2018-12-14 13:41:00 -05:00
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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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2014-04-29 06:45:18 -04:00
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#pragma once
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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
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#include "CoreMinimal.h"
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#include "Serialization/Archive.h"
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#include "Features/IModularFeature.h"
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#include "Modules/ModuleInterface.h"
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class FArchive;
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class UClass;
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2016-01-27 12:09:53 -05:00
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/** Build module type, mirrored in UEBuildModule.cs, enum UEBuildModuletype */
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struct EBuildModuleType
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{
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enum Type
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{
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Program,
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EngineRuntime,
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EngineDeveloper,
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EngineEditor,
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EngineThirdParty,
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GameRuntime,
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GameDeveloper,
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GameEditor,
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GameThirdParty,
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2014-05-22 01:20:24 -04:00
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// NOTE: If you add a new value, make sure to update the ToString() method below!
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Max
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};
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2015-11-18 16:20:49 -05:00
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friend FArchive& operator<<(FArchive& Ar, EBuildModuleType::Type& Type)
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{
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if (Ar.IsLoading())
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{
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uint8 Value;
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Ar << Value;
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Type = (EBuildModuleType::Type)Value;
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}
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else if (Ar.IsSaving())
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{
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uint8 Value = (uint8)Type;
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Ar << Value;
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}
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return Ar;
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}
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/**
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* Converts a string literal into EModuleType::Type value
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*
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* @param The string to convert to EModuleType::Type
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*
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* @return The enum value corresponding to the name
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*/
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static EBuildModuleType::Type Parse(const TCHAR* Value);
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};
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2014-04-29 06:45:18 -04:00
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/**
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* The public interface to script generator plugins.
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*/
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class IScriptGeneratorPluginInterface : public IModuleInterface, public IModularFeature
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{
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public:
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2014-04-30 07:58:33 -04:00
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/** Name of module that is going to be compiling generated script glue */
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virtual FString GetGeneratedCodeModuleName() const = 0;
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/** Returns true if this plugin supports exporting scripts for the specified target. This should handle game as well as editor target names */
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virtual bool SupportsTarget(const FString& TargetName) const = 0;
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/** Returns true if this plugin supports exporting scripts for the specified module */
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virtual bool ShouldExportClassesForModule(const FString& ModuleName, EBuildModuleType::Type ModuleType, const FString& ModuleGeneratedIncludeDirectory) const = 0;
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/** Initializes this plugin with build information */
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virtual void Initialize(const FString& RootLocalPath, const FString& RootBuildPath, const FString& OutputDirectory, const FString& IncludeBase) = 0;
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/** Exports a single class. May be called multiple times for the same class (as UHT processes the entire hierarchy inside modules. */
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virtual void ExportClass(class UClass* Class, const FString& SourceHeaderFilename, const FString& GeneratedHeaderFilename, bool bHasChanged) = 0;
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/** Called once all classes have been exported */
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virtual void FinishExport() = 0;
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/** Name of the generator plugin, mostly for debuggind purposes */
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virtual FString GetGeneratorName() const = 0;
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2017-04-26 08:28:56 -04:00
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/** Finds a list of external dependencies which require UHT to be re-run */
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virtual void GetExternalDependencies(TArray<FString>& Dependencies) const { }
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};
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