2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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2014-09-09 12:20:43 -04:00
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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 "Modules/ModuleManager.h"
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#include "Interfaces/ITargetDeviceServicesModule.h"
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#include "Interfaces/ILauncherServicesModule.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Textures/SlateIcon.h"
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#include "Framework/Docking/TabManager.h"
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#include "EditorStyleSet.h"
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#include "Interfaces/IProjectLauncherModule.h"
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#include "Models/ProjectLauncherModel.h"
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#include "Widgets/SProjectLauncher.h"
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#include "Widgets/Docking/SDockTab.h"
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#include "WorkspaceMenuStructure.h"
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#include "WorkspaceMenuStructureModule.h"
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static const FName ProjectLauncherTabName("ProjectLauncher");
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/**
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* Implements the SessionSProjectLauncher module.
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*/
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class FProjectLauncherModule
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: public IProjectLauncherModule
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{
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public:
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// IModuleInterface interface
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virtual void StartupModule( ) override
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{
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#if WITH_EDITOR
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FGlobalTabmanager::Get()->RegisterTabSpawner(ProjectLauncherTabName, FOnSpawnTab::CreateRaw(this, &FProjectLauncherModule::SpawnProjectLauncherTab));
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#else
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// This is still experimental in the editor, so it'll be invoked specifically in FMainMenu if the experimental settings flag is set.
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//@todo Enable this in the editor when no longer experimental
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FGlobalTabmanager::Get()->RegisterNomadTabSpawner(ProjectLauncherTabName, FOnSpawnTab::CreateRaw(this, &FProjectLauncherModule::SpawnProjectLauncherTab))
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.SetDisplayName(NSLOCTEXT("FProjectLauncherModule", "ProjectLauncherTabTitle", "Project Launcher"))
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.SetTooltipText(NSLOCTEXT("FProjectLauncherModule", "ProjectLauncherTooltipText", "Open the Project Launcher tab."))
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.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "Launcher.TabIcon"))
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.SetGroup(WorkspaceMenu::GetMenuStructure().GetToolsCategory());
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#endif
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}
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virtual void ShutdownModule( ) override
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{
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#if WITH_EDITOR
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FGlobalTabmanager::Get()->UnregisterTabSpawner(ProjectLauncherTabName);
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#else
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FGlobalTabmanager::Get()->UnregisterNomadTabSpawner(ProjectLauncherTabName);
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#endif
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}
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private:
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/**
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* Creates a new session launcher tab.
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*
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* @param SpawnTabArgs The arguments for the tab to spawn.
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* @return The spawned tab.
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*/
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TSharedRef<SDockTab> SpawnProjectLauncherTab(const FSpawnTabArgs& SpawnTabArgs)
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{
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const TSharedRef<SDockTab> DockTab = SNew(SDockTab)
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.Icon(FEditorStyle::GetBrush("Launcher.TabIcon"))
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.TabRole(ETabRole::NomadTab);
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ILauncherServicesModule& ProjectLauncherServicesModule = FModuleManager::LoadModuleChecked<ILauncherServicesModule>("LauncherServices");
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ITargetDeviceServicesModule& TargetDeviceServicesModule = FModuleManager::LoadModuleChecked<ITargetDeviceServicesModule>("TargetDeviceServices");
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FProjectLauncherModelRef Model = MakeShareable(new FProjectLauncherModel(
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TargetDeviceServicesModule.GetDeviceProxyManager(),
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ProjectLauncherServicesModule.CreateLauncher(),
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ProjectLauncherServicesModule.GetProfileManager()
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));
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DockTab->SetContent(SNew(SProjectLauncher, DockTab, SpawnTabArgs.GetOwnerWindow(), Model));
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return DockTab;
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}
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};
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3125471)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3105904 on 2016/08/30 by Ben.Marsh
PR #2691: Copy .map-file to staging & cleanup (Contributed by projectgheist)
Change 3105974 on 2016/08/30 by Ben.Marsh
PR #2748: [Bug-Fix] UGS - Ensure older events do not trample newer ones (Contributed by paulevans)
Change 3106035 on 2016/08/30 by Ben.Marsh
PR #2746: [Bug-Fix] UGS - Starting build colour was the same as disabled (Contributed by paulevans)
Change 3106172 on 2016/08/30 by Ben.Marsh
UAT: Do not default to submitting build products from BuildCookRun unless -submit is explicitly specified on the command line.
#codreview Maciej.Mroz
Change 3107642 on 2016/08/31 by Matthew.Griffin
More Monolithic editor fixes
Fixed IMPLEMENT_MODULE macros with incorrect module name
Wrapped some usages of GIsHotReload in WITH_HOT_RELOAD
Fixed NiagaraConstants so that they can be used in multiple modules
Change 3107808 on 2016/08/31 by Matthew.Griffin
Added Node to Compile UAT on Mac to catch any Mono failures which will run as part of monolithics aggregate
Change 3111527 on 2016/09/02 by Matthew.Griffin
Duplicating CL#3111524 from Release-4.13 stream
Including Documentation/Extras in installed build
Change 3117683 on 2016/09/08 by Ben.Marsh
PR #2771: Fix compilation of C# projects on case-sensitive OSes (Contributed by slonopotamus)
Change 3119707 on 2016/09/09 by Ben.Marsh
UBT: Add more explicit methods for querying Visual C++ and Visual Studio installation directories. Now uses the same logic in the Visual Studio batch files.
Change 3120824 on 2016/09/12 by Ben.Marsh
UnrealGameSync: Add a project-wide option which can disable using the last code changelist for version files, and use the sync changelist instead. ("VersionToLastCodeChange" in the "[Options]" section). Update version to 1.80.
Change 3120996 on 2016/09/12 by Ben.Marsh
Core: Fix lines of output text from FMonitoredProcess being truncated at 512 characters, due to pipe buffer size. Accumulate incomplete lines and merge them together again instead. Also remove CR-LF pairs if they occur at the end of a line.
#jira UE-35659
Change 3121353 on 2016/09/12 by Ben.Marsh
Core: Manually enumerate and load dependent DLLs for modules by the editor, to work around limitations in the number of search paths checked by the Windows loader. We previously temporarily modified the PATH environment variable to provide this functionality, but are close to the OS limit for length of that string. This method should not have any such restrictions (though it will not work for circular dependencies).
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3123144 on 2016/09/13 by Ben.Marsh
BuildGraph: Fix exception due to mismatched argument lists.
Change 3123160 on 2016/09/13 by Ben.Marsh
Linux: Make PLATFORM_SUPPORTS_JEMALLOC a globally defined macro rather than just defined by the jemalloc module. Core supplies a default value for this macro which is inconsistent unless your module has an explicit dependency on jemalloc.
Change 3123211 on 2016/09/13 by Ben.Marsh
UBT: Fix exception writing a version manifest if the output directory does not exist.
Change 3125300 on 2016/09/14 by Ben.Marsh
UnrealVS: Few fixes to single-file compile command.
* All documents are now saved before compile starts.
* Now gives a useful error when trying to compile non-cpp files, rather than falling back to the invalid default command handler.
* Trying to do a single-file compile while an existing build is running now prompts to stop it, rather than falling back to the default command handler (which gives a "Invalid command" message for makefile projects)
Change 3125437 on 2016/09/14 by Ben.Marsh
UnrealVS: Update version number to 1.43 in order to prevent installer from bailing unless existing version is uninstalled first.
[CL 3126342 by Ben Marsh in Main branch]
2016-09-15 08:33:13 -04:00
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IMPLEMENT_MODULE(FProjectLauncherModule, ProjectLauncher);
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