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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2014-04-23 19:19:51 -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 "Features/IModularFeature.h"
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2014-04-23 19:19:51 -04:00
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/**
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* Interface for viewing/editing source code
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*/
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class ISourceCodeAccessor : public IModularFeature
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{
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public:
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2015-11-04 16:14:13 -05:00
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/**
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* Not necessary to call unless you know you're changing the state of any installed compilers.
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* If that's the case, you should call this before checking the state the installed state of the
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* compilers.
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*/
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virtual void RefreshAvailability() = 0;
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2014-04-23 19:19:51 -04:00
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/**
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* Check if we can currently access source code
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* @return true if source code can be accessed
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*/
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virtual bool CanAccessSourceCode() const = 0;
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/**
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* Get the name of this source code accessor - used as a unique identifier
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* @return the name of this accessor
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*/
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virtual FName GetFName() const = 0;
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/**
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* Get the name text for this source code accessor
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* @return the name text of this accessor
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*/
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virtual FText GetNameText() const = 0;
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/**
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* Get the description text for this source code accessor
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* @return the description text of this accessor
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*/
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virtual FText GetDescriptionText() const = 0;
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/**
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* Open the code solution for editing
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* @return true if successful
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*/
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virtual bool OpenSolution() = 0;
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/**
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* Opens a file in the correct running instance of this code accessor at a line and optionally to a column.
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* @param FullPath Full path to the file to open
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* @param LineNumber Line number to open the file at
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* @param ColumnNumber Column number to open the file at
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* @return true if successful
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*/
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virtual bool OpenFileAtLine(const FString& FullPath, int32 LineNumber, int32 ColumnNumber = 0) = 0;
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/**
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* Opens a group of source files.
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* @param AbsoluteSourcePaths Array of paths to files to open
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*/
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virtual bool OpenSourceFiles(const TArray<FString>& AbsoluteSourcePaths) = 0;
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2015-02-06 11:27:24 -05:00
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/**
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* Add a group of source files to the current solution/project/workspace
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* @param AbsoluteSourcePaths Array of paths to files to open
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* @param AvailableModules Array of known module locations (.Build.cs files) - you can get this from calling FSourceCodeNavigation::GetSourceFileDatabase().GetModuleNames() if in the editor
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* @return true if the files could be added, false otherwise
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*/
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virtual bool AddSourceFiles(const TArray<FString>& AbsoluteSourcePaths, const TArray<FString>& AvailableModules) = 0;
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2014-04-23 19:19:51 -04:00
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/**
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* Saves all open code documents if they need to be saved.
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* Will block if there is any read-only files open that need to be saved.
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* @return true if successful
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*/
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virtual bool SaveAllOpenDocuments() const = 0;
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2014-04-29 11:36:21 -04:00
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/**
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* Tick this source code accessor
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* @param DeltaTime Delta time (in seconds) since the last call to Tick
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*/
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virtual void Tick(const float DeltaTime) = 0;
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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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