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UnrealEngineUWP/Engine/Source/Developer/Windows/LiveCoding/Private/LiveCodingModule.h

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ILiveCodingModule.h"
#include "Delegates/Delegate.h"
#include "Modules/ModuleManager.h"
struct IConsoleCommand;
class IConsoleVariable;
class ULiveCodingSettings;
class FLiveCodingModule final : public ILiveCodingModule
{
public:
FLiveCodingModule();
// IModuleInterface implementation
virtual void StartupModule() override;
virtual void ShutdownModule() override;
// ILiveCodingModule implementation
virtual void EnableByDefault(bool bInEnabled) override;
virtual bool IsEnabledByDefault() const override;
virtual void EnableForSession(bool bInEnabled) override;
virtual bool IsEnabledForSession() const override;
virtual void ShowConsole() override;
virtual void Compile() override;
virtual bool IsCompiling() const override;
virtual void Tick() override;
private:
ULiveCodingSettings* Settings;
bool bEnabledLastTick;
bool bStarted;
TSet<FString> EnabledModules;
IConsoleCommand* EnableCommand;
IConsoleVariable* ConsolePathVariable;
FDelegateHandle EndFrameDelegateHandle;
FDelegateHandle ModulesChangedDelegateHandle;
bool StartLiveCoding();
void OnEndFrame();
void OnModulesChanged(FName ModuleName, EModuleChangeReason Reason);
void UpdateModules();
void EnableModule(const FString& FullFilePath);
void DisableModule(const FString& FullFilePath);
void ConfigureModule(const FName& Name, bool bIsProjectModule, const FString& FullFilePath);
bool ShouldEnableModule(const FName& Name, bool bIsProjectModule, const FString& FilePath) const;
};