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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -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 "Widgets/SWidget.h"
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#include "Modules/ModuleInterface.h"
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#include "Editor/UnrealEdEngine.h"
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2022-06-15 16:00:15 -04:00
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struct FTemplateMapInfo;
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2014-03-14 14:13:41 -04:00
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/**
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* New Level Dialog module
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*/
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class FNewLevelDialogModule : public IModuleInterface
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{
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public:
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/**
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* Control if 'Empty Level' template should appear or not
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*/
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enum class EShowEmptyTemplate : uint8
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{
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Show,
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Hide
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};
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2014-03-14 14:13:41 -04:00
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/**
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* Called right after the plugin DLL has been loaded and the plugin object has been created
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*/
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virtual void StartupModule();
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/**
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* Called before the plugin is unloaded, right before the plugin object is destroyed.
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*/
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virtual void ShutdownModule();
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/**
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* Creates and show a window with an SNewLevelDialog
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*
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* @param ParentWidget - The parent widget for the modal window showing the dialog
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* @param OutTemplateName - (out) The package name of the template map selected by the user. Empty if blank map selected.
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* @param bShowPartitionedTemplates - If true, we allow partitioned world templates to be shown in the dialog.
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* @param bOutPartitionedWorld - (out) If true and OutTemplateName is empty, the empty map should be partitioned.
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* @param OutTemplateMapInfo - (out) If not null, will be set to the template map selected by the user.
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* @param ShowEmptyTemplate - Control if 'Empty Level' template should appear or not
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* @return true if the user selected a valid item, false if the user canceled
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*/
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virtual bool CreateAndShowNewLevelDialog( const TSharedPtr<const SWidget> ParentWidget, FString& OutTemplateMapPackageName, bool bShowPartitionedTemplates, bool& bOutPartitionedWorld, FTemplateMapInfo* OutTemplateMapInfo = nullptr, EShowEmptyTemplate ShowEmptyTemplate = EShowEmptyTemplate::Show);
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2020-08-11 01:36:57 -04:00
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/**
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* Creates and show a window with an SNewLevelDialog
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*
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* @param ParentWidget - The parent widget for the modal window showing the dialog
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* @param Title - The dialog's title
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* @param Templates - The list of template to be shown in the dialog
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* @param OutTemplateName - (out) The package name of the template map selected by the user. Empty if blank map selected.
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* @param bShowPartitionedTemplates - If true, we allow partitioned world templates to be shown in the dialog.
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* @param bOutPartitionedWorld - (out) If true and OutTemplateName is empty, the empty map should be partitioned.
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* @param OutTemplateMapInfo - (out) If not null, will be set to the template map selected by the user.
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* @param ShowEmptyTemplate - Control if 'Empty Level' template should appear or not
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* @return true if the user selected a valid item, false if the user canceled
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*/
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virtual bool CreateAndShowTemplateDialog(const TSharedPtr<const SWidget> ParentWidget, const FText& Title, const TArray<FTemplateMapInfo>& Templates, FString& OutTemplateMapPackageName, bool bShowPartitionedTemplates, bool& bOutPartitionedWorld, FTemplateMapInfo* OutTemplateMapInfo = nullptr, EShowEmptyTemplate ShowEmptyTemplate = EShowEmptyTemplate::Show);
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2014-03-14 14:13:41 -04:00
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/** New Level Dialog app identifier string */
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static const FName NewLevelDialogAppIdentifier;
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};
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