Files
UnrealEngineUWP/Engine/Source/Developer/CollectionManager/Private/CollectionManager.h

273 lines
16 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 "Containers/Ticker.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 "Misc/Guid.h"
#include "CollectionManagerTypes.h"
#include "ICollectionManager.h"
#include "Developer/CollectionManager/Private/Collection.h"
class ITextFilterExpressionContext;
namespace DirectoryWatcher { class FFileCache; }
/** Collection info for a given object - gives the collection name, as well as the reason this object is considered to be part of this collection */
struct FObjectCollectionInfo
{
explicit FObjectCollectionInfo(const FCollectionNameType& InCollectionKey)
: CollectionKey(InCollectionKey)
, Reason(0)
{
}
FObjectCollectionInfo(const FCollectionNameType& InCollectionKey, const ECollectionRecursionFlags::Flags InReason)
: CollectionKey(InCollectionKey)
, Reason(InReason)
{
}
/** The key identifying the collection that contains this object */
FCollectionNameType CollectionKey;
/** The reason(s) why this collection contains this object - this can be tested against the recursion mode when getting the collections for an object */
ECollectionRecursionFlags::Flags Reason;
};
typedef TMap<FCollectionNameType, TSharedRef<FCollection>> FAvailableCollectionsMap;
typedef TMap<FGuid, FCollectionNameType> FGuidToCollectionNamesMap;
typedef TMap<FName, TArray<FObjectCollectionInfo>> FCollectionObjectsMap;
typedef TMap<FGuid, TArray<FGuid>> FCollectionHierarchyMap;
typedef TArray<FLinearColor> FCollectionColorArray;
/** Wraps up the lazy caching of the collection manager */
class FCollectionManagerCache
{
public:
FCollectionManagerCache(FAvailableCollectionsMap& InAvailableCollections);
/** Dirty the parts of the cache that need to change when a collection is added to our collection manager */
void HandleCollectionAdded();
/** Dirty the parts of the cache that need to change when a collection is removed from our collection manager */
void HandleCollectionRemoved();
/** Dirty the parts of the cache that need to change when a collection is modified */
void HandleCollectionChanged();
/** Access the CachedCollectionNamesFromGuids map, ensuring that it is up-to-date */
const FGuidToCollectionNamesMap& GetCachedCollectionNamesFromGuids() const;
/** Access the CachedObjects map, ensuring that it is up-to-date */
const FCollectionObjectsMap& GetCachedObjects() const;
/** Access the CachedHierarchy map, ensuring that it is up-to-date */
const FCollectionHierarchyMap& GetCachedHierarchy() const;
/** Access the CachedColors array, ensuring that it is up-to-date */
const FCollectionColorArray& GetCachedColors() const;
enum class ERecursiveWorkerFlowControl : uint8
{
Stop,
Continue,
};
typedef TFunctionRef<ERecursiveWorkerFlowControl(const FCollectionNameType&, ECollectionRecursionFlags::Flag)> FRecursiveWorkerFunc;
void RecursionHelper_DoWork(const FCollectionNameType& InCollectionKey, const ECollectionRecursionFlags::Flags InRecursionMode, FRecursiveWorkerFunc InWorkerFunc) const;
ERecursiveWorkerFlowControl RecursionHelper_DoWorkOnParents(const FCollectionNameType& InCollectionKey, FRecursiveWorkerFunc InWorkerFunc) const;
ERecursiveWorkerFlowControl RecursionHelper_DoWorkOnChildren(const FCollectionNameType& InCollectionKey, FRecursiveWorkerFunc InWorkerFunc) const;
private:
/** Reference to the collections that are currently available in our owner collection manager */
FAvailableCollectionsMap& AvailableCollections;
/** A map of collection GUIDs to their associated collection names */
mutable FGuidToCollectionNamesMap CachedCollectionNamesFromGuids_Internal;
/** A map of object paths to their associated collection info - only objects that are in collections will appear in here */
mutable FCollectionObjectsMap CachedObjects_Internal;
/** A map of parent collection GUIDs to their child collection GUIDs - only collections that have children will appear in here */
mutable FCollectionHierarchyMap CachedHierarchy_Internal;
/** An array of all unique colors currently used by collections */
mutable FCollectionColorArray CachedColors_Internal;
/** Flag to say whether the CachedCollectionNamesFromGuids map is dirty */
mutable bool bIsCachedCollectionNamesFromGuidsDirty : 1;
/** Flag to say whether the CachedObjects map is dirty */
mutable bool bIsCachedObjectsDirty : 1;
/** Flag to say whether the CachedHierarchy map is dirty */
mutable bool bIsCachedHierarchyDirty : 1;
/** Flag to say whether the CachedColors array is dirty */
mutable bool bIsCachedColorsDirty : 1;
};
class FCollectionManager : public ICollectionManager
{
public:
FCollectionManager();
virtual ~FCollectionManager();
// ICollectionManager implementation
virtual bool HasCollections() const override;
virtual void GetCollections(TArray<FCollectionNameType>& OutCollections) const override;
virtual void GetCollections(FName CollectionName, TArray<FCollectionNameType>& OutCollections) const override;
virtual void GetCollectionNames(ECollectionShareType::Type ShareType, TArray<FName>& CollectionNames) const override;
virtual void GetRootCollections(TArray<FCollectionNameType>& OutCollections) const override;
virtual void GetRootCollectionNames(ECollectionShareType::Type ShareType, TArray<FName>& CollectionNames) const override;
virtual void GetChildCollections(FName CollectionName, ECollectionShareType::Type ShareType, TArray<FCollectionNameType>& OutCollections) const override;
virtual void GetChildCollectionNames(FName CollectionName, ECollectionShareType::Type ShareType, ECollectionShareType::Type ChildShareType, TArray<FName>& CollectionNames) const override;
virtual TOptional<FCollectionNameType> GetParentCollection(FName CollectionName, ECollectionShareType::Type ShareType) const override;
virtual bool CollectionExists(FName CollectionName, ECollectionShareType::Type ShareType) const override;
virtual bool GetAssetsInCollection(FName CollectionName, ECollectionShareType::Type ShareType, TArray<FName>& AssetPaths, ECollectionRecursionFlags::Flags RecursionMode = ECollectionRecursionFlags::Self) const override;
virtual bool GetObjectsInCollection(FName CollectionName, ECollectionShareType::Type ShareType, TArray<FName>& ObjectPaths, ECollectionRecursionFlags::Flags RecursionMode = ECollectionRecursionFlags::Self) const override;
virtual bool GetClassesInCollection(FName CollectionName, ECollectionShareType::Type ShareType, TArray<FName>& ClassPaths, ECollectionRecursionFlags::Flags RecursionMode = ECollectionRecursionFlags::Self) const override;
virtual void GetCollectionsContainingObject(FName ObjectPath, ECollectionShareType::Type ShareType, TArray<FName>& OutCollectionNames, ECollectionRecursionFlags::Flags RecursionMode = ECollectionRecursionFlags::Self) const override;
virtual void GetCollectionsContainingObject(FName ObjectPath, TArray<FCollectionNameType>& OutCollections, ECollectionRecursionFlags::Flags RecursionMode = ECollectionRecursionFlags::Self) const override;
virtual void GetCollectionsContainingObjects(const TArray<FName>& ObjectPaths, TMap<FCollectionNameType, TArray<FName>>& OutCollectionsAndMatchedObjects, ECollectionRecursionFlags::Flags RecursionMode = ECollectionRecursionFlags::Self) const override;
virtual FString GetCollectionsStringForObject(FName ObjectPath, ECollectionShareType::Type ShareType, ECollectionRecursionFlags::Flags RecursionMode = ECollectionRecursionFlags::Self, bool bFullPaths = true) const override;
virtual void CreateUniqueCollectionName(const FName& BaseName, ECollectionShareType::Type ShareType, FName& OutCollectionName) const override;
virtual bool IsValidCollectionName(const FString& CollectionName, ECollectionShareType::Type ShareType) const override;
virtual bool CreateCollection(FName CollectionName, ECollectionShareType::Type ShareType, ECollectionStorageMode::Type StorageMode) override;
virtual bool RenameCollection(FName CurrentCollectionName, ECollectionShareType::Type CurrentShareType, FName NewCollectionName, ECollectionShareType::Type NewShareType) override;
virtual bool ReparentCollection(FName CollectionName, ECollectionShareType::Type ShareType, FName ParentCollectionName, ECollectionShareType::Type ParentShareType) override;
virtual bool DestroyCollection(FName CollectionName, ECollectionShareType::Type ShareType) override;
virtual bool AddToCollection(FName CollectionName, ECollectionShareType::Type ShareType, FName ObjectPath) override;
virtual bool AddToCollection(FName CollectionName, ECollectionShareType::Type ShareType, const TArray<FName>& ObjectPaths, int32* OutNumAdded = nullptr) override;
virtual bool RemoveFromCollection(FName CollectionName, ECollectionShareType::Type ShareType, FName ObjectPath) override;
virtual bool RemoveFromCollection(FName CollectionName, ECollectionShareType::Type ShareType, const TArray<FName>& ObjectPaths, int32* OutNumRemoved = nullptr) override;
virtual bool SetDynamicQueryText(FName CollectionName, ECollectionShareType::Type ShareType, const FString& InQueryText) override;
virtual bool GetDynamicQueryText(FName CollectionName, ECollectionShareType::Type ShareType, FString& OutQueryText) const override;
virtual bool TestDynamicQuery(FName CollectionName, ECollectionShareType::Type ShareType, const ITextFilterExpressionContext& InContext, bool& OutResult) const override;
virtual bool EmptyCollection(FName CollectionName, ECollectionShareType::Type ShareType) override;
virtual bool SaveCollection(FName CollectionName, ECollectionShareType::Type ShareType) override;
virtual bool UpdateCollection(FName CollectionName, ECollectionShareType::Type ShareType) override;
virtual bool GetCollectionStatusInfo(FName CollectionName, ECollectionShareType::Type ShareType, FCollectionStatusInfo& OutStatusInfo) const override;
virtual bool HasCollectionColors(TArray<FLinearColor>* OutColors = nullptr) const override;
virtual bool GetCollectionColor(FName CollectionName, ECollectionShareType::Type ShareType, TOptional<FLinearColor>& OutColor) const override;
virtual bool SetCollectionColor(FName CollectionName, ECollectionShareType::Type ShareType, const TOptional<FLinearColor>& NewColor) override;
virtual bool GetCollectionStorageMode(FName CollectionName, ECollectionShareType::Type ShareType, ECollectionStorageMode::Type& OutStorageMode) const override;
virtual bool IsObjectInCollection(FName ObjectPath, FName CollectionName, ECollectionShareType::Type ShareType, ECollectionRecursionFlags::Flags RecursionMode = ECollectionRecursionFlags::Self) const override;
virtual bool IsValidParentCollection(FName CollectionName, ECollectionShareType::Type ShareType, FName ParentCollectionName, ECollectionShareType::Type ParentShareType) const override;
virtual FText GetLastError() const override { return LastError; }
virtual void HandleFixupRedirectors(ICollectionRedirectorFollower& InRedirectorFollower) override;
virtual bool HandleRedirectorDeleted(const FName& ObjectPath) override;
virtual void HandleObjectRenamed(const FName& OldObjectPath, const FName& NewObjectPath) override;
virtual void HandleObjectDeleted(const FName& ObjectPath) override;
/** Event for when collections are created */
DECLARE_DERIVED_EVENT( FCollectionManager, ICollectionManager::FCollectionCreatedEvent, FCollectionCreatedEvent );
virtual FCollectionCreatedEvent& OnCollectionCreated() override { return CollectionCreatedEvent; }
/** Event for when collections are destroyed */
DECLARE_DERIVED_EVENT( FCollectionManager, ICollectionManager::FCollectionDestroyedEvent, FCollectionDestroyedEvent );
virtual FCollectionDestroyedEvent& OnCollectionDestroyed() override { return CollectionDestroyedEvent; }
/** Event for when assets are added to a collection */
DECLARE_DERIVED_EVENT( FCollectionManager, ICollectionManager::FAssetsAddedEvent, FAssetsAddedEvent );
virtual FAssetsAddedEvent& OnAssetsAdded() override { return AssetsAddedEvent; }
/** Event for when assets are removed to a collection */
DECLARE_DERIVED_EVENT( FCollectionManager, ICollectionManager::FAssetsRemovedEvent, FAssetsRemovedEvent );
virtual FAssetsRemovedEvent& OnAssetsRemoved() override { return AssetsRemovedEvent; }
/** Event for when collections are renamed */
DECLARE_DERIVED_EVENT( FCollectionManager, ICollectionManager::FCollectionRenamedEvent, FCollectionRenamedEvent );
virtual FCollectionRenamedEvent& OnCollectionRenamed() override { return CollectionRenamedEvent; }
/** Event for when collections are re-parented */
DECLARE_DERIVED_EVENT( FCollectionManager, ICollectionManager::FCollectionReparentedEvent, FCollectionReparentedEvent );
virtual FCollectionReparentedEvent& OnCollectionReparented() override { return CollectionReparentedEvent; }
/** Event for when collections is updated, or otherwise changed and we can't tell exactly how (eg, after updating from source control and merging) */
DECLARE_DERIVED_EVENT( FCollectionManager, ICollectionManager::FCollectionUpdatedEvent, FCollectionUpdatedEvent );
virtual FCollectionUpdatedEvent& OnCollectionUpdated() override { return CollectionUpdatedEvent; }
/** Event for when collections is updated, or otherwise changed and we can't tell exactly how (eg, after updating from source control and merging) */
DECLARE_DERIVED_EVENT( FCollectionManager, ICollectionManager::FAddToCollectionCheckinDescriptionEvent, FAddToCollectionCheckinDescriptionEvent);
virtual FAddToCollectionCheckinDescriptionEvent& OnAddToCollectionCheckinDescriptionEvent() override { return AddToCollectionCheckinDescriptionEvent; }
private:
/** Tick this collection manager so it can process any file cache events */
bool TickFileCache(float InDeltaTime);
/** Loads all collection files from disk */
void LoadCollections();
/** Returns true if the specified share type requires source control */
bool ShouldUseSCC(ECollectionShareType::Type ShareType) const;
/** Given a collection name and share type, work out the full filename for the collection to use on disk */
FString GetCollectionFilename(const FName& InCollectionName, const ECollectionShareType::Type InCollectionShareType) const;
/** Adds a collection to the lookup maps */
bool AddCollection(const TSharedRef<FCollection>& CollectionRef, ECollectionShareType::Type ShareType);
/** Removes a collection from the lookup maps */
bool RemoveCollection(const TSharedRef<FCollection>& CollectionRef, ECollectionShareType::Type ShareType);
/** Removes an object from any collections that contain it */
void RemoveObjectFromCollections(const FName& ObjectPath, TArray<FCollectionNameType>& OutUpdatedCollections);
/** Replaces an object with another in any collections that contain it */
void ReplaceObjectInCollections(const FName& OldObjectPath, const FName& NewObjectPath, TArray<FCollectionNameType>& OutUpdatedCollections);
/** Internal common functionality for saving a collection */
bool InternalSaveCollection(const TSharedRef<FCollection>& CollectionRef, FText& OutError);
private:
/** The folders that contain collections */
FString CollectionFolders[ECollectionShareType::CST_All];
/** The extension used for collection files */
FString CollectionExtension;
/** Array of file cache instances that are watching for the collection files changing on disk */
TSharedPtr<DirectoryWatcher::FFileCache> CollectionFileCaches[ECollectionShareType::CST_All];
/** Delegate handle for the TickFileCache function */
FTSTicker::FDelegateHandle TickFileCacheDelegateHandle;
/** A map of collection names to FCollection objects */
TMap<FCollectionNameType, TSharedRef<FCollection>> AvailableCollections;
/** The lazily updated cache for this collection manager */
FCollectionManagerCache CollectionCache;
/** The most recent error that occurred */
mutable FText LastError;
/** Event for when assets are added to a collection */
FAssetsAddedEvent AssetsAddedEvent;
/** Event for when assets are removed from a collection */
FAssetsRemovedEvent AssetsRemovedEvent;
/** Event for when collections are renamed */
FCollectionRenamedEvent CollectionRenamedEvent;
/** Event for when collections are re-parented */
FCollectionReparentedEvent CollectionReparentedEvent;
/** Event for when collections are updated, or otherwise changed and we can't tell exactly how (eg, after updating from source control and merging) */
FCollectionUpdatedEvent CollectionUpdatedEvent;
/** Event for when collections are created */
FCollectionCreatedEvent CollectionCreatedEvent;
/** Event for when collections are destroyed */
FCollectionDestroyedEvent CollectionDestroyedEvent;
/** When a collection checkin happens, use this event to add additional text to the changelist description */
FAddToCollectionCheckinDescriptionEvent AddToCollectionCheckinDescriptionEvent;
/** When true, redirectors will not be automatically followed in collections during startup */
bool bNoFixupRedirectors;
};