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// Copyright Epic Games, Inc. All Rights Reserved.
#include "SMergeGraphView.h"
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 "Engine/Blueprint.h"
#include "Widgets/Layout/SSplitter.h"
#include "EdGraph/EdGraph.h"
#include "Widgets/Images/SImage.h"
#include "Framework/Docking/TabManager.h"
#include "Styling/AppStyle.h"
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 "GraphDiffControl.h"
#include "Widgets/Docking/SDockTab.h"
#define LOCTEXT_NAMESPACE "SMergeGraphView"
const FName MergeMyBluerpintTabId = FName(TEXT("MergeMyBluerpintTab"));
const FName MergeGraphTabId = FName(TEXT("MergeGraphTab"));
struct FBlueprintRevPair
{
FBlueprintRevPair(const UBlueprint* InBlueprint, const FRevisionInfo& InRevData)
: Blueprint(InBlueprint)
, RevData(InRevData)
{
}
const UBlueprint* Blueprint;
const FRevisionInfo& RevData;
};;
static UEdGraph* FindGraphByPath(UBlueprint const& FromBlueprint, const FString& GraphPath)
{
TArray<UEdGraph*> Graphs;
FromBlueprint.GetAllGraphs(Graphs);
for (UEdGraph* Graph : Graphs)
{
FString SearchGraphPath = FGraphDiffControl::GetGraphPath(Graph);
if (SearchGraphPath.Equals(GraphPath))
{
return Graph;
}
}
return nullptr;
}
struct FMergeGraphRowEntry
{
FText Label;
FString GraphPath;
UEdGraphNode* LocalNode;
UEdGraphNode* BaseNode;
UEdGraphNode* RemoteNode;
UEdGraphPin* LocalPin;
UEdGraphPin* BasePin;
UEdGraphPin* RemotePin;
FLinearColor DisplayColor;
bool bHasConflicts;
};
struct FMergeGraphEntry
{
FString GraphPath;
TArray<FMergeGraphRowEntry> Changes;
bool bAnyConflics;
bool bRemoteDifferences;
bool bLocalDifferences;
bool bExistsInRemote;
bool bExistsInBase;
bool bExistsInLocal;
};
static TArray< FMergeGraphEntry > GenerateDiffListItems(const FBlueprintRevPair& RemoteBlueprint, const FBlueprintRevPair& BaseBlueprint, const FBlueprintRevPair& LocalBlueprint )
{
// Index all the graphs by name, we use the name of the graph as the
// basis of comparison between the various versions of the blueprint.
TMap< FString, UEdGraph* > RemoteGraphMap, BaseGraphMap, LocalGraphMap;
// We also want the set of all graph names in these blueprints, so that we
// can iterate over every graph.
TSet< FString > AllGraphPaths;
{
TArray<UEdGraph*> GraphsRemote, GraphsBase, GraphsLocal;
RemoteBlueprint.Blueprint->GetAllGraphs(GraphsRemote);
BaseBlueprint.Blueprint->GetAllGraphs(GraphsBase);
LocalBlueprint.Blueprint->GetAllGraphs(GraphsLocal);
const auto ToMap = [&AllGraphPaths](const TArray<UEdGraph*>& InList, TMap<FString, UEdGraph*>& OutMap)
{
for (UEdGraph* Graph : InList)
{
FString GraphPath = FGraphDiffControl::GetGraphPath(Graph);
OutMap.Add(GraphPath, Graph);
AllGraphPaths.Add(GraphPath);
}
};
ToMap(GraphsRemote, RemoteGraphMap);
ToMap(GraphsBase, BaseGraphMap);
ToMap(GraphsLocal, LocalGraphMap);
}
TArray< FMergeGraphEntry > Ret;
{
const auto GenerateDifferences = [](UEdGraph* GraphNew, UEdGraph** GraphOld)
{
TArray<FDiffSingleResult> Results;
FGraphDiffControl::DiffGraphs(GraphOld ? *GraphOld : nullptr, GraphNew, Results);
Algo::SortBy(Results, [](const FDiffResultItem& Data) { return Data.Result.Diff; });
return Results;
};
for (const FString& GraphPath : AllGraphPaths)
{
TArray< FDiffSingleResult > RemoteDifferences;
TArray< FDiffSingleResult > LocalDifferences;
bool bExistsInRemote, bExistsInBase, bExistsInLocal;
FMergeGraphEntry GraphEntry;
GraphEntry.GraphPath = GraphPath;
{
UEdGraph** RemoteGraph = RemoteGraphMap.Find(GraphPath);
UEdGraph** BaseGraph = BaseGraphMap.Find(GraphPath);
UEdGraph** LocalGraph = LocalGraphMap.Find(GraphPath);
GraphEntry.bAnyConflics = false;
GraphEntry.bExistsInRemote = RemoteGraph != nullptr;
GraphEntry.bExistsInBase = BaseGraph != nullptr;
GraphEntry.bExistsInLocal = LocalGraph != nullptr;
if (RemoteGraph)
{
RemoteDifferences = GenerateDifferences(*RemoteGraph, BaseGraph);
}
if (LocalGraph)
{
LocalDifferences = GenerateDifferences(*LocalGraph, BaseGraph);
}
// 'join' the local differences and remote differences by noting changes
// that affected the same common base:
{
TMap< const FDiffSingleResult*, const FDiffSingleResult*> ConflictMap;
for (const auto& RemoteDifference : RemoteDifferences)
{
const FDiffSingleResult* ConflictingDifference = nullptr;
for (const auto& LocalDifference : LocalDifferences)
{
if (RemoteDifference.Node1 == LocalDifference.Node1)
{
if (RemoteDifference.Diff == EDiffType::NODE_REMOVED ||
LocalDifference.Diff == EDiffType::NODE_REMOVED ||
RemoteDifference.Pin1 == LocalDifference.Pin1)
{
ConflictingDifference = &LocalDifference;
break;
}
}
else if (RemoteDifference.Pin1 != nullptr && (RemoteDifference.Pin1 == LocalDifference.Pin1))
{
// it's possible the users made the same change to the same pin, but given the wide
// variety of changes that can be made to a pin it is difficult to identify the change
// as identical, for now I'm just flagging all changes to the same pin as a conflict:
ConflictingDifference = &LocalDifference;
break;
}
}
if (ConflictingDifference != nullptr)
{
// For now, we don't want to create a hard conflict for changes that don't effect runtime behavior:
if (RemoteDifference.Diff == EDiffType::NODE_MOVED ||
RemoteDifference.Diff == EDiffType::NODE_COMMENT)
{
continue;
}
ConflictMap.Add(&RemoteDifference, ConflictingDifference);
ConflictMap.Add(ConflictingDifference, &RemoteDifference);
}
}
for( const auto& Difference : RemoteDifferences )
{
FText Label;
const FDiffSingleResult** ConflictingDifference = ConflictMap.Find(&Difference);
if( ConflictingDifference )
{
Label = FText::Format( NSLOCTEXT("SMergeGraphView", "ConflictIdentifier", "CONFLICT: {0} conflicts with {1}" ), (*ConflictingDifference)->DisplayString, Difference.DisplayString );
}
else
{
Label = Difference.DisplayString;
}
FMergeGraphRowEntry NewEntry = {
Label
, Difference.OwningObjectPath
, ConflictingDifference ? (*ConflictingDifference)->Node2 : nullptr /*UEdGraphNode* LocalNode*/
, Difference.Node1 /*UEdGraphNode* BaseNode*/
, Difference.Node2 /*UEdGraphNode* RemoteNode*/
, ConflictingDifference ? (*ConflictingDifference)->Pin2 : nullptr /*UEdGraphPin* LocalPin*/
, Difference.Pin1 /*UEdGraphPin* BasePin*/
, Difference.Pin2 /*UEdGraphPin* RemotePin*/
, Difference.GetDisplayColor()
, ConflictingDifference ? true : false
};
GraphEntry.bAnyConflics |= NewEntry.bHasConflicts;
GraphEntry.Changes.Push( NewEntry );
}
for (const auto& Difference : LocalDifferences)
{
FText Label;
const FDiffSingleResult** ConflictingDifference = ConflictMap.Find( &Difference );
if (!ConflictingDifference)
{
FMergeGraphRowEntry NewEntry = {
Difference.DisplayString
, Difference.OwningObjectPath
, Difference.Node2 /*UEdGraphNode* LocalNode*/
, Difference.Node1 /*UEdGraphNode* BaseNode*/
, nullptr
, Difference.Pin2 /*UEdGraphPin* LocalPin*/
, Difference.Pin1 /*UEdGraphPin* BasePin*/
, nullptr
, Difference.GetDisplayColor()
, false
};
GraphEntry.Changes.Push(NewEntry);
}
}
GraphEntry.bLocalDifferences = LocalDifferences.Num() != 0;
GraphEntry.bRemoteDifferences = RemoteDifferences.Num() != 0;
}
Ret.Add(GraphEntry);
bExistsInRemote = RemoteGraph != nullptr;
bExistsInBase = BaseGraph != nullptr;
bExistsInLocal = LocalGraph != nullptr;
}
}
}
return Ret;
}
static void LockViews(TArray<FDiffPanel>& Views, bool bAreLocked)
{
for (auto& Panel : Views)
{
auto GraphEditor = Panel.GraphEditor.Pin();
if (GraphEditor.IsValid())
{
// lock this panel to ever other panel:
for (auto& OtherPanel : Views)
{
auto OtherGraphEditor = OtherPanel.GraphEditor.Pin();
if (OtherGraphEditor.IsValid() &&
OtherGraphEditor != GraphEditor)
{
if (bAreLocked)
{
GraphEditor->LockToGraphEditor(OtherGraphEditor);
}
else
{
GraphEditor->UnlockFromGraphEditor(OtherGraphEditor);
}
}
}
}
}
}
FDiffPanel& GetDiffPanelForNode(const UEdGraphNode& Node, TArray< FDiffPanel >& Panels)
{
for (auto& Panel : Panels)
{
auto GraphEditor = Panel.GraphEditor.Pin();
if (GraphEditor.IsValid())
{
if (Node.GetGraph() == GraphEditor->GetCurrentGraph())
{
return Panel;
}
}
}
checkf(false, TEXT("Looking for node %s but it cannot be found in provided panels"), *Node.GetName());
static FDiffPanel Default;
return Default;
}
void SMergeGraphView::Construct(const FArguments InArgs
, const FBlueprintMergeData& InData
, FOnMergeNodeSelected SelectionCallback
, TArray< TSharedPtr<FBlueprintDifferenceTreeEntry> >& OutTreeEntries
, TArray< TSharedPtr<FBlueprintDifferenceTreeEntry> >& OutRealDifferences
, TArray< TSharedPtr<FBlueprintDifferenceTreeEntry> >& OutConflicts
)
{
const TSharedRef<SDockTab> MajorTab = SNew(SDockTab)
.TabRole(ETabRole::MajorTab);
TabManager = FGlobalTabmanager::Get()->NewTabManager(MajorTab);
TabManager->RegisterTabSpawner(MergeGraphTabId,
FOnSpawnTab::CreateRaw(this, &SMergeGraphView::CreateGraphDiffViews))
.SetDisplayName(LOCTEXT("MergeGraphsTabTitle", "Graphs"))
.SetTooltipText(LOCTEXT("MergeGraphsTooltipText", "Differences in the various graphs present in the blueprint"));
TabManager->RegisterTabSpawner(MergeMyBluerpintTabId,
FOnSpawnTab::CreateRaw(this, &SMergeGraphView::CreateMyBlueprintsViews))
.SetDisplayName(LOCTEXT("MergeMyBlueprintTabTitle", "My Blueprint"))
.SetTooltipText(LOCTEXT("MergeMyBlueprintTooltipText", "Differences in the 'My Blueprints' attributes of the blueprint"));
Data = InData;
bViewsAreLocked = true;
TArray<FBlueprintRevPair> BlueprintsForDisplay;
// EMergeParticipant::Remote
BlueprintsForDisplay.Add(FBlueprintRevPair(InData.BlueprintRemote, InData.RevisionRemote));
// EMergeParticipant::Base
BlueprintsForDisplay.Add(FBlueprintRevPair(InData.BlueprintBase, InData.RevisionBase));
// EMergeParticipant::Local
BlueprintsForDisplay.Add(FBlueprintRevPair(InData.BlueprintLocal, FRevisionInfo()));
const TSharedRef<FTabManager::FLayout> DefaultLayout = FTabManager::NewLayout("BlueprintMerge_Layout_v1")
->AddArea
(
FTabManager::NewPrimaryArea()
->Split
(
FTabManager::NewStack()
->AddTab(MergeMyBluerpintTabId, ETabState::OpenedTab)
->AddTab(MergeGraphTabId, ETabState::OpenedTab)
)
);
for (int32 i = 0; i < EMergeParticipant::Max_None; ++i)
{
DiffPanels.Add(FDiffPanel());
FDiffPanel& NewPanel = DiffPanels[i];
NewPanel.Blueprint = BlueprintsForDisplay[i].Blueprint;
NewPanel.RevisionInfo = BlueprintsForDisplay[i].RevData;
NewPanel.bShowAssetName = false;
}
auto GraphPanelContainer = TabManager->RestoreFrom(DefaultLayout, TSharedPtr<SWindow>()).ToSharedRef();
for (auto& Panel : DiffPanels )
{
Panel.InitializeDiffPanel();
}
auto DetailsPanelContainer = SNew(SSplitter);
for( auto& Panel : DiffPanels )
{
DetailsPanelContainer->AddSlot()
[
Panel.GetDetailsWidget()
];
}
Differences = TSharedPtr< TArray< FMergeGraphEntry > >( new TArray< FMergeGraphEntry >(
GenerateDiffListItems(BlueprintsForDisplay[EMergeParticipant::Remote]
, BlueprintsForDisplay[EMergeParticipant::Base]
, BlueprintsForDisplay[EMergeParticipant::Local]) ) );
for( const auto& Difference : *Differences)
{
TArray< TSharedPtr<FBlueprintDifferenceTreeEntry> > Children;
for( const auto& Change : Difference.Changes )
{
const auto ChangeWidget = [](FText Label, FLinearColor Color) -> TSharedRef<SWidget>
{
return SNew(STextBlock)
.Text(Label)
.ColorAndOpacity(Color);
};
const auto SelectGraphNode = [](FOnMergeNodeSelected InSelectionCallback, FMergeGraphRowEntry DiffEntry, SMergeGraphView* Parent)
{
InSelectionCallback.ExecuteIfBound();
Parent->HighlightEntry( DiffEntry );
};
TSharedPtr<FBlueprintDifferenceTreeEntry> Entry = TSharedPtr<FBlueprintDifferenceTreeEntry>(new FBlueprintDifferenceTreeEntry(
FOnDiffEntryFocused::CreateStatic(SelectGraphNode, SelectionCallback, Change, this)
, FGenerateDiffEntryWidget::CreateStatic(ChangeWidget, Change.Label, Change.DisplayColor )
, TArray< TSharedPtr<FBlueprintDifferenceTreeEntry> >()
));
Children.Push(Entry);
OutRealDifferences.Push(Entry);
if( Change.LocalNode && Change.RemoteNode )
{
OutConflicts.Push(Entry);
}
}
const auto Widget = []( const FMergeGraphEntry* InDifference ) -> TSharedRef<SWidget>
{
// blue indicates added, red indicates changed, yellow indicates removed, white indicates no change:
const auto ComputeColor = [](const bool bAnyConflicts, const bool bAnyDifferences) -> FLinearColor
{
if( bAnyConflicts )
{
return DiffViewUtils::Conflicting();
}
else if( bAnyDifferences )
{
return DiffViewUtils::Differs();
}
return DiffViewUtils::Identical();
};
const auto Box = [](bool bIsPresent, FLinearColor Color) -> SHorizontalBox::FSlot::FSlotArguments
{
return MoveTemp(SHorizontalBox::Slot()
.AutoWidth()
.HAlign(HAlign_Right)
.VAlign(VAlign_Center)
.MaxWidth(8.0f)
[
SNew(SImage)
.ColorAndOpacity(Color)
.Image(bIsPresent ? FAppStyle::GetBrush("BlueprintDif.HasGraph") : FAppStyle::GetBrush("BlueprintDif.MissingGraph"))
]);
};
FLinearColor RemoteColor = ComputeColor(InDifference->bAnyConflics, InDifference->bRemoteDifferences);
FLinearColor BaseColor = ComputeColor(InDifference->bAnyConflics, false);
FLinearColor LocalColor = ComputeColor(InDifference->bAnyConflics, InDifference->bLocalDifferences);
FLinearColor TextColor = ComputeColor(InDifference->bAnyConflics, InDifference->bLocalDifferences || InDifference->bRemoteDifferences);
FString DisplayString = InDifference->GraphPath;
int32 PeriodIndex = INDEX_NONE;
if (DisplayString.FindLastChar('.', PeriodIndex))
{
DisplayString.MidInline(PeriodIndex + 1, MAX_int32, EAllowShrinking::No);
}
return SNew(SHorizontalBox)
+ SHorizontalBox::Slot()
[
SNew(STextBlock)
.ColorAndOpacity( TextColor )
.Text(FText::FromString(DisplayString))
]
+ DiffViewUtils::Box(InDifference->bExistsInRemote, RemoteColor)
+ DiffViewUtils::Box(InDifference->bExistsInBase, BaseColor)
+ DiffViewUtils::Box(InDifference->bExistsInLocal, LocalColor);
};
const auto FocusGraph = [](FOnMergeNodeSelected InSelectionCallback, SMergeGraphView* Parent, FString GraphPath)
{
InSelectionCallback.ExecuteIfBound();
Parent->FocusGraph( GraphPath );
};
if( Children.Num() == 0 )
{
Children.Push(FBlueprintDifferenceTreeEntry::NoDifferencesEntry());
}
OutTreeEntries.Push(
TSharedPtr<FBlueprintDifferenceTreeEntry>(new FBlueprintDifferenceTreeEntry(
FOnDiffEntryFocused::CreateStatic(FocusGraph, SelectionCallback, this, Difference.GraphPath)
, FGenerateDiffEntryWidget::CreateStatic(Widget, &Difference)
, Children
))
);
}
ChildSlot
[
SNew(SSplitter)
.Orientation(Orient_Horizontal)
+ SSplitter::Slot()
.Value(0.9f)
[
SNew(SSplitter)
.Orientation(Orient_Vertical)
+ SSplitter::Slot()
.Value(.8f)
[
GraphPanelContainer
]
+ SSplitter::Slot()
.Value(.2f)
[
DetailsPanelContainer
]
]
];
}
void SMergeGraphView::FocusGraph(const FString& GraphPath)
{
UEdGraph* GraphRemote = FindGraphByPath(*GetRemotePanel().Blueprint, GraphPath);
UEdGraph* GraphBase = FindGraphByPath(*GetBasePanel().Blueprint, GraphPath);
UEdGraph* GraphLocal = FindGraphByPath(*GetLocalPanel().Blueprint, GraphPath);
GetBasePanel().GeneratePanel(GraphBase, nullptr);
GetRemotePanel().GeneratePanel(GraphRemote, GraphBase);
GetLocalPanel().GeneratePanel(GraphLocal, GraphBase);
LockViews(DiffPanels, bViewsAreLocked);
}
void SMergeGraphView::HighlightEntry(const struct FMergeGraphRowEntry& Conflict)
{
FocusGraph(Conflict.GraphPath);
const auto FocusPinOrNode = [this]( UEdGraphPin* Pin, UEdGraphNode* Node )
{
if (Pin)
{
// then look for the diff panel and focus on the change:
GetDiffPanelForNode(*Pin->GetOwningNode(), DiffPanels).FocusDiff(*Pin);
}
else if (Node)
{
GetDiffPanelForNode(*Node, DiffPanels).FocusDiff(*Node);
}
};
// highlight the change made to the remote graph:
FocusPinOrNode(Conflict.RemotePin, Conflict.RemoteNode);
FocusPinOrNode(Conflict.LocalPin, Conflict.LocalNode);
FocusPinOrNode(Conflict.BasePin, Conflict.BaseNode);
}
TSharedRef<SDockTab> SMergeGraphView::CreateGraphDiffViews(const FSpawnTabArgs& Args)
{
auto PanelContainer = SNew(SSplitter);
for (auto& Panel : DiffPanels)
{
PanelContainer->AddSlot()
[
SAssignNew(Panel.GraphEditorBox, SBox)
.VAlign(VAlign_Fill)
[
SBlueprintDiff::DefaultEmptyPanel()
]
];
}
return SNew(SDockTab)
[
PanelContainer
];
}
TSharedRef<SDockTab> SMergeGraphView::CreateMyBlueprintsViews(const FSpawnTabArgs& Args)
{
auto PanelContainer = SNew(SSplitter);
for (auto& Panel : DiffPanels)
{
PanelContainer->AddSlot()
[
Panel.GenerateMyBlueprintWidget()
];
}
return SNew(SDockTab)
[
PanelContainer
];
}
FReply SMergeGraphView::OnToggleLockView()
{
bViewsAreLocked = !bViewsAreLocked;
LockViews(DiffPanels, bViewsAreLocked);
return FReply::Handled();
}
const FSlateBrush* SMergeGraphView::GetLockViewImage() const
{
return bViewsAreLocked ? FAppStyle::GetBrush("Icons.Lock") : FAppStyle::GetBrush("Icons.Unlock");
}
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
#undef LOCTEXT_NAMESPACE