2016-12-08 08:52:44 -05:00
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// Copyright 1998-2017 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 "Input/Reply.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Widgets/SCompoundWidget.h"
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#include "Widgets/Views/STableViewBase.h"
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#include "Widgets/Views/STableRow.h"
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#include "Widgets/Views/STreeView.h"
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struct FPackageReportNode;
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2014-03-14 14:13:41 -04:00
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typedef STreeView< TSharedPtr<struct FPackageReportNode> > PackageReportTree;
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struct FPackageReportNode
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{
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/** The name of the tree node without the path */
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FString NodeName;
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/** If true, this node is a folder instead of a package */
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bool bIsFolder;
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/** The children of this node */
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TArray< TSharedPtr<FPackageReportNode> > Children;
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/** Constructor */
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FPackageReportNode();
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FPackageReportNode(const FString& InNodeName, bool InIsFolder);
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/** Adds the path to the tree relative to this node, creating nodes as needed. */
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void AddPackage(const FString& PackageName);
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/** Expands this node and all its children */
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void ExpandChildrenRecursively(const TSharedRef<PackageReportTree>& Treeview);
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private:
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/** Helper function for AddPackage. PathElements is the tokenized path delimited by "/" */
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void AddPackage_Recursive(TArray<FString>& PathElements);
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};
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class SPackageReportDialog : public SCompoundWidget
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{
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public:
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DECLARE_DELEGATE(FOnReportConfirmed)
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SLATE_BEGIN_ARGS( SPackageReportDialog ){}
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SLATE_END_ARGS()
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/** Constructs this widget with InArgs */
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void Construct( const FArguments& InArgs, const FText& InReportMessage, const TArray<FString>& InPackageNames, const FOnReportConfirmed& InOnReportConfirmed );
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/** Opens the dialog in a new window */
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static void OpenPackageReportDialog(const FText& ReportMessage, const TArray<FString>& PackageNames, const FOnReportConfirmed& InOnReportConfirmed);
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/** Closes the dialog. */
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void CloseDialog();
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private:
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/** Constructs the node tree given the list of package names */
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void ConstructNodeTree(const TArray<FString>& PackageNames);
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/** Handler to generate a row in the report tree */
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TSharedRef<ITableRow> GenerateTreeRow( TSharedPtr<FPackageReportNode> TreeItem, const TSharedRef<STableViewBase>& OwnerTable );
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/** Gets the children for the specified tree item */
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void GetChildrenForTree( TSharedPtr<FPackageReportNode> TreeItem, TArray< TSharedPtr<FPackageReportNode> >& OutChildren );
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/** Determines which image to display next to a node */
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const FSlateBrush* GetNodeIcon(const TSharedPtr<FPackageReportNode>& ReportNode) const;
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/** Handler for when "Ok" is clicked */
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FReply OkClicked();
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/** Handler for when "Cancel" is clicked */
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FReply CancelClicked();
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private:
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FOnReportConfirmed OnReportConfirmed;
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FPackageReportNode PackageReportRootNode;
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TSharedPtr<PackageReportTree> ReportTreeView;
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/** Brushes for the different node states */
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const FSlateBrush* FolderOpenBrush;
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const FSlateBrush* FolderClosedBrush;
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const FSlateBrush* PackageBrush;
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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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|
};
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