252 lines
8.3 KiB
C++
252 lines
8.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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UnrealEd.cpp: UnrealEd package file
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=============================================================================*/
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#include "UnrealEdGlobals.h"
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#include "Stats/Stats.h"
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#include "Async/TaskGraphInterfaces.h"
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#include "EditorModeTools.h"
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#include "Misc/Paths.h"
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#include "Misc/ScopedSlowTask.h"
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#include "HAL/PlatformSplash.h"
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#include "Misc/CommandLine.h"
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#include "Misc/App.h"
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#include "EngineGlobals.h"
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#include "Modules/ModuleInterface.h"
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#include "RenderingThread.h"
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#include "EditorModeManager.h"
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#include "EditorDirectories.h"
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#include "Misc/OutputDeviceConsole.h"
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#include "UnrealEngine.h"
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#include "UnrealEdMisc.h"
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#include "EditorModes.h"
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#include "DesktopPlatformModule.h"
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#include "DebugToolExec.h"
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#include "Modules/ModuleManager.h"
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#include "Interfaces/IMainFrameModule.h"
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#include "EngineAnalytics.h"
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#include "AnalyticsEventAttribute.h"
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#include "Interfaces/IAnalyticsProvider.h"
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#include "GameFramework/InputSettings.h"
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#include "GameProjectGenerationModule.h"
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#include "EditorActorFolders.h"
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#include "IVREditorModule.h"
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UUnrealEdEngine* GUnrealEd = nullptr;
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DEFINE_LOG_CATEGORY_STATIC(LogUnrealEd, Log, All);
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/**
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* Provides access to the FEditorModeTools for the level editor
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*/
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class FEditorModeTools& GLevelEditorModeTools()
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{
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static FEditorModeTools* EditorModeToolsSingleton = new FEditorModeTools;
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return *EditorModeToolsSingleton;
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}
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FLevelEditorViewportClient* GCurrentLevelEditingViewportClient = NULL;
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/** Tracks the last level editing viewport client that received a key press. */
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FLevelEditorViewportClient* GLastKeyLevelEditingViewportClient = NULL;
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/**
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* Returns the path to the engine's editor resources directory (e.g. "/../../Engine/Content/Editor/")
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*/
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const FString GetEditorResourcesDir()
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{
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return FPaths::Combine(FPlatformProcess::BaseDir(), *FPaths::EngineContentDir(), TEXT("Editor/"));
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}
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void CheckAndMaybeGoToVRModeInternal(const bool bIsImmersive)
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{
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// Go straight to VR mode if we were asked to
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{
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if (!bIsImmersive && FParse::Param(FCommandLine::Get(), TEXT("VREditor")))
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{
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IVREditorModule& VREditorModule = IVREditorModule::Get();
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VREditorModule.EnableVREditor(true);
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}
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else if (FParse::Param(FCommandLine::Get(), TEXT("ForceVREditor")))
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{
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GEngine->DeferredCommands.Add(TEXT("VREd.ForceVRMode"));
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}
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}
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}
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int32 EditorInit(IEngineLoop& EngineLoop)
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{
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// Create debug exec.
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GDebugToolExec = new FDebugToolExec;
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DECLARE_SCOPE_CYCLE_COUNTER(TEXT("Editor Initialized"), STAT_EditorStartup, STATGROUP_LoadTime);
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FScopedSlowTask SlowTask(100, NSLOCTEXT("EngineLoop", "EngineLoop_Loading", "Loading..."));
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SlowTask.EnterProgressFrame(50);
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int32 ErrorLevel = EngineLoop.Init();
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if (ErrorLevel != 0)
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{
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FPlatformSplash::Hide();
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return 0;
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}
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if (!FPlatformSplash::Check())
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{
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FPlatformSplash::Hide();
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return 0;
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}
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// Let the analytics know that the editor has started
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if (FEngineAnalytics::IsAvailable())
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{
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TArray<FAnalyticsEventAttribute> EventAttributes;
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EventAttributes.Add(FAnalyticsEventAttribute(TEXT("GameName"), FApp::GetProjectName()));
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EventAttributes.Add(FAnalyticsEventAttribute(TEXT("CommandLine"), FCommandLine::Get()));
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FEngineAnalytics::GetProvider().RecordEvent(TEXT("Editor.ProgramStarted"), EventAttributes);
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}
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SlowTask.EnterProgressFrame(40);
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// Initialize the misc editor
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FUnrealEdMisc::Get().OnInit();
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SlowTask.EnterProgressFrame(10);
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// Prime our array of default directories for loading and saving content files to
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FEditorDirectories::Get().LoadLastDirectories();
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// Set up the actor folders singleton
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FActorFolders::Init();
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// Cache the available targets for the current project, so we can display the appropriate options in the package project menu
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FDesktopPlatformModule::Get()->GetTargetsForCurrentProject();
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// =================== CORE EDITOR INIT FINISHED ===================
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// Hide the splash screen now that everything is ready to go
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FPlatformSplash::Hide();
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// Are we in immersive mode?
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const bool bIsImmersive = FPaths::IsProjectFilePathSet() && FParse::Param(FCommandLine::Get(), TEXT("immersive"));
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// Do final set up on the editor frame and show it
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(EditorInit::MainFrame);
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// Tear down rendering thread once instead of doing it for every window being resized.
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SCOPED_SUSPEND_RENDERING_THREAD(true);
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// Startup Slate main frame and other editor windows
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{
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const bool bStartImmersive = bIsImmersive;
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const bool bStartPIE = bIsImmersive;
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IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
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MainFrameModule.CreateDefaultMainFrame(bStartImmersive, bStartPIE);
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}
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}
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// Go straight to VR mode if we were asked to
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CheckAndMaybeGoToVRModeInternal(bIsImmersive);
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// Check for automated build/submit option
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const bool bDoAutomatedMapBuild = FParse::Param(FCommandLine::Get(), TEXT("AutomatedMapBuild"));
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// Prompt to update the game project file to the current version, if necessary
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if (FPaths::IsProjectFilePathSet())
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{
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FGameProjectGenerationModule::Get().CheckForOutOfDateGameProjectFile();
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FGameProjectGenerationModule::Get().CheckAndWarnProjectFilenameValid();
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}
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// =================== EDITOR STARTUP FINISHED ===================
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// Stat tracking
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{
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const float StartupTime = (float)(FPlatformTime::Seconds() - GStartTime);
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if (FEngineAnalytics::IsAvailable())
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{
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FEngineAnalytics::GetProvider().RecordEvent(
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TEXT("Editor.Performance.Startup"),
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TEXT("Duration"), FString::Printf(TEXT("%.3f"), StartupTime));
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}
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}
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FModuleManager::LoadModuleChecked<IModuleInterface>(TEXT("HierarchicalLODOutliner"));
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// we have to remove invalid keys * after * all the plugins and modules have been loaded. Doing this in the editor should be caught during a config save
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if (UInputSettings* InputSettings = UInputSettings::GetInputSettings())
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{
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InputSettings->RemoveInvalidKeys();
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}
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// This will be ultimately returned from main(), so no error should be 0.
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return 0;
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}
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int32 EditorReinit()
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{
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// Are we in immersive mode?
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const bool bIsImmersive = FPaths::IsProjectFilePathSet() && FParse::Param(FCommandLine::Get(), TEXT("immersive"));
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// Do final set up on the editor frame and show it
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{
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const bool bStartImmersive = bIsImmersive;
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const bool bStartPIE = bIsImmersive;
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// Tear down rendering thread once instead of doing it for every window being resized.
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SCOPED_SUSPEND_RENDERING_THREAD(true);
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// Startup Slate main frame and other editor windows
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IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>(TEXT("MainFrame"));
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MainFrameModule.RecreateDefaultMainFrame(bStartImmersive, bStartPIE);
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}
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// Go straight to VR mode if we were asked to
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CheckAndMaybeGoToVRModeInternal(bIsImmersive);
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// No error should be 0
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return 0;
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}
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void EditorExit()
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{
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TRACE_CPUPROFILER_EVENT_SCOPE(EditorExit);
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GLevelEditorModeTools().SetDefaultMode(FBuiltinEditorModes::EM_Default);
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GLevelEditorModeTools().DeactivateAllModes(); // this also activates the default mode
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// Save out any config settings for the editor so they don't get lost
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GEditor->SaveConfig();
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GLevelEditorModeTools().SaveConfig();
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// Clean up the actor folders singleton
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FActorFolders::Cleanup();
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// Save out default file directories
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FEditorDirectories::Get().SaveLastDirectories();
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// Allow the game thread to finish processing any latent tasks.
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// Some editor functions may queue tasks that need to be run before the editor is finished.
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FTaskGraphInterface::Get().ProcessThreadUntilIdle(ENamedThreads::GameThread);
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// Cleanup the misc editor
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FUnrealEdMisc::Get().OnExit();
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if (GLogConsole)
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{
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GLogConsole->Show(false);
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}
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delete GDebugToolExec;
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GDebugToolExec = NULL;
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}
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IMPLEMENT_MODULE(FDefaultModuleImpl, UnrealEd);
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