2019-12-26 15:32:37 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2015-04-22 15:58:21 -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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2015-04-22 15:58:21 -04:00
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#include "ITreeMap.h"
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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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class FTreeMapAttribute;
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class FTreeMapAttributeValue;
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2015-04-22 15:58:21 -04:00
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typedef TSharedPtr< class FTreeMapAttributeValue > FTreeMapAttributeValuePtr;
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typedef TSharedRef< class FTreeMapAttributeValue > FTreeMapAttributeValueRef;
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/**
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* Describes a value for an attribute of a tree node
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*/
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class FTreeMapAttributeValue
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{
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public:
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/** Name of this value */
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FName Name;
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/** The node size that this value maps to */
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float NodeSize;
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/** The node color that this value maps to */
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FLinearColor NodeColor;
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public:
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/** Default constructor */
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FTreeMapAttributeValue()
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: Name(),
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NodeSize( 1.0f ),
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NodeColor( FLinearColor::White )
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{
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}
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/** Virtual destructor */
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virtual ~FTreeMapAttributeValue()
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{
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}
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};
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typedef TSharedPtr< class FTreeMapAttribute > FTreeMapAttributePtr;
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typedef TSharedRef< class FTreeMapAttribute > FTreeMapAttributeRef;
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/**
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* Describes a customized attribute of a tree node
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*/
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class FTreeMapAttribute
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{
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public:
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/** Name of this attribute */
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FName Name;
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/** Maps a value name to the data that describes that value */
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TMap< FName, FTreeMapAttributeValuePtr > Values;
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/** Default value to use when none is specified on a node */
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FTreeMapAttributeValuePtr DefaultValue;
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public:
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/** Default constructor */
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FTreeMapAttribute()
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: Name(),
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Values(),
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DefaultValue()
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{
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}
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/** Virtual destructor */
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virtual ~FTreeMapAttribute()
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{
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}
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};
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/**
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* Implement ITreeMapCustomization and pass it along when creating your tree map to allow for custom attributes and formatting features!
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*/
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class ITreeMapCustomization
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{
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public:
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/** @return Returns the name of this customization */
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virtual FName GetName() const = 0;
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/** @return Returns all of the possible attributes in this customization. Each attribute defines a set of possible values for that attribute. */
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virtual const TMap< FName, FTreeMapAttributePtr >& GetAttributes() const = 0;
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/** @return Returns the default attribute type to size the nodes based on */
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virtual FTreeMapAttributePtr GetDefaultSizeByAttribute() const { return NULL; }
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/** @return Returns the default attribute type to color the nodes based on */
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virtual FTreeMapAttributePtr GetDefaultColorByAttribute() const { return NULL; }
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/**
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* Optional override that can be called to convert hash tags on tree nodes into proper attribute values. This is useful if you've loaded
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* tree node data from a file and want to take the raw hash tag strings and make values for those.
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*
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* @param Node The root node to process
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*/
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virtual void ProcessHashTagsRecursively( const FTreeMapNodeDataRef& Node ) const {};
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/** Virtual destructor */
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virtual ~ITreeMapCustomization() {}
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};
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