyOpenAssetsNotification"), bSuppressNotification, GEditorPerProjectIni);
|
|
|
|
if (!bSuppressNotification)
|
|
{
|
|
// Ask the user; this doesn't block so will reopen the assets later
|
|
SpawnRestorePreviouslyOpenAssetsNotification(bCleanShutdown, OpenAssets);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If we crashed, we always ask regardless of what the user previously said
|
|
SpawnRestorePreviouslyOpenAssetsNotification(bCleanShutdown, OpenAssets);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UAssetEditorSubsystem::SetAutoRestoreAndDisableSaving(const bool bInAutoRestoreAndDisableSaving)
|
|
{
|
|
bAutoRestoreAndDisableSaving = bInAutoRestoreAndDisableSaving;
|
|
|
|
// Disable any pending request to avoid trying to restore previously opened assets twice
|
|
bRequestRestorePreviouslyOpenAssets = false;
|
|
}
|
|
|
|
void UAssetEditorSubsystem::SpawnRestorePreviouslyOpenAssetsNotification(const bool bCleanShutdown, const TArray<FString>& AssetsToOpen)
|
|
{
|
|
/** Utility functions for the notification which don't rely on the state from FAssetEditorManager */
|
|
struct Local
|
|
{
|
|
static ECheckBoxState GetDontAskAgainCheckBoxState()
|
|
{
|
|
bool bSuppressNotification = false;
|
|
GConfig->GetBool(TEXT("AssetEditorSubsystem"), TEXT("SuppressRestorePreviouslyOpenAssetsNotification"), bSuppressNotification, GEditorPerProjectIni);
|
|
return bSuppressNotification ? ECheckBoxState::Checked : ECheckBoxState::Unchecked;
|
|
}
|
|
|
|
static void OnDontAskAgainCheckBoxStateChanged(ECheckBoxState NewState)
|
|
{
|
|
const bool bSuppressNotification = (NewState == ECheckBoxState::Checked);
|
|
GConfig->SetBool(TEXT("AssetEditorSubsystem"), TEXT("SuppressRestorePreviouslyOpenAssetsNotification"), bSuppressNotification, GEditorPerProjectIni);
|
|
}
|
|
};
|
|
|
|
FText NotificationMessage = bCleanShutdown ? LOCTEXT("ReopenAssetEditorsAfterClose", "{0} asset {0}|plural(one=editor was,other=editors were) open when the editor was last closed. Would you like to re-open them?") : LOCTEXT("ReopenAssetEditorsAfterCrash", "{0} asset {0}|plural(one=editor was,other=editors were) open when the editor quit unexpectedly. Would you like to re-open them?");
|
|
NotificationMessage = FText::Format(NotificationMessage, AssetsToOpen.Num());
|
|
|
|
FNotificationInfo Info = FNotificationInfo(NotificationMessage);
|
|
|
|
// Add the buttons
|
|
Info.ButtonDetails.Add(FNotificationButtonInfo(
|
|
LOCTEXT("ReopenAssetEditors_Confirm", "Open"),
|
|
FText(),
|
|
FSimpleDelegate::CreateUObject(this, &UAssetEditorSubsystem::OnConfirmRestorePreviouslyOpenAssets, AssetsToOpen),
|
|
SNotificationItem::CS_None));
|
|
Info.ButtonDetails.Add(FNotificationButtonInfo(
|
|
LOCTEXT("ReopenAssetEditors_Cancel", "Cancel"),
|
|
FText(),
|
|
FSimpleDelegate::CreateUObject(this, &UAssetEditorSubsystem::OnCancelRestorePreviouslyOpenAssets),
|
|
SNotificationItem::CS_None));
|
|
|
|
// We will let the notification expire automatically after 10 seconds
|
|
Info.bFireAndForget = false;
|
|
Info.ExpireDuration = 10.0f;
|
|
|
|
// We want the auto-save to be subtle
|
|
Info.bUseLargeFont = false;
|
|
Info.bUseThrobber = false;
|
|
Info.bUseSuccessFailIcons = false;
|
|
|
|
// Only let the user suppress the non-crash version
|
|
if (bCleanShutdown)
|
|
{
|
|
Info.CheckBoxState = TAttribute<ECheckBoxState>::Create(&Local::GetDontAskAgainCheckBoxState);
|
|
Info.CheckBoxStateChanged = FOnCheckStateChanged::CreateStatic(&Local::OnDontAskAgainCheckBoxStateChanged);
|
|
Info.CheckBoxText = NSLOCTEXT("ModalDialogs", "DefaultCheckBoxMessage", "Don't show this again");
|
|
}
|
|
|
|
// Close any existing notification
|
|
TSharedPtr<SNotificationItem> RestorePreviouslyOpenAssetsNotification = RestorePreviouslyOpenAssetsNotificationPtr.Pin();
|
|
if (RestorePreviouslyOpenAssetsNotification.IsValid())
|
|
{
|
|
RestorePreviouslyOpenAssetsNotification->ExpireAndFadeout();
|
|
}
|
|
|
|
RestorePreviouslyOpenAssetsNotificationPtr = FSlateNotificationManager::Get().AddNotification(Info);
|
|
}
|
|
|
|
void UAssetEditorSubsystem::OnConfirmRestorePreviouslyOpenAssets(TArray<FString> AssetsToOpen)
|
|
{
|
|
// Close any existing notification
|
|
TSharedPtr<SNotificationItem> RestorePreviouslyOpenAssetsNotification = RestorePreviouslyOpenAssetsNotificationPtr.Pin();
|
|
if (RestorePreviouslyOpenAssetsNotification.IsValid())
|
|
{
|
|
RestorePreviouslyOpenAssetsNotification->SetExpireDuration(0.0f);
|
|
RestorePreviouslyOpenAssetsNotification->SetFadeOutDuration(0.5f);
|
|
RestorePreviouslyOpenAssetsNotification->ExpireAndFadeout();
|
|
|
|
// If the user suppressed the notification for future sessions, make sure this is reflected in their settings
|
|
// Note: We do that inside this if statement so that we only do it if we were showing a UI they could interact with
|
|
bool bSuppressNotification = false;
|
|
GConfig->GetBool(TEXT("AssetEditorSubsystem"), TEXT("SuppressRestorePreviouslyOpenAssetsNotification"), bSuppressNotification, GEditorPerProjectIni);
|
|
UEditorLoadingSavingSettings& Settings = *GetMutableDefault<UEditorLoadingSavingSettings>();
|
|
Settings.bRestoreOpenAssetTabsOnRestart = bSuppressNotification;
|
|
Settings.PostEditChange();
|
|
|
|
// we do this inside the condition so that it can only be done once.
|
|
OpenEditorsForAssets(AssetsToOpen);
|
|
}
|
|
}
|
|
|
|
void UAssetEditorSubsystem::OnCancelRestorePreviouslyOpenAssets()
|
|
{
|
|
// Close any existing notification
|
|
TSharedPtr<SNotificationItem> RestorePreviouslyOpenAssetsNotification = RestorePreviouslyOpenAssetsNotificationPtr.Pin();
|
|
if (RestorePreviouslyOpenAssetsNotification.IsValid())
|
|
{
|
|
RestorePreviouslyOpenAssetsNotification->SetExpireDuration(0.0f);
|
|
RestorePreviouslyOpenAssetsNotification->SetFadeOutDuration(0.5f);
|
|
RestorePreviouslyOpenAssetsNotification->ExpireAndFadeout();
|
|
}
|
|
}
|
|
|
|
void UAssetEditorSubsystem::SaveOpenAssetEditors(const bool bOnShutdown, const bool bCancelIfDebugger)
|
|
{
|
|
if (!bSavingOnShutdown && !bAutoRestoreAndDisableSaving)
|
|
{
|
|
TArray<FString> OpenAssets;
|
|
|
|
// If bCancelIfDebugger = true, don't save a list of assets to restore if we are running under a debugger
|
|
if (!bCancelIfDebugger || !FPlatformMisc::IsDebuggerPresent())
|
|
{
|
|
for (const TPair<IAssetEditorInstance*, UObject*>& EditorPair: OpenedEditors)
|
|
{
|
|
IAssetEditorInstance* Editor = EditorPair.Key;
|
|
if (Editor != NULL)
|
|
{
|
|
UObject* EditedObject = EditorPair.Value;
|
|
if (EditedObject != NULL)
|
|
{
|
|
// only record assets that have a valid saved package
|
|
UPackage* Package = EditedObject->GetOutermost();
|
|
if (Package != NULL && Package->GetFileSize() != 0)
|
|
{
|
|
OpenAssets.Add(EditedObject->GetPathName());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
GConfig->SetArray(TEXT("AssetEditorSubsystem"), TEXT("OpenAssetsAtExit"), OpenAssets, GEditorPerProjectIni);
|
|
GConfig->SetBool(TEXT("AssetEditorSubsystem"), TEXT("CleanShutdown"), bOnShutdown, GEditorPerProjectIni);
|
|
GConfig->Flush(false, GEditorPerProjectIni);
|
|
}
|
|
}
|
|
|
|
void UAssetEditorSubsystem::HandlePackageReloaded(const EPackageReloadPhase InPackageReloadPhase, FPackageReloadedEvent* InPackageReloadedEvent)
|
|
{
|
|
static TArray<UObject*> PendingAssetsToOpen;
|
|
|
|
if (InPackageReloadPhase == EPackageReloadPhase::PrePackageFixup)
|
|
{
|
|
/** Call close for all old assets even if not open, so global callback will go off */
|
|
TArray<UObject*> ObjectsToClose;
|
|
const TMap<UObject*, UObject*>& RepointedMap = InPackageReloadedEvent->GetRepointedObjects();
|
|
|
|
for (const TPair<UObject*, UObject*>& RepointPair: RepointedMap)
|
|
{
|
|
if (RepointPair.Key->IsAsset())
|
|
{
|
|
ObjectsToClose.Add(RepointPair.Key);
|
|
}
|
|
}
|
|
|
|
/** Look for replacement for assets that are open now so we can reopen */
|
|
for (TPair<UObject*, IAssetEditorInstance*>& AssetEditorPair: OpenedAssets)
|
|
{
|
|
UObject* NewAsset = nullptr;
|
|
if (InPackageReloadedEvent->GetRepointedObject(AssetEditorPair.Key, NewAsset))
|
|
{
|
|
if (NewAsset)
|
|
{
|
|
PendingAssetsToOpen.AddUnique(NewAsset);
|
|
}
|
|
|
|
ObjectsToClose.AddUnique(AssetEditorPair.Key);
|
|
}
|
|
}
|
|
|
|
int32 NumAssetEditorsClosed = 0;
|
|
for (UObject* OldAsset: ObjectsToClose)
|
|
{
|
|
NumAssetEditorsClosed += CloseAllEditorsForAsset(OldAsset);
|
|
}
|
|
|
|
if (NumAssetEditorsClosed > 0)
|
|
{
|
|
// Closing asset editors might have have left objects pending GC that still reference the asset we're about to reload
|
|
// Run a GC now to ensure those are cleaned up before the fix-up phase happens
|
|
CollectGarbage(GARBAGE_COLLECTION_KEEPFLAGS);
|
|
}
|
|
}
|
|
|
|
if (InPackageReloadPhase == EPackageReloadPhase::PostBatchPostGC)
|
|
{
|
|
for (UObject* NewAsset: PendingAssetsToOpen)
|
|
{
|
|
OpenEditorForAsset(NewAsset);
|
|
}
|
|
PendingAssetsToOpen.Reset();
|
|
}
|
|
}
|
|
|
|
void UAssetEditorSubsystem::OpenEditorsForAssets(const TArray<FString>& AssetsToOpen)
|
|
{
|
|
for (const FString& AssetName: AssetsToOpen)
|
|
{
|
|
OpenEditorForAsset(AssetName);
|
|
}
|
|
}
|
|
|
|
void UAssetEditorSubsystem::OpenEditorsForAssets(const TArray<FName>& AssetsToOpen)
|
|
{
|
|
for (const FName& AssetName: AssetsToOpen)
|
|
{
|
|
OpenEditorForAsset(AssetName.ToString());
|
|
}
|
|
}
|
|
|
|
void UAssetEditorSubsystem::RegisterEditorModes()
|
|
{
|
|
for (FThreadSafeObjectIterator EditorModeIter(UEdMode::StaticClass()); EditorModeIter; ++EditorModeIter)
|
|
{
|
|
UEdMode* EditorMode = Cast<UEdMode>(*EditorModeIter);
|
|
UClass* ModeClass = EditorMode->GetClass();
|
|
if (ModeClass->HasAnyClassFlags(CLASS_Abstract | CLASS_Interface))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
FEditorModeInfo EditorModeInfo = EditorMode->GetModeInfo();
|
|
|
|
if (EditorModes.Contains(EditorModeInfo.ID))
|
|
{
|
|
TWeakObjectPtr<UClass> RegisteredClass = EditorModes[EditorModeInfo.ID].ModeClass;
|
|
UE_LOG(
|
|
LogAssetEditorSubsystem,
|
|
Warning,
|
|
TEXT("UAssetEditorSubsystem::RegisterEditorModes : Attempting to initialize duplicate mode with name '%s'. Conflicting classes: '%s' and '%s'."),
|
|
*EditorModeInfo.ID.ToString(),
|
|
*ModeClass->GetName(),
|
|
*RegisteredClass.Get()->GetName());
|
|
continue;
|
|
}
|
|
|
|
EditorModes.Add(
|
|
EditorModeInfo.ID,
|
|
FRegisteredModeInfo{ModeClass, EditorModeInfo});
|
|
|
|
OnEditorModeRegisteredEvent.Broadcast(EditorModeInfo.ID);
|
|
}
|
|
|
|
// Initialize Legacy FEditorModes
|
|
FEditorModeRegistry::Get().Initialize();
|
|
|
|
OnEditorModesChangedEvent.Broadcast();
|
|
}
|
|
|
|
void UAssetEditorSubsystem::UnregisterEditorModes()
|
|
{
|
|
FEditorModeRegistry::Get().Shutdown();
|
|
|
|
for (const auto& RegisteredMode: EditorModes)
|
|
{
|
|
OnEditorModeUnregisteredEvent.Broadcast(RegisteredMode.Value.ModeInfo.ID);
|
|
}
|
|
OnEditorModesChangedEvent.Broadcast();
|
|
EditorModes.Empty();
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|