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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]
95 lines
3.3 KiB
C++
95 lines
3.3 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Object.h"
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#include "UObject/AssetPtr.h"
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#include "Modules/ModuleInterface.h"
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#include "Modules/ModuleManager.h"
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class UBlueprint;
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enum class ESavePackageResult;
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struct FNativeCodeGenInitData
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{
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// This is an array of pairs, the pairs are PlatformName/PlatformTargetDirectory. These
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// are determined by the cooker:
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TArray< TPair< FString, FString > > CodegenTargets;
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// Optional Manifest ManifestIdentifier, used for child cook processes that need a unique manifest name.
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// The identifier is used to make a unique name for each platform that is converted.
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int32 ManifestIdentifier;
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};
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/**
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*
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*/
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class IBlueprintNativeCodeGenModule : public IModuleInterface
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{
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public:
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FORCEINLINE static void InitializeModule(const FNativeCodeGenInitData& InitData);
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/**
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* Utility function to reconvert all assets listed in a manifest, used to make fixes to
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* the code generator itself and quickly test them with an already converted project.
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*
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* Not for use with any kind of incremental cooking.
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*/
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FORCEINLINE static void InitializeModuleForRerunDebugOnly(const TArray< TPair< FString, FString > >& CodegenTargets);
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/**
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* Wrapper function that retrieves the interface to this module from the
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* module-manager (so we can keep dependent code free of hardcoded strings,
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* used to lookup this module by name).
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*
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* @return A reference to this module interface (a singleton).
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*/
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static IBlueprintNativeCodeGenModule& Get()
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{
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return FModuleManager::LoadModuleChecked<IBlueprintNativeCodeGenModule>(GetModuleName());
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}
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static bool IsNativeCodeGenModuleLoaded()
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{
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return FModuleManager::Get().IsModuleLoaded(GetModuleName());
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}
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/**
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* Creates a centralized point where the name of this module is supplied
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* from (so we can avoid littering code with hardcoded strings that
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* all reference this module - in case we want to rename it).
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*
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* @return The name of the module that this file is part of.
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*/
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static FName GetModuleName()
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{
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return TEXT("BlueprintNativeCodeGen");
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}
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virtual void Convert(UPackage* Package, ESavePackageResult ReplacementType, const TCHAR* PlatformName) = 0;
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virtual void SaveManifest(int32 Id = -1) = 0;
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virtual void MergeManifest(int32 ManifestIdentifier) = 0;
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virtual void FinalizeManifest() = 0;
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virtual void GenerateStubs() = 0;
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virtual void GenerateFullyConvertedClasses() = 0;
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virtual void MarkUnconvertedBlueprintAsNecessary(TAssetPtr<UBlueprint> BPPtr) = 0;
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virtual const TMultiMap<FName, TAssetSubclassOf<UObject>>& GetFunctionsBoundToADelegate() = 0;
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protected:
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virtual void Initialize(const FNativeCodeGenInitData& InitData) = 0;
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virtual void InitializeForRerunDebugOnly(const TArray< TPair< FString, FString > >& CodegenTargets) = 0;
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};
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void IBlueprintNativeCodeGenModule::InitializeModule(const FNativeCodeGenInitData& InitData)
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{
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IBlueprintNativeCodeGenModule& Module = FModuleManager::LoadModuleChecked<IBlueprintNativeCodeGenModule>(GetModuleName());
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Module.Initialize(InitData);
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}
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void IBlueprintNativeCodeGenModule::InitializeModuleForRerunDebugOnly(const TArray< TPair< FString, FString > >& CodegenTargets)
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{
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IBlueprintNativeCodeGenModule& Module = FModuleManager::LoadModuleChecked<IBlueprintNativeCodeGenModule>(GetModuleName());
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Module.InitializeForRerunDebugOnly(CodegenTargets);
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}
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