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#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]
122 lines
4.4 KiB
C++
122 lines
4.4 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#include "ScriptGeneratorLog.h"
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#include "ScriptCodeGeneratorBase.h"
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#include "GenericScriptCodeGenerator.h"
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#include "LuaScriptCodeGenerator.h"
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#include "IProjectManager.h"
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#include "Runtime/Core/Public/Features/IModularFeatures.h"
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#include "UniquePtr.h"
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DEFINE_LOG_CATEGORY(LogScriptGenerator);
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class FScriptGeneratorPlugin : public IScriptGeneratorPlugin
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{
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/** Specialized script code generator */
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TUniquePtr<FScriptCodeGeneratorBase> CodeGenerator;
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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/** IScriptGeneratorPlugin interface */
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virtual FString GetGeneratedCodeModuleName() const override { return TEXT("ScriptPlugin"); }
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virtual bool ShouldExportClassesForModule(const FString& ModuleName, EBuildModuleType::Type ModuleType, const FString& ModuleGeneratedIncludeDirectory) const override;
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virtual bool SupportsTarget(const FString& TargetName) const override;
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virtual void Initialize(const FString& RootLocalPath, const FString& RootBuildPath, const FString& OutputDirectory, const FString& IncludeBase) override;
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virtual void ExportClass(UClass* Class, const FString& SourceHeaderFilename, const FString& GeneratedHeaderFilename, bool bHasChanged) override;
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virtual void FinishExport() override;
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virtual FString GetGeneratorName() const override;
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};
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IMPLEMENT_MODULE( FScriptGeneratorPlugin, ScriptGeneratorPlugin )
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void FScriptGeneratorPlugin::StartupModule()
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{
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// Register ourselves as an editor feature
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IModularFeatures::Get().RegisterModularFeature(TEXT("ScriptGenerator"), this);
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}
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void FScriptGeneratorPlugin::ShutdownModule()
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{
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CodeGenerator.Reset();
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// Unregister our feature
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IModularFeatures::Get().UnregisterModularFeature(TEXT("ScriptGenerator"), this);
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}
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FString FScriptGeneratorPlugin::GetGeneratorName() const
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{
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#if WITH_LUA
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return TEXT("Lua Example Code Generator Plugin");
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#else
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return TEXT("Example Code Generator Plugin");
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#endif
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}
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void FScriptGeneratorPlugin::Initialize(const FString& RootLocalPath, const FString& RootBuildPath, const FString& OutputDirectory, const FString& IncludeBase)
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{
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#if WITH_LUA
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UE_LOG(LogScriptGenerator, Log, TEXT("Using Lua Script Generator."));
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CodeGenerator = MakeUnique<FLuaScriptCodeGenerator>(RootLocalPath, RootBuildPath, OutputDirectory, IncludeBase);
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#else
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UE_LOG(LogScriptGenerator, Log, TEXT("Using Generic Script Generator."));
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CodeGenerator = MakeUnique<FGenericScriptCodeGenerator>(RootLocalPath, RootBuildPath, OutputDirectory, IncludeBase);
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#endif
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UE_LOG(LogScriptGenerator, Log, TEXT("Output directory: %s"), *OutputDirectory);
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}
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bool FScriptGeneratorPlugin::ShouldExportClassesForModule(const FString& ModuleName, EBuildModuleType::Type ModuleType, const FString& ModuleGeneratedIncludeDirectory) const
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{
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bool bCanExport = (ModuleType == EBuildModuleType::EngineRuntime || ModuleType == EBuildModuleType::GameRuntime);
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if (bCanExport)
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{
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// Only export functions from selected modules
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static struct FSupportedModules
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{
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TArray<FString> SupportedScriptModules;
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FSupportedModules()
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{
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GConfig->GetArray(TEXT("Plugins"), TEXT("ScriptSupportedModules"), SupportedScriptModules, GEngineIni);
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}
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} SupportedModules;
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bCanExport = SupportedModules.SupportedScriptModules.Num() == 0 || SupportedModules.SupportedScriptModules.Contains(ModuleName);
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}
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return bCanExport;
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}
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void FScriptGeneratorPlugin::ExportClass(UClass* Class, const FString& SourceHeaderFilename, const FString& GeneratedHeaderFilename, bool bHasChanged)
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{
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CodeGenerator->ExportClass(Class, SourceHeaderFilename, GeneratedHeaderFilename, bHasChanged);
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}
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void FScriptGeneratorPlugin::FinishExport()
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{
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CodeGenerator->FinishExport();
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}
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bool FScriptGeneratorPlugin::SupportsTarget(const FString& TargetName) const
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{
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// We only support the target if it explicitly enables the required script plugin in its uproject file
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bool bSupportsTarget = false;
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if (FPaths::IsProjectFilePathSet())
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{
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FProjectDescriptor ProjectDescriptor;
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FText OutError;
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if (ProjectDescriptor.Load(FPaths::GetProjectFilePath(), OutError))
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{
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for (auto& PluginDescriptor : ProjectDescriptor.Plugins)
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{
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// For your own script plugin you might want to change the hardcoded name here to something else
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if (PluginDescriptor.bEnabled && PluginDescriptor.Name == TEXT("ScriptPlugin"))
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{
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bSupportsTarget = true;
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break;
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}
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}
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}
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}
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return bSupportsTarget;
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} |