2019-12-26 15:33:43 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-11-07 09:55:57 -05:00
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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 "SlateFwd.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Input/Reply.h"
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#include "Widgets/SWidget.h"
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#include "Widgets/SCompoundWidget.h"
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#include "Widgets/Views/STableViewBase.h"
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#include "Widgets/Views/STableRow.h"
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#include "Widgets/Views/STileView.h"
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#include "ViewModels/CategoryViewModel.h"
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2014-11-07 09:55:57 -05:00
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class FAddContentWidgetViewModel;
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class FContentSourceViewModel;
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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 IContentSource;
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2014-11-07 09:55:57 -05:00
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/** A widget which allows the user to select multiple options from content which is available to be added to the project. */
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class SAddContentWidget : public SCompoundWidget
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{
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public:
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DECLARE_DELEGATE(FOnAddListChanged);
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SLATE_BEGIN_ARGS(SAddContentWidget)
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{}
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SLATE_END_ARGS()
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~SAddContentWidget();
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void Construct(const FArguments& InArgs);
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/** Gets the content sources which have been selected by the user for addition to the project */
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const TArray<TSharedPtr<IContentSource>>* GetContentSourcesToAdd();
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private:
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/** Creates a strip of tabs which display and allow selecting categories. */
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TSharedRef<SWidget> CreateCategoryTabs();
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/** Creates a tile view which displays the content sources in the selected category. */
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TSharedRef<SWidget> CreateContentSourceTileView();
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/** Creates the widget which represents each content source in the content source tile view. */
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TSharedRef<ITableRow> CreateContentSourceIconTile(TSharedPtr<FContentSourceViewModel> ContentSource, const TSharedRef<STableViewBase>& OwnerTable);
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/** Creates a widget representing detailed information about a single content source. */
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TSharedRef<SWidget> CreateContentSourceDetail(TSharedPtr<FContentSourceViewModel> ContentSource);
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/** Creates a widget carousel for displaying the set of screenshots for a specific content source. */
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TSharedRef<SWidget> CreateScreenshotCarousel(TSharedPtr<FContentSourceViewModel> ContentSource);
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2014-11-12 14:49:21 -05:00
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/** Creates the widget the displays a screenshot in the screenshot carousel. */
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2014-11-12 15:58:52 -05:00
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TSharedRef<SWidget> CreateScreenshotWidget(TSharedPtr<FSlateBrush> ScreenshotBrush);
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2014-11-12 14:49:21 -05:00
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2014-11-07 09:55:57 -05:00
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/** Handles the text in the search box changing. */
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void SearchTextChanged(const FText& SearchText);
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/** Handles the selection in the content source tile view changing */
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void ContentSourceTileViewSelectionChanged(TSharedPtr<FContentSourceViewModel> SelectedContentSource, ESelectInfo::Type SelectInfo);
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2014-12-11 09:08:57 -05:00
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/** Handles the add content to project button being clicked. */
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FReply AddButtonClicked();
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2014-11-07 09:55:57 -05:00
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2021-04-14 11:08:21 -04:00
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/** Handles the close button being clicked. */
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FReply CancelButtonClicked();
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/** Handles selected category changing in the UI */
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void OnSelectedCategoryChanged(FCategoryViewModel SelectedCategory);
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/** Gets the curerently selected category */
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FCategoryViewModel GetSelectedCategory() const;
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2014-11-07 09:55:57 -05:00
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/** Handles the available categories changing on the view model. */
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void CategoriesChanged();
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/** Handles the available content sources changing on the view model. */
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void ContentSourcesChanged();
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/** Handles the selected content source changing on the view model. */
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void SelectedContentSourceChanged();
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private:
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/** The view model which represents the current data of the UI. */
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TSharedPtr<FAddContentWidgetViewModel> ViewModel;
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/** The tile view which displays the content sources in the currently selected category. */
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TSharedPtr<STileView<TSharedPtr<FContentSourceViewModel>>> ContentSourceTileView;
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/** The placeholder widget which holds the category tab strip. */
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TSharedPtr<SBox> CategoryTabsContainer;
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/** The placeholder widget which holds the detail view for the currently selected content source. */
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TSharedPtr<SBox> ContentSourceDetailContainer;
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/** The content sources which the user has selected for addition to the project. */
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TArray<TSharedPtr<IContentSource>> ContentSourcesToAdd;
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2015-06-10 13:22:27 -04:00
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/** The search box */
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TSharedPtr<class SSearchBox> SearchBoxPtr;
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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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