Files
UnrealEngineUWP/Engine/Source/Editor/SourceControlWindows/Public/SourceControlWindows.h

59 lines
2.5 KiB
C
Raw Normal View History

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
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
#include "CoreMinimal.h"
#include "SlateFwd.h"
#include "ISourceControlProvider.h"
class SOURCECONTROLWINDOWS_API FSourceControlWindows
{
public:
/** Opens a dialog to choose packages to submit */
static void ChoosePackagesToCheckIn();
/** Determines whether we can choose packages to check in (we cant if an operation is already in progress) */
static bool CanChoosePackagesToCheckIn();
/**
* Display check in dialog for the specified packages
*
* @param bUseSourceControlStateCache Whether to use the cached source control status, or force the status to be updated
* @param InPackageNames Names of packages to check in
* @param InPendingDeletePaths Directories to check for files marked 'pending delete'
* @param InConfigFiles Config filenames to check in
*/
static bool PromptForCheckin(bool bUseSourceControlStateCache, const TArray<FString>& InPackageNames, const TArray<FString>& InPendingDeletePaths = TArray<FString>(), const TArray<FString>& InConfigFiles = TArray<FString>());
/**
* Display file revision history for the provided packages
*
* @param InPackageNames Names of packages to display file revision history for
*/
static void DisplayRevisionHistory( const TArray<FString>& InPackagesNames );
/**
* Prompt the user with a revert files dialog, allowing them to specify which packages, if any, should be reverted.
*
* @param InPackageNames Names of the packages to consider for reverting
*
* @return true if the files were reverted; false if the user canceled out of the dialog
*/
static bool PromptForRevert(const TArray<FString>& InPackageNames );
protected:
/** Callback for ChoosePackagesToCheckIn(), continues to bring up UI once source control operations are complete */
static void ChoosePackagesToCheckInCallback(const FSourceControlOperationRef& InOperation, ECommandResult::Type InResult);
/** Called when the process has completed and we have packages to check in */
static void ChoosePackagesToCheckInCompleted(const TArray<UPackage*>& LoadedPackages, const TArray<FString>& PackageNames, const TArray<FString>& ConfigFiles);
/** Delegate called when the user has decided to cancel the check in process */
static void ChoosePackagesToCheckInCancelled(FSourceControlOperationRef InOperation);
private:
/** The notification in place while we choose packages to check in */
static TWeakPtr<class SNotificationItem> ChoosePackagesToCheckInNotification;
};