Files
UnrealEngineUWP/Engine/Source/Programs/UnrealHeaderTool/Private/UHTMakefile/StructDataArchiveProxy.cpp
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

33 lines
1.1 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "StructDataArchiveProxy.h"
#include "UnrealHeaderTool.h"
FStructDataArchiveProxy::FStructDataArchiveProxy(const FUHTMakefile& UHTMakefile, const FStructData* InStructData)
{
StructData = FTokenArchiveProxy(UHTMakefile, &InStructData->StructData);
StructPropertyData = FPropertyDataArchiveProxy(UHTMakefile, &InStructData->StructPropertyData);
}
void FStructDataArchiveProxy::AddReferencedNames(const FStructData* InStructData, FUHTMakefile& UHTMakefile)
{
FTokenArchiveProxy::AddReferencedNames(&InStructData->StructData, UHTMakefile);
FPropertyDataArchiveProxy::AddReferencedNames(&InStructData->StructPropertyData, UHTMakefile);
}
FStructData* FStructDataArchiveProxy::CreateStructData(FUHTMakefile& UHTMakefile)
{
FToken* Token = StructData.CreateToken();
FStructData* Result = new FStructData(*Token);
StructPropertyData.Resolve(&Result->StructPropertyData, UHTMakefile);
return Result;
}
FArchive& operator<<(FArchive& Ar, FStructDataArchiveProxy& StructDataArchiveProxy)
{
Ar << StructDataArchiveProxy.StructData;
Ar << StructDataArchiveProxy.StructPropertyData;
return Ar;
}