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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2014-09-09 12:20:43 -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 "Misc/Paths.h"
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#include "Misc/ConfigCacheIni.h"
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#include "Misc/App.h"
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#include "Interfaces/ILauncherProfileManager.h"
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#include "Interfaces/ILauncher.h"
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#include "Common/GameProjectHelper.h"
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class FProjectLauncherModel;
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class SProjectLauncher;
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2014-09-09 12:20:43 -04:00
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namespace ELauncherPanels
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{
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/**
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* Enumerates available launcher panels.
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*/
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enum Type
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{
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NoTask = 0,
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Launch,
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ProfileEditor,
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Progress,
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End,
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};
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}
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/** Type definition for shared pointers to instances of FProjectLauncherModel. */
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typedef TSharedPtr<class FProjectLauncherModel> FProjectLauncherModelPtr;
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/** Type definition for shared references to instances of FProjectLauncherModel. */
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typedef TSharedRef<class FProjectLauncherModel> FProjectLauncherModelRef;
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/**
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* Delegate type for launcher profile selection changes.
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*
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* The first parameter is the newly selected profile (or NULL if none was selected).
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* The second parameter is the old selected profile (or NULL if none was previous selected).
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*/
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DECLARE_MULTICAST_DELEGATE_TwoParams(FOnSelectedSProjectLauncherProfileChanged, const ILauncherProfilePtr&, const ILauncherProfilePtr&)
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/**
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* Implements the data model for the session launcher.
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*/
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class FProjectLauncherModel
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{
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public:
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/**
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* Creates and initializes a new instance.
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*
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* @param InDeviceProxyManager - The device proxy manager to use.
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* @param InLauncher - The launcher to use.
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* @param InProfileManager - The profile manager to use.
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*/
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FProjectLauncherModel(const ITargetDeviceProxyManagerRef& InDeviceProxyManager, const ILauncherRef& InLauncher, const ILauncherProfileManagerRef& InProfileManager)
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: DeviceProxyManager(InDeviceProxyManager)
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, SProjectLauncher(InLauncher)
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, ProfileManager(InProfileManager)
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{
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ProfileManager->OnProfileAdded().AddRaw(this, &FProjectLauncherModel::HandleProfileManagerProfileAdded);
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ProfileManager->OnProfileRemoved().AddRaw(this, &FProjectLauncherModel::HandleProfileManagerProfileRemoved);
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LoadConfig();
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}
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/**
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* Destructor.
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*/
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~FProjectLauncherModel()
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{
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ProfileManager->OnProfileAdded().RemoveAll(this);
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ProfileManager->OnProfileRemoved().RemoveAll(this);
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SaveConfig();
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}
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public:
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/**
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* Gets the model's device proxy manager.
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*
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* @return Device proxy manager.
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*/
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const ITargetDeviceProxyManagerRef& GetDeviceProxyManager() const
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{
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return DeviceProxyManager;
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}
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/**
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* Gets the model's launcher.
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*
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* @return SProjectLauncher.
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*/
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const ILauncherRef& GetSProjectLauncher() const
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{
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return SProjectLauncher;
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}
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/**
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* Get the model's profile manager.
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*
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* @return Profile manager.
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*/
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const ILauncherProfileManagerRef& GetProfileManager() const
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{
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return ProfileManager;
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}
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/**
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* Gets the active profile.
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*
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* @return The active profile.
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*
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* @see GetProfiles
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*/
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const ILauncherProfilePtr& GetSelectedProfile() const
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{
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return SelectedProfile;
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}
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/**
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* Sets the active profile.
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*
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* @param InProfile The profile to assign as active,, or NULL to deselect all.
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*/
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void SelectProfile(const ILauncherProfilePtr& Profile)
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{
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if (!Profile.IsValid() || ProfileManager->GetAllProfiles().Contains(Profile))
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{
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if (Profile != SelectedProfile)
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{
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ILauncherProfilePtr& PreviousProfile = SelectedProfile;
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SelectedProfile = Profile;
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ProfileSelectedDelegate.Broadcast(Profile, PreviousProfile);
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}
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}
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}
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public:
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/**
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* Returns a delegate to be invoked when the profile list has been modified.
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*
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* @return The delegate.
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*/
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FSimpleMulticastDelegate& OnProfileListChanged()
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{
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return ProfileListChangedDelegate;
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}
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/**
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* Returns a delegate to be invoked when the selected profile changed.
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*
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* @return The delegate.
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*/
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FOnSelectedSProjectLauncherProfileChanged& OnProfileSelected()
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{
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return ProfileSelectedDelegate;
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}
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protected:
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/*
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* Load all profiles from disk.
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*/
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void LoadConfig()
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{
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// restore the previous project selection
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FString ProjectPath;
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if (FPaths::IsProjectFilePathSet())
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{
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ProjectPath = FPaths::GetProjectFilePath();
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}
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else if (FGameProjectHelper::IsGameAvailable(FApp::GetGameName()))
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{
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ProjectPath = FPaths::RootDir() / FApp::GetGameName() / FApp::GetGameName() + TEXT(".uproject");
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}
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else if (GConfig != NULL)
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{
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GConfig->GetString(TEXT("FProjectLauncherModel"), TEXT("SelectedProjectPath"), ProjectPath, GEngineIni);
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}
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ProfileManager->SetProjectPath(ProjectPath);
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}
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/*
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* Saves all profiles to disk.
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*/
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void SaveConfig()
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{
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if (GConfig != NULL && !FPaths::IsProjectFilePathSet() && !FGameProjectHelper::IsGameAvailable(FApp::GetGameName()))
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{
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FString ProjectPath = ProfileManager->GetProjectPath();
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GConfig->SetString(TEXT("FProjectLauncherModel"), TEXT("SelectedProjectPath"), *ProjectPath, GEngineIni);
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}
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}
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private:
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// Callback for when a profile was added to the profile manager.
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void HandleProfileManagerProfileAdded(const ILauncherProfileRef& Profile)
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{
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ProfileListChangedDelegate.Broadcast();
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SelectProfile(Profile);
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}
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// Callback for when a profile was removed from the profile manager.
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void HandleProfileManagerProfileRemoved(const ILauncherProfileRef& Profile)
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{
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ProfileListChangedDelegate.Broadcast();
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if (Profile == SelectedProfile)
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{
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const TArray<ILauncherProfilePtr>& Profiles = ProfileManager->GetAllProfiles();
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if (Profiles.Num() > 0)
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{
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SelectProfile(Profiles[0]);
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}
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else
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{
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SelectProfile(NULL);
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}
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}
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}
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private:
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// Holds a pointer to the device proxy manager.
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ITargetDeviceProxyManagerRef DeviceProxyManager;
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// Holds a pointer to the launcher.
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ILauncherRef SProjectLauncher;
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// Holds a pointer to the profile manager.
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ILauncherProfileManagerRef ProfileManager;
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// Holds a pointer to active profile.
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ILauncherProfilePtr SelectedProfile;
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private:
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// Holds a delegate to be invoked when the project path has been modified.
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FSimpleMulticastDelegate ProjectPathChangedDelegate;
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// Holds a delegate to be invoked when the profile list has been modified.
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FSimpleMulticastDelegate ProfileListChangedDelegate;
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// Holds a delegate to be invoked when the selected profile changed.
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FOnSelectedSProjectLauncherProfileChanged ProfileSelectedDelegate;
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};
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