2019-12-26 15:33:43 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-11-07 09:55:57 -05:00
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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 "Brushes/SlateDynamicImageBrush.h"
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#include "IContentSource.h"
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#include "ViewModels/CategoryViewModel.h"
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2014-11-07 09:55:57 -05:00
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/** A view model for displaying and interacting with an IContentSource in the FAddContentDialog. */
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class FContentSourceViewModel : public TSharedFromThis<FContentSourceViewModel>
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{
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public:
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/** Creates a view model for a supplied content source. */
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FContentSourceViewModel(TSharedPtr<IContentSource> ContentSourceIn);
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/** Gets the content source represented by this view model. */
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TSharedPtr<IContentSource> GetContentSource();
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/** Gets the display name for this content source. */
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FText GetName();
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/** Gets the description of this content source. */
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FText GetDescription();
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2014-12-18 10:27:15 -05:00
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/** Gets the asset types used in this content source. */
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FText GetAssetTypes();
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/** Gets the class types used in this content source. */
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FString GetClassTypes();
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/** Gets the view model for the category for this content source. */
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FCategoryViewModel GetCategory();
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/** Gets the brush which should be used to draw the icon representation of this content source. */
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TSharedPtr<FSlateBrush> GetIconBrush();
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/** Gets an array or brushes which should be used to display screenshots for this content source. */
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TArray<TSharedPtr<FSlateBrush>>* GetScreenshotBrushes();
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private:
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/** Sets up brushes from the images data supplied by the IContentSource. */
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void SetupBrushes();
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2014-12-11 09:08:57 -05:00
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/** Creates a slate brush from raw binary PNG formatted image data and the supplied prefix. */
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TSharedPtr<FSlateDynamicImageBrush> CreateBrushFromRawData(FString ResourceNamePrefix, const TArray<uint8>& RawData) const;
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2019-08-14 14:07:39 -04:00
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/** Selects the text from an array which matches the given language. */
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FText ChooseLocalizedText(const TArray<FLocalizedText>& Choices, const FString& InCurrentLanguage);
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private:
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2019-08-14 14:07:39 -04:00
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struct FCachedContentText
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{
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FString Language;
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FText Text;
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};
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2014-11-07 09:55:57 -05:00
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/** The content source represented by this view model. */
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TSharedPtr<IContentSource> ContentSource;
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/** The brush which should be used to draw the icon representation of this content source. */
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TSharedPtr<FSlateBrush> IconBrush;
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/** An array or brushes which should be used to display screenshots for this content source. */
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TArray<TSharedPtr<FSlateBrush>> ScreenshotBrushes;
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/** The view model for the category for this content source. */
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FCategoryViewModel Category;
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2019-08-14 14:07:39 -04:00
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/** The information used/returned the last time the name of the content source was requested. */
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FCachedContentText CachedNameText;
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2019-08-14 14:07:39 -04:00
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/** The information used/returned the last time the description of the content source was requested. */
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FCachedContentText CachedDescriptionText;
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2014-12-11 09:08:57 -05:00
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2019-08-14 14:07:39 -04:00
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/** The information used/returned the last time the asset types of the content source was requested. */
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FCachedContentText CachedAssetTypeText;
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2014-12-18 10:27:15 -05:00
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2014-12-11 09:08:57 -05:00
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/** Keeps track of a unique increasing id which is appended to each brush name. This avoids an issue
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where two brushes are created with the same name, and then both brushes texture data gets deleted
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when either brush is destructed. */
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static uint32 ImageID;
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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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