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 "Widgets/DeclarativeSyntaxSupport.h"
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#include "Input/Reply.h"
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#include "Widgets/SCompoundWidget.h"
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#include "Framework/Commands/UICommandInfo.h"
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#include "Framework/MultiBox/MultiBox.h"
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class SCustomToolbarPreviewWidget : public SMultiBlockBaseWidget
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{
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public:
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SLATE_BEGIN_ARGS( SCustomToolbarPreviewWidget ) {}
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SLATE_DEFAULT_SLOT( FArguments, Content )
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SLATE_END_ARGS()
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void Construct( const FArguments& InArgs );
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virtual void BuildMultiBlockWidget(const ISlateStyle* StyleSet, const FName& StyleName) override;
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private:
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TSharedPtr<SWidget> Content;
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};
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class SMultiBlockDragHandle : public SCompoundWidget
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{
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SLATE_BEGIN_ARGS( SMultiBlockDragHandle ) {}
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SLATE_END_ARGS()
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void Construct( const FArguments& InArgs, TSharedRef<SMultiBoxWidget> InBaseWidget, TSharedRef<const FMultiBlock> InBlock, FName CustomizationName );
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FReply OnMouseButtonDown( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent ) override;
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virtual void OnDragEnter( const FGeometry& MyGeometry, const FDragDropEvent& DragDropEvent ) override;
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virtual FReply OnDragOver( const FGeometry& MyGeometry, const FDragDropEvent& DragDropEvent ) override;
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virtual FReply OnDrop( const FGeometry& MyGeometry, const FDragDropEvent& DragDropEvent ) override;
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virtual FReply OnDragDetected( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent ) override;
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private:
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TSharedPtr<const FMultiBlock> Block;
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TWeakPtr<SMultiBoxWidget> BaseWidget;
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FName MultiBoxCustomizationName;
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};
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/**
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* Arbitrary Widget MultiBlock
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*/
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class FDropPreviewBlock
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: public FMultiBlock
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{
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public:
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FDropPreviewBlock( TSharedRef<const FMultiBlock> InActualBlock, TSharedRef<IMultiBlockBaseWidget> InActualWidget )
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: FMultiBlock( NULL, NULL )
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, ActualBlock( InActualBlock )
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, ActualWidget( InActualWidget )
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{
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}
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/** FMultiBlock interface */
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virtual TSharedRef< class IMultiBlockBaseWidget > ConstructWidget() const override;
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virtual bool HasIcon() const override { return GetActualBlock()->HasIcon(); }
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TSharedRef<const FMultiBlock> GetActualBlock() const { return ActualBlock.ToSharedRef(); }
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private:
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TSharedPtr<const FMultiBlock> ActualBlock;
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TSharedPtr<IMultiBlockBaseWidget> ActualWidget;
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};
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struct FCustomBlockTransaction
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{
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enum ETransactionType
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{
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Remove,
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Add
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};
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TWeakPtr<const FUICommandInfo> Command;
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int32 BlockIndex;
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ETransactionType TransactionType;
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bool operator==(const FCustomBlockTransaction& Other ) const
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{
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return Command == Other.Command && BlockIndex == Other.BlockIndex && TransactionType == Other.TransactionType;
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}
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static FCustomBlockTransaction CreateRemove( TSharedRef<const FUICommandInfo> InCommand, int32 Index )
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{
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FCustomBlockTransaction Transaction;
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Transaction.Command = InCommand;
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Transaction.BlockIndex = Index;
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Transaction.TransactionType = ETransactionType::Remove;
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return Transaction;
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}
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static FCustomBlockTransaction CreateAdd( TSharedRef<const FUICommandInfo> InCommand, int32 Index )
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{
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FCustomBlockTransaction Transaction;
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Transaction.Command = InCommand;
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Transaction.BlockIndex = Index;
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Transaction.TransactionType = ETransactionType::Add;
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return Transaction;
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}
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};
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class FMultiBoxCustomizationData
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{
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public:
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FMultiBoxCustomizationData( FName InCustomizationName )
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: CustomizationName( InCustomizationName )
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{}
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FName GetCustomizationName() const { return CustomizationName; }
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void LoadCustomizedBlocks();
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void SaveCustomizedBlocks();
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void BlockRemoved( TSharedRef< const FMultiBlock> RemovedBlock, int32 Index, const TArray< TSharedRef< const FMultiBlock > >& AllBlocks );
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void BlockAdded( TSharedRef< const FMultiBlock > AddedBlock, int32 Index, const TArray< TSharedRef< const FMultiBlock > >& AllBlocks );
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void SaveTransaction( const struct FCustomBlockTransaction& Transaction, const TArray< TSharedRef< const FMultiBlock > >& AllBlocks );
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uint32 GetNumTransactions() const { return Transactions.Num(); }
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const FCustomBlockTransaction& GetTransaction( uint32 TransactionIndex ) { return Transactions[TransactionIndex]; }
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private:
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FString GetConfigSectionName() const;
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void RemoveTransactionAt(int32 TransIndex);
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bool RemoveDuplicateTransaction();
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bool RemoveUnnecessaryTransactions(const TArray< TSharedRef< const FMultiBlock > >& AllBlocks);
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private:
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TArray<FCustomBlockTransaction> Transactions;
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FName CustomizationName;
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};
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