Start the process of standardizing the formatting of documentation inside our header files.
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@@ -1,3 +1,14 @@
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////////////////////////////////////////////////////////////
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//
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// AssetLookup.h
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//
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// Provides asset loading by short name. At
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// initialization, scans asset directories and builds
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// a lookup table mapping (class, short name) pairs
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// to full asset paths. Blueprint-callable functions
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// let blueprints load assets by short name.
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//
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////////////////////////////////////////////////////////////
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#pragma once
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@@ -14,64 +25,68 @@ class UStaticMesh;
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class USkeletalMesh;
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class UAnimSequence;
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////////////////////////////////////////////////////////////
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//
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// UlxAssetLookup
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//
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////////////////////////////////////////////////////////////
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UCLASS(MinimalAPI)
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class UlxAssetLookup : public UObject
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{
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GENERATED_BODY()
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private:
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//
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// At initialization time, we scan the asset directories
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// to see what assets are present. These maps store the
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// result of the scan. Each entry in the map contains a
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// classname, a short name, and a path:
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//
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// <UAnimSequence, Jump> -> "/Game/AnimSequences/SEQ_Jump"
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//
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TMap<TTuple<FString, FName>, FString> AssetPaths;
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TMap<TTuple<FString, FName>, FString> AssetPaths;
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private:
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void AddAssets(const TCHAR *Path, UClass *Class, const TCHAR *NamePrefix);
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void AddAssets(const TCHAR *Path, UClass *Class, const TCHAR *NamePrefix);
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static UObject *LoadAsset(const UObject *Context, UClass *Class, UClass *ChildOf, const FString &Name, bool ErrorIfNotFound);
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static UObject *LoadAsset(const UObject *Context, UClass *Class, UClass *ChildOf, const FString &Name, bool ErrorIfNotFound);
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public:
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void RebuildIndex();
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void RebuildIndex();
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// Get a static mesh by name
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadStaticMeshAsset(
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UStaticMesh *&Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get a skeletal mesh by name
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadSkeletalMeshAsset(
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USkeletalMesh *&Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get a static mesh by name.
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//
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadStaticMeshAsset(
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UStaticMesh *&Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get an animation sequence by name.
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadAnimSequenceAsset(
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UAnimSequence *&Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get a skeletal mesh by name.
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//
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadSkeletalMeshAsset(
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USkeletalMesh *&Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get a tangible class by name
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadTangibleBlueprintAsset(
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TSubclassOf<AActor> &Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get an animation sequence by name.
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//
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadAnimSequenceAsset(
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UAnimSequence *&Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get a widget blueprint by name
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadUserWidgetAsset(
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TSubclassOf<UUserWidget> &Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get a tangible class by name.
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//
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadTangibleBlueprintAsset(
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TSubclassOf<AActor> &Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get a look-at widget blueprint by name
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadLuaWidgetAsset(
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TSubclassOf<UlxLuaWidget> &Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get a widget blueprint by name.
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//
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadUserWidgetAsset(
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TSubclassOf<UUserWidget> &Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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// Get a look-at widget blueprint by name.
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//
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
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static ElxValidOrNotValid LoadLuaWidgetAsset(
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TSubclassOf<UlxLuaWidget> &Result,
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const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
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};
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