2019-12-26 15:33:43 -05:00
|
|
|
// Copyright Epic Games, Inc. All Rights Reserved.
|
2014-03-14 14:13:41 -04:00
|
|
|
|
|
|
|
|
#pragma once
|
|
|
|
|
|
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
|
|
|
#include "CoreMinimal.h"
|
|
|
|
|
#include "Modules/ModuleInterface.h"
|
2014-03-14 14:13:41 -04:00
|
|
|
#include "IStatsViewer.h"
|
|
|
|
|
#include "IStatsPage.h"
|
|
|
|
|
|
|
|
|
|
extern const FName StatsViewerApp;
|
|
|
|
|
|
|
|
|
|
/** The predefined stats pages built into this module */
|
|
|
|
|
namespace EStatsPage
|
|
|
|
|
{
|
|
|
|
|
enum Type
|
|
|
|
|
{
|
2014-09-04 22:07:39 -04:00
|
|
|
CookerStats,
|
2014-03-14 14:13:41 -04:00
|
|
|
LightingBuildInfo,
|
|
|
|
|
PrimitiveStats,
|
|
|
|
|
StaticMeshLightingInfo,
|
|
|
|
|
TextureStats,
|
2019-11-13 10:42:50 -05:00
|
|
|
ShaderCookerStats,
|
2014-03-14 14:13:41 -04:00
|
|
|
};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
class FStatsViewerModule : public IModuleInterface
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
/** Begin IModuleInterface interface */
|
|
|
|
|
virtual void StartupModule();
|
|
|
|
|
virtual void ShutdownModule();
|
|
|
|
|
/** End IModuleInterface interface */
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Creates a stats viewer widget
|
|
|
|
|
*
|
|
|
|
|
* @return New stats viewer widget
|
|
|
|
|
*/
|
|
|
|
|
virtual TSharedRef< IStatsViewer > CreateStatsViewer() const;
|
|
|
|
|
|
2019-10-04 13:11:45 -04:00
|
|
|
/**
|
|
|
|
|
* Creates a customized stats viewer widget.
|
|
|
|
|
*
|
|
|
|
|
* @param InWorld Use this world (instead of default one) for all statistics
|
|
|
|
|
* @param EnabledDefaultPagesMask The default pages that will be available for this stats viewer
|
|
|
|
|
* @param ViewerName A unique name for this stats viewer (used as a configuration settings key)
|
|
|
|
|
*
|
|
|
|
|
* @return New stats viewer widget
|
|
|
|
|
*/
|
|
|
|
|
virtual TSharedRef< IStatsViewer > CreateStatsViewer( UWorld& InWorld, uint32 EnabledDefaultPagesMask, const FName& ViewerName ) const;
|
|
|
|
|
|
2014-03-14 14:13:41 -04:00
|
|
|
/**
|
|
|
|
|
* Creates a stats viewer custom column, supporting weak object references.
|
|
|
|
|
* @param InOptions Options used to configure the custom column.
|
|
|
|
|
* @return New column customization
|
|
|
|
|
*/
|
|
|
|
|
virtual TSharedRef< class IPropertyTableCustomColumn > CreateObjectCustomColumn(const struct FObjectHyperlinkColumnInitializationOptions& InOptions) const;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Register a page for this module to use
|
|
|
|
|
* @param InPage The page to register
|
|
|
|
|
*/
|
|
|
|
|
virtual void RegisterPage( TSharedRef< IStatsPage > InPage );
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Unregister a page for this module to use
|
|
|
|
|
* @param InPage The page to unregister
|
|
|
|
|
*/
|
|
|
|
|
virtual void UnregisterPage( TSharedRef< IStatsPage > InPage );
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Get a page of the stats module by enum type
|
|
|
|
|
*/
|
|
|
|
|
virtual TSharedPtr< IStatsPage > GetPage( EStatsPage::Type InType );
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Get a page of the stats module by name
|
|
|
|
|
*/
|
|
|
|
|
virtual TSharedPtr< IStatsPage > GetPage( const FName& InPageName );
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Clears all pages
|
|
|
|
|
*/
|
|
|
|
|
virtual void Clear();
|
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
|
|
|
};
|