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104 lines
3.6 KiB
C++
104 lines
3.6 KiB
C++
// Copyright 1998-2018 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/SoftObjectPtr.h"
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#include "Modules/ModuleInterface.h"
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#include "Modules/ModuleManager.h"
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#include "Engine/Blueprint.h"
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class UBlueprint;
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enum class ESavePackageResult;
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class ITargetPlatform;
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struct FPlatformNativizationDetails
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{
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FName PlatformName;
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FCompilerNativizationOptions CompilerNativizationOptions;
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};
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struct FNativeCodeGenInitData
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{
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// This is an array platforms. These are determined by the cooker:
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TArray< FPlatformNativizationDetails > 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<FPlatformNativizationDetails>& 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 FName PlatformName) = 0;
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virtual void SaveManifest() = 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(TSoftObjectPtr<UBlueprint> BPPtr, const FCompilerNativizationOptions& NativizationOptions) = 0;
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virtual const TMultiMap<FName, TSoftClassPtr<UObject>>& GetFunctionsBoundToADelegate() = 0;
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virtual void FillPlatformNativizationDetails(const ITargetPlatform* Platform, FPlatformNativizationDetails& OutDetails) = 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<FPlatformNativizationDetails>& 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<FPlatformNativizationDetails>& 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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