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135 lines
3.2 KiB
C++
135 lines
3.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreTypes.h"
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#include "Containers/StringFwd.h"
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#include "DerivedDataPayload.h"
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#include "IO/IoHash.h"
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#include "Templates/TypeHash.h"
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namespace UE::DerivedData
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{
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/** A key that uniquely identifies a build definition. */
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struct FBuildKey
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{
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FIoHash Hash;
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/** A key with a zero hash. */
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static const FBuildKey Empty;
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};
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inline const FBuildKey FBuildKey::Empty;
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/** A key that uniquely identifies a build action. */
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struct FBuildActionKey
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{
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FIoHash Hash;
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/** A key with a zero hash. */
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static const FBuildActionKey Empty;
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};
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inline const FBuildActionKey FBuildActionKey::Empty;
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/** A key that uniquely identifies a payload within a build output. */
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struct FBuildPayloadKey
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{
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FBuildKey BuildKey;
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FPayloadId Id;
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/** A payload key with an empty build key and a null payload identifier. */
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static const FBuildPayloadKey Empty;
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};
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inline const FBuildPayloadKey FBuildPayloadKey::Empty;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inline bool operator==(const FBuildKey& A, const FBuildKey& B)
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{
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return A.Hash == B.Hash;
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}
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inline bool operator!=(const FBuildKey& A, const FBuildKey& B)
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{
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return A.Hash != B.Hash;
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}
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inline bool operator<(const FBuildKey& A, const FBuildKey& B)
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{
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return A.Hash < B.Hash;
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}
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inline uint32 GetTypeHash(const FBuildKey& Key)
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{
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return GetTypeHash(Key.Hash);
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}
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template <typename CharType>
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inline TStringBuilderBase<CharType>& operator<<(TStringBuilderBase<CharType>& Builder, const FBuildKey& Key)
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{
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return Builder << "Build/"_ASV << Key.Hash;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inline bool operator==(const FBuildActionKey& A, const FBuildActionKey& B)
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{
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return A.Hash == B.Hash;
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}
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inline bool operator!=(const FBuildActionKey& A, const FBuildActionKey& B)
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{
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return A.Hash != B.Hash;
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}
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inline bool operator<(const FBuildActionKey& A, const FBuildActionKey& B)
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{
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return A.Hash < B.Hash;
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}
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inline uint32 GetTypeHash(const FBuildActionKey& Key)
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{
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return GetTypeHash(Key.Hash);
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}
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template <typename CharType>
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inline TStringBuilderBase<CharType>& operator<<(TStringBuilderBase<CharType>& Builder, const FBuildActionKey& Key)
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{
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return Builder << "BuildAction/"_ASV << Key.Hash;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inline bool operator==(const FBuildPayloadKey& A, const FBuildPayloadKey& B)
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{
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return A.BuildKey == B.BuildKey && A.Id == B.Id;
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}
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inline bool operator!=(const FBuildPayloadKey& A, const FBuildPayloadKey& B)
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{
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return A.BuildKey != B.BuildKey || A.Id != B.Id;
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}
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inline bool operator<(const FBuildPayloadKey& A, const FBuildPayloadKey& B)
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{
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const FBuildKey& KeyA = A.BuildKey;
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const FBuildKey& KeyB = B.BuildKey;
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return KeyA == KeyB ? A.Id < B.Id : KeyA < KeyB;
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}
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inline uint32 GetTypeHash(const FBuildPayloadKey& Key)
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{
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return HashCombine(GetTypeHash(Key.BuildKey), GetTypeHash(Key.Id));
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}
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template <typename CharType>
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inline TStringBuilderBase<CharType>& operator<<(TStringBuilderBase<CharType>& Builder, const FBuildPayloadKey& Key)
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{
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return Builder << Key.BuildKey << CharType('/') << Key.Id;
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}
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} // UE::DerivedData
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