Files
UnrealEngineUWP/Engine/Source/Programs/UnrealHeaderTool/Private/GeneratedCodeVersion.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

57 lines
1.0 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Containers/UnrealString.h"
class FArchive;
class FString;
//
// This MUST be kept in sync with EGeneratedBodyVersion in UBT defined in ExternalExecution.cs
// and with ToGeneratedBodyVersion function below
//
enum class EGeneratedCodeVersion : uint8
{
None,
V1,
V2,
VLatest = V2
};
inline FArchive& operator<<(FArchive& Ar, EGeneratedCodeVersion& Type)
{
if (Ar.IsLoading())
{
uint8 Value;
Ar << Value;
Type = (EGeneratedCodeVersion)Value;
}
else if (Ar.IsSaving())
{
uint8 Value = (uint8)Type;
Ar << Value;
}
return Ar;
}
inline EGeneratedCodeVersion ToGeneratedCodeVersion(const FString& InString)
{
if (InString.Compare(TEXT("V1")) == 0)
{
return EGeneratedCodeVersion::V1;
}
if (InString.Compare(TEXT("V2")) == 0)
{
return EGeneratedCodeVersion::V2;
}
if (InString.Compare(TEXT("VLatest")) == 0)
{
return EGeneratedCodeVersion::VLatest;
}
return EGeneratedCodeVersion::None;
}