Files

49 lines
1.8 KiB
C
Raw Permalink Normal View History

// 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"
#include "Toolkits/IToolkitHost.h"
#include "Modules/ModuleInterface.h"
#include "Toolkits/AssetEditorToolkit.h"
class IDataTableEditor;
class UDataTable;
/** DataTable Editor module */
class FDataTableEditorModule : public IModuleInterface,
public IHasMenuExtensibility
{
public:
// IModuleInterface
virtual void StartupModule() override;
virtual void ShutdownModule() override;
/**
* Creates an instance of table editor object. Only virtual so that it can be called across the DLL boundary.
*
* @param Mode Mode that this editor should operate in
* @param InitToolkitHost When Mode is WorldCentric, this is the level editor instance to spawn this editor within
* @param Table The table to start editing
*
* @return Interface to the new table editor
*/
virtual TSharedRef<IDataTableEditor> CreateDataTableEditor( const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, UDataTable* Table );
/** Gets the extensibility managers for outside entities to extend static mesh editor's menus and toolbars */
virtual TSharedPtr<FExtensibilityManager> GetMenuExtensibilityManager() override {return MenuExtensibilityManager;}
/** DataTable Editor app identifier string */
static const FName DataTableEditorAppIdentifier;
private:
TSharedRef<IDataTableEditor> CreateStandardDataTableEditor(const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, UDataTable* Table);
TSharedRef<IDataTableEditor> CreateCompositeDataTableEditor(const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, UDataTable* Table);
TSharedPtr<FExtensibilityManager> MenuExtensibilityManager;
};