// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. #include "ExtFeedbackContextEditor.h" #include "SExtBuildProgress.h" #include "HAL/PlatformSplash.h" #include "Modules/ModuleManager.h" #include "Fonts/FontMeasure.h" #include "Framework/Application/SlateApplication.h" #include "Widgets/Layout/SBorder.h" #include "Widgets/Notifications/SProgressBar.h" #include "Widgets/Text/STextBlock.h" #include "Widgets/Layout/SBox.h" #include "Widgets/Input/SButton.h" #include "Styling/CoreStyle.h" #include "EditorStyleSet.h" #include "Editor.h" #include "Interfaces/IMainFrameModule.h" #include "HAL/PlatformApplicationMisc.h" #include "Engine/Engine.h" /** Called to cancel the slow task activity */ DECLARE_DELEGATE( FOnCancelClickedDelegate ); /** * Simple "slow task" widget */ class SSlowTaskWidget : public SBorder { /** The maximum number of secondary bars to show on the widget */ static const int32 MaxNumSecondaryBars = 3; /** The width of the dialog, and horizontal padding */ static const int32 FixedWidth = 600, FixedPaddingH = 24; /** The heights of the progress bars on this widget */ static const int32 MainBarHeight = 12, SecondaryBarHeight = 3; public: SLATE_BEGIN_ARGS( SSlowTaskWidget ) { } /** Called to when an asset is clicked */ SLATE_EVENT( FOnCancelClickedDelegate, OnCancelClickedDelegate ) /** The feedback scope stack that we are presenting to the user */ SLATE_ARGUMENT( TWeakPtr, ScopeStack ) SLATE_END_ARGS() /** Construct this widget */ void Construct( const FArguments& InArgs ) { OnCancelClickedDelegate = InArgs._OnCancelClickedDelegate; WeakStack = InArgs._ScopeStack; // This is a temporary widget that needs to be updated over its entire lifespan => has an active timer registered for its entire lifespan RegisterActiveTimer( 0.f, FWidgetActiveTimerDelegate::CreateSP( this, &SSlowTaskWidget::UpdateProgress ) ); TSharedRef VerticalBox = SNew(SVerticalBox) // Construct the main progress bar and text + SVerticalBox::Slot() .AutoHeight() [ SNew(SVerticalBox) + SVerticalBox::Slot() .AutoHeight() .Padding(FMargin(0, 0, 0, 5.f)) .VAlign(VAlign_Center) [ SNew(SBox) .HeightOverride(24.f) [ SNew(SHorizontalBox) + SHorizontalBox::Slot() [ SNew( STextBlock ) .AutoWrapText(true) .Text( this, &SSlowTaskWidget::GetProgressText, 0 ) // The main font size dynamically changes depending on the content .Font( this, &SSlowTaskWidget::GetMainTextFont ) ] + SHorizontalBox::Slot() .Padding(FMargin(5.f, 0, 0, 0)) .AutoWidth() [ SNew( STextBlock ) .Text( this, &SSlowTaskWidget::GetPercentageText ) // The main font size dynamically changes depending on the content .Font( FCoreStyle::GetDefaultFontStyle("Light", 14) ) ] ] ] + SVerticalBox::Slot() .AutoHeight() [ SNew(SBox) .HeightOverride(MainBarHeight) [ SNew(SProgressBar) .BorderPadding(FVector2D::ZeroVector) .Percent( this, &SSlowTaskWidget::GetProgressFraction, 0 ) ] ] ] // Secondary progress bars + SVerticalBox::Slot() .AutoHeight() .Padding(FMargin(0.f, 8.f, 0.f, 0.f)) [ SAssignNew(SecondaryBars, SVerticalBox) ]; if ( OnCancelClickedDelegate.IsBound() ) { VerticalBox->AddSlot() .AutoHeight() .HAlign(HAlign_Center) .Padding(10.0f, 7.0f) [ SNew(SButton) .Text( NSLOCTEXT("FeedbackContextProgress", "Cancel", "Cancel") ) .HAlign(EHorizontalAlignment::HAlign_Center) .OnClicked(this, &SSlowTaskWidget::OnCancel) .ClickMethod(EButtonClickMethod::MouseDown) ]; } SBorder::Construct( SBorder::FArguments() .BorderImage(FAppStyle::GetBrush("Menu.Background")) .VAlign(VAlign_Center) .Padding(FMargin(FixedPaddingH)) [ SNew(SBox). WidthOverride(FixedWidth) [ VerticalBox ] ] ); // Make sure all our bars are set up UpdateDynamicProgressBars(); } private: /** Active timer to update the progress bars */ EActiveTimerReturnType UpdateProgress(double InCurrentTime, float InDeltaTime) { UpdateDynamicProgressBars(); return EActiveTimerReturnType::Continue; } /** Updates the dynamic progress bars for this widget */ void UpdateDynamicProgressBars() { auto ScopeStack = WeakStack.Pin(); if (!ScopeStack.IsValid()) { return; } static const double VisibleScopeThreshold = 0.5; DynamicProgressIndices.Reset(); // Always show the first one DynamicProgressIndices.Add(0); for (int32 Index = 1; Index < ScopeStack->Num() && DynamicProgressIndices.Num() <= MaxNumSecondaryBars - 1; ++Index) { const auto* Scope = (*ScopeStack)[Index]; if (Scope->Visibility == ESlowTaskVisibility::ForceVisible) { DynamicProgressIndices.Add(Index); } else if (Scope->Visibility == ESlowTaskVisibility::Default && !Scope->DefaultMessage.IsEmpty()) { const auto TimeOpen = FPlatformTime::Seconds() - Scope->StartTime; const auto WorkDone = ScopeStack->GetProgressFraction(Index); // We only show visible scopes if they have been opened a while, and have a reasonable amount of work left if (WorkDone * TimeOpen > VisibleScopeThreshold) { DynamicProgressIndices.Add(Index); } } } // Create progress bars for anything that we haven't cached yet // We don't destroy old widgets, they just remain ghosted until shown again for (int32 Index = SecondaryBars->GetChildren()->Num() + 1; Index < DynamicProgressIndices.Num(); ++Index) { CreateSecondaryBar(Index); } } /** Create a progress bar for the specified index */ void CreateSecondaryBar(int32 Index) { SecondaryBars->AddSlot() .Padding( 0.f, 16.f, 0.f, 0.f ) [ SNew(SVerticalBox) .Visibility( this, &SSlowTaskWidget::GetSecondaryBarVisibility, Index ) + SVerticalBox::Slot() .Padding( 0.f, 0.f, 0.f, 4.f ) .AutoHeight() [ SNew( STextBlock ) .Text( this, &SSlowTaskWidget::GetProgressText, Index ) .Font( FCoreStyle::GetDefaultFontStyle("Regular", 9) ) .ColorAndOpacity( FSlateColor::UseSubduedForeground() ) ] + SVerticalBox::Slot() .AutoHeight() [ SNew(SBox) .HeightOverride(SecondaryBarHeight) [ SNew(SBorder) .Padding(0) .BorderImage(FAppStyle::GetBrush("NoBorder")) .ColorAndOpacity( this, &SSlowTaskWidget::GetSecondaryProgressBarTint, Index ) [ SNew(SProgressBar) .BorderPadding(FVector2D::ZeroVector) .Percent( this, &SSlowTaskWidget::GetProgressFraction, Index ) .BackgroundImage( FAppStyle::GetBrush("ProgressBar.ThinBackground") ) .FillImage( FAppStyle::GetBrush("ProgressBar.ThinFill") ) ] ] ] ]; } private: /** The main text that we will display in the window */ FText GetPercentageText() const { auto ScopeStack = WeakStack.Pin(); if (ScopeStack.IsValid()) { const float ProgressInterp = ScopeStack->GetProgressFraction(0); return FText::AsPercent(ProgressInterp); } return FText(); } /** Calculate the best font to display the main text with */ FSlateFontInfo GetMainTextFont() const { TSharedRef MeasureService = FSlateApplication::Get().GetRenderer()->GetFontMeasureService(); const int32 MaxFontSize = 14; FSlateFontInfo FontInfo = FCoreStyle::GetDefaultFontStyle("Light", MaxFontSize); const FText MainText = GetProgressText(0); const int32 MaxTextWidth = FixedWidth - FixedPaddingH*2; while( FontInfo.Size > 9 && MeasureService->Measure(MainText, FontInfo).X > MaxTextWidth ) { FontInfo.Size -= 2; } return FontInfo; } /** Get the tint for a secondary progress bar */ FLinearColor GetSecondaryProgressBarTint(int32 Index) const { auto ScopeStack = WeakStack.Pin(); if (ScopeStack.IsValid()) { if (!DynamicProgressIndices.IsValidIndex(Index) || !ScopeStack->IsValidIndex(DynamicProgressIndices[Index])) { return FLinearColor::White.CopyWithNewOpacity(0.25f); } } return FLinearColor::White; } /** Get the fractional percentage of completion for a progress bar */ TOptional GetProgressFraction(int32 Index) const { auto ScopeStack = WeakStack.Pin(); if (ScopeStack.IsValid()) { if (DynamicProgressIndices.IsValidIndex(Index) && ScopeStack->IsValidIndex(DynamicProgressIndices[Index])) { return ScopeStack->GetProgressFraction(DynamicProgressIndices[Index]); } } return TOptional(); } /** Get the text to display for a progress bar */ FText GetProgressText(int32 Index) const { auto ScopeStack = WeakStack.Pin(); if (ScopeStack.IsValid()) { if (DynamicProgressIndices.IsValidIndex(Index) && ScopeStack->IsValidIndex(DynamicProgressIndices[Index])) { return (*ScopeStack)[DynamicProgressIndices[Index]]->GetCurrentMessage(); } } return FText(); } EVisibility GetSecondaryBarVisibility(int32 Index) const { return DynamicProgressIndices.IsValidIndex(Index) ? EVisibility::HitTestInvisible : EVisibility::Collapsed; } /** Called when the cancel button is clicked */ FReply OnCancel() { OnCancelClickedDelegate.ExecuteIfBound(); return FReply::Handled(); } private: /** Delegate to invoke if the user clicks cancel */ FOnCancelClickedDelegate OnCancelClickedDelegate; /** The scope stack that we are reflecting */ TWeakPtr WeakStack; /** The vertical box containing the secondary progress bars */ TSharedPtr SecondaryBars; /** Array mapping progress bar index -> scope stack index. Updated every tick. */ TArray DynamicProgressIndices; }; /** Static integer definitions required on some builds where the linker needs access to these */ const int32 SSlowTaskWidget::MaxNumSecondaryBars; const int32 SSlowTaskWidget::FixedWidth; const int32 SSlowTaskWidget::FixedPaddingH;; const int32 SSlowTaskWidget::MainBarHeight; const int32 SSlowTaskWidget::SecondaryBarHeight; static void TickSlate(TSharedPtr SlowTaskWindow) { // Avoid re-entrancy by ticking the active modal window again. This can happen if thhe slow task window is open and a sibling modal window is open as well. We only tick slate if we are the active modal window or a child of the active modal window if( SlowTaskWindow.IsValid() && ( FSlateApplication::Get().GetActiveModalWindow() == SlowTaskWindow || SlowTaskWindow->IsDescendantOf( FSlateApplication::Get().GetActiveModalWindow() ) ) ) { // Tick Slate application FSlateApplication::Get().Tick(); // Sync the game thread and the render thread. This is needed if many StatusUpdate are called FSlateApplication::Get().GetRenderer()->Sync(); } } FExtFeedbackContextEditor::FExtFeedbackContextEditor() : HasTaskBeenCancelled(false) { } void FExtFeedbackContextEditor::Serialize( const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category ) { if( !GLog->IsRedirectingTo( this ) ) { GLog->Serialize( V, Verbosity, Category ); } } void FExtFeedbackContextEditor::StartSlowTask( const FText& Task, bool bShowCancelButton ) { FFeedbackContext::StartSlowTask( Task, bShowCancelButton ); if (GEditor) { // reset the cancellation flag HasTaskBeenCancelled = false; // If there is a pie window and it is active attempt to parent any slow task dialogs to it to prevent the game window from falling behind due to a slowtask window opening. TSharedPtr ParentWindow; if (FWorldContext* PieWorldContext = GEditor->GetPIEWorldContext()) { FSlatePlayInEditorInfo* SlatePlayInEditorSession = GEditor->SlatePlayInEditorMap.Find(PieWorldContext->ContextHandle); if (SlatePlayInEditorSession && SlatePlayInEditorSession->SlatePlayInEditorWindow.IsValid()) { if (FSlateApplication::Get().GetActiveTopLevelWindow() == SlatePlayInEditorSession->SlatePlayInEditorWindow) { ParentWindow = SlatePlayInEditorSession->SlatePlayInEditorWindow.Pin(); } } } // Attempt to parent the slow task window to the slate main frame if (!ParentWindow.IsValid() && FModuleManager::Get().IsModuleLoaded("MainFrame")) { IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked("MainFrame"); ParentWindow = MainFrame.GetParentWindow(); } if (ParentWindow.IsValid()) { GSlowTaskOccurred = GIsSlowTask; // Don't show the progress dialog if the Build Progress dialog is already visible bool bProgressWindowShown = BuildProgressWidget.IsValid(); // Don't show the progress dialog if a Slate menu is currently open const bool bHaveOpenMenu = FSlateApplication::Get().AnyMenusVisible(); if (bHaveOpenMenu) { UE_LOG(LogSlate, Log, TEXT("Prevented a slow task dialog from being summoned while a context menu was open")); } if (!bProgressWindowShown && !bHaveOpenMenu && FSlateApplication::Get().CanDisplayWindows()) { FOnCancelClickedDelegate OnCancelClicked; if (bShowCancelButton) { // The cancel button is only displayed if a delegate is bound to it. OnCancelClicked = FOnCancelClickedDelegate::CreateRaw(this, &FExtFeedbackContextEditor::OnUserCancel); } const bool bFocusAndActivate = FPlatformApplicationMisc::IsThisApplicationForeground(); TSharedRef SlowTaskWindowRef = SNew(SWindow) .SizingRule(ESizingRule::Autosized) .AutoCenter(EAutoCenter::PreferredWorkArea) .IsPopupWindow(true) .CreateTitleBar(true) .ActivationPolicy(bFocusAndActivate ? EWindowActivationPolicy::Always : EWindowActivationPolicy::Never) .FocusWhenFirstShown(bFocusAndActivate); SlowTaskWindowRef->SetContent( SNew(SSlowTaskWidget) .ScopeStack(GetScopeStackSharedPtr()) .OnCancelClickedDelegate(OnCancelClicked) ); SlowTaskWindow = SlowTaskWindowRef; const bool bSlowTask = true; FSlateApplication::Get().AddModalWindow(SlowTaskWindowRef, ParentWindow, bSlowTask); SlowTaskWindowRef->ShowWindow(); //SlowTaskStartTime = FStudioAnalytics::GetAnalyticSeconds(); TickSlate(SlowTaskWindow.Pin()); } FPlatformSplash::SetSplashText(SplashTextType::StartupProgress, *Task.ToString()); } FPlatformSplash::SetSplashText( SplashTextType::StartupProgress, *Task.ToString() ); } } void FExtFeedbackContextEditor::FinalizeSlowTask() { auto Window = SlowTaskWindow.Pin(); if (Window.IsValid()) { Window->SetContent(SNullWidget::NullWidget); Window->RequestDestroyWindow(); SlowTaskWindow.Reset(); } FFeedbackContext::FinalizeSlowTask( ); } void FExtFeedbackContextEditor::ProgressReported( const float TotalProgressInterp, FText DisplayMessage ) { if (!(FPlatformSplash::IsShown() || BuildProgressWidget.IsValid() || SlowTaskWindow.IsValid())) { return; } // Clean up deferred cleanup objects from rendering thread every once in a while. static double LastTimePendingCleanupObjectsWhereDeleted; if( FPlatformTime::Seconds() - LastTimePendingCleanupObjectsWhereDeleted > 1 ) { // Get list of objects that are pending cleanup. FPendingCleanupObjects* PendingCleanupObjects = GetPendingCleanupObjects(); // Flush rendering commands in the queue. FlushRenderingCommands(); // It is now safe to delete the pending clean objects. delete PendingCleanupObjects; // Keep track of time this operation was performed so we don't do it too often. LastTimePendingCleanupObjectsWhereDeleted = FPlatformTime::Seconds(); } if (BuildProgressWidget.IsValid() || SlowTaskWindow.IsValid()) { // CanDisplayWindows can be slow when called repeatedly, so we only call it if a window is open if (!FSlateApplication::Get().CanDisplayWindows()) { return; } if (BuildProgressWidget.IsValid()) { if (!DisplayMessage.IsEmpty()) { BuildProgressWidget->SetBuildStatusText(DisplayMessage); } BuildProgressWidget->SetBuildProgressPercent(TotalProgressInterp * 100, 100); TickSlate(BuildProgressWindow.Pin()); } else if (SlowTaskWindow.IsValid()) { TickSlate(SlowTaskWindow.Pin()); } } else if (FPlatformSplash::IsShown()) { // Always show the top-most message for (auto& Scope : ScopeStack) { const FText ThisMessage = Scope->GetCurrentMessage(); if (!ThisMessage.IsEmpty()) { DisplayMessage = ThisMessage; break; } } if (!DisplayMessage.IsEmpty()) { const int32 DotCount = 4; const float MinTimeBetweenUpdates = 0.2f; static double LastUpdateTime = -100000.0; static int32 DotProgress = 0; const double CurrentTime = FPlatformTime::Seconds(); if( CurrentTime - LastUpdateTime >= MinTimeBetweenUpdates ) { LastUpdateTime = CurrentTime; DotProgress = ( DotProgress + 1 ) % DotCount; } FString NewDisplayMessage = DisplayMessage.ToString(); NewDisplayMessage.RemoveFromEnd( TEXT( "..." ) ); for( int32 DotIndex = 0; DotIndex <= DotCount; ++DotIndex ) { if( DotIndex <= DotProgress ) { NewDisplayMessage.AppendChar( TCHAR( '.' ) ); } else { NewDisplayMessage.AppendChar( TCHAR( ' ' ) ); } } NewDisplayMessage.Append( FString::Printf( TEXT( " %i%%" ), int(TotalProgressInterp * 100.f) ) ); DisplayMessage = FText::FromString( NewDisplayMessage ); } FPlatformSplash::SetSplashText(SplashTextType::StartupProgress, *DisplayMessage.ToString()); } } /** Whether or not the user has canceled out of this dialog */ bool FExtFeedbackContextEditor::ReceivedUserCancel( void ) { return HasTaskBeenCancelled; } void FExtFeedbackContextEditor::OnUserCancel() { HasTaskBeenCancelled = true; } /** * Show the Build Progress Window * @return Handle to the Build Progress Widget created */ TWeakPtr FExtFeedbackContextEditor::ShowBuildProgressWindow() { TSharedRef BuildProgressWindowRef = SNew(SWindow) .ClientSize(FVector2D(500,200)) .IsPopupWindow(true); BuildProgressWidget = SNew(SExtBuildProgressWidget); BuildProgressWindowRef->SetContent( BuildProgressWidget.ToSharedRef() ); BuildProgressWindow = BuildProgressWindowRef; // Attempt to parent the slow task window to the slate main frame TSharedPtr ParentWindow; if( FModuleManager::Get().IsModuleLoaded( "MainFrame" ) ) { IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked( "MainFrame" ); ParentWindow = MainFrame.GetParentWindow(); } FSlateApplication::Get().AddModalWindow( BuildProgressWindowRef, ParentWindow, true ); BuildProgressWindowRef->ShowWindow(); BuildProgressWidget->MarkBuildStartTime(); if (FSlateApplication::Get().CanDisplayWindows()) { TickSlate(BuildProgressWindow.Pin()); } return BuildProgressWidget; } /** Close the Build Progress Window */ void FExtFeedbackContextEditor::CloseBuildProgressWindow() { if( BuildProgressWindow.IsValid() && BuildProgressWidget.IsValid()) { BuildProgressWindow.Pin()->RequestDestroyWindow(); BuildProgressWindow.Reset(); BuildProgressWidget.Reset(); } } bool FExtFeedbackContextEditor::IsPlayingInEditor() const { return (GIsPlayInEditorWorld || (GEditor && GEditor->PlayWorld != nullptr)); }