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 "UObject/WeakObjectPtr.h"
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#include "EditorUndoClient.h"
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#include "Layers/LayersSubsystem.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 AActor;
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class FActorLayerViewModel;
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class UEditorEngine;
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class ULayer;
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2014-03-14 14:13:41 -04:00
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/**
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* The non-UI solution specific presentation logic for a collection of layers that belong to a collection of actors
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*/
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class FActorLayerCollectionViewModel : public TSharedFromThis< FActorLayerCollectionViewModel >, public FEditorUndoClient
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{
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public:
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/** FLayerCloud destructor */
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virtual ~FActorLayerCollectionViewModel();
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/**
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* Factory method which creates a new FActorLayerCollectionViewModel object
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*
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* @param InEditor The UEditorEngine to use
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*/
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static TSharedRef< FActorLayerCollectionViewModel > Create( const TWeakObjectPtr< UEditorEngine >& InEditor )
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{
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const TSharedRef< FActorLayerCollectionViewModel > ViewModel( new FActorLayerCollectionViewModel( InEditor ) );
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ViewModel->Initialize();
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return ViewModel;
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}
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public:
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/** @return The list of FLayer objects to be displayed */
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TArray< TSharedPtr< FActorLayerViewModel > >& GetLayers();
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/** @return The Actors whose layers should be displayed */
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const TArray< TWeakObjectPtr< AActor > >& GetActors() const;
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/**
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* Sets the specified array of Actors whose layers should be displayed
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*
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* @param InActors The Actors whose layers should be displayed
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*/
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void SetActors( const TArray< TWeakObjectPtr< AActor > >& InActors );
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/** Removes the set list of Actors from all of their currently assigned Layers */
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void RemoveActorsFromAllLayers();
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/**
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* Removes the set list of Actors from the specified Layer
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*
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* @param Layer The Layer to remove from the actors
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*/
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void RemoveActorsFromLayer( const TSharedPtr< FActorLayerViewModel >& Layer );
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/********************************************************************
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* EVENTS
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********************************************************************/
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/** Broadcasts whenever the number of layers changes */
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DECLARE_DERIVED_EVENT( FActorLayerCollectionViewModel, ULayersSubsystem::FOnLayersChanged, FOnLayersChanged );
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FOnLayersChanged& OnLayersChanged() { return LayersChanged; }
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private:
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/**
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* in the LayerCloud Constructor
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*
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* @param InEditor The UEditorEngine to use
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*/
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FActorLayerCollectionViewModel( const TWeakObjectPtr< UEditorEngine >& InEditor );
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/** Initializes the FActorLayerCollectionViewModel for use */
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void Initialize();
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/** Refreshes any cached information */
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void Refresh();
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/** Refreshes the Layers list */
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void OnLayersChanged( const ELayersAction::Type Action, const TWeakObjectPtr< ULayer >& ChangedLayer, const FName& ChangedProperty );
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/** Refreshes the Layers list */
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void RefreshLayers();
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/** Sorts the Layers list */
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void SortLayers();
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/** Appends names of the currently exposed layers to the specified array */
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void AppendLayerNames( TArray< FName >& OutLayerNames );
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/**
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* Returns whether the specified layer has all the specified Actors assigned to it
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*
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* @param Layer The layer to check actor assignment on
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* @return Whether the Layer includes all the specified Actors
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*/
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bool DoAllActorsBelongtoLayer( const TSharedRef< FActorLayerViewModel >& Layer );
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private:
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/** true if the in the middle of refreshing */
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bool bIsRefreshing;
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/** All layers shown in the LayersView */
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TArray< TSharedPtr< FActorLayerViewModel > > Layers;
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/** All actors whose layers are being exposed */
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TArray< TWeakObjectPtr< AActor > > Actors;
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/** The UEditorEngine to use */
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const TWeakObjectPtr< UEditorEngine > Editor;
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/** The layer management logic object */
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ULayersSubsystem* WorldLayers;
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2014-03-14 14:13:41 -04:00
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/** Broadcasts whenever one or more layers changes */
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FOnLayersChanged LayersChanged;
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};
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