2019-12-26 15:32:37 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-04-23 19:19:51 -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 "Modules/ModuleInterface.h"
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class ISourceCodeAccessor;
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2014-04-23 19:19:51 -04:00
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/** Event fired when launching code accessor */
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DECLARE_MULTICAST_DELEGATE( FLaunchingCodeAccessor );
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/**
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* Event fired when done launching code accessor
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* @param bSuccess Whether the launch was successful or not
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*/
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DECLARE_MULTICAST_DELEGATE_OneParam( FDoneLaunchingCodeAccessor, const bool /*bSuccess*/);
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/**
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* Event fired when opening a file has failed
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* @param InFilename The filename that failed to open
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*/
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DECLARE_MULTICAST_DELEGATE_OneParam( FOpenFileFailed, const FString& /*InFilename*/);
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/**
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* Module used to access source code
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*/
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class ISourceCodeAccessModule : public IModuleInterface
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{
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public:
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/**
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* Check to see if source code can be accessed.
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* @return true if source code can be accessed.
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*/
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virtual bool CanAccessSourceCode() const = 0;
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2019-02-08 15:46:29 -05:00
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/**
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* Checks if a compiler is available
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* @return true if source code can be compiled.
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*/
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virtual bool CanCompileSourceCode() const = 0;
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2014-04-23 19:19:51 -04:00
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/**
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* Get the accessor to allow us to view source code
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* @return the accessor.
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*/
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virtual ISourceCodeAccessor& GetAccessor() const = 0;
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/**
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* Set the accessor we want to use to view source code
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* @param InName The name of the accessor we want to use
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*/
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virtual void SetAccessor(const FName& InName) = 0;
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/** Gets the Event that is broad casted when attempting to launch visual studio */
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virtual FLaunchingCodeAccessor& OnLaunchingCodeAccessor() = 0;
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/** Gets the Event that is broadcasted when an attempted launch of this code accessor was successful or failed */
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virtual FDoneLaunchingCodeAccessor& OnDoneLaunchingCodeAccessor() = 0;
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/** Gets the Event that is broadcast when an attempt to load a file through Visual Studio failed */
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virtual FOpenFileFailed& OnOpenFileFailed() = 0;
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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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};
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