Minor Update - Reload Editor + Checkbox to activate auto save before restart - V0.1.0

This commit is contained in:
2025-05-14 22:31:03 +02:00
parent bdd28e20c1
commit 85ba57c4d3
832 changed files with 567009 additions and 1641 deletions

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{
"BuildId": "33043543",
"Modules":
{
"ReloadEditor": "UnrealEditor-ReloadEditor.dll"
}
}

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{
"SourceFiles": [
"F:\\Github_Repo\\UTB-Plugin\\Plugin\\Plugins\\ReloadEditor\\Source\\ReloadEditor\\ReloadEditor.Build.cs"
],
"EngineVersion": "5.4.4"
}

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/nologo
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// Generated by UnrealBuildTool (UEBuildModuleCPP.cs) : Shared PCH Definitions for ReloadEditor
#pragma once
#include "F:/Github_Repo/UTB-Plugin/Plugin/Intermediate/Build/Win64/x64/PluginEditor/Development/UnrealEd/SharedDefinitions.UnrealEd.Project.ValApi.Cpp20.InclOrderOldest.h"
#undef RELOADEDITOR_API
#define UE_IS_ENGINE_MODULE 0
#define DEPRECATED_FORGAME DEPRECATED
#define UE_DEPRECATED_FORGAME UE_DEPRECATED
#define UE_VALIDATE_FORMAT_STRINGS 1
#define UE_VALIDATE_INTERNAL_API 1
#define UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2 0
#define UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_3 1
#define UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4 1
#define UE_PROJECT_NAME Plugin
#define UE_TARGET_NAME PluginEditor
#define UE_MODULE_NAME "ReloadEditor"
#define UE_PLUGIN_NAME "ReloadEditor"
#define IMPLEMENT_ENCRYPTION_KEY_REGISTRATION()
#define IMPLEMENT_SIGNING_KEY_REGISTRATION()
#define RELOADEDITOR_API DLLEXPORT

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// Generated by UnrealBuildTool (UEBuildModuleCPP.cs) : Shared PCH Definitions for ReloadEditor
#pragma once
#include "F:/Github_Repo/UTB-Plugin/Plugin/Intermediate/Build/Win64/x64/UnrealEditor/Development/UnrealEd/SharedDefinitions.UnrealEd.Cpp20.h"
#undef RELOADEDITOR_API
#define UE_IS_ENGINE_MODULE 1
#define UE_VALIDATE_FORMAT_STRINGS 1
#define UE_VALIDATE_INTERNAL_API 0
#define UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2 0
#define UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_3 0
#define UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_4 0
#define UE_PROJECT_NAME Plugin
#define UE_TARGET_NAME UnrealEditor
#define UE_MODULE_NAME "ReloadEditor"
#define UE_PLUGIN_NAME "ReloadEditor"
#define RELOADEDITOR_API DLLEXPORT

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/OUT:"F:\Github_Repo\UTB-Plugin\Plugin\Plugins\ReloadEditor\Binaries\Win64\UnrealEditor-ReloadEditor-0002.dll"
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/PDB:"F:\Github_Repo\UTB-Plugin\Plugin\Plugins\ReloadEditor\Binaries\Win64\UnrealEditor-ReloadEditor-0002.pdb"
/ignore:4078

View File

@@ -0,0 +1,14 @@
/NOLOGO
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/OUT:"F:\Github_Repo\UTB-Plugin\Plugin\Plugins\ReloadEditor\Intermediate\Build\Win64\x64\UnrealEditor\Development\ReloadEditor\UnrealEditor-ReloadEditor-0002.lib"

View File

@@ -0,0 +1,81 @@
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View File

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View File

@@ -0,0 +1,24 @@
{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "ReloadEditor",
"Description": "A Simple Button to reload the editor",
"Category": "Other",
"CreatedBy": "Catchow0",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": false,
"IsBetaVersion": false,
"IsExperimentalVersion": false,
"Installed": false,
"Modules": [
{
"Name": "ReloadEditor",
"Type": "Editor",
"LoadingPhase": "Default"
}
]
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// Copyright Epic Games, Inc. All Rights Reserved.
#include "ReloadEditor.h"
#include "FileHelpers.h"
#include "ReloadEditorStyle.h"
#include "ReloadEditorCommands.h"
#include "Misc/MessageDialog.h"
#include "ToolMenus.h"
#include "Widgets/SBoxPanel.h"
#include "Widgets/Input/SButton.h"
#include "Widgets/Input/SCheckBox.h"
#include "Widgets/Text/STextBlock.h"
#include "Widgets/Input/SMenuAnchor.h"
#include "Widgets/Images/SImage.h"
#include "Framework/Application/SlateApplication.h"
static const FName ReloadEditorTabName("ReloadEditor");
#define LOCTEXT_NAMESPACE "FReloadEditorModule"
void FReloadEditorModule::StartupModule()
{
FReloadEditorStyle::Initialize();
FReloadEditorStyle::ReloadTextures();
FReloadEditorCommands::Register();
PluginCommands = MakeShareable(new FUICommandList);
PluginCommands->MapAction(
FReloadEditorCommands::Get().PluginAction,
FExecuteAction::CreateRaw(this, &FReloadEditorModule::PluginButtonClicked),
FCanExecuteAction()
);
UToolMenus::RegisterStartupCallback(FSimpleMulticastDelegate::FDelegate::CreateRaw(this, &FReloadEditorModule::RegisterMenus));
}
void FReloadEditorModule::ShutdownModule()
{
UToolMenus::UnRegisterStartupCallback(this);
UToolMenus::UnregisterOwner(this);
FReloadEditorStyle::Shutdown();
FReloadEditorCommands::Unregister();
}
TSharedRef<SWidget> FReloadEditorModule::CreateReloadButton()
{
return SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
.AutoWidth()
[
SNew(SComboButton)
.ButtonStyle(FAppStyle::Get(), "NoBorder")
.HasDownArrow(false)
.MenuPlacement(MenuPlacement_BelowRightAnchor)
.ButtonContent()
[
SNew(SOverlay)
+ SOverlay::Slot()
[
SNew(SBox)
[
SNew(SImage)
.Image(FReloadEditorStyle::Get().GetBrush("ReloadEditor.Restart.Background"))
]
]
+ SOverlay::Slot()
[
SNew(SBox)
.Padding(FMargin(3.5f, 5, 3.5f, 5))
[
SNew(SImage)
.Image(FReloadEditorStyle::Get().GetBrush("ReloadEditor.Restart"))
.DesiredSizeOverride(FVector2D(20, 20))
]
]
]
.OnGetMenuContent_Lambda([this]() {
PluginButtonClicked();
return SNullWidget::NullWidget;
})
]
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(2, 0, 0, 0)
[
SNew(SComboButton)
.ButtonStyle(FAppStyle::Get(), "NoBorder")
.HasDownArrow(false)
.MenuPlacement(MenuPlacement_BelowRightAnchor)
.ButtonContent()
[
SNew(SOverlay)
+ SOverlay::Slot()
[
SNew(SImage)
.Image(FReloadEditorStyle::Get().GetBrush("ReloadEditor.ThreeDots.Background"))
]
+ SOverlay::Slot()
[
SNew(SBox)
.Padding(FMargin(0.5f, 7, 0.5f, 7))
[
SNew(SImage)
.Image(FReloadEditorStyle::Get().GetBrush("ReloadEditor.ThreeDots"))
.DesiredSizeOverride(FVector2D(16, 16))
]
]
]
.OnGetMenuContent_Lambda([this]() {
FMenuBuilder MenuBuilder(true, nullptr);
MenuBuilder.AddMenuEntry(
LOCTEXT("AutoSaveOption", "Sauvegarder automatiquement avant reload"),
TAttribute<FText>(),
FSlateIcon(),
FUIAction(
FExecuteAction::CreateLambda([this]() { bAutoSaveBeforeReload = !bAutoSaveBeforeReload; }),
FCanExecuteAction(),
FIsActionChecked::CreateLambda([this]() { return bAutoSaveBeforeReload; })
),
NAME_None,
EUserInterfaceActionType::ToggleButton
);
return MenuBuilder.MakeWidget();
})
];
}
void FReloadEditorModule::PluginButtonClicked()
{
if (bAutoSaveBeforeReload)
{
FEditorFileUtils::SaveDirtyPackages(true, true, true, false, false, false);
}
TArray<UPackage*> DirtyPackages;
FEditorFileUtils::GetDirtyPackages(DirtyPackages);
if (!bAutoSaveBeforeReload && DirtyPackages.Num() > 0)
{
if (FMessageDialog::Open(EAppMsgType::YesNo, FText::FromString(TEXT("Des fichiers non sauvegardés existent. Voulez-vous vraiment redémarrer ?"))) != EAppReturnType::Yes)
{
return;
}
}
FString EditorExe = FPlatformProcess::ExecutablePath();
FString ProjectFile = FPaths::GetProjectFilePath();
FString CmdLine = FString::Printf(TEXT("\"%s\" %s"), *ProjectFile, FCommandLine::Get());
FPlatformProcess::CreateProc(*EditorExe, *CmdLine, true, false, false, nullptr, 0, nullptr, nullptr);
FPlatformMisc::RequestExit(false);
}
void FReloadEditorModule::RegisterMenus()
{
FToolMenuOwnerScoped OwnerScoped(this);
{
UToolMenu* Menu = UToolMenus::Get()->ExtendMenu("LevelEditor.MainMenu.Window");
FToolMenuSection& Section = Menu->FindOrAddSection("WindowLayout");
Section.AddEntry(FToolMenuEntry::InitWidget(
"ReloadEditorWidget",
CreateReloadButton(),
FText::FromString(TEXT("Redémarrer l'éditeur"))
));
}
{
UToolMenu* ToolbarMenu = UToolMenus::Get()->ExtendMenu("LevelEditor.LevelEditorToolBar.PlayToolBar");
FToolMenuSection& Section = ToolbarMenu->FindOrAddSection("PluginTools");
Section.AddEntry(FToolMenuEntry::InitWidget(
"ReloadEditorWidgetToolbar",
CreateReloadButton(),
FText::FromString(TEXT("Redémarrer l'éditeur"))
));
}
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FReloadEditorModule, ReloadEditor)

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@@ -0,0 +1,12 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "ReloadEditorCommands.h"
#define LOCTEXT_NAMESPACE "FReloadEditorModule"
void FReloadEditorCommands::RegisterCommands()
{
UI_COMMAND(PluginAction, "ReloadEditor", "Execute ReloadEditor action", EUserInterfaceActionType::Button, FInputChord());
}
#undef LOCTEXT_NAMESPACE

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "ReloadEditorStyle.h"
#include "ReloadEditor.h"
#include "Framework/Application/SlateApplication.h"
#include "Styling/SlateStyleRegistry.h"
#include "Slate/SlateGameResources.h"
#include "Interfaces/IPluginManager.h"
#include "Styling/SlateStyleMacros.h"
#include "Brushes/SlateRoundedBoxBrush.h"
#define RootToContentDir Style->RootToContentDir
TSharedPtr<FSlateStyleSet> FReloadEditorStyle::StyleInstance = nullptr;
void FReloadEditorStyle::Initialize()
{
if (!StyleInstance.IsValid())
{
StyleInstance = Create();
FSlateStyleRegistry::RegisterSlateStyle(*StyleInstance);
}
}
void FReloadEditorStyle::Shutdown()
{
FSlateStyleRegistry::UnRegisterSlateStyle(*StyleInstance);
ensure(StyleInstance.IsUnique());
StyleInstance.Reset();
}
FName FReloadEditorStyle::GetStyleSetName()
{
static FName StyleSetName(TEXT("ReloadEditorStyle"));
return StyleSetName;
}
const FVector2D Icon16x16(16.0f, 16.0f);
const FVector2D Icon20x20(20.0f, 20.0f);
TSharedRef<FSlateStyleSet> FReloadEditorStyle::Create()
{
TSharedRef<FSlateStyleSet> Style = MakeShareable(new FSlateStyleSet(GetStyleSetName()));
Style->SetContentRoot(IPluginManager::Get().FindPlugin("ReloadEditor")->GetBaseDir() / TEXT("Resources"));
Style->Set(
TEXT("ReloadEditor.ThreeDots"),
new IMAGE_BRUSH_SVG(TEXT("ThreeDots"), Icon20x20)
);
Style->Set(
TEXT("ReloadEditor.ThreeDots.Background"),
new FSlateRoundedBoxBrush(
FLinearColor(10.f/255.f, 10.f/255.f, 10.f/255.f, 1.f),
FVector4 (0.f, 3.f, 3.f, 0.f)
)
);
Style->Set(
TEXT("ReloadEditor.Restart"),
new IMAGE_BRUSH_SVG(TEXT("Restart"), Icon20x20)
);
Style->Set(
TEXT("ReloadEditor.Restart.Background"),
new FSlateRoundedBoxBrush(
FLinearColor(10.f/255.f, 10.f/255.f, 10.f/255.f, 1.f),
FVector4(3.f, 0.f, 0.f, 3.f)
)
);
return Style;
}
void FReloadEditorStyle::ReloadTextures()
{
if (FSlateApplication::IsInitialized())
{
FSlateApplication::Get().GetRenderer()->ReloadTextureResources();
}
}
const ISlateStyle& FReloadEditorStyle::Get()
{
return *StyleInstance;
}

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
class FToolBarBuilder;
class FMenuBuilder;
class FReloadEditorModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
/** This function will be bound to Command. */
void PluginButtonClicked();
TSharedRef<SWidget> CreateReloadButton();
private:
void RegisterMenus();
public:
bool bAutoSaveBeforeReload = false;
private:
TSharedPtr<class FUICommandList> PluginCommands;
};

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Framework/Commands/Commands.h"
#include "ReloadEditorStyle.h"
class FReloadEditorCommands : public TCommands<FReloadEditorCommands>
{
public:
FReloadEditorCommands()
: TCommands<FReloadEditorCommands>(TEXT("ReloadEditor"), NSLOCTEXT("Contexts", "ReloadEditor", "ReloadEditor Plugin"), NAME_None, FReloadEditorStyle::GetStyleSetName())
{
}
// TCommands<> interface
virtual void RegisterCommands() override;
public:
TSharedPtr< FUICommandInfo > PluginAction;
};

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Styling/SlateStyle.h"
class FReloadEditorStyle
{
public:
static void Initialize();
static void Shutdown();
/** reloads textures used by slate renderer */
static void ReloadTextures();
/** @return The Slate style set for the Shooter game */
static const ISlateStyle& Get();
static FName GetStyleSetName();
private:
static TSharedRef< class FSlateStyleSet > Create();
private:
static TSharedPtr< class FSlateStyleSet > StyleInstance;
};

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class ReloadEditor : ModuleRules
{
public ReloadEditor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Projects",
"InputCore",
"EditorFramework",
"UnrealEd",
"ToolMenus",
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}