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 "ISourceControlOperation.h"
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#define LOCTEXT_NAMESPACE "SourceControl"
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/**
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* Operation used to connect (or test a connection) to source control
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*/
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class FConnect : public ISourceControlOperation
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{
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public:
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// ISourceControlOperation interface
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virtual FName GetName() const override
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{
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return "Connect";
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}
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2014-06-13 06:14:46 -04:00
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virtual FText GetInProgressString() const override
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{
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return LOCTEXT("SourceControl_Connecting", "Connecting to source control...");
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}
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const FString& GetPassword() const
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{
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return Password;
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}
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void SetPassword(const FString& InPassword)
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{
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Password = InPassword;
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}
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2014-04-02 18:09:23 -04:00
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const FText& GetErrorText() const
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{
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return OutErrorText;
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}
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void SetErrorText(const FText& InErrorText)
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{
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OutErrorText = InErrorText;
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}
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protected:
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/** Password we use for this operation */
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FString Password;
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/** Error text for easy diagnosis */
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FText OutErrorText;
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};
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/**
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* Operation used to check files into source control
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*/
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class FCheckIn : public ISourceControlOperation
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{
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public:
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// ISourceControlOperation interface
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virtual FName GetName() const override
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{
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return "CheckIn";
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}
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virtual FText GetInProgressString() const override
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{
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return LOCTEXT("SourceControl_CheckIn", "Checking file(s) into Source Control...");
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}
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void SetDescription( const FText& InDescription )
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{
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Description = InDescription;
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}
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const FText& GetDescription() const
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{
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return Description;
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}
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void SetSuccessMessage( const FText& InSuccessMessage )
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{
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SuccessMessage = InSuccessMessage;
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}
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const FText& GetSuccessMessage() const
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{
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return SuccessMessage;
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}
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protected:
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/** Description of the checkin */
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FText Description;
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/** A short message listing changelist/revision we submitted, if successful */
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FText SuccessMessage;
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};
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/**
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* Operation used to check files out of source control
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*/
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class FCheckOut : public ISourceControlOperation
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{
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public:
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// ISourceControlOperation interface
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virtual FName GetName() const override
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{
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return "CheckOut";
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}
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virtual FText GetInProgressString() const override
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{
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return LOCTEXT("SourceControl_CheckOut", "Checking file(s) out of Source Control...");
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}
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};
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/**
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* Operation used to mark files for add in source control
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*/
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class FMarkForAdd : public ISourceControlOperation
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{
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public:
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// ISourceControlOperation interface
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virtual FName GetName() const override
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{
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return "MarkForAdd";
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}
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virtual FText GetInProgressString() const override
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{
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return LOCTEXT("SourceControl_Add", "Adding file(s) to Source Control...");
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}
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};
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/**
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* Operation used to mark files for delete in source control
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*/
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class FDelete : public ISourceControlOperation
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{
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public:
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// ISourceControlOperation interface
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virtual FName GetName() const override
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{
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return "Delete";
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}
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virtual FText GetInProgressString() const override
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{
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return LOCTEXT("SourceControl_Delete", "Deleting file(s) from Source Control...");
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}
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};
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/**
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* Operation used to revert changes made back to the state they are in source control
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*/
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class FRevert : public ISourceControlOperation
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{
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public:
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// ISourceControlOperation interface
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virtual FName GetName() const override
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{
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return "Revert";
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}
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virtual FText GetInProgressString() const override
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{
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return LOCTEXT("SourceControl_Revert", "Reverting file(s) in Source Control...");
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}
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};
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/**
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* Operation used to sync files to the state they are in source control
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*/
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class FSync : public ISourceControlOperation
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{
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public:
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// ISourceControlOperation interface
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virtual FName GetName() const override
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{
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return "Sync";
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}
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2014-06-13 06:14:46 -04:00
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virtual FText GetInProgressString() const override
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{
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return LOCTEXT("SourceControl_Sync", "Syncing file(s) from source control...");
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}
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void SetRevision( int32 InRevisionNumber )
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{
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RevisionNumber = InRevisionNumber;
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}
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protected:
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/** Revision to sync to */
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int32 RevisionNumber;
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};
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/**
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* Operation used to update the source control status of files
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*/
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class FUpdateStatus : public ISourceControlOperation
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{
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public:
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FUpdateStatus()
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: bUpdateHistory(false)
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, bGetOpenedOnly(false)
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, bUpdateModifiedState(false)
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{
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}
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// ISourceControlOperation interface
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virtual FName GetName() const override
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{
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return "UpdateStatus";
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}
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2014-06-13 06:14:46 -04:00
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virtual FText GetInProgressString() const override
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{
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return LOCTEXT("SourceControl_Update", "Updating file(s) source control status...");
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}
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void SetUpdateHistory( bool bInUpdateHistory )
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{
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bUpdateHistory = bInUpdateHistory;
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}
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void SetGetOpenedOnly( bool bInGetOpenedOnly )
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{
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bGetOpenedOnly = bInGetOpenedOnly;
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}
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void SetUpdateModifiedState( bool bInUpdateModifiedState )
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{
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bUpdateModifiedState = bInUpdateModifiedState;
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}
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2015-03-10 07:41:56 -04:00
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void SetCheckingAllFiles( bool bInCheckingAllFiles )
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{
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bCheckingAllFiles = bInCheckingAllFiles;
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}
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2014-03-14 14:13:41 -04:00
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bool ShouldUpdateHistory() const
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{
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return bUpdateHistory;
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}
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bool ShouldGetOpenedOnly() const
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{
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return bGetOpenedOnly;
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}
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bool ShouldUpdateModifiedState() const
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{
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return bUpdateModifiedState;
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}
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2015-03-10 07:41:56 -04:00
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bool ShouldCheckAllFiles() const
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{
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return bCheckingAllFiles;
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}
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2014-03-14 14:13:41 -04:00
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protected:
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/** Whether to update history */
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bool bUpdateHistory;
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/** Whether to just get files that are opened/edited */
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bool bGetOpenedOnly;
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/** Whether to update the modified state - expensive */
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bool bUpdateModifiedState;
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/** Hint that we are intending on checking all files in the project - some providers can optimize for this */
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bool bCheckingAllFiles;
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};
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2014-06-05 12:10:47 -04:00
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/**
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* Operation used to copy a file or directory from one location to another
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*/
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class FCopy : public ISourceControlOperation
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{
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public:
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// ISourceControlOperation interface
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virtual FName GetName() const override
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{
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return "Copy";
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}
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2014-06-13 06:14:46 -04:00
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virtual FText GetInProgressString() const override
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{
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return LOCTEXT("SourceControl_Copy", "Copying file(s) in Source Control...");
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}
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void SetDestination(const FString& InDestination)
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{
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Destination = InDestination;
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}
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const FString& GetDestination() const
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{
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return Destination;
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}
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protected:
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/** Destination path of the copy operation */
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FString Destination;
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};
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2014-06-25 13:25:21 -04:00
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/**
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* Operation used to resolve a file that is in a conflicted state.
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*/
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class FResolve : public ISourceControlOperation
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{
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public:
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// ISourceControlOperation interface
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virtual FName GetName() const override
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{
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return "Resolve";
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}
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virtual FText GetInProgressString() const override
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{
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return LOCTEXT("SourceControl_Resolve", "Resolving file(s) in Source Control...");
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}
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};
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
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MAJOR FEATURES + CHANGES
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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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#undef LOCTEXT_NAMESPACE
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