2019-12-26 14:45:42 -05:00
|
|
|
// Copyright Epic Games, Inc. All Rights Reserved.
|
2015-07-30 10:49:18 -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"
|
|
|
|
|
|
2015-07-30 10:49:18 -04:00
|
|
|
/**
|
|
|
|
|
* Type of browser dialog to show.
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
enum class EWebBrowserDialogType
|
|
|
|
|
{
|
|
|
|
|
/** Alert dialog. Used to show a message to a user. It should only have a single button to dismiss it. */
|
|
|
|
|
Alert = 0,
|
|
|
|
|
/** Confirm dialog. Shows a message to the user. It should have two buttons to either accept or decline the prompt. */
|
|
|
|
|
Confirm,
|
|
|
|
|
/** Prompt dialog. Shows a prompt asking for user input. The user can enter text and either confirm or dismiss it. */
|
|
|
|
|
Prompt,
|
|
|
|
|
/** Unload dialog. This type of dialog is shown to confirm navigating away from a page containing user-edited content. */
|
|
|
|
|
Unload = 127,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Return value from dialog event handle specifying what action should be taken.
|
|
|
|
|
*/
|
|
|
|
|
enum class EWebBrowserDialogEventResponse
|
|
|
|
|
{
|
|
|
|
|
/** Return Unhandled to use the default dialog implementation. This is the default behavior when no handler is attached. */
|
|
|
|
|
Unhandled,
|
|
|
|
|
/** Do not show any dialog and return as if the user accepted the action. */
|
|
|
|
|
Continue,
|
|
|
|
|
/** Do not show any dialog and return as if the user dismissed the action. */
|
|
|
|
|
Ignore,
|
|
|
|
|
/** The event handler will take care of showing the dialog. It must call IWebBrowserDialog::Continue once it has been dismissed. */
|
|
|
|
|
Handled,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Browser dialog parameters passed to OnBrowserDialog event handlers.
|
|
|
|
|
*/
|
|
|
|
|
class IWebBrowserDialog
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
|
|
|
|
|
virtual ~IWebBrowserDialog()
|
|
|
|
|
{}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* What kind of dialog should be shown.
|
|
|
|
|
* @return the dialog type
|
|
|
|
|
*/
|
|
|
|
|
virtual EWebBrowserDialogType GetType() = 0;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Tell the browser to continue with the result of the dialog.
|
|
|
|
|
* If this method is used, the original event handler must return EWebBrowserDialogEventResponse::Handled.
|
|
|
|
|
*
|
|
|
|
|
* @param Success Did the user accept the dialog or not?
|
|
|
|
|
* @param UserResponse Only for Prompt dialog, the text entered by the user.
|
|
|
|
|
*/
|
|
|
|
|
virtual void Continue(bool Success = true, const FText& UserResponse = FText::GetEmpty()) = 0;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Get the dialog message.
|
|
|
|
|
* @return the message to show in the dialog.
|
|
|
|
|
*/
|
|
|
|
|
virtual const FText& GetMessageText() = 0;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Only valid for Prompt dialogs.
|
|
|
|
|
* @return the default value to show in the text entry box.
|
|
|
|
|
*/
|
|
|
|
|
virtual const FText& GetDefaultPrompt() = 0;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Only valid for Unload dialogs.
|
|
|
|
|
* @return true if the dialog is confirming a reload of the current page.
|
|
|
|
|
*/
|
|
|
|
|
virtual bool IsReload() = 0;
|
|
|
|
|
|
|
|
|
|
|
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
|
|
|
};
|