Files
UnrealEngine/Engine/Source/Editor/GameProjectGeneration/Public/GameProjectGenerationModule.h
2025-05-18 13:04:45 +08:00

143 lines
5.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AddToProjectConfig.h"
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "Containers/UnrealString.h"
#include "CoreMinimal.h"
#include "Delegates/Delegate.h"
#include "HAL/Platform.h"
#include "ModuleDescriptor.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
#include "Templates/SharedPointer.h"
#include "UObject/NameTypes.h"
class FText;
class UClass;
struct FModuleContextInfo;
struct FSlateBrush;
struct FTemplateCategory;
/**
* Game Project Generation module
*/
class FGameProjectGenerationModule : public IModuleInterface
{
public:
typedef TMap<FName, TSharedPtr<FTemplateCategory>> FTemplateCategoryMap;
/**
* Called right after the plugin DLL has been loaded and the plugin object has been created
*/
virtual void StartupModule();
/**
* Called before the plugin is unloaded, right before the plugin object is destroyed.
*/
virtual void ShutdownModule();
/**
* 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 FGameProjectGenerationModule& Get()
{
static const FName ModuleName = "GameProjectGeneration";
return FModuleManager::LoadModuleChecked< FGameProjectGenerationModule >( ModuleName );
}
/** Creates the game project dialog */
virtual TSharedRef<class SWidget> CreateGameProjectDialog(bool bAllowProjectOpening, bool bAllowProjectCreate);
/** Creates a new class dialog for creating classes based on the passed-in class. */
virtual TSharedRef<class SWidget> CreateNewClassDialog(const UClass* InClass);
/**
* Opens a dialog to add code files to the current project.
*
* @param Config Dialog configuration options
*/
virtual void OpenAddCodeToProjectDialog(const FAddToProjectConfig& Config = FAddToProjectConfig());
/**
* Opens a dialog to add a new blueprint to the current project.
*
* @param Config Dialog configuration options
*/
virtual void OpenAddBlueprintToProjectDialog(const FAddToProjectConfig& Config);
/** Delegate for when the AddCodeToProject dialog is opened */
DECLARE_EVENT(FGameProjectGenerationModule, FAddCodeToProjectDialogOpenedEvent);
FAddCodeToProjectDialogOpenedEvent& OnAddCodeToProjectDialogOpened() { return AddCodeToProjectDialogOpenedEvent; }
/** Tries to make the project file writable. Prompts to check out as necessary. */
virtual void TryMakeProjectFileWriteable(const FString& ProjectFile);
/** Prompts the user to update their project file, if necessary. */
virtual void CheckForOutOfDateGameProjectFile();
/** Updates the currently loaded project. Returns true if the project was updated successfully or if no update was needed */
virtual bool UpdateGameProject(const FString& ProjectFile, const FString& EngineIdentifier, FText& OutFailReason);
/** Updates the current code project */
virtual bool UpdateCodeProject(FText& OutFailReason, FText& OutFailLog);
/** Gets the current projects source file count */
virtual bool ProjectHasCodeFiles();
/** Returns the path to the module's include header */
virtual FString DetermineModuleIncludePath(const FModuleContextInfo& ModuleInfo, const FString& FileRelativeTo);
/** Get the information about any modules referenced in the .uproject file of the currently loaded project */
virtual const TArray<FModuleContextInfo>& GetCurrentProjectModules();
/** Returns true if the specified class is a valid base class for the given module */
virtual bool IsValidBaseClassForCreation(const UClass* InClass, const FModuleContextInfo& InModuleInfo);
/** Returns true if the specified class is a valid base class for any of the given modules */
virtual bool IsValidBaseClassForCreation(const UClass* InClass, const TArray<FModuleContextInfo>& InModuleInfoArray);
/** Gets file and size info about the source directory */
virtual void GetProjectSourceDirectoryInfo(int32& OutNumFiles, int64& OutDirectorySize);
/** Warn the user if the project filename is invalid in case they renamed it outside the editor */
virtual void CheckAndWarnProjectFilenameValid();
/** Generate basic project source code */
virtual bool GenerateBasicSourceCode(TArray<FString>& OutCreatedFiles, FText& OutFailReason);
/**
* Update the list of supported target platforms based upon the parameters provided
* This will take care of checking out and saving the updated .uproject file automatically
*
* @param InPlatformName Name of the platform to target (eg, WindowsClient)
* @param bIsSupported true if the platform should be supported by this project, false if it should not
*/
virtual void UpdateSupportedTargetPlatforms(const FName& InPlatformName, const bool bIsSupported);
/** Clear the list of supported target platforms */
virtual void ClearSupportedTargetPlatforms();
public:
// Non DLL-exposed access to template categories
TSharedPtr<const FTemplateCategory> GetCategory(FName Type) const { return TemplateCategories.FindRef(Type); }
void GetAllTemplateCategories(TArray<TSharedPtr<FTemplateCategory>>& OutCategories) const { TemplateCategories.GenerateValueArray(OutCategories); }
private:
FAddCodeToProjectDialogOpenedEvent AddCodeToProjectDialogOpenedEvent;
/** Map of template categories from type to ptr */
FTemplateCategoryMap TemplateCategories;
void LoadTemplateCategories();
};