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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 "Layout/Visibility.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Input/Reply.h"
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#include "Widgets/SCompoundWidget.h"
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#include "Models/ProjectLauncherModel.h"
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class Error;
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enum class ECheckBoxState : uint8;
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/**
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* Implements the profile page for the session launcher wizard.
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*/
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class SProjectLauncherBuildPage
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: public SCompoundWidget
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{
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public:
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SLATE_BEGIN_ARGS(SProjectLauncherBuildPage) { }
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SLATE_END_ARGS()
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public:
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/** Destructor. */
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~SProjectLauncherBuildPage( );
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public:
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/**
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* Constructs the widget.
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*
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* @param InArgs The Slate argument list.
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* @param InModel The data model.
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*/
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void Construct( const FArguments& InArgs, const FProjectLauncherModelRef& InModel );
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protected:
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/**
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* Generates the DSYM for the project.
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*
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* @param ProjectName The name of the project.
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* @param Configuration The build configuration name.
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* @return true on success, false otherwise.
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*/
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bool GenerateDSYMForProject( const FString& ProjectName, const FString& Configuration );
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private:
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/** Callback for changing the checked state of a platform menu check box. */
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void HandleBuildCheckedStateChanged( ECheckBoxState CheckState );
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/** Callback for determining whether a platform menu entry is checked. */
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ECheckBoxState HandleBuildIsChecked() const;
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/** Callback for changing the selected profile in the profile manager. */
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void HandleProfileManagerProfileSelected( const ILauncherProfilePtr& SelectedProfile, const ILauncherProfilePtr& PreviousProfile );
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/** Callback for determining if the build platform list should be displayed. */
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EVisibility HandleBuildPlatformVisibility( ) const;
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/** Callback for pressing the Advanced Setting - Generate DSYM button. */
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FReply HandleGenDSYMClicked();
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/** Callback for getting the enabled state of the Generate DSYM button. */
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bool HandleGenDSYMButtonEnabled() const;
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/** Callback for determining if the build configuration should be shown */
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EVisibility ShowBuildConfiguration() const;
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/** Callback for selecting a build configuration. */
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void HandleBuildConfigurationSelectorConfigurationSelected(EBuildConfigurations::Type Configuration);
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/** Callback for getting the content text of the build configuration selector. */
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FText HandleBuildConfigurationSelectorText() const;
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/** Callback for determining the visibility of a validation error icon. */
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EVisibility HandleValidationErrorIconVisibility(ELauncherProfileValidationErrors::Type Error) const;
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/** Callback for changing the checked state of a platform menu check box. */
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void HandleUATCheckedStateChanged( ECheckBoxState CheckState );
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/** Callback for determining whether a platform menu entry is checked. */
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ECheckBoxState HandleUATIsChecked() const;
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private:
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/** Holds a pointer to the data model. */
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FProjectLauncherModelPtr Model;
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};
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