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UnrealEngineUWP/Engine/Source/Developer/Windows/LiveCodingServer/Public/ILiveCodingServer.h

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ryan.vance #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 5329502 by ben marsh in Dev-VR branch]
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#pragma once
#include "CoreTypes.h"
#include "Containers/Map.h"
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ryan.vance #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 5329502 by ben marsh in Dev-VR branch]
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#include "Features/IModularFeature.h"
#include "Delegates/Delegate.h"
#define LIVE_CODING_SERVER_FEATURE_NAME "LiveCodingServer"
enum class ELiveCodingResult
{
Success,
Error
};
enum class ELiveCodingLogVerbosity
{
Info,
Success,
Warning,
Failure,
};
class ILiveCodingServer : public IModularFeature
{
public:
virtual void Start(const wchar_t* ProcessGroupName) = 0;
virtual void Stop() = 0;
virtual void SetLinkerPath(const wchar_t* LinkerPath, const TMap<FString, FString>& LinkerEnvironment) = 0;
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ryan.vance #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 5329502 by ben marsh in Dev-VR branch]
2019-03-06 18:34:25 -05:00
DECLARE_DELEGATE(FBringToFrontDelegate);
virtual FBringToFrontDelegate& GetBringToFrontDelegate() = 0;
DECLARE_DELEGATE(FClearOutputDelegate);
virtual FClearOutputDelegate& GetClearOutputDelegate() = 0;
DECLARE_DELEGATE_OneParam(FStatusChangeDelegate, const wchar_t*);
virtual FStatusChangeDelegate& GetStatusChangeDelegate() = 0;
DECLARE_DELEGATE_TwoParams(FLogOutputDelegate, ELiveCodingLogVerbosity, const wchar_t*);
virtual FLogOutputDelegate& GetLogOutputDelegate() = 0;
typedef TMap<FString, TArray<FString>> FModuleToObjectFiles;
DECLARE_DELEGATE_RetVal_TwoParams(bool, FCompileDelegate, const TArray<FString>&, FModuleToObjectFiles&)
Integrating live coding feature (aka Live++) into UE4. Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile. Changes vs standalone Live++ version: * UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..). * Adding new source files is supported. * Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers). * Settings are exposed in the editor's project settings dialog. * Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application. * Does not require a standalone licensed version of Live++. Known issues: * Does not currently support class layout changes / object reinstancing #rb none [FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden #jira #ROBOMERGE-OWNER: ryan.vance #ROBOMERGE-AUTHOR: ben.marsh #ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051 #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 5329502 by ben marsh in Dev-VR branch]
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virtual FCompileDelegate& GetCompileDelegate() = 0;
DECLARE_DELEGATE(FCompileStartedDelegate);
virtual FCompileStartedDelegate& GetCompileStartedDelegate() = 0;
DECLARE_DELEGATE_TwoParams(FCompileFinishedDelegate, ELiveCodingResult, const wchar_t*);
virtual FCompileFinishedDelegate& GetCompileFinishedDelegate() = 0;
DECLARE_DELEGATE(FShowConsoleDelegate);
virtual FShowConsoleDelegate& GetShowConsoleDelegate() = 0;
DECLARE_DELEGATE_OneParam(FSetVisibleDelegate, bool);
virtual FSetVisibleDelegate& GetSetVisibleDelegate() = 0;
};