2019-12-26 15:32:37 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -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 "Presentation/MessageLogListingViewModel.h"
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#include "Model/MessageLogModel.h"
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2014-03-14 14:13:41 -04:00
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/** Presentation logic for the message log */
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class FMessageLogViewModel : public TSharedFromThis< FMessageLogViewModel >
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{
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public:
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/** Broadcasts whenever we are informed of a change in the MessageLogModel */
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DECLARE_EVENT( FMessageLogViewModel, FChangedEvent )
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FChangedEvent& OnChanged() { return ChangedEvent; }
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/** Broadcasts whenever selection state changes */
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DECLARE_EVENT( FMessageLogViewModel, FOnSelectionChangedEvent )
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FOnSelectionChangedEvent& OnSelectionChanged() { return SelectionChangedEvent; }
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public:
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/** Constructor */
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FMessageLogViewModel( const TSharedPtr< class FMessageLogModel >& InMessageLogModel );
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/** Destructor */
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virtual ~FMessageLogViewModel();
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/** Initializes the FMessageLogViewModel for use */
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virtual void Initialize();
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/** Called when data is changed changed/updated in the model */
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virtual void Update();
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/**
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* Registers a log listing view model.
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* It is not necessary to call this function before outputting to a log via AddMessage etc. This call simply
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* registers a UI to view the log data.
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*
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* @param LogName The name of the log to register
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* @param LogLabel The label to display for the log
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* @param InitializationOptions Initialization options for this message log
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*/
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TSharedRef<class FMessageLogListingViewModel> RegisterLogListingViewModel( const FName& LogName, const FText& LogLabel, const struct FMessageLogInitializationOptions& InitializationOptions );
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/**
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* Unregisters a log listing view model.
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*
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* @param LogName The name of the log to unregister.
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* @returns true if successful.
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*/
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bool UnregisterLogListingViewModel( const FName& LogName );
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/**
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* Checks to see if a log listing view model is already registered
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*
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* @param LogName The name of the log to check.
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* @returns true if the log listing is already registered.
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*/
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bool IsRegisteredLogListingViewModel( const FName& LogName ) const;
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/** Finds the LogListing ViewModel, given its name. Returns null if not found. */
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TSharedPtr< class FMessageLogListingViewModel > FindLogListingViewModel( const FName& LogName ) const;
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/** Gets a log listing ViewModel, if it does not exist it is created. */
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TSharedRef< class FMessageLogListingViewModel > GetLogListingViewModel( const FName& LogName );
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/** Changes the currently selected log listing */
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void ChangeCurrentListingViewModel( const FName& LogName );
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/** Gets the currently selected log listing */
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TSharedPtr<class FMessageLogListingViewModel> GetCurrentListingViewModel() const;
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/** Gets the currently selected log listing's name */
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FName GetCurrentListingName() const;
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2017-06-21 10:25:35 -04:00
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/** Gets the currently selected log listing's label */
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FString GetCurrentListingLabel() const;
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/** Get the linearized array of ViewModels */
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const TArray<IMessageLogListingPtr>& GetLogListingViewModels() const { return ViewModelArray; }
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2014-03-14 14:13:41 -04:00
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private:
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/** Updates the linearized array of ViewModels */
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void UpdateListingViewModelArray();
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private:
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/* The model we are getting display info from */
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TSharedPtr< class FMessageLogModel > MessageLogModel;
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/** A map from a log listings' Name->ViewModel */
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TMap< FName, TSharedPtr< class FMessageLogListingViewModel > > NameToViewModelMap;
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/** A linearized array of the ViewModels - we need this for the data to display in a SComboBox */
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TArray<IMessageLogListingPtr> ViewModelArray;
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/** The currently selected log listing */
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TSharedPtr< class FMessageLogListingViewModel > SelectedLogListingViewModel;
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/** The event that broadcasts whenever a change occurs to the data */
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FChangedEvent ChangedEvent;
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/** The event that broadcasts whenever selection state is changed */
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FOnSelectionChangedEvent SelectionChangedEvent;
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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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|
};
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