Files
UnrealEngineUWP/Engine/Source/Runtime/Analytics/AnalyticsVisualEditing/Classes/AnalyticsSettings.h

118 lines
3.6 KiB
C
Raw Normal View History

// Copyright 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 "UObject/ObjectMacros.h"
#include "Misc/Paths.h"
#include "Misc/ConfigCacheIni.h"
#include "Engine/DeveloperSettings.h"
#include "AnalyticsSettings.generated.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
struct FPropertyChangedEvent;
UCLASS(Abstract)
class ANALYTICSVISUALEDITING_API UAnalyticsSettingsBase
: public UDeveloperSettings
{
GENERATED_UCLASS_BODY()
UPROPERTY()
FText SettingsDisplayName;
UPROPERTY()
FText SettingsTooltip;
/** Helpers so that subclasses don't need to hardcode the strings in case they change */
FORCEINLINE FString GetReleaseIniSection() const { return TEXT("Analytics"); }
FORCEINLINE FString GetDebugIniSection() const { return TEXT("AnalyticsDebug"); }
FORCEINLINE FString GetTestIniSection() const { return TEXT("AnalyticsTest"); }
FORCEINLINE FString GetDevelopmentIniSection() const { return TEXT("AnalyticsDevelopment"); }
FORCEINLINE FString GetIniName() const { return FString::Printf(TEXT("%sDefaultEngine.ini"), *FPaths::SourceConfigDir()); }
private:
/**
* Because the analytics providers can be used outside of apps that include the UObject framework
* we have to manually hook up the INI loading/saving which is done by these methods
*/
#if WITH_EDITOR
virtual void PostInitProperties() override
{
Super::PostInitProperties();
ReadConfigSettings();
}
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override
{
Super::PostEditChangeProperty(PropertyChangedEvent);
WriteConfigSettings();
GConfig->Flush(false, GetIniName());
}
#endif
// UDeveloperSettings interface
/** Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc. */
virtual FName GetCategoryName() const override;
// UAnalyticsSettingsBase interface - derived classes should implement
protected:
/**
* Provides a mechanism to read the section based information into this UObject's properties
*/
virtual void ReadConfigSettings() {}
/**
* Provides a mechanism to save this object's properties to the section based ini values
*/
virtual void WriteConfigSettings() {}
#if WITH_EDITOR
/** Gets the section text for this */
virtual FText GetSectionText() const
{
return SettingsDisplayName;
}
/** Gets the description for the section, uses the classes ToolTip by default. */
virtual FText GetSectionDescription() const
{
return SettingsTooltip;
}
#endif
};
UCLASS()
class UAnalyticsSettings
: public UAnalyticsSettingsBase
{
GENERATED_UCLASS_BODY()
/** The name of the plugin containing your desired analytics provider */
UPROPERTY(EditAnywhere, DisplayName="Development", Category=Providers, meta=(ConfigRestartRequired=true))
FString DevelopmentProviderName;
/** The name of the plugin containing your desired analytics provider */
UPROPERTY(EditAnywhere, DisplayName="Debug", Category=Providers, meta=(ConfigRestartRequired=true))
FString DebugProviderName;
/** The name of the plugin containing your desired analytics provider */
UPROPERTY(EditAnywhere, DisplayName="Test", Category=Providers, meta=(ConfigRestartRequired=true))
FString TestProviderName;
/** The name of the plugin containing your desired analytics provider */
UPROPERTY(EditAnywhere, DisplayName="Release", Category=Providers, meta=(ConfigRestartRequired=true))
FString ReleaseProviderName;
// UAnalyticsSettingsBase interface
protected:
/**
* Provides a mechanism to read the section based information into this UObject's properties
*/
virtual void ReadConfigSettings();
/**
* Provides a mechanism to save this object's properties to the section based ini values
*/
virtual void WriteConfigSettings();
};