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UnrealEngineUWP/Engine/Source/Developer/SourceCodeAccess/Private/SourceCodeAccessModule.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
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
#include "CoreMinimal.h"
#include "ISourceCodeAccessModule.h"
#include "DefaultSourceCodeAccessor.h"
/**
* Implementation of ISourceCodeAccessModule.
*/
class FSourceCodeAccessModule
: public ISourceCodeAccessModule
{
public:
/** Default constructor. */
FSourceCodeAccessModule();
public:
// IModuleInterface interface
virtual void StartupModule() override;
virtual void ShutdownModule() override;
public:
// ISourceCodeAccessModule interface
virtual bool CanAccessSourceCode() const override;
virtual bool CanCompileSourceCode() const override;
virtual ISourceCodeAccessor& GetAccessor() const override;
virtual void SetAccessor(const FName& InName) override;
virtual FLaunchingCodeAccessor& OnLaunchingCodeAccessor() override;
virtual FDoneLaunchingCodeAccessor& OnDoneLaunchingCodeAccessor() override;
virtual FOpenFileFailed& OnOpenFileFailed() override;
private:
/** Handle when one of the modular features we are interested in is registered */
void HandleModularFeatureRegistered(const FName& Type, IModularFeature* ModularFeature);
/** Handle when one of the modular features we are interested in is unregistered */
void HandleModularFeatureUnregistered(const FName& Type, IModularFeature* ModularFeature);
/** Checks if a source code accessor with the given name is available */
bool IsSourceCodeAccessorAvailable(FName Name) const;
private:
/** Event delegate fired when launching code accessor. */
FLaunchingCodeAccessor LaunchingCodeAccessorDelegate;
/** Event delegate fired when done launching code accessor. */
FDoneLaunchingCodeAccessor DoneLaunchingCodeAccessorDelegate;
/** Event delegate fired when opening a file has failed. */
FOpenFileFailed OpenFileFailedDelegate;
/** The default accessor we will use if we have no IDE. */
FDefaultSourceCodeAccessor DefaultSourceCodeAccessor;
/** The current accessor. */
ISourceCodeAccessor* CurrentSourceCodeAccessor;
};