Esempio n. 1
0
/**
 * Crash test
 */
int32 CrashTest(const TCHAR* CommandLine)
{
	FPlatformMisc::SetCrashHandler(NULL);
	FPlatformMisc::SetGracefulTerminationHandler();

	GEngineLoop.PreInit(CommandLine);
	UE_LOG(LogTestPAL, Display, TEXT("Running crash test (this should not exit)."));

	// try ensures first (each ensure fires just once)
	{
		for (int IdxEnsure = 0; IdxEnsure < 5; ++IdxEnsure)
		{
			FScopeLogTime EnsureLogTime(*FString::Printf(TEXT("Handled FIRST ensure() #%d times"), IdxEnsure), nullptr, FScopeLogTime::ScopeLog_Seconds);
			ensure(false);
		}
	}
	{
		for (int IdxEnsure = 0; IdxEnsure < 5; ++IdxEnsure)
		{
			FScopeLogTime EnsureLogTime(*FString::Printf(TEXT("Handled SECOND ensure() #%d times"), IdxEnsure), nullptr, FScopeLogTime::ScopeLog_Seconds);
			ensure(false);
		}
	}

	if (FParse::Param(CommandLine, TEXT("logfatal")))
	{
		UE_LOG(LogTestPAL, Fatal, TEXT("  LogFatal!"));
	}
	else if (FParse::Param(CommandLine, TEXT("check")))
	{
		checkf(false, TEXT("  checkf!"));
	}
	else
	{
		*(int *)0x10 = 0x11;
	}

	FEngineLoop::AppPreExit();
	FEngineLoop::AppExit();
	return 0;
}
Esempio n. 2
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/**
 * Links a vertex shader and pixel shader into a program for use in rendering     
 * 
 * @param VertexShader	The vertex shader to link
 * @param PixelShader	The pixel shader to link
 */
void FSlateOpenGLShaderProgram::LinkShaders( const FSlateOpenGLVS& VertexShader, const FSlateOpenGLPS& PixelShader )
{
	// Should not link twice
	check( ProgramID == 0 );

	GLuint VertexShaderID = VertexShader.GetShaderID();
	GLuint PixelShaderID = PixelShader.GetShaderID();

	// Make sure the shaders have been created
	check( VertexShaderID && PixelShaderID );

	// Create a new program id and attach the shaders
	ProgramID = glCreateProgram();
	glAttachShader( ProgramID, VertexShaderID );
	glAttachShader( ProgramID, PixelShaderID );
	CHECK_GL_ERRORS;

	// Set up attribute locations for per vertex data
	glBindAttribLocation(ProgramID, 0, "InTexCoords");
	glBindAttribLocation(ProgramID, 1, "InPosition");
	glBindAttribLocation(ProgramID, 2, "InClipOrigin");
	glBindAttribLocation(ProgramID, 3, "InClipExtents");
	glBindAttribLocation(ProgramID, 4, "InColor");

	// Link the shaders
	glLinkProgram( ProgramID );
	CHECK_GL_ERRORS;

	// Check to see if linking succeeded
	GLint LinkStatus;
	glGetProgramiv( ProgramID, GL_LINK_STATUS, &LinkStatus );
	if( LinkStatus == GL_FALSE )
	{
		// Linking failed, display why.
		FString Log = GetGLSLProgramLog( ProgramID );

		checkf(false, TEXT("Failed to link GLSL program: %s"), *Log );
	}

	CHECK_GL_ERRORS;
}
    void ProcessInputFromArchive(FArchive* InputFilePtr, TArray<FJobResult>& OutJobResults)
    {
        int32 NumBatches = 0;

        FArchive& InputFile = *InputFilePtr;
        int32 InputVersion;
        InputFile << InputVersion;
        checkf(ShaderCompileWorkerInputVersion == InputVersion, TEXT("Exiting due to ShaderCompilerWorker expecting input version %d, got %d instead! Did you forget to build ShaderCompilerWorker?"), ShaderCompileWorkerInputVersion, InputVersion);

        TMap<FString, uint16> ReceivedFormatVersionMap;
        InputFile << ReceivedFormatVersionMap;

        VerifyFormatVersions(ReceivedFormatVersionMap);

        InputFile << NumBatches;

        // Flush cache, to make sure we load the latest version of the input file.
        // (Otherwise quick changes to a shader file can result in the wrong output.)
        FlushShaderFileCache();

        for (int32 BatchIndex = 0; BatchIndex < NumBatches; BatchIndex++)
        {
            // Deserialize the job's inputs.
            FShaderCompilerInput CompilerInput;
            InputFile << CompilerInput;

            if (IsValidRef(CompilerInput.SharedEnvironment))
            {
                // Merge the shared environment into the per-shader environment before calling into the compile function
                CompilerInput.Environment.Merge(*CompilerInput.SharedEnvironment);
            }

            // Process the job.
            FShaderCompilerOutput CompilerOutput;
            ProcessCompilationJob(CompilerInput,CompilerOutput,WorkingDirectory);

            // Serialize the job's output.
            FJobResult& JobResult = *new(OutJobResults) FJobResult;
            JobResult.CompilerOutput = CompilerOutput;
        }
    }
Esempio n. 4
0
/** Serializes the global shader map to an archive. */
void SerializeGlobalShaders(FArchive& Ar, TShaderMap<FGlobalShaderType>* GlobalShaderMap)
{
	check(IsInGameThread());

	// Serialize the global shader map binary file tag.
	static const uint32 ReferenceTag = 0x47534D42;
	if (Ar.IsLoading())
	{
		// Initialize Tag to 0 as it won't be written to if the serialize fails (ie the global shader cache file is empty)
		uint32 Tag = 0;
		Ar << Tag;
		checkf(Tag == ReferenceTag, TEXT("Global shader map binary file is missing GSMB tag."));
	}
	else
	{
		uint32 Tag = ReferenceTag;
		Ar << Tag;
	}

	// Serialize the global shaders.
	GlobalShaderMap->SerializeInline(Ar, true, false);
}
Esempio n. 5
0
void FLinuxWindow::ReshapeWindow( int32 NewX, int32 NewY, int32 NewWidth, int32 NewHeight )
{
	switch( WindowMode )
	{
		// Fullscreen and WindowedFullscreen both use SDL_WINDOW_FULLSCREEN_DESKTOP now
		//  and code elsewhere handles the backbufer blit properly. This solves several
		//  problems that actual mode switches cause, and a GPU scales better than your
		//  cheap LCD display anyhow.
		case EWindowMode::Fullscreen:
		case EWindowMode::WindowedFullscreen:
		{
			SDL_SetWindowFullscreen( HWnd, 0 );
			SDL_SetWindowSize( HWnd, NewWidth, NewHeight );
			SDL_SetWindowFullscreen( HWnd, SDL_WINDOW_FULLSCREEN_DESKTOP );
			bWasFullscreen = true;
		}	break;

		case EWindowMode::Windowed:
		{
			if (Definition->HasOSWindowBorder)
			{
				// we are passed coordinates of a client area, so account for decorations
				checkf(bValidNativePropertiesCache, TEXT("Attempted to use border sizes too early, native properties aren't yet cached. Review the flow"));
				NewX -= LeftBorderWidth;
				NewY -= TopBorderHeight;
			}
			SDL_SetWindowPosition( HWnd, NewX, NewY );
			SDL_SetWindowSize( HWnd, NewWidth, NewHeight );

			bWasFullscreen = false;

		}	break;
	}

	RegionWidth   = NewWidth;
	RegionHeight  = NewHeight;
	VirtualWidth  = NewWidth;
	VirtualHeight = NewHeight;
}
UPackage* FHierarchicalLODUtilities::CreateOrRetrieveLevelHLODPackage(ULevel* InLevel)
{
	checkf(InLevel != nullptr, TEXT("Invalid Level supplied"));

	UPackage* HLODPackage = nullptr;
	UPackage* LevelOuterMost = InLevel->GetOutermost();

	const FString PathName = FPackageName::GetLongPackagePath(LevelOuterMost->GetPathName());
	const FString BaseName = FPackageName::GetShortName(LevelOuterMost->GetPathName());
	const FString HLODLevelPackageName = FString::Printf(TEXT("%s/HLOD/%s_HLOD"), *PathName, *BaseName);

	HLODPackage = CreatePackage(NULL, *HLODLevelPackageName);
	HLODPackage->FullyLoad();
	HLODPackage->Modify();
	
	// Target level filename
	const FString HLODLevelFileName = FPackageName::LongPackageNameToFilename(HLODLevelPackageName);
	// This is a hack to avoid save file dialog when we will be saving HLOD map package
	HLODPackage->FileName = FName(*HLODLevelFileName);

	return HLODPackage;	
}
void FMovieSceneColorTrackInstance::SaveState(const TArray<TWeakObjectPtr<UObject>>& RuntimeObjects, IMovieScenePlayer& Player, FMovieSceneSequenceInstance& SequenceInstance)
{
	for (auto ObjectPtr : RuntimeObjects)
	{
		UObject* Object = ObjectPtr.Get();
		
		if( ColorType == EColorType::Slate )
		{
			if (InitSlateColorMap.Find(Object) == nullptr)
			{			
				FSlateColor ColorValue = PropertyBindings->GetCurrentValue<FSlateColor>(Object);
				InitSlateColorMap.Add(Object, ColorValue);
			}
		}
		else if( ColorType == EColorType::Linear )
		{
			if (InitLinearColorMap.Find(Object) == nullptr)
			{			
				UProperty* Property = PropertyBindings->GetProperty(Object);
				FLinearColor ColorValue = PropertyBindings->GetCurrentValue<FLinearColor>(Object);
				InitLinearColorMap.Add(Object, ColorValue);
			}
		}
		else if( ColorType == EColorType::Color )
		{
			if (InitLinearColorMap.Find(Object) == nullptr)
			{			
				UProperty* Property = PropertyBindings->GetProperty(Object);
				FColor ColorValue = PropertyBindings->GetCurrentValue<FColor>(Object);
				FLinearColor LinearColorValue = ColorValue;
				InitLinearColorMap.Add(Object, ColorValue);
			}
		}
		else 
		{
			checkf(0, TEXT("Invalid Color Type"));
		}
	}
}
/** 
 * Retrieves AnimNotifies given a StartTime and a DeltaTime.
 * Time will be advanced and support looping if bAllowLooping is true.
 * Supports playing backwards (DeltaTime<0).
 * Returns notifies between StartTime (exclusive) and StartTime+DeltaTime (inclusive)
 */
void UAnimSequenceBase::GetAnimNotifies(const float& StartTime, const float& DeltaTime, const bool bAllowLooping, TArray<const FAnimNotifyEvent *> & OutActiveNotifies) const
{
	// Early out if we have no notifies
	if( (Notifies.Num() == 0) || (DeltaTime == 0.f) )
	{
		return;
	}

	bool const bPlayingBackwards = (DeltaTime < 0.f);
	float PreviousPosition = StartTime;
	float CurrentPosition = StartTime;
	float DesiredDeltaMove = DeltaTime;

	do 
	{
		// Disable looping here. Advance to desired position, or beginning / end of animation 
		const ETypeAdvanceAnim AdvanceType = FAnimationRuntime::AdvanceTime(false, DesiredDeltaMove, CurrentPosition, SequenceLength);

		// Verify position assumptions
		checkf(bPlayingBackwards ? (CurrentPosition <= PreviousPosition) : (CurrentPosition >= PreviousPosition), TEXT("in Animsequence %s"), *GetName());
		
		GetAnimNotifiesFromDeltaPositions(PreviousPosition, CurrentPosition, OutActiveNotifies);
	
		// If we've hit the end of the animation, and we're allowed to loop, keep going.
		if( (AdvanceType == ETAA_Finished) &&  bAllowLooping )
		{
			const float ActualDeltaMove = (CurrentPosition - PreviousPosition);
			DesiredDeltaMove -= ActualDeltaMove; 

			PreviousPosition = bPlayingBackwards ? SequenceLength : 0.f;
			CurrentPosition = PreviousPosition;
		}
		else
		{
			break;
		}
	} 
	while( true );
}
void FPoseLinkBase::Initialize(const FAnimationInitializeContext& Context)
{
#if DO_CHECK
	checkf(!bProcessed, TEXT("Initialize already in progress, circular link for AnimInstance [%s] Blueprint [%s]"), \
		*Context.AnimInstanceProxy->GetAnimInstanceName(), *GetFullNameSafe(IAnimClassInterface::GetActualAnimClass(Context.AnimInstanceProxy->GetAnimClassInterface())));
	TGuardValue<bool> CircularGuard(bProcessed, true);
#endif

	AttemptRelink(Context);

#if ENABLE_ANIMGRAPH_TRAVERSAL_DEBUG
	InitializationCounter.SynchronizeWith(Context.AnimInstanceProxy->GetInitializationCounter());

	// Initialization will require update to be called before an evaluate.
	UpdateCounter.Reset();
#endif

	// Do standard initialization
	if (LinkedNode != NULL)
	{
		LinkedNode->Initialize(Context);
	}
}
Esempio n. 10
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void setup_sht() {
    int nmaps = sht_nmaps;
    FILE *fd;
    printf("  Initializing (incl. FFTW plans)\n");
    /* Import FFTW plan if it exists */
    fd = fopen("fftw.wisdom", "r");
    if (fd != NULL) {
        fftw_import_wisdom_from_file(fd);
        fclose(fd);
    }

    sht_plan = wavemoth_plan_to_healpix(Nside, lmax, lmax, nmaps, N_threads, sht_input,
                                        sht_output, WAVEMOTH_MMAJOR, sht_flags,
                                        sht_resourcefile);
    checkf(sht_plan, "plan not created, nthreads=%d", N_threads);

    /* Export FFTW wisdom generated during planning */
    fd = fopen("fftw.wisdom", "w");
    if (fd != NULL) {
        fftw_export_wisdom_to_file(fd);
        fclose(fd);
    }
}
const bool FHierarchicalLODUtilities::RemoveActorFromCluster(AActor* InActor)
{
	checkf(InActor != nullptr, TEXT("Invalid InActor"));
	
	bool bSucces = false;

	ALODActor* ParentActor = FHierarchicalLODUtilities::GetParentLODActor(InActor);
	if (ParentActor != nullptr)
	{
		const FScopedTransaction Transaction(LOCTEXT("UndoAction_RemoveActorFromCluster", "Remove Actor From Cluster"));
		ParentActor->Modify();
		InActor->Modify();

		bSucces = ParentActor->RemoveSubActor(InActor);

		if (!ParentActor->HasValidSubActors())
		{
			DestroyCluster(ParentActor);
		}
	}
	
	return bSucces;
}
Esempio n. 12
0
FText FText::Format(const FText& Pattern, const FFormatOrderedArguments& Arguments)
{
	checkf(FInternationalization::Get().IsInitialized() == true, TEXT("FInternationalization is not initialized. An FText formatting method was likely used in static object initialization - this is not supported."));
	//SCOPE_CYCLE_COUNTER( STAT_TextFormat );

	struct FArgumentGetter
	{
		const FFormatOrderedArguments& Arguments;
		FArgumentGetter(const FFormatOrderedArguments& InArguments) : Arguments(InArguments) {}
		const FFormatArgumentValue* GetArgumentValue( const FString ArgumentName )
		{
			int32 ArgumentIndex = INDEX_NONE;
			if( ArgumentName.IsNumeric() )
			{
				ArgumentIndex = FCString::Atoi(*ArgumentName);
			}
			return ArgumentIndex != INDEX_NONE && ArgumentIndex < Arguments.Num() ? &(Arguments[ArgumentIndex]) : NULL;
		}
	};

	FArgumentGetter ArgumentGetter(Arguments);
	return FLegacyTextHelper::Format(Pattern, FGetArgumentValue::CreateRaw(&ArgumentGetter, &FArgumentGetter::GetArgumentValue));
}
int FVorbisAudioInfo::Seek( uint32 offset, int whence )
{
	switch( whence )
	{
	case SEEK_SET:
		BufferOffset = offset;
		break;

	case SEEK_CUR:
		BufferOffset += offset;
		break;

	case SEEK_END:
		BufferOffset = SrcBufferDataSize - offset;
		break;

	default:
		checkf(false, TEXT("Uknown seek type"));
		break;
	}

	return( BufferOffset );
}
FShaderType::FShaderType(
	const TCHAR* InName,
	const TCHAR* InSourceFilename,
	const TCHAR* InFunctionName,
	uint32 InFrequency,
	ConstructSerializedType InConstructSerializedRef,
	GetStreamOutElementsType InGetStreamOutElementsRef
	):
	Name(InName),
	TypeName(InName),
	SourceFilename(InSourceFilename),
	FunctionName(InFunctionName),
	Frequency(InFrequency),
	ConstructSerializedRef(InConstructSerializedRef),
	GetStreamOutElementsRef(InGetStreamOutElementsRef),
	GlobalListLink(this)
{
	for (int32 Platform = 0; Platform < SP_NumPlatforms; Platform++)
	{
		bCachedUniformBufferStructDeclarations[Platform] = false;
	}

	// This will trigger if an IMPLEMENT_SHADER_TYPE was in a module not loaded before InitializeShaderTypes
	// Shader types need to be implemented in modules that are loaded before that
	checkf(!bInitializedSerializationHistory, TEXT("Shader type was loaded after engine init, use ELoadingPhase::PostConfigInit on your module to cause it to load earlier."));

	//make sure the name is shorter than the maximum serializable length
	check(FCString::Strlen(InName) < NAME_SIZE);

	// register this shader type
	GlobalListLink.LinkHead(GetTypeList());
	GetNameToTypeMap().Add(TypeName, this);

	// Assign the shader type the next unassigned hash index.
	static uint32 NextHashIndex = 0;
	HashIndex = NextHashIndex++;
}
void FPhysXVehicleManager::RemoveVehicle( TWeakObjectPtr<UWheeledVehicleMovementComponent> Vehicle )
{
	check(Vehicle != NULL);
	check(Vehicle->PVehicle);

	PxVehicleWheels* PVehicle = Vehicle->PVehicle;

	int32 RemovedIndex = Vehicles.Find(Vehicle);

	Vehicles.Remove( Vehicle );
	PVehicles.Remove( PVehicle );

	delete[] PVehiclesWheelsStates[RemovedIndex].wheelQueryResults;
	PVehiclesWheelsStates.RemoveAt(RemovedIndex); // LOC_MOD double check this
	//PVehiclesWheelsStates.Remove(PVehiclesWheelsStates[RemovedIndex]);

	if ( PVehicle == TelemetryVehicle )
	{
		TelemetryVehicle = NULL;
	}

	switch( PVehicle->getVehicleType() )
	{
	case PxVehicleTypes::eDRIVE4W:
		((PxVehicleDrive4W*)PVehicle)->free();
		break;
	case PxVehicleTypes::eDRIVETANK:
		((PxVehicleDriveTank*)PVehicle)->free();
		break;
	case PxVehicleTypes::eNODRIVE:
		((PxVehicleNoDrive*)PVehicle)->free();
		break;
	default:
		checkf( 0, TEXT("Unsupported vehicle type"));
		break;
	}
}
FSlateMaterialShaderPS* FSlateRHIRenderingPolicy::GetMaterialPixelShader( const FMaterial* Material, ESlateShader::Type ShaderType, ESlateDrawEffect::Type DrawEffects )
{
	const FMaterialShaderMap* MaterialShaderMap = Material->GetRenderingThreadShaderMap();

	const bool bDrawDisabled = (DrawEffects & ESlateDrawEffect::DisabledEffect) != 0;
	const bool bUseTextureAlpha = (DrawEffects & ESlateDrawEffect::IgnoreTextureAlpha) == 0;

	FShader* FoundShader = nullptr;
	switch (ShaderType)
	{
	case ESlateShader::Default:
		if (bDrawDisabled)
		{
			FoundShader = MaterialShaderMap->GetShader(&TSlateMaterialShaderPS<0, true>::StaticType);
		}
		else
		{
			FoundShader = MaterialShaderMap->GetShader(&TSlateMaterialShaderPS<0, false>::StaticType);
		}
		break;
	case ESlateShader::Border:
		if (bDrawDisabled)
		{
			FoundShader = MaterialShaderMap->GetShader(&TSlateMaterialShaderPS<1, true>::StaticType);
		}
		else
		{
			FoundShader = MaterialShaderMap->GetShader(&TSlateMaterialShaderPS<1, false>::StaticType);
		}
		break;
	default:
		checkf(false, TEXT("Unsupported Slate shader type for use with materials"));
		break;
	}

	return FoundShader ? (FSlateMaterialShaderPS*)FoundShader->GetShaderChecked() : nullptr;
}
Esempio n. 17
0
void UActorComponent::OnRegister()
{
	checkf(!HasAnyFlags(RF_Unreachable), TEXT("%s"), *GetDetailedInfo());
	checkf(!GetOuter()->IsTemplate(), TEXT("'%s' (%s)"), *GetOuter()->GetFullName(), *GetDetailedInfo());
	checkf(!IsTemplate(), TEXT("'%s' (%s)"), *GetOuter()->GetFullName(), *GetDetailedInfo() );
	checkf(World, TEXT("OnRegister: %s to %s"), *GetDetailedInfo(), GetOwner() ? *GetOwner()->GetFullName() : TEXT("*** No Owner ***") );
	checkf(!bRegistered, TEXT("OnRegister: %s to %s"), *GetDetailedInfo(), GetOwner() ? *GetOwner()->GetFullName() : TEXT("*** No Owner ***") );
	checkf(!IsPendingKill(), TEXT("OnRegister: %s to %s"), *GetDetailedInfo(), GetOwner() ? *GetOwner()->GetFullName() : TEXT("*** No Owner ***") );

	bRegistered = true;

	UpdateComponentToWorld();

	if (bAutoActivate)
	{
		Activate(true);
	}
}
Esempio n. 18
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/** 
 * Set up this buffer to contain and play XWMA data
 */
void FXAudio2SoundBuffer::InitXWMA( USoundWave* Wave, FXMAInfo* XMAInfo )
{
#if XAUDIO_SUPPORTS_XMA2WAVEFORMATEX
	SoundFormat = SoundFormat_XWMA;

	FMemory::Memcpy( &XWMA.XWMAFormat, XMAInfo->EncodedBufferFormat, XMAInfo->EncodedBufferFormatSize );

	NumChannels = XWMA.XWMAFormat.Format.nChannels;

	// Allocate the audio data in physical memory
	XWMA.XWMADataSize = XMAInfo->EncodedBufferSize;

	// Allocate via normal allocator.
	XWMA.XWMAData = ( uint8* )FMemory::Malloc( XWMA.XWMADataSize );
	FMemory::Memcpy( ( void* )XWMA.XWMAData, XMAInfo->EncodedBuffer, XMAInfo->EncodedBufferSize );

	XWMA.XWMASeekDataSize = XMAInfo->SeekTableSize;

	XWMA.XWMASeekData = ( UINT32* )FMemory::Malloc( XWMA.XWMASeekDataSize );
	FMemory::Memcpy( ( void* )XWMA.XWMASeekData, XMAInfo->SeekTable, XMAInfo->SeekTableSize );
#else	//XAUDIO_SUPPORTS_XMA2WAVEFORMATEX
	checkf(0, TEXT("XMA2WAVEFORMATEX not supported!"));
#endif	//XAUDIO_SUPPORTS_XMA2WAVEFORMATEX
}
Esempio n. 19
0
FText FText::AsMemory(SIZE_T NumBytes, const FNumberFormattingOptions* const Options, const TSharedPtr<FCulture>& TargetCulture)
{
	checkf(FInternationalization::IsInitialized() == true, TEXT("FInternationalization is not initialized. An FText formatting method was likely used in static object initialization - this is not supported."));
	FFormatNamedArguments Args;

	if (NumBytes < 1024)
	{
		Args.Add( TEXT("Number"), FText::AsNumber( (uint64)NumBytes, Options, TargetCulture) );
		Args.Add( TEXT("Unit"), FText::FromString( FString( TEXT("B") ) ) );
		return FText::Format( NSLOCTEXT("Internationalization", "ComputerMemoryFormatting", "{Number} {Unit}"), Args );
	}

	static const TCHAR* Prefixes = TEXT("kMGTPEZY");
	int32 Prefix = 0;

	for (; NumBytes > 1024 * 1024; NumBytes >>= 10)
	{
		++Prefix;
	}

	Args.Add( TEXT("Number"), FText::AsNumber( (uint64)(NumBytes / 1024) , Options, TargetCulture) );
	Args.Add( TEXT("Unit"), FText::FromString( FString( 1, &Prefixes[Prefix] ) + TEXT("B") ) );
	return FText::Format( NSLOCTEXT("Internationalization", "ComputerMemoryFormatting", "{Number} {Unit}"), Args);
}
Esempio n. 20
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void UActorComponent::UnregisterComponent()
{
	// Do nothing if not registered
	if(!IsRegistered())
	{
		UE_LOG(LogActorComponent, Log, TEXT("UnregisterComponent: (%s) Not registered. Aborting."), *GetPathName());
		return;
	}

	// If registered, should have a world
	checkf(World != NULL, TEXT("%s"), *GetFullName());

	// Notify the texture streaming system
	const UPrimitiveComponent* Primitive = Cast<const UPrimitiveComponent>(this);
	if ( Primitive )
	{
		IStreamingManager::Get().NotifyPrimitiveDetached( Primitive );
	}

	RegisterAllComponentTickFunctions(false);
	ExecuteUnregisterEvents();

	World = NULL;
}
void FMovieSceneColorTrackInstance::RestoreState(const TArray<TWeakObjectPtr<UObject>>& RuntimeObjects, IMovieScenePlayer& Player, FMovieSceneSequenceInstance& SequenceInstance)
{
	for (auto ObjectPtr : RuntimeObjects )
	{
		UObject* Object = ObjectPtr.Get();

		if (!IsValid(Object))
		{
			continue;
		}

		if( ColorType == EColorType::Slate )
		{
			FSlateColor* ColorValue = InitSlateColorMap.Find(Object);
			if (ColorValue != nullptr)
			{
				PropertyBindings->CallFunction<FSlateColor>(Object, ColorValue);
			}
		}
		else if( ColorType == EColorType::Linear || ColorType == EColorType::Color )
		{
			//todo
			FLinearColor* ColorValue = InitLinearColorMap.Find(Object);
			if (ColorValue != nullptr)
			{
				PropertyBindings->CallFunction<FLinearColor>(Object, ColorValue);
			}
		}
		else
		{
			checkf(0, TEXT("Invalid Color Type"));
		}
	}

	PropertyBindings->UpdateBindings( RuntimeObjects );
}
void FActorReferenceKeyArea::EvaluateAndAddKey(float Time, float TimeToCopyFrom, FKeyHandle& CurrentKey)
{
	UMovieSceneActorReferenceSection* ActorReferenceSection = Cast<UMovieSceneActorReferenceSection>(OwningSection);
	checkf(ActorReferenceSection, TEXT("Incompatible section in FActorReferenceKeyArea"));

	// Add the keys to the section here instead of the curve because the actor reference section doesn't
	// store the guids directly in the curve.
	// TODO: Fix up this code once there is an FGuid curve.
	if (ActorReferenceSection != nullptr)
	{
		FGuid Value;
		if (ExternalValue.IsSet() && ExternalValue.Get().IsSet() && TimeToCopyFrom == FLT_MAX)
		{
			Value = ExternalValue.Get().GetValue();
		}
		else
		{
			float EvalTime = TimeToCopyFrom != FLT_MAX ? Time : TimeToCopyFrom;
			Value = ActorReferenceSection->Eval(EvalTime);
		}

		ActorReferenceSection->AddKey(Time, Value);
	}
}
Esempio n. 23
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FText FText::Format(const FText& Pattern, const TArray< FFormatArgumentData > InArguments)
{
	checkf(FInternationalization::Get().IsInitialized() == true, TEXT("FInternationalization is not initialized. An FText formatting method was likely used in static object initialization - this is not supported."));
	//SCOPE_CYCLE_COUNTER( STAT_TextFormat );

	struct FArgumentGetter
	{
		const FFormatNamedArguments& Arguments;
		FArgumentGetter(const FFormatNamedArguments& InArguments) : Arguments(InArguments) {}
		const FFormatArgumentValue* GetArgumentValue( const FString ArgumentName )
		{
			return Arguments.Find(ArgumentName);
		}
	};

	FFormatNamedArguments FormatNamedArguments;
	for(auto It = InArguments.CreateConstIterator(); It; ++It)
	{
		FormatNamedArguments.Add(It->ArgumentName.ToString(), FFormatArgumentValue(It->ArgumentValue));
	}

	FArgumentGetter ArgumentGetter(FormatNamedArguments);
	return FLegacyTextHelper::Format(Pattern, FGetArgumentValue::CreateRaw(&ArgumentGetter, &FArgumentGetter::GetArgumentValue));
}
ALODActor* FHierarchicalLODUtilities::CreateNewClusterFromActors(UWorld* InWorld, AWorldSettings* WorldSettings, const TArray<AActor*>& InActors, const int32 InLODLevel /*= 0*/)
{
	checkf(InWorld != nullptr, TEXT("Invalid world"));
	checkf(InActors.Num() > 0, TEXT("Zero number of sub actors"));
	checkf(WorldSettings != nullptr, TEXT("Invalid world settings"));
	checkf(WorldSettings->bEnableHierarchicalLODSystem, TEXT("Hierarchical LOD system is disabled"));

	const FScopedTransaction Transaction(LOCTEXT("UndoAction_CreateNewCluster", "Create new Cluster"));
	InWorld->Modify();

	// Create the cluster
	ALODActor* NewCluster = FHierarchicalLODUtilities::CreateNewClusterActor(InWorld, InLODLevel, WorldSettings);
	checkf(NewCluster != nullptr, TEXT("Failed to create a new cluster"));

	// Add InActors to new cluster
	for (AActor* Actor : InActors)
	{
		checkf(Actor != nullptr, TEXT("Invalid actor in InActors"));
		
		// Check if Actor is currently part of a different cluster
		ALODActor* ParentActor = FHierarchicalLODUtilities::GetParentLODActor(Actor);
		if (ParentActor != nullptr)
		{
			// If so remove it first
			ParentActor->Modify();
			ParentActor->RemoveSubActor(Actor);

			// If the parent cluster is now empty (invalid) destroy it
			if (!ParentActor->HasValidSubActors())
			{
				FHierarchicalLODUtilities::DestroyCluster(ParentActor);
			}
		}

		// Add actor to new cluster
		NewCluster->AddSubActor(Actor);
	}

	// Update sub actor LOD parents to populate 
	NewCluster->UpdateSubActorLODParents();

	return NewCluster;
}
Esempio n. 25
0
void FEditorModeTools::SetToolkitHost(TSharedRef<class IToolkitHost> InHost)
{
	checkf(!ToolkitHost.IsValid(), TEXT("SetToolkitHost can only be called once"));
	ToolkitHost = InHost;
}
	/** Called in the idle loop, checks for conditions under which the helper should exit */
	void CheckExitConditions()
	{
		if (!InputFilename.Contains(TEXT("Only")))
		{
			UE_LOG(LogShaders, Log, TEXT("InputFilename did not contain 'Only', exiting after one job."));
			FPlatformMisc::RequestExit(false);
		}

#if PLATFORM_MAC || PLATFORM_LINUX
		if (!FPlatformMisc::IsDebuggerPresent() && ParentProcessId > 0)
		{
			// If the parent process is no longer running, exit
			if (!FPlatformProcess::IsApplicationRunning(ParentProcessId))
			{
				FString FilePath = FString(WorkingDirectory) + InputFilename;
				checkf(IFileManager::Get().FileSize(*FilePath) == INDEX_NONE, TEXT("Exiting due to the parent process no longer running and the input file is present!"));
				UE_LOG(LogShaders, Log, TEXT("Parent process no longer running, exiting"));
				FPlatformMisc::RequestExit(false);
			}
		}

		const double CurrentTime = FPlatformTime::Seconds();
		// If we have been idle for 20 seconds then exit
		if (CurrentTime - LastCompileTime > 20.0)
		{
			UE_LOG(LogShaders, Log, TEXT("No jobs found for 20 seconds, exiting"));
			FPlatformMisc::RequestExit(false);
		}
#else
		// Don't do these if the debugger is present
		//@todo - don't do these if Unreal is being debugged either
		if (!IsDebuggerPresent())
		{
			if (ParentProcessId > 0)
			{
				FString FilePath = FString(WorkingDirectory) + InputFilename;

				bool bParentStillRunning = true;
				HANDLE ParentProcessHandle = OpenProcess(SYNCHRONIZE, false, ParentProcessId);
				// If we couldn't open the process then it is no longer running, exit
				if (ParentProcessHandle == nullptr)
				{
					checkf(IFileManager::Get().FileSize(*FilePath) == INDEX_NONE, TEXT("Exiting due to OpenProcess(ParentProcessId) failing and the input file is present!"));
					UE_LOG(LogShaders, Log, TEXT("Couldn't OpenProcess, Parent process no longer running, exiting"));
					FPlatformMisc::RequestExit(false);
				}
				else
				{
					// If we did open the process, that doesn't mean it is still running
					// The process object stays alive as long as there are handles to it
					// We need to check if the process has signaled, which indicates that it has exited
					uint32 WaitResult = WaitForSingleObject(ParentProcessHandle, 0);
					if (WaitResult != WAIT_TIMEOUT)
					{
						checkf(IFileManager::Get().FileSize(*FilePath) == INDEX_NONE, TEXT("Exiting due to WaitForSingleObject(ParentProcessHandle) signaling and the input file is present!"));
						UE_LOG(LogShaders, Log, TEXT("WaitForSingleObject signaled, Parent process no longer running, exiting"));
						FPlatformMisc::RequestExit(false);
					}
					CloseHandle(ParentProcessHandle);
				}
			}

			const double CurrentTime = FPlatformTime::Seconds();
			// If we have been idle for 20 seconds then exit
			if (CurrentTime - LastCompileTime > 20.0)
			{
				UE_LOG(LogShaders, Log, TEXT("No jobs found for 20 seconds, exiting"));
				FPlatformMisc::RequestExit(false);
			}
		}
#endif
	}
static bool IsInvalidFaceIndex(PxU32 faceIndex)
{
	checkf(InvalidQueryHit.faceIndex == 0xFFFFffff, TEXT("Engine code needs fixing: PhysX invalid face index sentinel has changed or is not part of default PxQueryHit!"));
	return (faceIndex == InvalidQueryHit.faceIndex);
}
Esempio n. 28
0
File: more.c Progetto: aalm/obsd-src
int
main(int argc, char **argv)
{
	FILE * volatile f;
	char		*s;
	volatile int	left;
	volatile off_t	initline;
	volatile int	prnames = 0;
	volatile int	initopt = 0;
	volatile int	srchopt = 0;
	int		clearit = 0;
	int		ch;
	char		initbuf[80];

	if (pledge("stdio rpath tty", NULL) == -1) {
		perror("pledge");
		exit(1);
	}

	setlocale(LC_ALL, "");

	/* all signals just use a stub handler and interrupt syscalls */
	sigemptyset(&sa.sa_mask);
	sa.sa_flags = 0;
	sa.sa_handler = onsignal;

	nfiles = argc;
	fnames = argv;
	initterm();
	nscroll = Lpp/2 - 1;
	if (nscroll <= 0)
		nscroll = 1;
	if ((s = getenv("MORE")) != NULL && *s != '\0')
		argscan(s);
	while (--nfiles > 0) {
		if ((ch = (*++fnames)[0]) == '-')
			argscan(*fnames + 1);
		else if (ch == '+') {
			s = *fnames;
			if (*++s == '/') {
				srchopt++;
				(void)strlcpy(initbuf, ++s, sizeof(initbuf));
			} else {
				initopt++;
				for (initline = 0; *s != '\0'; s++) {
					if (isdigit((unsigned char)*s))
						initline =
						    initline * 10 + *s - '0';
				}
				--initline;
			}
		} else
			break;
	}
	/*
	 * Allow clreol only if Home and eraseln and EodClr strings are
	 * defined, and in that case, make sure we are in noscroll mode.
	 */
	if (clreol) {
		if (Home == NULL || *Home == '\0' || eraseln == NULL ||
		    *eraseln == '\0' || EodClr == NULL || *EodClr == '\0')
			clreol = 0;
		else
			noscroll = 1;
	}
	if (dlines == 0)
		dlines = Lpp - 1;
	left = dlines;
	if (nfiles > 1)
		prnames++;
	if (!no_intty && nfiles == 0)
		usage();
	else
		f = stdin;
	if (!no_tty) {
		struct sigaction osa;

		(void)sigaction(SIGQUIT, &sa, NULL);
		(void)sigaction(SIGINT, &sa, NULL);
		(void)sigaction(SIGWINCH, &sa, NULL);
		if (sigaction(SIGTSTP, &osa, NULL) == 0 &&
		    osa.sa_handler == SIG_DFL) {
			(void)sigaction(SIGTSTP, &sa, NULL);
			(void)sigaction(SIGTTIN, &sa, NULL);
			(void)sigaction(SIGTTOU, &sa, NULL);
			catch_susp++;
		}
		set_tty();
	}
	if (no_intty) {
		if (no_tty)
			copy_file(stdin);
		else {
			if ((ch = Getc(f)) == '\f')
				doclear();
			else {
				Ungetc(ch, f);
				if (noscroll && ch != EOF) {
					if (clreol)
						home();
					else
						doclear();
				}
			}
			if (srchopt) {
				if (search(initbuf, stdin, 1) == 0 && noscroll)
					left--;
			} else if (initopt)
				skiplns(initline, stdin);
			screen(stdin, left);
		}
		no_intty = 0;
		dup2(STDERR_FILENO, STDIN_FILENO);	/* stderr is a tty */
		prnames++;
		firstf = 0;
	}

	while (fnum < nfiles) {
		if ((f = checkf(fnames[fnum], &clearit)) != NULL) {
			context.line = context.chrctr = 0;
			Currline = 0;
		restart:
			if (firstf) {
				firstf = 0;
				if (srchopt) {
					if (search(initbuf, f, 1) < 0)
						goto restart;
					if (noscroll)
						left--;
				} else if (initopt)
					skiplns(initline, f);
			} else if (fnum < nfiles && !no_tty)
				left = command(fnames[fnum], f);
			if (left != 0) {
				if ((noscroll || clearit) &&
				    (file_size != LONG_MAX)) {
					if (clreol)
						home();
					else
						doclear();
				}
				if (prnames) {
					if (bad_so)
						erasep(0);
					if (clreol)
						cleareol();
					fputs("::::::::::::::", stdout);
					if (promptlen > 14)
						erasep(14);
					putchar('\n');
					if (clreol)
						cleareol();
					printf("%s\n", fnames[fnum]);
					if (clreol)
						cleareol();
					fputs("::::::::::::::\n", stdout);
					if (left > Lpp - 4)
						left = Lpp - 4;
				}
				if (no_tty)
					copy_file(f);
				else {
					within++;
					screen(f, left);
					within = 0;
				}
			}
			fflush(stdout);
			fclose(f);
			screen_start.line = screen_start.chrctr = 0L;
			context.line = context.chrctr = 0L;
		}
		fnum++;
		firstf = 0;
	}
	reset_tty();
	exit(0);
}
Esempio n. 29
0
ULocalPlayer* UGameInstance::CreateLocalPlayer(int32 ControllerId, FString& OutError, bool bSpawnActor)
{
	checkf(GetEngine()->LocalPlayerClass != NULL);

	ULocalPlayer* NewPlayer = NULL;
	int32 InsertIndex = INDEX_NONE;

	const int32 MaxSplitscreenPlayers = (GetGameViewportClient() != NULL) ? GetGameViewportClient()->MaxSplitscreenPlayers : 1;

	if (FindLocalPlayerFromControllerId( ControllerId ) != NULL)
	{
		OutError = FString::Printf(TEXT("A local player already exists for controller ID %d,"), ControllerId);
	}
	else if (LocalPlayers.Num() < MaxSplitscreenPlayers)
	{
		// If the controller ID is not specified then find the first available
		if (ControllerId < 0)
		{
			for (ControllerId = 0; ControllerId < MaxSplitscreenPlayers; ++ControllerId)
			{
				if (FindLocalPlayerFromControllerId( ControllerId ) == NULL)
				{
					break;
				}
			}
			check(ControllerId < MaxSplitscreenPlayers);
		}
		else if (ControllerId >= MaxSplitscreenPlayers)
		{
			UE_LOG(LogPlayerManagement, Warning, TEXT("Controller ID (%d) is unlikely to map to any physical device, so this player will not receive input"), ControllerId);
		}

		NewPlayer = NewObject<ULocalPlayer>(GetEngine(), GetEngine()->LocalPlayerClass);
		InsertIndex = AddLocalPlayer(NewPlayer, ControllerId);
		if (bSpawnActor && InsertIndex != INDEX_NONE && GetWorld() != NULL)
		{
			if (GetWorld()->GetNetMode() != NM_Client)
			{
				// server; spawn a new PlayerController immediately
				if (!NewPlayer->SpawnPlayActor("", OutError, GetWorld()))
				{
					RemoveLocalPlayer(NewPlayer);
					NewPlayer = NULL;
				}
			}
			else
			{
				// client; ask the server to let the new player join
				NewPlayer->SendSplitJoin();
			}
		}
	}
	else
	{
		OutError = FString::Printf(TEXT( "Maximum number of players (%d) already created.  Unable to create more."), MaxSplitscreenPlayers);
	}

	if (OutError != TEXT(""))
	{
		UE_LOG(LogPlayerManagement, Log, TEXT("UPlayer* creation failed with error: %s"), *OutError);
	}

	return NewPlayer;
}
Esempio n. 30
0
FText FText::AsDateTime( const FDateTime& DateTime, const EDateTimeStyle::Type DateStyle, const EDateTimeStyle::Type TimeStyle, const FString& TimeZone, const FCulturePtr& TargetCulture )
{
	checkf(FInternationalization::Get().IsInitialized() == true, TEXT("FInternationalization is not initialized. An FText formatting method was likely used in static object initialization - this is not supported."));
	return FText::FromString(DateTime.ToString(TEXT("%Y.%m.%d-%H.%M.%S")));
}