Files
UnrealEngine/Engine/Source/Developer/Merge/Public/Merge.h
2025-05-18 13:04:45 +08:00

65 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
class UBlueprint;
namespace EMergeResult
{
enum Type
{
Unknown,
Completed,
Cancelled,
};
}
DECLARE_DELEGATE_TwoParams(FOnMergeResolved, UPackage*, EMergeResult::Type);
/**
* The public interface to this module
*/
class IMerge : public IModuleInterface
{
public:
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static inline IMerge& Get()
{
return FModuleManager::LoadModuleChecked< IMerge >( "Merge" );
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded( "Merge" );
}
/**
* Generates a widget used to perform a three way merge operation.
*
* @return The merge view widget
*/
virtual TSharedPtr<class SDockTab> GenerateMergeWidget( const UBlueprint& Object, TSharedRef< class FBlueprintEditor> Editor ) = 0;
virtual TSharedPtr<class SDockTab> GenerateMergeWidget(const UBlueprint* BaseBlueprint, const UBlueprint* RemoteBlueprint, const UBlueprint* LocalBlueprint, const FOnMergeResolved& MergeResolutionCallback, TSharedRef<class FBlueprintEditor> Editor) = 0;
/**
* @return whether the blueprint is in a conflicted state, and can therefore be merged.
*/
virtual bool PendingMerge(const UBlueprint& BlueprintObj) const = 0;
};