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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
namespace EVisualizerTimeUnits
{
typedef uint8 Type;
/** Microseconds */
const Type Microseconds = 0;
/** Milliseconds */
const Type Milliseconds = 1;
/** Seconds */
const Type Seconds = 2;
};
namespace EVisualizerViewMode
{
typedef uint8 Type;
/** Hierarchical */
const Type Hierarchical = 0;
/** Flat */
const Type Flat = 1;
/** Coalesced */
const Type Coalesced = 2;
/** FlatCoalesced */
const Type FlatCoalesced = 3;
};
/** A graph event represented by SGraphBar as a single bar.*/
struct FVisualizerEvent
{
/** Normalized start time (0.0-1.0) of the event relative to the first event in the profile */
double Start;
/** Normalized duration time (0.0-1.0) of the event. */
double Duration;
/** Duration of the event in milliseconds */
double DurationMs;
/** Category this event belongs to (thread/file etc.) */
int32 Category;
/** Name of the event. */
FString EventName;
/** Determines if this event is selected or not. */
bool IsSelected;
/** Bar color */
uint32 ColorIndex;
/** Parent event */
TSharedPtr< FVisualizerEvent > ParentEvent;
/** Child events */
TArray< TSharedPtr< FVisualizerEvent > > Children;
FVisualizerEvent(const double InStart, const double InDuration, const double InDurationMs, const int32 InCategory, const FString& InEventName)
: Start( InStart )
, Duration( InDuration )
, DurationMs( InDurationMs )
, Category( InCategory )
, EventName( InEventName )
, IsSelected( false )
, ColorIndex( 0 )
{
ColorIndex = GetTypeHash( InEventName );
}
static TSharedPtr< FVisualizerEvent > LoadVisualizerEvent(FArchive *Ar);
static void SaveVisualizerEventRecursively(FArchive *Ar, TSharedPtr< FVisualizerEvent > VisualizerEvent);
private:
static TSharedPtr< FVisualizerEvent > LoadVisualizerEventRecursively(FArchive *Ar, TSharedPtr< FVisualizerEvent > InParentEvent);
};
/** Array of graph events.*/
typedef TArray< TSharedPtr< FVisualizerEvent > > FVisualizerEventsArray;