Files
UnrealEngineUWP/Engine/Source/Developer/SourceControl/Private/SourceControlModule.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

123 lines
4.3 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#pragma once
/**
* Interface for talking to source control clients
*/
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
#include "ISourceControlModule.h"
#include "SourceControlSettings.h"
#include "DefaultSourceControlProvider.h"
class SSourceControlLogin;
class SWindow;
class FSourceControlModule : public ISourceControlModule
{
public:
FSourceControlModule();
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
/** ISourceControlModule implementation */
virtual void GetProviderNames(TArray<FName>& OutProviderNames) override;
virtual void Tick() override;
virtual void QueueStatusUpdate(const TArray<UPackage*>& InPackages) override;
virtual void QueueStatusUpdate(const TArray<FString>& InFilenames) override;
virtual void QueueStatusUpdate(UPackage* InPackage) override;
virtual void QueueStatusUpdate(const FString& InFilename) override;
virtual bool IsEnabled() const override;
virtual ISourceControlProvider& GetProvider() const override;
virtual void SetProvider( const FName& InName ) override;
virtual void ShowLoginDialog(const FSourceControlLoginClosed& InOnSourceControlLoginClosed, ELoginWindowMode::Type InLoginWindowMode, EOnLoginWindowStartup::Type InOnLoginWindowStartup = EOnLoginWindowStartup::ResetProviderToNone) override;
virtual bool GetUseGlobalSettings() const override;
virtual void SetUseGlobalSettings(bool bIsUseGlobalSettings) override;
virtual FDelegateHandle RegisterProviderChanged(const FSourceControlProviderChanged::FDelegate& SourceControlProviderChanged) override;
virtual void UnregisterProviderChanged(FDelegateHandle Handle) override;
/** Save the settings to the ini file */
void SaveSettings();
/**
* Get the number of currently registered source control providers.
*/
int32 GetNumSourceControlProviders();
/**
* Set the current source control provider by index.
*/
void SetCurrentSourceControlProvider(int32 ProviderIndex);
/**
* Get the name of the source control provider at the specified index.
*/
FName GetSourceControlProviderName(int32 ProviderIndex);
/**
* Get the one and only login widget, if any.
*/
TSharedPtr<class SSourceControlLogin> GetLoginWidget() const;
/**
* Gets a reference to the source control module instance.
*
* @return A reference to the source control module.
*/
static FSourceControlModule& Get()
{
return FModuleManager::LoadModuleChecked<FSourceControlModule>("SourceControl");
}
private:
/** Refresh & initialize the current source control provider */
void InitializeSourceControlProviders();
/** Close the current source control provider & set the current to default - 'None' */
void ClearCurrentSourceControlProvider();
/** Set the current source control provider to the passed-in value */
void SetCurrentSourceControlProvider(ISourceControlProvider& InProvider);
/** Delegate called when the source control window is closed */
void OnSourceControlDialogClosed(const TSharedRef<class SWindow>& InWindow);
/** Delegate handling when source control features are registered */
void HandleModularFeatureRegistered(const FName& Type, IModularFeature* ModularFeature);
/** Delegate handling when source control features are unregistered */
void HandleModularFeatureUnregistered(const FName& Type, IModularFeature* ModularFeature);
private:
/** The settings object */
FSourceControlSettings SourceControlSettings;
/** Current source control provider */
ISourceControlProvider* CurrentSourceControlProvider;
/** Source control provider we use if there are none registered */
FDefaultSourceControlProvider DefaultSourceControlProvider;
/** The login window we may be using */
TSharedPtr<SWindow> SourceControlLoginWindowPtr;
/** The login window control we may be using */
TSharedPtr<class SSourceControlLogin> SourceControlLoginPtr;
/** Files pending a status update */
TArray<FString> PendingStatusUpdateFiles;
/** Flag to disable source control - used temporarily when login is in progress */
bool bTemporarilyDisabled;
/** Active Provider name to track source control provider changes */
FString ActiveProviderName;
/** For notifying when the source provider is changed */
FSourceControlProviderChanged OnSourceControlProviderChanged;
};