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* Globals in ClassMaps.cpp have been moved into FHeaderParser, FNativeClassHeaderGenerator, and UnrealHeaderTool_Main(). This is to illustrate how data flows through the program for further refactoring in the near future. * Static variables have been removed from FHeaderParser. * UnrealHeaderTool_Main() and associated functions have been moved into UnrealHeaderToolMain.cpp. * Commented out several sections of code that are not required for code generation. This code will be refactored later. [CL 14221982 by fredric echols in ue5-main branch]
53 lines
1.3 KiB
C++
53 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "HeaderProvider.h"
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#include "UnrealHeaderTool.h"
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#include "UnrealTypeDefinitionInfo.h"
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#include "ClassMaps.h"
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FHeaderProvider::FHeaderProvider(EHeaderProviderSourceType InType, FString&& InId)//, bool bInAutoInclude/* = false*/)
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: Type(InType)
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, Id(MoveTemp(InId))
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, Cache(nullptr)
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{
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}
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FUnrealSourceFile* FHeaderProvider::Resolve(const FUnrealSourceFiles& UnrealSourceFilesMap, const FTypeDefinitionInfoMap& TypeDefinitionInfoMap)
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{
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if (Type != EHeaderProviderSourceType::Resolved)
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{
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if (Type == EHeaderProviderSourceType::ClassName)
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{
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FName IdName(*Id, FNAME_Find);
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if (const TSharedRef<FUnrealTypeDefinitionInfo>* Source = TypeDefinitionInfoMap.FindByName(IdName))
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{
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Cache = &(*Source)->GetUnrealSourceFile();
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}
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}
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else if (const TSharedRef<FUnrealSourceFile>* Source = UnrealSourceFilesMap.Find(Id))
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{
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Cache = &Source->Get();
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}
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Type = EHeaderProviderSourceType::Resolved;
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}
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return Cache;
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}
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FString FHeaderProvider::ToString() const
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{
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return FString::Printf(TEXT("%s %s"), Type == EHeaderProviderSourceType::ClassName ? TEXT("class") : TEXT("file"), *Id);
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}
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const FString& FHeaderProvider::GetId() const
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{
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return Id;
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}
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bool operator==(const FHeaderProvider& A, const FHeaderProvider& B)
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{
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return A.Type == B.Type && A.Id == B.Id;
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}
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