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UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Classes/Commandlets/DiffAssetsCommandlet.h

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
/**
* Commandlet to allow diff in P4V, and expose that functionality to the editor
*/
#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 "UObject/ObjectMacros.h"
#include "Commandlets/Commandlet.h"
#include "DiffAssetsCommandlet.generated.h"
UCLASS()
class UDiffAssetsCommandlet : public UCommandlet
{
GENERATED_UCLASS_BODY()
//~ Begin UCommandlet Interface
virtual int32 Main(const FString& Params) override
{
return !ExportFilesToTextAndDiff(Params);
}
//~ End UCommandlet Interface
/**
* The meat of the commandlet, this can be called from the editor
* Format of commandline is as follow
* File1.uasset File2.uasset -DiffCmd="C:/Program Files/Araxis/Araxis Merge/AraxisP4Diff.exe {1} {2}"
* @param Params Command line
* @return true if success
**/
static bool ExportFilesToTextAndDiff(const FString& Params);
/**
* Copies a uasset file or map to a temp location so it can be loaded without disruption to anything
* @param InOutFilename Both input and output. The original filename as input, output as the temp filename
* @return true if success
**/
static bool CopyFileToTempLocation(FString& InOutFilename);
/**
* Loads a uasset file or map and provides a sorted list of contained objects (but not subobjects as those will get exported anyway)
* @param Filename File to load
* @param LoadedObjects Sorted list of objects
* @return true if success
**/
static bool LoadFile(const FString& Filename, TArray<UObject *>& LoadedObjects);
/**
* Loads a uasset file or map and provides a sorted list of contained objects (but not subobjects as those will get exported anyway)
* @param Filename Name to save the text export as
* @param LoadedObjects List of objects to export
* @return true if success
**/
static bool ExportFile(const FString& Filename, const TArray<UObject *>& LoadedObjects);
/**
* Runs an external diff utility
* @param Filename1 First filename
* @param Filename1 Second filename
* @param DiffCommand Diff command, with {1} {2} in it....for example: C:/Program Files/Araxis/Araxis Merge/AraxisP4Diff.exe {1} {2}
* @return true if success
**/
static bool ExportFilesToTextAndDiff(const FString& Filename1, const FString& Filename2, const FString& DiffCommand);
};