Files
UnrealEngineUWP/Engine/Source/Developer/Windows/LiveCoding/Private/LiveCodingModule.h
Tim Smith 5fb833c5c1 Added support for more arbitrary property changes to live coding.
1) Changed the pre/post compile notifications from module notifications to process commands.
2) Added server command to notify that we want re-instance patching (two phase)
3) Added support for two phase patching to enable re-instancing without all the limitations.
4) Added a null CDO check for old blueprint classes (approved by Phillip)

#rb ben.marsh
#rnx
#preflight 6086e3481046fb000183c2d4

[CL 16115620 by Tim Smith in ue5-main branch]
2021-04-26 12:49:25 -04:00

86 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ILiveCodingModule.h"
#include "Delegates/Delegate.h"
#include "Modules/ModuleManager.h"
#include "Templates/SharedPointer.h"
struct IConsoleCommand;
class IConsoleVariable;
class ISettingsSection;
class ULiveCodingSettings;
#if WITH_EDITOR
class FReload;
#else
class IReload;
#endif
class FLiveCodingModule final : public ILiveCodingModule
{
public:
FLiveCodingModule();
~FLiveCodingModule();
// IModuleInterface implementation
virtual void StartupModule() override;
virtual void ShutdownModule() override;
// ILiveCodingModule implementation
virtual void EnableByDefault(bool bInEnabled) override;
virtual bool IsEnabledByDefault() const override;
virtual void EnableForSession(bool bInEnabled) override;
virtual bool IsEnabledForSession() const override;
virtual bool CanEnableForSession() const override;
virtual bool HasStarted() const override;
virtual void ShowConsole() override;
virtual void Compile() override;
virtual bool IsCompiling() const override;
virtual void Tick() override;
virtual FOnPatchCompleteDelegate& GetOnPatchCompleteDelegate() override;
static void BeginReload();
private:
void AttemptSyncLivePatching();
private:
ULiveCodingSettings* Settings;
TSharedPtr<ISettingsSection> SettingsSection;
bool bEnabledLastTick;
bool bEnabledForSession;
bool bStarted;
bool bUpdateModulesInTick;
TSet<FName> ConfiguredModules;
TArray<void*> LppPendingTokens;
const FString FullEnginePluginsDir;
const FString FullProjectDir;
const FString FullProjectPluginsDir;
IConsoleCommand* EnableCommand;
IConsoleCommand* CompileCommand;
IConsoleVariable* ConsolePathVariable;
IConsoleVariable* SourceProjectVariable;
FDelegateHandle EndFrameDelegateHandle;
FDelegateHandle ModulesChangedDelegateHandle;
FOnPatchCompleteDelegate OnPatchCompleteDelegate;
#if WITH_EDITOR
TUniquePtr<FReload> Reload;
#else
TUniquePtr<IReload> Reload;
#endif
bool StartLiveCoding();
void OnModulesChanged(FName ModuleName, EModuleChangeReason Reason);
void UpdateModules();
bool ShouldPreloadModule(const FName& Name, const FString& FullFilePath) const;
};