Beispiel #1
0
void FLevelModel::MakeLevelCurrent()
{
	if (LevelCollectionModel.IsReadOnly())
	{
		return;
	}

	if (!IsLoaded())
	{
		// Load level from disk
		FLevelModelList LevelsList; LevelsList.Add(this->AsShared());
		LevelCollectionModel.LoadLevels(LevelsList);
	}

	ULevel* Level = GetLevelObject();
	if (Level == NULL)
	{
		return;
	}
		
	// Locked levels can't be made current.
	if (!FLevelUtils::IsLevelLocked(Level))
	{ 
		// Make current.
		if (LevelCollectionModel.GetWorld()->SetCurrentLevel(Level))
		{
			FEditorDelegates::NewCurrentLevel.Broadcast();
				
			// Deselect all selected builder brushes.
			bool bDeselectedSomething = false;
			for (FSelectionIterator It(Editor->GetSelectedActorIterator()); It; ++It)
			{
				AActor* Actor = static_cast<AActor*>(*It);
				checkSlow(Actor->IsA(AActor::StaticClass()));

				ABrush* Brush = Cast< ABrush >( Actor );
				if (Brush && FActorEditorUtils::IsABuilderBrush(Brush))
				{
					Editor->SelectActor(Actor, /*bInSelected=*/ false, /*bNotify=*/ false);
					bDeselectedSomething = true;
				}
			}

			// Send a selection change callback if necessary.
			if (bDeselectedSomething)
			{
				Editor->NoteSelectionChange();
			}
		}
							
		// Force the current level to be visible.
		SetVisible(true);
	}
	else
	{
		FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "Error_OperationDisallowedOnLockedLevelMakeLevelCurrent", "MakeLevelCurrent: The requested operation could not be completed because the level is locked."));
	}

	Update();
}
Beispiel #2
0
FReply SWorldHierarchyItem::OnSave()
{
	FLevelModelList LevelList; 
	LevelList.Add(LevelModel);


	WorldModel->SaveLevels(LevelList);
	return FReply::Handled();
}
void FLevelCollectionModel::UnloadLevels(const FLevelModelList& InLevelList)
{
	if (InLevelList.Num() == 0)
	{
		return;
	}

	// If matinee is opened, and if it belongs to the level being removed, close it
	if (GLevelEditorModeTools().IsModeActive(FBuiltinEditorModes::EM_InterpEdit))
	{
		TArray<ULevel*> LevelsToRemove = GetLevelObjectList(InLevelList);
		
		const FEdModeInterpEdit* InterpEditMode = (const FEdModeInterpEdit*)GLevelEditorModeTools().GetActiveMode(FBuiltinEditorModes::EM_InterpEdit);

		if (InterpEditMode && InterpEditMode->MatineeActor && LevelsToRemove.Contains(InterpEditMode->MatineeActor->GetLevel()))
		{
			GLevelEditorModeTools().ActivateDefaultMode();
		}
	}
	else if(GLevelEditorModeTools().IsModeActive(FBuiltinEditorModes::EM_Landscape))
	{
		GLevelEditorModeTools().ActivateDefaultMode();
	}

	
	// Remove each level!
	// Take a copy of the list rather than using a reference to the selected levels list, as this will be modified in the loop below
	const FLevelModelList LevelListCopy = InLevelList;
	for (auto It = LevelListCopy.CreateConstIterator(); It; ++It)
	{
		TSharedPtr<FLevelModel> LevelModel = (*It);
		ULevel* Level = LevelModel->GetLevelObject();

		if (Level != NULL && !LevelModel->IsPersistent())
		{
			// Unselect all actors before removing the level
			// This avoids crashing in areas that rely on getting a selected actors level. The level will be invalid after its removed.
			for (auto ActorIt = Level->Actors.CreateIterator(); ActorIt; ++ActorIt)
			{
				Editor->SelectActor((*ActorIt), /*bInSelected=*/ false, /*bSelectEvenIfHidden=*/ false);
			}
			
			{
				FUnmodifiableObject ImmuneWorld(CurrentWorld.Get());
				EditorLevelUtils::RemoveLevelFromWorld(Level);
			}
		}
	}

	Editor->ResetTransaction( LOCTEXT("RemoveLevelTransReset", "Removing Levels from World") );

	// Collect garbage to clear out the destroyed level
	CollectGarbage( GARBAGE_COLLECTION_KEEPFLAGS );

	PopulateLevelsList();
}
Beispiel #4
0
	/**  Updates all the items in the grid view */
	void RefreshView()
	{
		RemoveAllNodes();

		FLevelModelList AllLevels = WorldModel->GetAllLevels();
		for (auto It = AllLevels.CreateConstIterator(); It; ++It)
		{
			AddItem(StaticCastSharedPtr<FWorldTileModel>(*It));
		}
	}
FLevelModelList FLevelCollectionModel::GetLoadedLevels(const FLevelModelList& InList)
{
	FLevelModelList ResultList;
	for (auto It = InList.CreateConstIterator(); It; ++It)
	{
		if ((*It)->IsLoaded())
		{
			ResultList.Add(*It);
		}
	}
	
	return ResultList;
}
void FLevelCollectionModel::InvertSelection_Executed()
{
	FLevelModelList InvertedLevels;

	for (auto It = FilteredLevelsList.CreateIterator(); It; ++It)
	{
		if (!SelectedLevelsList.Contains(*It))
		{
			InvertedLevels.Add(*It);
		}
	}

	SetSelectedLevels(InvertedLevels);
}
void FLevelCollectionModel::SetSelectedLevelsFromWorld()
{
	TArray<ULevel*>& SelectedLevelObjects = CurrentWorld->GetSelectedLevels();
	FLevelModelList LevelsToSelect;
	for (ULevel* LevelObject : SelectedLevelObjects)
	{
		TSharedPtr<FLevelModel> LevelModel = FindLevelModel(LevelObject);
		if (LevelModel.IsValid())
		{
			LevelsToSelect.Add(LevelModel);
		}
	}

	SetSelectedLevels(LevelsToSelect);
}
Beispiel #8
0
FReply SWorldHierarchyItem::OnToggleVisibility()
{
	FLevelModelList LevelList; 
	LevelList.Add(LevelModel);

	if (LevelModel->IsVisible())
	{
		WorldModel->HideLevels(LevelList);
	}
	else
	{
		WorldModel->ShowLevels(LevelList);
	}

	return FReply::Handled();
}
Beispiel #9
0
FReply SWorldHierarchyItem::OnToggleLock()
{
	FLevelModelList LevelList; 
	LevelList.Add(LevelModel);
	
	if (LevelModel->IsLocked())
	{
		WorldModel->UnlockLevels(LevelList);
	}
	else
	{
		WorldModel->LockLevels(LevelList);
	}
	
	return FReply::Handled();
}
void FStreamingLevelCollectionModel::UnloadLevels(const FLevelModelList& InLevelList)
{
	if (IsReadOnly())
	{
		return;
	}

	// Persistent level cannot be unloaded
	if (InLevelList.Num() == 1 && InLevelList[0]->IsPersistent())
	{
		return;
	}
		
	bool bHaveDirtyLevels = false;
	for (auto It = InLevelList.CreateConstIterator(); It; ++It)
	{
		if ((*It)->IsDirty() && !(*It)->IsLocked() && !(*It)->IsPersistent())
		{
			// this level is dirty and can be removed from the world
			bHaveDirtyLevels = true;
			break;
		}
	}

	// Depending on the state of the level, create a warning message
	FText LevelWarning = LOCTEXT("RemoveLevel_Undo", "Removing levels cannot be undone.  Proceed?");
	if (bHaveDirtyLevels)
	{
		LevelWarning = LOCTEXT("RemoveLevel_Dirty", "Removing levels cannot be undone.  Any changes to these levels will be lost.  Proceed?");
	}

	// Ask the user if they really wish to remove the level(s)
	FSuppressableWarningDialog::FSetupInfo Info( LevelWarning, LOCTEXT("RemoveLevel_Message", "Remove Level"), "RemoveLevelWarning" );
	Info.ConfirmText = LOCTEXT( "RemoveLevel_Yes", "Yes");
	Info.CancelText = LOCTEXT( "RemoveLevel_No", "No");	
	FSuppressableWarningDialog RemoveLevelWarning( Info );
	if (RemoveLevelWarning.ShowModal() == FSuppressableWarningDialog::Cancel)
	{
		return;
	}
			
	// This will remove streaming levels from a persistent world, so we need to re-populate levels list
	FLevelCollectionModel::UnloadLevels(InLevelList);
	PopulateLevelsList();
}
void FWorldTileModel::OnDrop(const TSharedPtr<FLevelDragDropOp>& Op)
{
	FLevelModelList LevelModelList;

	for (auto It = Op->LevelsToDrop.CreateConstIterator(); It; ++It)
	{
		ULevel* Level = (*It).Get();
		TSharedPtr<FLevelModel> LevelModel = LevelCollectionModel.FindLevelModel(Level);
		if (LevelModel.IsValid())
		{
			LevelModelList.Add(LevelModel);
		}
	}	
	
	if (LevelModelList.Num())
	{
		LevelCollectionModel.AssignParent(LevelModelList, this->AsShared());
	}
}
void FLevelCollectionModel::AssignParent(const FLevelModelList& InLevels, TSharedPtr<FLevelModel> InParent)
{
	// Attach levels to the new parent
	for (auto It = InLevels.CreateConstIterator(); It; ++It)
	{
		(*It)->AttachTo(InParent);
	}

	OnLevelsHierarchyChanged();
}
void FStreamingLevelCollectionModel::SetStreamingLevelsClass_Executed(UClass* InClass)
{
	// First prompt to save the selected levels, as changing the streaming method will unload/reload them
	SaveSelectedLevels_Executed();

	// Stash off a copy of the original array, as changing the streaming method can destroy the selection
	FLevelModelList SelectedLevelsCopy = GetSelectedLevels();

	// Apply the new streaming method to the selected levels
	for (auto It = SelectedLevelsCopy.CreateIterator(); It; ++It)
	{
		TSharedPtr<FStreamingLevelModel> TargetModel = StaticCastSharedPtr<FStreamingLevelModel>(*It);
		TargetModel->SetStreamingClass(InClass);
	}

	SetSelectedLevels(SelectedLevelsCopy);

	// Force a cached level list rebuild
	PopulateLevelsList();
}
void FWorldTileModel::OnParentPackageNamePropertyChanged()
{	
	if (GetLevelObject() && !TileDetails->bAlwaysLoaded)
	{
		TSharedPtr<FLevelModel> NewParent = LevelCollectionModel.FindLevelModel(TileDetails->ParentPackageName);
		// Assign to a root level if new parent is not found
		if (!NewParent.IsValid()) 
		{
			NewParent = static_cast<FWorldTileCollectionModel&>(LevelCollectionModel).GetWorldRootModel();
		}

		FLevelModelList LevelList; LevelList.Add(this->AsShared());
		LevelCollectionModel.AssignParent(LevelList, NewParent);
		return;
	}
	
	// Restore original parent
	FWorldTileInfo Info = LevelCollectionModel.GetWorld()->WorldComposition->GetTileInfo(TileDetails->PackageName);
	TileDetails->ParentPackageName = FName(*Info.ParentTilePackageName);
}
void FLevelCollectionModel::LockLevels(const FLevelModelList& InLevelList)
{
	if (IsReadOnly())
	{
		return;
	}
	
	for (auto It = InLevelList.CreateConstIterator(); It; ++It)
	{
		(*It)->SetLocked(true);
	}
}
void FWorldTileModel::OnPositionPropertyChanged()
{
	FWorldTileInfo Info = LevelCollectionModel.GetWorld()->WorldComposition->GetTileInfo(TileDetails->PackageName);

	if (GetLevelObject())
	{
		// Get the delta
		FIntPoint Delta = TileDetails->Position - Info.Position;

		// Snap the delta
		FLevelModelList LevelsList; LevelsList.Add(this->AsShared());
		FVector2D SnappedDelta = LevelCollectionModel.SnapTranslationDelta(LevelsList, FVector2D(Delta), 0.f);

		// Set new level position
		SetLevelPosition(Info.AbsolutePosition + FIntPoint(SnappedDelta.X, SnappedDelta.Y));
		return;
	}
	
	// Restore original value
	TileDetails->Position = Info.Position;
}
void FLevelCollectionModel::UpdateTranslationDelta(const FLevelModelList& InLevelList, FVector2D InTranslationDelta, bool bBoundsSnapping, float InSnappingValue)
{
	FLevelModelList EditableLevels;
	// Only editable levels could be moved
	for (auto It = InLevelList.CreateConstIterator(); It; ++It)
	{
		if ((*It)->IsEditable())
		{
			EditableLevels.Add(*It);
		}
	}
	
	// Snap	translation delta
	if (InTranslationDelta != FVector2D::ZeroVector)
	{
		InTranslationDelta = SnapTranslationDelta(EditableLevels, InTranslationDelta, bBoundsSnapping, InSnappingValue);
	}
		
	for (auto It = EditableLevels.CreateIterator(); It; ++It)
	{
		(*It)->SetLevelTranslationDelta(InTranslationDelta);
	}
}
void FLevelCollectionModel::SCCHistory(const FLevelModelList& InList)
{
	// This is odd, why SCC needs package names, instead of filenames? 
	TArray<FString> PackageNames;
	for (auto It = InList.CreateConstIterator(); It; ++It)
	{
		if ((*It)->HasValidPackage())
		{
			PackageNames.Add((*It)->GetLongPackageName().ToString());
		}
	}

	FSourceControlWindows::DisplayRevisionHistory(PackageNames);
}
void FLevelCollectionModel::HideLevels(const FLevelModelList& InLevelList)
{
	if (IsReadOnly())
	{
		return;
	}
	
	for (auto It = InLevelList.CreateConstIterator(); It; ++It)
	{
		(*It)->SetVisible(false);
	}

	RequestUpdateAllLevels();
}
TArray<FString> FLevelCollectionModel::GetFilenamesList(const FLevelModelList& InList)
{
	TArray<FString> ResultList;
	
	for (auto It = InList.CreateConstIterator(); It; ++It)
	{
		if ((*It)->HasValidPackage())
		{
			ResultList.Add((*It)->GetPackageFileName());
		}
	}

	return ResultList;
}
FBox FLevelCollectionModel::GetLevelsBoundingBox(const FLevelModelList& InList, bool bIncludeChildren)
{
	FBox TotalBounds(0);
	for (auto It = InList.CreateConstIterator(); It; ++It)
	{
		if (bIncludeChildren)
		{
			TotalBounds+= GetVisibleLevelsBoundingBox((*It)->GetChildren(), bIncludeChildren);
		}
		
		TotalBounds+= (*It)->GetLevelBounds();
	}

	return TotalBounds;
}
TArray<ULevel*> FLevelCollectionModel::GetLevelObjectList(const FLevelModelList& InList)
{
	TArray<ULevel*> ResultList;
	
	for (auto It = InList.CreateConstIterator(); It; ++It)
	{
		ULevel* Level = (*It)->GetLevelObject();
		if (Level)
		{
			ResultList.Add(Level);
		}
	}

	return ResultList;
}
FLevelModelList FLevelCollectionModel::GetLevelsHierarchy(const FLevelModelList& InList)
{
	struct FHierarchyCollector : public FLevelModelVisitor
	{
		virtual void Visit(FLevelModel& Item) override
		{
			ResultList.AddUnique(Item.AsShared());
		}

		FLevelModelList ResultList;
	};

	FHierarchyCollector HierarchyCollector;
	for (auto It = InList.CreateConstIterator(); It; ++It)
	{
		(*It)->Accept(HierarchyCollector);
	}
	
	return HierarchyCollector.ResultList;
}
void FLevelCollectionModel::LoadLevels(const FLevelModelList& InLevelList)
{
	if (IsReadOnly())
	{
		return;
	}

	GWarn->BeginSlowTask(LOCTEXT("LoadWorldTiles", "Loading levels"), true);
	
	OnPreLoadLevels(InLevelList);
	
	int32 LevelIdx = 0;
	for (TSharedPtr<FLevelModel> LevelModel : InLevelList)
	{
		GWarn->StatusUpdate(LevelIdx++, InLevelList.Num(), 
			FText::Format(LOCTEXT("LoadingWorldTiles", "Loading: {0}..." ), FText::FromString(LevelModel->GetLongPackageName().ToString()))
			);

		LevelModel->LoadLevel();
	}

	GWarn->EndSlowTask();	
}
void FLevelCollectionModel::SaveLevels(const FLevelModelList& InLevelList)
{
	if (IsReadOnly())
	{
		return;
	}

		
	FLevelModelList		LevelModelsToSave;
	TArray<ULevel*>		LevelsToSave;
	for (auto It = InLevelList.CreateConstIterator(); It; ++It)
	{
		if ((*It)->GetLevelObject())
		{
			if (!(*It)->IsVisible())
			{
				FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "UnableToSaveInvisibleLevels", "Save aborted.  Levels must be made visible before they can be saved.") );
				return;
			}
			else if ((*It)->IsLocked())
			{
				FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "UnableToSaveLockedLevels", "Save aborted.  Level must be unlocked before it can be saved.") );
				return;
			}
						
			LevelModelsToSave.Add(*It);
			LevelsToSave.Add((*It)->GetLevelObject());
		}
	}

	TArray< UPackage* > PackagesNotNeedingCheckout;
	// Prompt the user to check out the levels from source control before saving
	if (FEditorFileUtils::PromptToCheckoutLevels(false, LevelsToSave, &PackagesNotNeedingCheckout))
	{
		for (auto It = LevelsToSave.CreateIterator(); It; ++It)
		{
			FEditorFileUtils::SaveLevel(*It);
		}
	}
	else if (PackagesNotNeedingCheckout.Num() > 0)
	{
		// The user canceled the checkout dialog but some packages didn't need to be checked out in order to save
		// For each selected level if the package its in didn't need to be saved, save the level!
		for (int32 LevelIdx = 0; LevelIdx < LevelsToSave.Num(); ++LevelIdx)
		{
			ULevel* Level = LevelsToSave[LevelIdx];
			if (PackagesNotNeedingCheckout.Contains(Level->GetOutermost()))
			{
				FEditorFileUtils::SaveLevel(Level);
			}
			else
			{
				//remove it from the list, so that only successfully saved levels are highlighted when saving is complete
				LevelModelsToSave.RemoveAt(LevelIdx);
				LevelsToSave.RemoveAt(LevelIdx);
			}
		}
	}

	// Select tiles that were saved successfully
	SetSelectedLevels(LevelModelsToSave);
}
void FLevelCollectionModel::SCCDiffAgainstDepot(const FLevelModelList& InList, UEditorEngine* InEditor)
{
	// Load the asset registry module
	FAssetToolsModule& AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools");

	ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();

	// Iterate over each selected asset
	for (auto It = InList.CreateConstIterator(); It; ++It)
	{
		ULevel* Level = (*It)->GetLevelObject();
		if (Level == NULL)
		{
			return;
		}
		
		UPackage* OriginalPackage = Level->GetOutermost();
		FString PackageName = OriginalPackage->GetName();

		// Make sure our history is up to date
		auto UpdateStatusOperation = ISourceControlOperation::Create<FUpdateStatus>();
		UpdateStatusOperation->SetUpdateHistory(true);
		SourceControlProvider.Execute(UpdateStatusOperation, OriginalPackage);

		// Get the SCC state
		FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(
			OriginalPackage, EStateCacheUsage::Use
			);

		// If the level is in SCC.
		if (SourceControlState.IsValid() && SourceControlState->IsSourceControlled())
		{
			// Get the file name of package
			FString RelativeFileName;
			if(FPackageName::DoesPackageExist(PackageName, NULL, &RelativeFileName))
			{
				if (SourceControlState->GetHistorySize() > 0)
				{
					auto Revision = SourceControlState->GetHistoryItem(0);
					check(Revision.IsValid());

					// Get the head revision of this package from source control
					FString AbsoluteFileName = FPaths::ConvertRelativePathToFull(RelativeFileName);
					FString TempFileName;
					if (Revision->Get(TempFileName))
					{
						// Forcibly disable compile on load in case we are loading old blueprints that might try to update/compile
						TGuardValue<bool> DisableCompileOnLoad(GForceDisableBlueprintCompileOnLoad, true);

						// Try and load that package
						FText NotMapReason;
						UPackage* OldPackage = LoadPackage(NULL, *TempFileName, LOAD_None);
						if(OldPackage != NULL && InEditor->PackageIsAMapFile(*TempFileName, NotMapReason))
						{
							/* Set the revision information*/
							UPackage* Package = OriginalPackage;

							FRevisionInfo OldRevision;
							OldRevision.Changelist = Revision->GetCheckInIdentifier();
							OldRevision.Date = Revision->GetDate();
							OldRevision.Revision = Revision->GetRevision();

							FRevisionInfo NewRevision; 
							NewRevision.Revision = TEXT("");

							// Dump assets to temp text files
							FString OldTextFilename = AssetToolsModule.Get().DumpAssetToTempFile(OldPackage);
							FString NewTextFilename = AssetToolsModule.Get().DumpAssetToTempFile(OriginalPackage);
							FString DiffCommand = GetDefault<UEditorLoadingSavingSettings>()->TextDiffToolPath.FilePath;

							AssetToolsModule.Get().CreateDiffProcess(DiffCommand, OldTextFilename, NewTextFilename);
							AssetToolsModule.Get().DiffAssets(OldPackage, OriginalPackage, OldRevision, NewRevision);
						}
					}
				}
			} 
		}
	}
}