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UnrealEngineUWP/Engine/Source/Editor/AddContentDialog/Private/IContentSource.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#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 "UObject/ObjectMacros.h"
#include "IContentSource.generated.h"
/** Defines categories for content sources. */
UENUM()
enum class EContentSourceCategory:uint8
{
BlueprintFeature,
CodeFeature,
EnterpriseFeature,
Content,
EnterpriseContent,
SharedPack,
Unknown
};
/** Represents raw binary image data in png format. */
class FImageData
{
public:
/** Creates a new FImageData
@param InName - The name which identifies the image represented by this object
@param InData - The raw binary image data in png format */
FImageData(FString InName, TSharedPtr <TArray<uint8>> InData)
{
Name = InName;
Data = InData;
}
/** Gets the name which identifies the image represented by this object. */
const FString GetName() const
{
return Name;
}
/** Gets the raw binary image data in PNG format. */
const TSharedPtr<TArray<uint8>>& GetData() const
{
return Data;
}
private:
FString Name;
TSharedPtr<TArray<uint8>> Data;
};
/** Represents a pieces of localized text. */
class FLocalizedText
{
public:
FLocalizedText()
{
}
/** Creates a new FLocalizedText
@param InTwoLetterLanguage - The iso 2-letter language specifier.
@param InText - The text in the language specified */
FLocalizedText(FString InTwoLetterLanguage, FText InText)
{
TwoLetterLanguage = InTwoLetterLanguage;
Text = InText;
}
/** Gets the iso 2-letter language specifier for this text. */
const FString& GetTwoLetterLanguage() const
{
return TwoLetterLanguage;
}
/** Gets the text in the language specified. */
FText GetText() const
{
return Text;
}
private:
FString TwoLetterLanguage;
FText Text;
};
/** Defines a source of content to be used with the FAddContentDialog */
class IContentSource
{
public:
virtual ~IContentSource() = default;
/** Gets the name of the content source as an array of localized strings. */
virtual const TArray<FLocalizedText>& GetLocalizedNames() const = 0;
/** Gets the description of the content source as an array or localized strings. */
virtual const TArray<FLocalizedText>& GetLocalizedDescriptions() const = 0;
/** Gets the category for the content source. */
virtual const TArray<EContentSourceCategory>& GetCategories() const = 0;
/** Gets the image data for the icon which should represent the content source in the UI. */
virtual TSharedPtr<FImageData> GetIconData() const = 0;
/** Gets an array or image data for screenshots for the content source. */
virtual const TArray<TSharedPtr<FImageData>>& GetScreenshotData() const = 0;
/** Gets the asset types used in this pack. */
virtual const TArray<FLocalizedText>& GetLocalizedAssetTypes() const = 0;
/** Gets the class types used in this pack. */
virtual const FString& GetClassTypesUsed() const = 0;
/** Gets the category for the content source. */
virtual const FString& GetSortKey() const = 0;
/*
* Installs the content in the content source to the specific path.
* @returns true if install succeeded
*/
virtual bool InstallToProject(FString InstallPath) = 0;
/** Is the data in this content valid. */
virtual bool IsDataValid() const = 0;
/** Gets the identity of the content. */
virtual const FString& GetIdent() const = 0;
};