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UnrealEngineUWP/Engine/Source/Programs/UnrealHeaderTool/Private/ClassDeclarationMetaData.h

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// 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 "UObject/NameTypes.h"
#include "Containers/Map.h"
class FClass;
class FClasses;
struct FPropertySpecifier;
/** Structure that holds class meta data generated from its UCLASS declaration */
class FClassDeclarationMetaData
{
public:
FClassDeclarationMetaData();
uint64 ClassFlags;
TMap<FName, FString> MetaData;
FString ClassWithin;
FString ConfigName;
TArray<FString> HideCategories;
TArray<FString> ShowSubCatgories;
TArray<FString> HideFunctions;
TArray<FString> AutoExpandCategories;
TArray<FString> AutoCollapseCategories;
TArray<FString> DependsOn;
TArray<FString> ClassGroupNames;
/**
* Parse Class's properties to generate its declaration data.
*
* @param InClassSpecifiers Class properties collected from its UCLASS macro
* @param InRequiredAPIMacroIfPresent *_API macro if present (empty otherwise)
* @param OutClassData Parsed class meta data
*/
void ParseClassProperties(const TArray<FPropertySpecifier>& InClassSpecifiers, const FString& InRequiredAPIMacroIfPresent);
/**
* Merges all category properties with the class which at this point only has its parent propagated categories
*
* @param Class Class to merge categories for
*/
void MergeClassCategories(FClass* Class);
/**
* Merges all class flags and validates them
*
* @param DeclaredClassName Name this class was declared with (for validation)
* @param PreviousClassFlags Class flags before resetting the class (for validation)
* @param Class Class to merge flags for
* @param AllClasses All known classes
*/
void MergeAndValidateClassFlags(const FString& DeclaredClassName, uint32 PreviousClassFlags, FClass* Class, const FClasses& AllClasses);
private:
/** Merges all 'show' categories */
void MergeShowCategories();
/** Sets and validates 'within' property */
void SetAndValidateWithinClass(FClass* Class, const FClasses& AllClasses);
/** Sets and validates 'ConfigName' property */
void SetAndValidateConfigName(FClass* Class);
TArray<FString> ShowCategories;
TArray<FString> ShowFunctions;
TArray<FString> DontAutoCollapseCategories;
bool WantsToBePlaceable;
};