2019-12-26 15:33:43 -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 "Widgets/SWidget.h"
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#include "Layout/Margin.h"
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#include "Widgets/SCompoundWidget.h"
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#include "Modules/ModuleInterface.h"
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2014-03-14 14:13:41 -04:00
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#include "AssetDiscoveryIndicator.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 ITransportControl;
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struct FTransportControlArgs;
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2021-06-07 13:41:36 -04:00
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namespace UE::EditorWidgets
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{
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class FObjectNameEditSinkRegistry;
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}
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2014-03-14 14:13:41 -04:00
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/** Interface for the widget that wraps an editable text box for viewing the names of objects or editing the labels of actors */
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class IObjectNameEditableTextBox : public SCompoundWidget
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{
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};
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/**
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* Editor Widgets module
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*/
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class FEditorWidgetsModule : public IModuleInterface
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{
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public:
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/**
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* Called right after the plugin DLL has been loaded and the plugin object has been created
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*/
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virtual void StartupModule();
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/**
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* Called before the plugin is unloaded, right before the plugin object is destroyed.
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*/
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virtual void ShutdownModule();
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/**
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* Creates a new text box for viewing the names of objects or editing the labels of actors
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*
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* @param Objects The list of objects that the editable text box shows/edits the names
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* @return The new editable text box
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*/
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virtual TSharedRef<IObjectNameEditableTextBox> CreateObjectNameEditableTextBox(const TArray<TWeakObjectPtr<UObject>>& Objects);
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/**
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* Creates a widget that visualizes the asset discovery progress and collapses away when complete
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*
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* @param ScaleMode The direction the widget will scale when animating in and out
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* @param Padding The padding to apply to the widget internally
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* @return The indicator widget
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*/
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virtual TSharedRef<SWidget> CreateAssetDiscoveryIndicator(EAssetDiscoveryIndicatorScaleMode::Type ScaleMode = EAssetDiscoveryIndicatorScaleMode::Scale_None, FMargin Padding = FMargin(0), bool bFadeIn = true);
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/**
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* Creates a widget that allows play/pause, and general time controls
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*
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* @param Args The arguments used to generate the widget
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* @return The transport control widget
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*/
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virtual TSharedRef<ITransportControl> CreateTransportControl(const FTransportControlArgs& Args);
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2021-06-07 13:41:36 -04:00
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/**
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* Gets the registry of name edit 'sinks' used for getting and editing object display names
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*
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* @return The registry
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*/
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virtual TSharedRef<UE::EditorWidgets::FObjectNameEditSinkRegistry> GetObjectNameEditSinkRegistry() const;
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2014-03-14 14:13:41 -04:00
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/** Editor Widgets app identifier string */
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static const FName EditorWidgetsAppIdentifier;
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2021-06-07 13:41:36 -04:00
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private:
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/** Registry for name interfaces */
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TSharedPtr<UE::EditorWidgets::FObjectNameEditSinkRegistry> ObjectNameEditSinkRegistry;
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2014-03-14 14:13:41 -04:00
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};
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