2019-12-26 15:33:43 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2015-08-06 10:04:50 -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 "Input/Reply.h"
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#include "IPropertyTypeCustomization.h"
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class FDetailWidgetRow;
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class IDetailChildrenBuilder;
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class IPropertyHandle;
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class UAssetImportData;
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struct FAssetImportInfo;
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2015-08-06 10:04:50 -04:00
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class FAssetImportDataCustomization : public IPropertyTypeCustomization
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{
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public:
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/** Makes a new instance of this detail layout class for a specific detail view requesting it */
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static TSharedRef<IPropertyTypeCustomization> MakeInstance();
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/** IDetailCustomization interface */
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virtual void CustomizeHeader( TSharedRef<IPropertyHandle> PropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& CustomizationUtils ) override;
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virtual void CustomizeChildren( TSharedRef<IPropertyHandle> PropertyHandle, IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils ) override;
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private:
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/** Handle the user wanting to change a specific source path */
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FReply OnChangePathClicked(int32 Index) const;
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2015-09-01 11:03:37 -04:00
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/** Handle the user requesting that the specified index be cleared */
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FReply OnClearPathClicked(int32 Index) const;
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2021-06-17 12:45:42 -04:00
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FReply OnClearAllPathsClicked() const;
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2019-01-08 11:38:48 -05:00
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/** Handle the user requesting that the Path use at Index - 1 will be replace the path at Index */
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FReply OnPropagateFromAbovePathClicked(int32 Index) const;
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bool IsPropagateFromAbovePathEnable(int32 Index) const;
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/** Handle the user requesting that the Path use at Index + 1 will be replace the path at Index */
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FReply OnPropagateFromBelowPathClicked(int32 Index) const;
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bool IsPropagateFromBelowPathEnable(int32 Index) const;
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2021-06-17 12:45:42 -04:00
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/** Access the struct we are editing - returns null if we have more than one. */
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FAssetImportInfo* GetEditStruct() const;
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2021-06-17 12:45:42 -04:00
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/** Access all the structs we are editing */
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TArray<FAssetImportInfo*> GetEditStructs() const;
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2015-08-06 10:04:50 -04:00
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/** Access the outer class that contains this struct */
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UAssetImportData* GetOuterClass() const;
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2021-06-17 12:45:42 -04:00
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TArray<UAssetImportData*> GetAllAssetImportData() const;
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2015-08-06 10:04:50 -04:00
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/** Get text for the UI */
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FText GetFilenameText(int32 Index) const;
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FText GetTimestampText(int32 Index) const;
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private:
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2019-01-08 11:38:48 -05:00
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void PropagatePath(int32 SrcIndex, int32 DstIndex) const;
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/** Property handle of the property we're editing */
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TSharedPtr<IPropertyHandle> PropertyHandle;
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};
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