Files
UnrealEngineUWP/Engine/Source/Developer/ModuleUI/Private/SModuleUI.h
Ben Marsh 4ba423868f 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

111 lines
3.0 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "SlateFwd.h"
#include "Layout/Visibility.h"
#include "Input/Reply.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SCompoundWidget.h"
#include "Widgets/Views/STableViewBase.h"
#include "Widgets/Views/STableRow.h"
template <typename ItemType> class SListView;
class SModuleUI : public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS( SModuleUI ){}
SLATE_END_ARGS()
/**
* Constructs this widget
*
* @param InArgs Declaration from which to construct the widget
*/
void Construct(const FArguments& InArgs);
/** SModuleUI destructor */
~SModuleUI();
private:
/** An item in the module list */
struct FModuleListItem
{
/** Name of this module */
FName ModuleName;
/** Called when 'Load' is clicked in the UI */
FReply OnLoadClicked();
/** Called when 'Unload' is clicked in the UI */
FReply OnUnloadClicked();
/** Called when 'Reload' is clicked in the UI */
FReply OnReloadClicked();
/** Called when 'Recompile' is clicked in the UI */
FReply OnRecompileClicked();
/** @return Returns Visible for modules that are currently loaded and shutdown-able, otherwise Collapsed */
EVisibility GetVisibilityBasedOnLoadedAndShutdownableState() const;
/** @return Returns Visible for modules that are currently loaded and reload-able, otherwise Collapsed */
EVisibility GetVisibilityBasedOnReloadableState() const;
/** @return Returns Visible for modules that are either not yet loaded or can be shutdown, otherwise Collapsed */
EVisibility GetVisibilityBasedOnRecompilableState() const;
/** @return Returns Collapsed for modules that are currently loaded, otherwise Visible */
EVisibility GetVisibilityBasedOnUnloadedState() const;
};
/**
* Given a data item, reutrns a widget to represent that item in the list view
*
* @param InItem The list item to return a widget for
* @param OwnerTable The TableView that this TableRow is being generated for
*
* @return The widget to represent the specified list item
*/
TSharedRef<ITableRow> OnGenerateWidgetForModuleListView(TSharedPtr< FModuleListItem > InItem, const TSharedRef<STableViewBase>& OwnerTable);
/**
* Called by the engine's module manager when a module is loaded, unloaded, or the list of known
* modules has changed
*/
void OnModulesChanged( FName ModuleThatChanged, EModuleChangeReason ReasonForChange );
/**
* Updates our module list items
*/
void UpdateModuleListItems();
/**
* module list item filter
*/
void OnFilterTextChanged(const FText& InFilterText);
private:
typedef SListView< TSharedPtr< FModuleListItem > > SModuleListView;
typedef TArray< TSharedPtr< FModuleListItem > > FModuleArray;
/** List items for the module list */
TArray< TSharedPtr< FModuleListItem > > ModuleListItems;
/** List of all known modules */
TSharedPtr< SModuleListView > ModuleListView;
TSharedPtr< SSearchBox > ModuleNameSearchBox;
};