Files
UnrealEngine/Engine/Source/Editor/GameProjectGeneration/Private/GameProjectGenerationModule.cpp
2025-05-18 13:04:45 +08:00

221 lines
6.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "GameProjectGenerationModule.h"
#include "Brushes/SlateDynamicImageBrush.h"
#include "Containers/EnumAsByte.h"
#include "GameProjectGenerationLog.h"
#include "GameProjectUtils.h"
#include "HAL/FileManager.h"
#include "HAL/PlatformCrt.h"
#include "Interfaces/IPluginManager.h"
#include "Internationalization/Internationalization.h"
#include "Internationalization/Text.h"
#include "Logging/LogMacros.h"
#include "Math/Vector2D.h"
#include "Math/Vector4.h"
#include "Misc/AssertionMacros.h"
#include "Misc/Paths.h"
#include "Misc/ScopedSlowTask.h"
#include "SNewClassDialog.h"
#include "SProjectDialog.h"
#include "Styling/SlateBrush.h"
#include "TemplateCategory.h"
#include "TemplateProjectDefs.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
class UClass;
struct FModuleContextInfo;
IMPLEMENT_MODULE( FGameProjectGenerationModule, GameProjectGeneration );
DEFINE_LOG_CATEGORY(LogGameProjectGeneration);
#define LOCTEXT_NAMESPACE "GameProjectGeneration"
void FGameProjectGenerationModule::StartupModule()
{
LoadTemplateCategories();
}
void FGameProjectGenerationModule::ShutdownModule()
{
}
TSharedRef<class SWidget> FGameProjectGenerationModule::CreateGameProjectDialog(bool bAllowProjectOpening, bool bAllowProjectCreate)
{
ensure(bAllowProjectOpening || bAllowProjectCreate);
EProjectDialogModeMode Mode = EProjectDialogModeMode::Hybrid;
if (bAllowProjectOpening && !bAllowProjectCreate)
{
Mode = EProjectDialogModeMode::OpenProject;
}
else if (bAllowProjectCreate && !bAllowProjectOpening)
{
Mode = EProjectDialogModeMode::NewProject;
}
return SNew(SProjectDialog, Mode);
}
TSharedRef<class SWidget> FGameProjectGenerationModule::CreateNewClassDialog(const UClass* InClass)
{
return SNew(SNewClassDialog).Class(InClass);
}
void FGameProjectGenerationModule::OpenAddCodeToProjectDialog(const FAddToProjectConfig& Config)
{
GameProjectUtils::OpenAddToProjectDialog(Config, EClassDomain::Native);
AddCodeToProjectDialogOpenedEvent.Broadcast();
}
void FGameProjectGenerationModule::OpenAddBlueprintToProjectDialog(const FAddToProjectConfig& Config)
{
GameProjectUtils::OpenAddToProjectDialog(Config, EClassDomain::Blueprint);
}
void FGameProjectGenerationModule::TryMakeProjectFileWriteable(const FString& ProjectFile)
{
GameProjectUtils::TryMakeProjectFileWriteable(ProjectFile);
}
void FGameProjectGenerationModule::CheckForOutOfDateGameProjectFile()
{
GameProjectUtils::CheckForOutOfDateGameProjectFile();
}
bool FGameProjectGenerationModule::UpdateGameProject(const FString& ProjectFile, const FString& EngineIdentifier, FText& OutFailReason)
{
return GameProjectUtils::UpdateGameProject(ProjectFile, EngineIdentifier, OutFailReason);
}
bool FGameProjectGenerationModule::UpdateCodeProject(FText& OutFailReason, FText& OutFailLog)
{
FScopedSlowTask SlowTask(0, LOCTEXT( "UpdatingCodeProject", "Updating code project..." ) );
SlowTask.MakeDialog();
return GameProjectUtils::GenerateCodeProjectFiles(FPaths::GetProjectFilePath(), OutFailReason, OutFailLog);
}
bool FGameProjectGenerationModule::GenerateBasicSourceCode(TArray<FString>& OutCreatedFiles, FText& OutFailReason)
{
return GameProjectUtils::GenerateBasicSourceCode(OutCreatedFiles, OutFailReason);
}
bool FGameProjectGenerationModule::ProjectHasCodeFiles()
{
return GameProjectUtils::ProjectHasCodeFiles();
}
FString FGameProjectGenerationModule::DetermineModuleIncludePath(const FModuleContextInfo& ModuleInfo, const FString& FileRelativeTo)
{
return GameProjectUtils::DetermineModuleIncludePath(ModuleInfo, FileRelativeTo);
}
const TArray<FModuleContextInfo>& FGameProjectGenerationModule::GetCurrentProjectModules()
{
return GameProjectUtils::GetCurrentProjectModules();
}
bool FGameProjectGenerationModule::IsValidBaseClassForCreation(const UClass* InClass, const FModuleContextInfo& InModuleInfo)
{
return GameProjectUtils::IsValidBaseClassForCreation(InClass, InModuleInfo);
}
bool FGameProjectGenerationModule::IsValidBaseClassForCreation(const UClass* InClass, const TArray<FModuleContextInfo>& InModuleInfoArray)
{
return GameProjectUtils::IsValidBaseClassForCreation(InClass, InModuleInfoArray);
}
void FGameProjectGenerationModule::GetProjectSourceDirectoryInfo(int32& OutNumFiles, int64& OutDirectorySize)
{
GameProjectUtils::GetProjectSourceDirectoryInfo(OutNumFiles, OutDirectorySize);
}
void FGameProjectGenerationModule::CheckAndWarnProjectFilenameValid()
{
GameProjectUtils::CheckAndWarnProjectFilenameValid();
}
void FGameProjectGenerationModule::UpdateSupportedTargetPlatforms(const FName& InPlatformName, const bool bIsSupported)
{
GameProjectUtils::UpdateSupportedTargetPlatforms(InPlatformName, bIsSupported);
}
void FGameProjectGenerationModule::ClearSupportedTargetPlatforms()
{
GameProjectUtils::ClearSupportedTargetPlatforms();
}
void FGameProjectGenerationModule::LoadTemplateCategories()
{
// Now discover and all data driven templates
TArray<FString> TemplateRootFolders;
// @todo rocket make template folder locations extensible.
TemplateRootFolders.Add(FPaths::RootDir() / TEXT("Templates"));
// Add the Enterprise templates
TemplateRootFolders.Add(FPaths::EnterpriseDir() / TEXT("Templates"));
// allow plugins to define templates
TArray<TSharedRef<IPlugin>> Plugins = IPluginManager::Get().GetEnabledPlugins();
for (const TSharedRef<IPlugin>& Plugin : Plugins)
{
FString PluginDirectory = Plugin->GetBaseDir();
if (!PluginDirectory.IsEmpty())
{
const FString PluginTemplatesDirectory = PluginDirectory / TEXT("Templates");
if (IFileManager::Get().DirectoryExists(*PluginTemplatesDirectory))
{
TemplateRootFolders.Add(PluginTemplatesDirectory);
}
}
}
for (const FString& Root : TemplateRootFolders)
{
UTemplateCategories* CategoryDefs = GameProjectUtils::LoadTemplateCategories(Root);
if (CategoryDefs != nullptr)
{
for (const FTemplateCategoryDef& Category : CategoryDefs->Categories)
{
TSharedPtr<FTemplateCategory> TemplateCategory;
TSharedPtr<FTemplateCategory>* Existing = TemplateCategories.Find(Category.Key);
if (Existing == nullptr)
{
TemplateCategory = TemplateCategories.Add(Category.Key, MakeShareable(new FTemplateCategory));
}
else
{
TemplateCategory = *Existing;
}
TemplateCategory->Key = Category.Key;
TemplateCategory->DisplayName = FLocalizedTemplateString::GetLocalizedText(Category.LocalizedDisplayNames);
TemplateCategory->Description = FLocalizedTemplateString::GetLocalizedText(Category.LocalizedDescriptions);
const FName BrushName(*Category.Icon);
FSlateDynamicImageBrush* Brush = new FSlateDynamicImageBrush(BrushName, FVector2D(300, 100));
Brush->OutlineSettings.CornerRadii = FVector4(4, 4, 4, 4);
Brush->OutlineSettings.RoundingType = ESlateBrushRoundingType::FixedRadius;
Brush->DrawAs = ESlateBrushDrawType::RoundedBox;
TemplateCategory->Icon = Brush;
}
}
}
}
#undef LOCTEXT_NAMESPACE