Console overhaul, part 2. New console is mostly working.
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@@ -202,37 +202,44 @@ FString UlxLuaCallLibrary::AllFunctionsWithPrefix(const TCHAR *Prefix)
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//
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/////////////////////////////////////////////////////////////////
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void UlxLuaCallLibrary::ValidateLua(
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ElxLuaSyntaxCheck &Result, FString &ErrorMessage, UObject *context, const FString &Code)
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void UlxLuaCallLibrary::ValidateLuaExpr(
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ElxLuaSyntaxCheck &Status, FString &ErrorMessage, UObject *context, const FString &Code)
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{
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if (Code.StartsWith(TEXT("/")))
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{
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ErrorMessage = "SlashCommand";
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Result = ElxLuaSyntaxCheck::SlashCommand;
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Status = ElxLuaSyntaxCheck::SlashCommand;
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return;
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}
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if (Code.TrimStart().IsEmpty())
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{
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ErrorMessage = "";
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Result = ElxLuaSyntaxCheck::Whitespace;
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Status = ElxLuaSyntaxCheck::Whitespace;
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return;
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}
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ALuprexGameModeBase *mode = ALuprexGameModeBase::FromContext(context);
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ErrorMessage = mode->LuaValidate(Code);
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ErrorMessage = mode->ValidateLuaExpr(Code);
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if (ErrorMessage.IsEmpty())
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{
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Result = ElxLuaSyntaxCheck::ValidLua;
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Status = ElxLuaSyntaxCheck::ValidLua;
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}
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else if (ErrorMessage.Contains(TEXT("<eof>")))
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{
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Result = ElxLuaSyntaxCheck::TruncatedLua;
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Status = ElxLuaSyntaxCheck::TruncatedLua;
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}
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else
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{
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Result = ElxLuaSyntaxCheck::InvalidLua;
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Status = ElxLuaSyntaxCheck::InvalidLua;
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}
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}
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void UlxLuaCallLibrary::InvokeLuaExpr(UObject *context, const FString &Code)
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{
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ALuprexGameModeBase *mode = ALuprexGameModeBase::FromContext(context);
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mode->InvokeLuaExpr(Code);
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}
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void UlxLuaCallLibrary::LuaCallBegin(UObject *context, const FString &cname, const FString &fname)
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{
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ALuprexGameModeBase *mode = ALuprexGameModeBase::FromContext(context);
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@@ -139,8 +139,11 @@ public:
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// returns an error message. If the code is error-free, the
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// error message is the empty string.
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//
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", ExpandEnumAsExecs="Result"), Category = "Luprex|Call Lua Function")
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static void ValidateLua(ElxLuaSyntaxCheck &Result, FString &ErrorMessage, UObject *context, const FString &Code);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
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static void ValidateLuaExpr(ElxLuaSyntaxCheck &Status, FString &ErrorMessage, UObject *context, const FString &Code);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
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static void InvokeLuaExpr(UObject *context, const FString &Code);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
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static void LuaCallBegin(UObject *context, const FString &ClassName, const FString &FunctionName);
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@@ -223,17 +223,26 @@ UlxLuaValues *ALuprexGameModeBase::LuaCallEnd(AccessKind kind, AActor *place) {
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}
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}
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FString ALuprexGameModeBase::LuaValidate(const FString &Code)
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FString ALuprexGameModeBase::ValidateLuaExpr(const FString &Code)
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{
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FTCHARToUTF8 UCode(*Code);
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FlxLockedWrapper w(LockableWrapper);
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uint32_t retpklen;
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const char *retpk;
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w->play_access(w.Get(), AccessKind::VALIDATE_LUA, 0, UCode.Length(), UCode.Get(), &retpklen, &retpk);
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w->play_access(w.Get(), AccessKind::VALIDATE_LUA_EXPR, 0, UCode.Length(), UCode.Get(), &retpklen, &retpk);
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FString Result(retpklen, (const UTF8CHAR*)retpk);
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return Result;
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}
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void ALuprexGameModeBase::InvokeLuaExpr(const FString &Code)
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{
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FTCHARToUTF8 UCode(*Code);
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FlxLockedWrapper w(LockableWrapper);
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uint32_t retpklen;
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const char *retpk;
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w->play_access(w.Get(), AccessKind::INVOKE_LUA_EXPR, 0, UCode.Length(), UCode.Get(), &retpklen, &retpk);
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}
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void ALuprexGameModeBase::OnWorldPreActorTick(UWorld* InWorld, ELevelTick InLevelTick, float deltaseconds)
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{
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if(Playing && TickEnabled && (GetWorld() == InWorld) && (InLevelTick == LEVELTICK_All))
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@@ -116,7 +116,11 @@ public:
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// an otherwise empty lua interpreter, so this is purely
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// a syntax check.
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//
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FString LuaValidate(const FString &Code);
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FString ValidateLuaExpr(const FString &Code);
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// Invoke some lua code.
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//
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void InvokeLuaExpr(const FString &Code);
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// Get the Asset Lookup table.
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const UlxAssetLookup *GetAssetLookup() const { return AssetLookup; }
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