Start the process of standardizing the formatting of documentation inside our header files.
This commit is contained in:
57
Docs/Comment-Formatting-Standards.md
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57
Docs/Comment-Formatting-Standards.md
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@@ -0,0 +1,57 @@
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# Comment Formatting Standards
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## Line Width
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Wrap comments at approximately 60 columns. Code and function signatures are not wrapped.
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## Comment Style
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Use C++ style (`//`) for all comments. Use `/** */` only for UENUM/UPROPERTY values that should appear as tooltips in the blueprint editor.
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## Section Banners
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Each class, struct, or enum gets a banner block. The banner line is 60 characters of slashes. The banner names the type and gives a brief description.
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```cpp
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////////////////////////////////////////////////////////////
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//
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// FlxExampleClass
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//
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// Brief description of what this class does.
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//
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////////////////////////////////////////////////////////////
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```
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## Header File Banners
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Ideally, we'd like to have documentation about what a header
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file is for. This would be a banner block at the top of the
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header file, before the pragma once. If you're claude code,
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and there is no documentation yet, generate a little, but
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mark it "DOCUMENTATION GENERATED BY CLAUDE."
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## Member Comments
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Comments on member variables and functions use `//` followed by a blank `//` line:
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```cpp
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// Brief description of what this does.
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//
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void DoSomething();
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```
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## UFUNCTION Spacing
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UFUNCTION-decorated members should be followed by a single blank line to visually separate them from the next member:
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```cpp
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// Get the value.
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//
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UFUNCTION(BlueprintCallable)
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int32 GetValue() const;
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// Set the value.
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//
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UFUNCTION(BlueprintCallable)
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void SetValue(int32 Val);
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```
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@@ -8,17 +8,17 @@
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#include "AnimQueue.generated.h"
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////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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//
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// An single animation step.
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//
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// This struct contains an entire animation step. The
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// key-value pairs are stored in an encoded form, which is not
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// directly accessible to blueprints. To read these key-value
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// pairs, blueprints will need to use UnpackAnimationStep or
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// AnimationStepGetXXX.
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// FlxAnimationStep
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//
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////////////////////////////////////////////////
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// A single animation step. The key-value pairs
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// are stored in an encoded form, which is not
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// directly accessible to blueprints. To read
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// them, use UnpackAnimationStep or the
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// AnimationStepGetXXX functions.
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//
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////////////////////////////////////////////////////////////
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USTRUCT(BlueprintType)
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struct INTEGRATION_API FlxAnimationStep {
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@@ -28,14 +28,16 @@ public:
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UPROPERTY()
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bool Finished;
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// The hash of the animation step, a 63-bit unique identifier.
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// The hash of the animation step, a 63-bit
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// unique identifier.
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//
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UPROPERTY()
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int64 Hash;
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// The Body contains all the key-value pairs in an encoded form. To
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// obtain these in a useful form, you will need to use
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// UnpackAnimationStep or AnimationStepGetXXX.
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// The Body contains all the key-value pairs
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// in an encoded form. To obtain these in a
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// useful form, use UnpackAnimationStep or the
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// AnimationStepGetXXX functions.
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//
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UPROPERTY()
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TArray<uint8> Body;
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@@ -48,25 +50,26 @@ public:
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// Auto-Execute
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//
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// These functions automatically update certain actor
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// properties:
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// These functions automatically update certain
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// actor properties:
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//
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// AutoUpdateXYZ - uses 'xyz' keyword
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// AutoUpdateFacing - uses 'facing' keyword
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// AutoUpdatePlane - uses 'plane' keyword
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//
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// AutoUpdateXYZ(AActor *actor); // uses 'xyz' keyword
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// AutoUpdateFacing(AActor *actor); // uses 'facing' keyword.
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// AutoUpdatePlane(FName *plane); // uses 'plane' keyword
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//
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void AutoUpdateXYZ(AActor *actor) const;
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void AutoUpdateFacing(AActor *actor) const;
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void AutoUpdatePlane(FName *plane) const;
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};
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////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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//
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// This UClass is never instantiated. It exists to
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// expose certain static functions to the blueprint
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// library.
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// UlxAnimationStepLibrary
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//
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////////////////////////////////////////////////
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// Blueprint function library for reading and
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// applying animation steps.
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//
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////////////////////////////////////////////////////////////
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UCLASS()
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class INTEGRATION_API UlxAnimationStepLibrary : public UBlueprintFunctionLibrary
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@@ -77,26 +80,23 @@ public:
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UFUNCTION(BlueprintPure, Category = "Luprex|Animation Step")
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static FString AnimationStepDebugString(const FlxAnimationStep& step);
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// Stores the key-value pairs in properties of the target object.
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// Stores the key-value pairs in properties of the
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// target object.
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//
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// The animation step contains key-value pairs. The goal of this function
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// is to store these in properties of the target. The prefix parameter
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// is prepended to the property names.
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// The prefix parameter is prepended to the property
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// names. For example, if the pairs are "color=blue,
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// speed=20" and the prefix is "aq", then "aq Color" is
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// set to "blue" and "aq Speed" is set to 20. A
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// property "aq Animation Step" is also written,
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// containing the entire animation step.
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//
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// For example, suppose the key-value pairs are "color=blue, speed=20",
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// and suppose the prefix is "aq". In that case, two properties would
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// be written: "aq Color" would be set to "blue", and "aq Speed" would be
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// set to 20. In addition, a property "aq Animation Step" would
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// be written, containing the entire animation step.
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// If a key has no corresponding property, it is
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// silently ignored. If a property has no corresponding
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// key, it is cleared.
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//
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// If the step contains a key-value pair, but there is no corresponding
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// property in the target, then the key-value pair is silently
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// ignored. If the target contains properties that begin with the prefix,
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// but which don't have any corresponding key-value pair, those properties
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// are cleared.
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//
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// Returns 'Changed' if the hash-value of the "aq Animation Step" property
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// has changed. Returns 'Action' string from the action=xxx property.
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// Returns bChanged=true if the hash of the "aq
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// Animation Step" property has changed. Returns the
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// Action string from action=xxx.
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//
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Animation Step")
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static void UnpackAnimationStep(bool &bChanged, FString &Action, const FlxAnimationStep& step, UObject* target, const FString& VariableNamePrefix = TEXT("aq"));
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@@ -106,7 +106,7 @@ public:
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UFUNCTION(BlueprintPure, Category = "Luprex|Animation Step")
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static bool AnimationStepIsIdle(const FlxAnimationStep &step);
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UFUNCTION(BlueprintPure, Category = "Luprex|Animation Step")
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static FVector AnimationStepGetVector(const FlxAnimationStep& step, const FString& name);
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@@ -125,27 +125,34 @@ public:
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UFUNCTION(BlueprintPure, meta = (BlueprintAutocast), Category = "Luprex|Animation Step")
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static int64 AnimationStepID(const FlxAnimationStep& step) { return step.Hash; }
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// Scan an animation step for key-value pairs of the form mat_XXXX={x,y,z}.
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// For each match, create a dynamic material instance on the actor's mesh
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// components and set the vector parameter XXXX. Materials are restored to
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// their base (non-dynamic) state before applying, so parameters from
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// previous calls do not persist.
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// Scan an animation step for key-value pairs of the
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// form mat_XXXX={x,y,z}. For each match, create a
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// dynamic material instance on the actor's mesh
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// components and set the vector parameter XXXX.
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// Materials are restored to their base (non-dynamic)
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// state before applying, so parameters from previous
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// calls do not persist.
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//
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "actor"), Category = "Luprex|Animation Step")
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static void AnimationStepApplyMaterials(const FlxAnimationStep& step, AActor* actor);
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// Look for a mesh=name key-value pair in the animation step.
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// If found, load the named mesh and apply it to the actor's
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// mesh component. The actor must have exactly one mesh component.
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// Look for a mesh=name key-value pair. If found, load
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// the named mesh and apply it to the actor's mesh
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// component. The actor must have exactly one mesh
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// component.
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//
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UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "actor"), Category = "Luprex|Animation Step")
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static void AnimationStepApplyMesh(const FlxAnimationStep& step, bool FallbackToBP, AActor* actor);
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};
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////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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//
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//
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////////////////////////////////////////////////
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// FlxAnimationStepView
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//
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// A lightweight, non-owning view of an animation
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// step (hash + body as a string_view).
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//
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////////////////////////////////////////////////////////////
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struct FlxAnimationStepView {
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int64 Hash;
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@@ -155,19 +162,17 @@ struct FlxAnimationStepView {
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FlxAnimationStepView(int64 h, std::string_view b) : Hash(h), Body(b) {}
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};
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////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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//
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// A single animation field.
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//
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// A field consists of a variable name,
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// a persistent flag, a type, and some fields
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// to hold the values.
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// FlxAnimationField
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//
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// If the value is boolean, it is stored in
|
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// X, as either 1 or 0. If the value is double,
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// it is stored in X.
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//
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////////////////////////////////////////////////
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// A single field from an animation step: a variable name, a
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// persistent flag, a type, and value storage.
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//
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// Boolean values are stored in X as 1 or 0. Double values
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// are stored in X.
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//
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////////////////////////////////////////////////////////////
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struct FlxAnimationField {
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std::string_view Name;
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@@ -177,48 +182,47 @@ struct FlxAnimationField {
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std::string_view S;
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};
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////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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//
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// An Animation Queue Decoder.
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// FlxAnimQueueDecoder
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//
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// This acts a lot like a stream reader,
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// it reads one AnimEntry at a time from
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// the animation queue until you reach
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// 'end-of-file'.
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// Stream reader for animation queues. Reads one
|
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// FlxAnimationStepView at a time until EOF.
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//
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////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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class FlxAnimQueueDecoder {
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private:
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FlxStreamBuffer Decoder;
|
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|
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// These values are immediately read from the header.
|
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|
||||
// Read from the header immediately on
|
||||
// construction.
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//
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int SizeLimit;
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int ActualSize;
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public:
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// Initialize the FlxAnimQueueDecoder with the encoded animation queue.
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// Initialize with an encoded animation queue.
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//
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FlxAnimQueueDecoder(std::string_view s);
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// Get the size limit of the animation queue.
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//
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||||
//
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int GetSizeLimit() const { return SizeLimit; }
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||||
// Get the Actual Size of the animation queue.
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// Get the actual size of the animation queue.
|
||||
//
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int GetActualSize() const { return ActualSize; }
|
||||
|
||||
// Return true if the parser has reached the end of the string.
|
||||
// Return true if the parser has reached EOF.
|
||||
//
|
||||
bool AtEOF() { return Decoder.empty(); }
|
||||
|
||||
// Read one animation step.
|
||||
//
|
||||
//
|
||||
FlxAnimationStepView ReadStep();
|
||||
|
||||
// Peek at the hash of the next animation step.
|
||||
// Peek at the hash of the next step.
|
||||
//
|
||||
int64 PeekHash();
|
||||
|
||||
@@ -227,115 +231,101 @@ public:
|
||||
// static FString DebugString(std::string_view s);
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// An Animation Step Decoder.
|
||||
// FlxAnimationStepDecoder
|
||||
//
|
||||
// This acts a lot like a stream reader,
|
||||
// it reads one FlxAnimationField at a time from
|
||||
// the animation queue until you reach
|
||||
// 'end-of-file'.
|
||||
// Stream reader for a single animation step. Reads one
|
||||
// FlxAnimationField at a time until EOF.
|
||||
//
|
||||
////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
class FlxAnimationStepDecoder {
|
||||
private:
|
||||
FlxStreamBuffer Decoder;
|
||||
|
||||
public:
|
||||
// Initialize the FlxAnimationStepDecoder from the FlxAnimationStepView.
|
||||
//
|
||||
// Initialize from an encoded step body.
|
||||
//
|
||||
FlxAnimationStepDecoder(std::string_view body) : Decoder(body) {}
|
||||
|
||||
// Return true if the parser has reached the end of the string.
|
||||
// Return true if the parser has reached EOF.
|
||||
//
|
||||
bool AtEOF() { return Decoder.empty(); }
|
||||
|
||||
// Read one field.
|
||||
//
|
||||
//
|
||||
FlxAnimationField ReadField();
|
||||
|
||||
// Convert an AnimStep to an FString.
|
||||
// Convert an animation step to a debug string.
|
||||
//
|
||||
static FString DebugString(bool finished, int64 hash, std::string_view body);
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// FlxAnimTracker
|
||||
//
|
||||
// This class monitors the animation queue for a single
|
||||
// tangible. It can identify when a new animation has
|
||||
// appeared on the animation queue, and when animations have
|
||||
// been removed from the animation queue. It also
|
||||
// keeps track of which animations have been started.
|
||||
//
|
||||
////////////////////////////////////////////////
|
||||
// Monitors the animation queue for a single tangible.
|
||||
// Identifies when animations appear or are removed, and
|
||||
// tracks which ones have been marked as finished.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
class FlxAnimTracker {
|
||||
public:
|
||||
// Our own copy of the animation queue. We only
|
||||
// store the hashes, not the steps. The First element
|
||||
// of the queue is the oldest item.
|
||||
// Our copy of the animation queue. The first element
|
||||
// is the oldest item.
|
||||
//
|
||||
TArray<FlxAnimationStep> AQ;
|
||||
|
||||
// True if something has recently changed.
|
||||
//
|
||||
bool Changed;
|
||||
|
||||
|
||||
public:
|
||||
// Construct a tracker.
|
||||
//
|
||||
// Initially, the tracker is in the empty (Clear) state.
|
||||
// Construct a tracker in the empty (Clear) state.
|
||||
//
|
||||
FlxAnimTracker();
|
||||
|
||||
// Clear everything, reset to the initial state.
|
||||
// Clear everything, reset to initial state.
|
||||
//
|
||||
void Clear();
|
||||
|
||||
// Update from the specified animation queue.
|
||||
//
|
||||
// After the update is done, AQ will be a copy
|
||||
// of the animation queue that is passed in.
|
||||
// Update from the specified animation queue. After the
|
||||
// update, AQ will be a copy of the queue that was
|
||||
// passed in.
|
||||
//
|
||||
void Update(std::string_view encqueue);
|
||||
|
||||
// Get the current blueprint name, as a string.
|
||||
// Get the current blueprint name.
|
||||
//
|
||||
FString GetCurrentBlueprintName();
|
||||
|
||||
// Get the current animation step.
|
||||
// Get the current animation step. This is the step
|
||||
// that the blueprint should currently be playing.
|
||||
//
|
||||
// Get the current animation step. This is the step that the
|
||||
// blueprint should currently be playing.
|
||||
//
|
||||
FlxAnimationStep GetCurrentAnimation();
|
||||
|
||||
// Declare that an animation is finished.
|
||||
// Declare that an animation is finished. The blueprint
|
||||
// calls this to indicate that it is done playing the
|
||||
// specified animation. This causes GetCurrentAnimation
|
||||
// to advance to the next step.
|
||||
//
|
||||
// The blueprint uses this function call to indicate that it
|
||||
// is done playing the specified animation. This will cause the
|
||||
// animation to be marked as finished, which in turn causes
|
||||
// 'GetCurrentStep' to advance to the next animation.
|
||||
//
|
||||
void FinishedAnimation(int64 Hash);
|
||||
|
||||
// Return true if an animation step is marked finished.
|
||||
//
|
||||
// Also return true if the animation step is not found.
|
||||
// Also returns true if the step is not found.
|
||||
//
|
||||
bool IsFinished(int64 Hash);
|
||||
|
||||
// Skip to the end of the animation queue.
|
||||
//
|
||||
// This is equivalent to calling 'FinishedHash' on every
|
||||
// animation in the entire queue.
|
||||
|
||||
// Skip to the end of the animation queue. Equivalent to
|
||||
// calling FinishedAnimation on every animation in the
|
||||
// queue.
|
||||
//
|
||||
void SkipToEnd();
|
||||
|
||||
// Get all the hashes of all the animation steps.
|
||||
// Get the hashes of all animation steps.
|
||||
//
|
||||
TArray<int64> GetHashes();
|
||||
|
||||
@@ -347,24 +337,25 @@ public:
|
||||
//
|
||||
const FlxAnimationStep *LastFinished() const;
|
||||
|
||||
// Return the first animation with the specified hash.
|
||||
// Return the first animation with the
|
||||
// specified hash.
|
||||
//
|
||||
const FlxAnimationStep *FindAnimation(int64 hash) const;
|
||||
|
||||
// Clear the 'Changed' flag.
|
||||
// Clear the Changed flag.
|
||||
//
|
||||
void ClearChanged() { Changed = false; }
|
||||
|
||||
// Get the 'Changed' flag.
|
||||
// Get the Changed flag.
|
||||
//
|
||||
// The changed flag is set to true whenever the Luprex animation
|
||||
// queue changes from its previous state. The changed flag is also
|
||||
// set to true whenever 'SetFinished' marks an animation as finished.
|
||||
// The changed flag can only be set to false by 'ClearChanged,' above.
|
||||
// Set to true whenever the animation queue changes, or
|
||||
// when FinishedAnimation marks a step. Only cleared by
|
||||
// ClearChanged.
|
||||
//
|
||||
bool IsChanged() const { return Changed; }
|
||||
|
||||
// Return a debug string for the entire animation tracker.
|
||||
// Return a debug string for the entire animation
|
||||
// tracker.
|
||||
//
|
||||
FString DebugString() const;
|
||||
};
|
||||
};
|
||||
|
||||
@@ -1,3 +1,14 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// AssetLookup.h
|
||||
//
|
||||
// Provides asset loading by short name. At
|
||||
// initialization, scans asset directories and builds
|
||||
// a lookup table mapping (class, short name) pairs
|
||||
// to full asset paths. Blueprint-callable functions
|
||||
// let blueprints load assets by short name.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
#pragma once
|
||||
|
||||
@@ -14,64 +25,68 @@ class UStaticMesh;
|
||||
class USkeletalMesh;
|
||||
class UAnimSequence;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// UlxAssetLookup
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class UlxAssetLookup : public UObject
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
private:
|
||||
//
|
||||
// At initialization time, we scan the asset directories
|
||||
// to see what assets are present. These maps store the
|
||||
// result of the scan. Each entry in the map contains a
|
||||
// classname, a short name, and a path:
|
||||
//
|
||||
// <UAnimSequence, Jump> -> "/Game/AnimSequences/SEQ_Jump"
|
||||
//
|
||||
TMap<TTuple<FString, FName>, FString> AssetPaths;
|
||||
TMap<TTuple<FString, FName>, FString> AssetPaths;
|
||||
|
||||
private:
|
||||
|
||||
void AddAssets(const TCHAR *Path, UClass *Class, const TCHAR *NamePrefix);
|
||||
void AddAssets(const TCHAR *Path, UClass *Class, const TCHAR *NamePrefix);
|
||||
|
||||
static UObject *LoadAsset(const UObject *Context, UClass *Class, UClass *ChildOf, const FString &Name, bool ErrorIfNotFound);
|
||||
static UObject *LoadAsset(const UObject *Context, UClass *Class, UClass *ChildOf, const FString &Name, bool ErrorIfNotFound);
|
||||
|
||||
public:
|
||||
void RebuildIndex();
|
||||
void RebuildIndex();
|
||||
|
||||
// Get a static mesh by name
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
|
||||
static ElxValidOrNotValid LoadStaticMeshAsset(
|
||||
UStaticMesh *&Result,
|
||||
const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
|
||||
|
||||
// Get a skeletal mesh by name
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
|
||||
static ElxValidOrNotValid LoadSkeletalMeshAsset(
|
||||
USkeletalMesh *&Result,
|
||||
const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
|
||||
// Get a static mesh by name.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
|
||||
static ElxValidOrNotValid LoadStaticMeshAsset(
|
||||
UStaticMesh *&Result,
|
||||
const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
|
||||
|
||||
// Get an animation sequence by name.
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
|
||||
static ElxValidOrNotValid LoadAnimSequenceAsset(
|
||||
UAnimSequence *&Result,
|
||||
const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
|
||||
// Get a skeletal mesh by name.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
|
||||
static ElxValidOrNotValid LoadSkeletalMeshAsset(
|
||||
USkeletalMesh *&Result,
|
||||
const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
|
||||
|
||||
// Get a tangible class by name
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
|
||||
static ElxValidOrNotValid LoadTangibleBlueprintAsset(
|
||||
TSubclassOf<AActor> &Result,
|
||||
const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
|
||||
// Get an animation sequence by name.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
|
||||
static ElxValidOrNotValid LoadAnimSequenceAsset(
|
||||
UAnimSequence *&Result,
|
||||
const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
|
||||
|
||||
// Get a widget blueprint by name
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
|
||||
static ElxValidOrNotValid LoadUserWidgetAsset(
|
||||
TSubclassOf<UUserWidget> &Result,
|
||||
const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
|
||||
// Get a tangible class by name.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
|
||||
static ElxValidOrNotValid LoadTangibleBlueprintAsset(
|
||||
TSubclassOf<AActor> &Result,
|
||||
const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
|
||||
|
||||
// Get a look-at widget blueprint by name
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
|
||||
static ElxValidOrNotValid LoadLuaWidgetAsset(
|
||||
TSubclassOf<UlxLuaWidget> &Result,
|
||||
const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
|
||||
// Get a widget blueprint by name.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
|
||||
static ElxValidOrNotValid LoadUserWidgetAsset(
|
||||
TSubclassOf<UUserWidget> &Result,
|
||||
const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
|
||||
|
||||
// Get a look-at widget blueprint by name.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context", ExpandEnumAsExecs="ReturnValue"), Category = "Luprex|Asset Loading")
|
||||
static ElxValidOrNotValid LoadLuaWidgetAsset(
|
||||
TSubclassOf<UlxLuaWidget> &Result,
|
||||
const UObject *Context, const FString &Name, bool ErrorIfNotFound = false);
|
||||
};
|
||||
|
||||
@@ -56,25 +56,25 @@
|
||||
UENUM(BlueprintType)
|
||||
enum class ElxBreakToDebuggerThreshold : uint8 {
|
||||
|
||||
/* Break on errors. */
|
||||
/** Break on errors. */
|
||||
Error,
|
||||
|
||||
/* Break on warnings and above. */
|
||||
/** Break on warnings and above. */
|
||||
Warning,
|
||||
|
||||
/* Break on display messages and above. */
|
||||
/** Break on display messages and above. */
|
||||
Display,
|
||||
|
||||
/* Break on log messages and above. */
|
||||
/** Break on log messages and above. */
|
||||
Log,
|
||||
|
||||
/* Break on verbose messages and above. */
|
||||
/** Break on verbose messages and above. */
|
||||
Verbose,
|
||||
|
||||
/* Break on all messages. */
|
||||
/** Break on all messages. */
|
||||
VeryVerbose,
|
||||
|
||||
/* Break on fatal errors only (ie, never break -- the process crashes instead). */
|
||||
/** Break on fatal errors only (ie, never break -- the process crashes instead). */
|
||||
Fatal,
|
||||
};
|
||||
|
||||
|
||||
@@ -1,37 +1,50 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Common.h
|
||||
//
|
||||
// Simple data types used throughout the Unreal
|
||||
// interface to Luprex: type aliases, blueprint
|
||||
// enums for branching, and log categories.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <string_view>
|
||||
|
||||
#include "Common.generated.h"
|
||||
|
||||
/////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// A bunch of simple data types that are used throughout the
|
||||
// unreal interface to Luprex.
|
||||
// LpxCommonTypes
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////
|
||||
// Type aliases used throughout the integration.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
namespace LpxCommonTypes {
|
||||
// Array of tangible IDs.
|
||||
//
|
||||
using IdArray = TArray<int64>;
|
||||
|
||||
// View of Array of tangible IDs.
|
||||
//
|
||||
using IdView = TArrayView<const int64>;
|
||||
|
||||
// Array of std::string_view
|
||||
// Array of std::string_view.
|
||||
//
|
||||
using StringViewVec = TArray<std::string_view>;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Luprex exports a header-only library called "base-buffer.hpp",
|
||||
// which includes a "struct LuaValueHolder" which contains a tag
|
||||
// field of type "enum LuaValueType." The following enum is a
|
||||
// direct copy of that enum, and the values must match one-for-one.
|
||||
// Note that "token" has been renamed to "name", those are
|
||||
// synonymous.
|
||||
// ElxLuaValueType
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////
|
||||
// Mirror of LuaValueType from base-buffer.hpp.
|
||||
// Values must match one-for-one. Note that "token"
|
||||
// has been renamed to "name" (synonymous).
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class ElxLuaValueType : uint8 {
|
||||
@@ -43,13 +56,14 @@ enum class ElxLuaValueType : uint8 {
|
||||
Vector
|
||||
};
|
||||
|
||||
/////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// A variety of boolean-like results that can be conveniently
|
||||
// be used in conjunction with 'ExpandEnumAsExecs' to create
|
||||
// branching functions.
|
||||
// Branching Enums
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////
|
||||
// Boolean-like results used with ExpandEnumAsExecs
|
||||
// to create branching blueprint functions.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class ElxSuccessOrError : uint8 {
|
||||
@@ -81,16 +95,16 @@ enum class ElxSuccessOrWrongType : uint8 {
|
||||
WrongType,
|
||||
};
|
||||
|
||||
/////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Two log categories that are used throughout the Unreal
|
||||
// Luprex integration.
|
||||
// Log Categories
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
// Messages that come from inside the Luprex Core.
|
||||
// Messages from inside the Luprex Core.
|
||||
//
|
||||
DECLARE_LOG_CATEGORY_EXTERN(LogLuprex, Display, All);
|
||||
|
||||
// Messages that pertain to our Luprex integration with Unreal.
|
||||
// Messages about the Luprex integration with Unreal.
|
||||
//
|
||||
DECLARE_LOG_CATEGORY_EXTERN(LogLuprexIntegration, Display, All);
|
||||
|
||||
@@ -1,25 +1,16 @@
|
||||
//////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// ConsoleOutput
|
||||
// ConsoleOutput.h
|
||||
//
|
||||
// This class can optionally be used by the GameMode
|
||||
// blueprint to help implement the console window. There is
|
||||
// no requirement that the blueprint use this class, it can
|
||||
// implement the console window any way it wants, this is
|
||||
// just here in case it is desired.
|
||||
// Optional helper for the console window. The
|
||||
// GameMode blueprint can use this class to store
|
||||
// console text as one big string with newlines.
|
||||
//
|
||||
// This class stores the text that's in the unreal console.
|
||||
// It stores it as one great big string, which contains
|
||||
// newlines to denote line breaks.
|
||||
// A dirty bit is set whenever text is appended,
|
||||
// so the blueprint only needs to update the widget
|
||||
// when the text has actually changed.
|
||||
//
|
||||
// This class also contains a 'dirty' bit. Each time
|
||||
// somebody appends a line of text to the console, the dirty
|
||||
// bit is automatically set. The bit can be checked using
|
||||
// 'IsDirty' and cleared using 'ClearDirty'. This makes it
|
||||
// so that you don't have to update the unreal widget unless
|
||||
// the text has actually changed.
|
||||
//
|
||||
//////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
#pragma once
|
||||
|
||||
@@ -27,6 +18,11 @@
|
||||
|
||||
#include "ConsoleOutput.generated.h"
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// UlxConsoleOutput
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
UCLASS(BlueprintType)
|
||||
class UlxConsoleOutput : public UObject
|
||||
@@ -38,36 +34,46 @@ private:
|
||||
bool Dirty;
|
||||
|
||||
private:
|
||||
// Truncate the console to a reasonable number of
|
||||
// lines. The length is hardwired.
|
||||
// Truncate the console to a reasonable number of lines.
|
||||
// The length is hardwired.
|
||||
//
|
||||
void Truncate();
|
||||
|
||||
// Add a newline if there isn't one. Returns true if it changed anything.
|
||||
// Add a newline if there isn't one.
|
||||
//
|
||||
// Returns true if it changed anything.
|
||||
//
|
||||
bool MaybeAppendNewline();
|
||||
|
||||
// Append text. Returns true if it changed anything.
|
||||
// Append text.
|
||||
//
|
||||
// Returns true if it changed anything.
|
||||
//
|
||||
bool MaybeAppendText(const FString& text);
|
||||
|
||||
public:
|
||||
// Append a line of text to the console.
|
||||
// Append text to the console.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void Append(const FString& text);
|
||||
|
||||
// Append a line of text to the console on a line by itself.
|
||||
// Append text on a line by itself.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void AppendLine(const FString& text);
|
||||
|
||||
// Get the console text as a string.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable)
|
||||
const FString& Get() const { return Content; }
|
||||
|
||||
|
||||
// Return if the dirty flag is set.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable)
|
||||
bool IsDirty() const { return Dirty; }
|
||||
|
||||
// Clear the dirty flag.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable)
|
||||
void ClearDirty() { Dirty = false; }
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -1,7 +1,12 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// FormatDataLibrary: Functions that convert data into FFormatArgumentData
|
||||
// structs, so that the data can be passed to FText::Format.
|
||||
// FormatDataLibrary.h
|
||||
//
|
||||
// Functions that convert data into
|
||||
// FFormatArgumentData structs, so that the data
|
||||
// can be passed to FText::Format.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
#pragma once
|
||||
|
||||
@@ -18,17 +23,18 @@ class UlxLuaValues;
|
||||
struct FlxAnimationStep;
|
||||
struct FlxMovementComponentState;
|
||||
|
||||
/*
|
||||
* A library that contains functions that convert data into FFormatArgumentData
|
||||
* structs, so that the data can be passed to FTextFormatter::Format.
|
||||
*
|
||||
* The FormatLogMessage K2Node scans this library using reflection,
|
||||
* looking for functions that have a parameter named "AutoConvertedValue".
|
||||
* It uses the type of that parameter to determine which function to
|
||||
* call for a given pin type. Functions without an "AutoConvertedValue"
|
||||
* parameter are ignored by the reflection scan.
|
||||
*
|
||||
*/
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// UlxFormatDataLibrary
|
||||
//
|
||||
// The FormatLogMessage K2Node scans this library using
|
||||
// reflection, looking for functions that have a parameter
|
||||
// named "AutoConvertedValue". It uses the type of that
|
||||
// parameter to determine which function to call for a given
|
||||
// pin type.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class UlxFormatDataLibrary : public UBlueprintFunctionLibrary
|
||||
{
|
||||
@@ -92,12 +98,12 @@ public:
|
||||
UFUNCTION(BlueprintPure, meta = (BlueprintInternalUseOnly = "true"), Category = "Luprex|Utility")
|
||||
static FFormatArgumentData FormatArgumentDataMovementComponentState(const FlxMovementComponentState &AutoConvertedValue, const FString &Name);
|
||||
|
||||
// A formatting routine for pins that were never connected.
|
||||
// For pins that were never connected.
|
||||
//
|
||||
UFUNCTION(BlueprintPure, meta = (BlueprintInternalUseOnly = "true"), Category = "Luprex|Utility")
|
||||
static FFormatArgumentData FormatArgumentDataBlank(const FString &Name);
|
||||
|
||||
// A specialized formatting routine for pins of enum types.
|
||||
// For pins of enum types.
|
||||
//
|
||||
UFUNCTION(BlueprintPure, meta = (BlueprintInternalUseOnly = "true"), Category = "Luprex|Utility")
|
||||
static FFormatArgumentData FormatArgumentDataEnum(uint8 Value, const FString &Name, const UObject *PinSubCategoryObject);
|
||||
|
||||
@@ -1,4 +1,15 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// FormatMessage.h
|
||||
//
|
||||
// Two K2Nodes: FormatMessage and FormatLogMessage.
|
||||
// FormatMessage outputs a formatted string as a pin.
|
||||
// FormatLogMessage outputs it to the log instead.
|
||||
//
|
||||
// FormatLogMessage is a derived class that just sets
|
||||
// a flag to alter the base class behavior.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
#pragma once
|
||||
|
||||
@@ -17,45 +28,49 @@
|
||||
|
||||
#include "FormatMessage.generated.h"
|
||||
|
||||
/** Format Log Verbosity: controls how a message from the "Format Log Message"
|
||||
* K2Node gets written to the log.
|
||||
*
|
||||
* 'Fatal' is deliberately placed at the end so that the editor defaults to
|
||||
* 'Error' (value 0) when the dropdown is uninitialized. This means the
|
||||
* numeric values don't match ELogVerbosity, so a conversion function is needed.
|
||||
*
|
||||
* ThrottledDisplay and ThrottledLog behave like Display and Log respectively,
|
||||
* but suppress repeated messages with the same format pattern, logging at most
|
||||
* once per second.
|
||||
*/
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// ElxFormatLogVerbosity
|
||||
//
|
||||
// Controls the ELogVerbosity of the UE_LOG directive inside
|
||||
// FormatLogMessage. Also controls the throttling of log
|
||||
// messages.
|
||||
//
|
||||
// Fatal is deliberately placed at the end so that the
|
||||
// editor defaults to Error (value 0) when the dropdown is
|
||||
// uninitialized. The numeric values don't match
|
||||
// ELogVerbosity, so a conversion function is needed.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class ElxFormatLogVerbosity : uint8 {
|
||||
|
||||
/* Prints an error to the console and log file. The editor collects and reports errors. */
|
||||
/** Prints an error to the console and log file. The editor collects and reports errors. */
|
||||
Error,
|
||||
|
||||
/* Prints a warning to the console and log file. The editor collects and report warnings. */
|
||||
/** Prints a warning to the console and log file. The editor collects and reports warnings. */
|
||||
Warning,
|
||||
|
||||
/* Prints a message to the console and log file. */
|
||||
/** Prints a message to the console and log file. */
|
||||
Display,
|
||||
|
||||
/* Prints a message to the log file, however, it does not print to the console. */
|
||||
/** Prints a message to the log file, but not to the console. */
|
||||
Log,
|
||||
|
||||
/* Like Display, but suppresses repeated messages with the same format pattern (at most once per second). */
|
||||
/** Like Display, but suppresses repeated messages with the same format pattern (at most once per second). */
|
||||
ThrottledDisplay,
|
||||
|
||||
/* Like Log, but suppresses repeated messages with the same format pattern (at most once per second). */
|
||||
/** Like Log, but suppresses repeated messages with the same format pattern (at most once per second). */
|
||||
ThrottledLog,
|
||||
|
||||
/* Prints a message to a log file only if Verbose logging is enabled for the given category. This is usually used for detailed logging. */
|
||||
/** Prints a message to the log file only if Verbose logging is enabled for the given category. */
|
||||
Verbose,
|
||||
|
||||
/* Prints a message to a log file. If VeryVerbose logging is enabled, then this is used for detailed logging that would otherwise spam output. */
|
||||
/** Prints a message to the log file only if VeryVerbose logging is enabled. */
|
||||
VeryVerbose,
|
||||
|
||||
/* Danger! Prints a fatal error to the console and log file, then crashes (this crashes the editor too). */
|
||||
/** Prints a fatal error to the console and log file, then crashes (this crashes the editor too). */
|
||||
Fatal,
|
||||
};
|
||||
|
||||
@@ -64,19 +79,12 @@ class FString;
|
||||
class UEdGraph;
|
||||
class UObject;
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// FormatMessage and FormatErrorMessage
|
||||
//
|
||||
// This file defines two K2Nodes: FormatMessage, and FormatErrorMessage. The
|
||||
// only difference between them is that the former outputs the message as an
|
||||
// output pin. The latter outputs the message to the log instead.
|
||||
//
|
||||
// To implement code reuse, we put all the code into FormatMessage, and made
|
||||
// FormatErrorMessage a derived class of FormatMessage. The derived class
|
||||
// doesn't override anything - all it does is set a flag, the flag changes
|
||||
// the behavior of FormatMessage.
|
||||
//
|
||||
// UK2Node_FormatMessage
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
UCLASS(MinimalAPI)
|
||||
class UK2Node_FormatMessage : public UK2Node
|
||||
{
|
||||
@@ -110,17 +118,24 @@ class UK2Node_FormatMessage : public UK2Node
|
||||
//~ End UK2Node Interface.
|
||||
|
||||
protected:
|
||||
/** Create all necessary pins */
|
||||
// Create all necessary pins.
|
||||
//
|
||||
void CreateCorrectPins();
|
||||
|
||||
/** Synchronize the type of the given argument pin with the type its connected to, or reset it to a wildcard pin if there's no connection */
|
||||
// Synchronize the type of the given argument pin
|
||||
// with the type its connected to, or reset it to
|
||||
// a wildcard pin if there's no connection.
|
||||
//
|
||||
void SynchronizeArgumentPinType(UEdGraphPin* Pin);
|
||||
|
||||
/** Our derived class will set this to true, altering the behavior of this K2Node. **/
|
||||
// Derived class sets this to true, altering
|
||||
// the behavior of this K2Node.
|
||||
//
|
||||
virtual bool IsFormatErrorMessage() const { return false; }
|
||||
|
||||
// When IsFormatErrorMessage is true, the K2Node macroexpands to call this
|
||||
// function, which formats the message and outputs it to the log.
|
||||
// When IsFormatErrorMessage is true, the K2Node
|
||||
// macroexpands to call this function, which
|
||||
// formats the message and outputs it to the log.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable, meta=(WorldContext = "Context", BlueprintInternalUseOnly = "true"))
|
||||
static void FormatLogMessageInternal(UObject *Context, ElxFormatLogVerbosity Verbosity, const FString &InPattern, TArray<FFormatArgumentData> InArgs);
|
||||
@@ -129,26 +144,31 @@ private:
|
||||
static ELogVerbosity::Type ConvertElxFormatLogVerbosity(ElxFormatLogVerbosity Verbosity);
|
||||
|
||||
protected:
|
||||
/** When adding arguments to the node, their names are placed here and are generated as pins during construction */
|
||||
// Argument names added to the node, generated as pins
|
||||
// during construction.
|
||||
//
|
||||
UPROPERTY()
|
||||
TArray<FString> PinNames;
|
||||
|
||||
/** Tooltip text for this node. */
|
||||
// Tooltip text for this node.
|
||||
//
|
||||
FText NodeTooltip;
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// UK2Node_FormatLogMessage
|
||||
//
|
||||
// Derives from FormatMessage. Sets a flag to make
|
||||
// the base class output to the log instead of to
|
||||
// a pin.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
//
|
||||
// This derives from FormatMessage.
|
||||
//
|
||||
UCLASS(MinimalAPI)
|
||||
class UK2Node_FormatLogMessage : public UK2Node_FormatMessage
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
// Setting this flag alters the behavior of FormatMessage, making it
|
||||
// output to the log instead of to a pin.
|
||||
//
|
||||
virtual bool IsFormatErrorMessage() const override { return true; }
|
||||
};
|
||||
|
||||
|
||||
@@ -1,77 +1,99 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// LockedWrapper.h
|
||||
//
|
||||
// Mutex-guarded access to the EngineWrapper.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "lpx-enginewrapper.hpp"
|
||||
#include "Common.h"
|
||||
|
||||
|
||||
// Class FlxLockableWrapper
|
||||
//
|
||||
// Contains the EngineWrapper and a Mutex to lock it.
|
||||
// This class has no methods. To access the EngineWrapper,
|
||||
// construct a FlxLockedWrapper, and then dereference it
|
||||
// using operator right arrow.
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// FlxLockableWrapper
|
||||
//
|
||||
// Contains the EngineWrapper and a Mutex to lock it.
|
||||
// This class has no methods. To access the
|
||||
// EngineWrapper, construct a FlxLockedWrapper.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
class FlxLockableWrapper {
|
||||
private:
|
||||
FCriticalSection Mutex;
|
||||
EngineWrapper Wrapper;
|
||||
|
||||
// Temporary buffers. These are only used
|
||||
// inside wrapper methods. There's nothing
|
||||
// persistent in these.
|
||||
// Temporary buffers used only inside wrapper
|
||||
// methods. Nothing persistent in these.
|
||||
//
|
||||
TArray<uint32> AQLenBuffer;
|
||||
TArray<const char*> AQStrBuffer;
|
||||
|
||||
|
||||
public:
|
||||
friend class FlxLockedWrapper;
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// FlxLockedWrapper
|
||||
//
|
||||
// RAII lock guard. The constructor claims the mutex,
|
||||
// the destructor releases it. Use operator-> to
|
||||
// access the EngineWrapper.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
class FlxLockedWrapper {
|
||||
private:
|
||||
FlxLockableWrapper& Lockable;
|
||||
|
||||
// This function is called by luprex to output debugging
|
||||
// messages. It is a thin wrapper around UE_LOG.
|
||||
// Called by luprex to output debugging messages.
|
||||
// A thin wrapper around UE_LOG.
|
||||
//
|
||||
static void DPrintHook(const char *Msg, size_t Size);
|
||||
|
||||
public:
|
||||
// Import these types into our Namespace.
|
||||
// Import these types into our namespace.
|
||||
//
|
||||
using IdArray = LpxCommonTypes::IdArray;
|
||||
using IdView = LpxCommonTypes::IdView;
|
||||
using StringViewVec = LpxCommonTypes::StringViewVec;
|
||||
|
||||
|
||||
public:
|
||||
// The constructor of the FlxLockedWrapper claims the mutex.
|
||||
// The constructor claims the mutex.
|
||||
//
|
||||
FlxLockedWrapper(FlxLockableWrapper& w) : Lockable(w) {
|
||||
Lockable.Mutex.Lock();
|
||||
}
|
||||
|
||||
// The destructor of the FlxLockedWrapper releases the mutex.
|
||||
// The destructor releases the mutex.
|
||||
//
|
||||
~FlxLockedWrapper() {
|
||||
Lockable.Mutex.Unlock();
|
||||
}
|
||||
|
||||
// Operator right arrow accesses the EngineWrapper.
|
||||
// Operator-> accesses the EngineWrapper.
|
||||
//
|
||||
EngineWrapper* operator ->() {
|
||||
return &Lockable.Wrapper;
|
||||
}
|
||||
|
||||
// Get a pointer to the enginewrapper. This is not
|
||||
// very safe because you could keep the pointer after
|
||||
// the LockedWrapper is destroyed. Don't do that.
|
||||
// Get a pointer to the EngineWrapper. Not very
|
||||
// safe because you could keep the pointer after
|
||||
// the LockedWrapper is destroyed. Don't do that.
|
||||
//
|
||||
EngineWrapper* Get() {
|
||||
return &Lockable.Wrapper;
|
||||
}
|
||||
|
||||
// Initialize the engine wrapper if it's not already.
|
||||
//
|
||||
// All this does is open the DLL and hook up all
|
||||
// the function pointers in the wrapper to point into
|
||||
// the DLL.
|
||||
// Initialize the engine wrapper if it's not
|
||||
// already. All this does is open the DLL and
|
||||
// hook up all the function pointers in the
|
||||
// wrapper to point into the DLL.
|
||||
//
|
||||
void InitWrapper();
|
||||
|
||||
@@ -85,9 +107,9 @@ public:
|
||||
|
||||
// Get the list of tangibles near the actor.
|
||||
//
|
||||
// This function is fast but not free. You should fetch this
|
||||
// once per frame and then store the IdView somewhere (like
|
||||
// in the TangibleManager, for example).
|
||||
// This function is fast but not free. You should
|
||||
// fetch this once per frame and then store the
|
||||
// IdView somewhere (like in the TangibleManager).
|
||||
//
|
||||
IdView GetNear(int64 id, double rx, double ry, double rz);
|
||||
|
||||
|
||||
@@ -1,3 +1,17 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// LuaCall.h
|
||||
//
|
||||
// Low-level functions for calling Lua from blueprints.
|
||||
// The "Call Lua" K2Node macroexpands into sequences
|
||||
// of these functions.
|
||||
//
|
||||
// Also contains UlxLuaValues, which stores return
|
||||
// values from Lua calls, and FlxParsedProto, which
|
||||
// parses Lua function prototype strings.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
@@ -9,14 +23,20 @@
|
||||
|
||||
class UlxLuaValues;
|
||||
|
||||
// Classify lua code syntactically:
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// SlashCommand: starts with a slash, therefore, not lua
|
||||
// WhitespaceOnly: the input only contains whitespace
|
||||
// ValidSyntax: the input is valid lua code
|
||||
// TruncatedCode: the input is truncated
|
||||
// InvalidSyntax: invalid lua
|
||||
// ElxLuaSyntaxCheck
|
||||
//
|
||||
// Classifies console commands syntactically:
|
||||
//
|
||||
// SlashCommand: starts with a slash, not lua
|
||||
// Whitespace: the input only contains whitespace
|
||||
// ValidLua: the input is valid lua code
|
||||
// TruncatedLua: the input is truncated
|
||||
// InvalidLua: invalid lua
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
UENUM(BlueprintType)
|
||||
enum class ElxLuaSyntaxCheck : uint8 {
|
||||
SlashCommand,
|
||||
@@ -26,29 +46,20 @@ enum class ElxLuaSyntaxCheck : uint8 {
|
||||
InvalidLua,
|
||||
};
|
||||
|
||||
/////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// These are the types that can actually be packed into
|
||||
// a serialized buffer.
|
||||
// FlxParsedProto
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////
|
||||
// The first argument to LuaCallNode is a function
|
||||
// prototype of the form:
|
||||
//
|
||||
// This is a little parser that parses Lua function 'prototypes'.
|
||||
// The prototypes look like this:
|
||||
// class.name(int arg1, int arg2) : int ret1
|
||||
//
|
||||
// class.name(int arg1, int arg2) : int ret1, int ret2
|
||||
// Return values can be omitted. The last return
|
||||
// value can be an ellipsis. The class name can be
|
||||
// asterisk.
|
||||
//
|
||||
// The return values can be omitted if the function has no return
|
||||
// values. Optionally, there can be one last return value which
|
||||
// is just an ellipsis. The class name can be asterisk.
|
||||
//
|
||||
// For more information about the meaning of all this, see the docs
|
||||
// for the 'Call Lua' blueprint node.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
class FlxParsedProto
|
||||
{
|
||||
@@ -60,21 +71,33 @@ public:
|
||||
Pin(const FString &T, const FString &N) : Type(T), Name(N) {}
|
||||
};
|
||||
|
||||
// If parsing generated an error, the error
|
||||
// message is stored here.
|
||||
//
|
||||
FString ErrorMessage;
|
||||
TArray<FString> Tokens;
|
||||
int NextToken;
|
||||
|
||||
// The results of parsing the prototype.
|
||||
//
|
||||
FString ClassName;
|
||||
FString FunctionName;
|
||||
TArray<Pin> Arguments;
|
||||
TArray<Pin> ReturnValues;
|
||||
bool ExtraReturnValues;
|
||||
|
||||
// Used internally to help generate the error
|
||||
// message.
|
||||
//
|
||||
TArray<FString> Tokens;
|
||||
int NextToken;
|
||||
|
||||
private:
|
||||
// Check the next token to see if it's exactly equal to text.
|
||||
// Check the next token to see if it's exactly
|
||||
// equal to text.
|
||||
//
|
||||
bool IsLiteral(const TCHAR *text);
|
||||
|
||||
// Check the next token to see if it's an identifier.
|
||||
// Check the next token to see if it's an
|
||||
// identifier.
|
||||
//
|
||||
bool IsIdent();
|
||||
|
||||
@@ -96,26 +119,24 @@ public:
|
||||
FlxParsedProto(const FString &str) { Parse(str); }
|
||||
};
|
||||
|
||||
/////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// To make a Lua Call from inside of a blueprint, use the convenient "Call Lua"
|
||||
// blueprint node. This node macroexpands into a sequence of low-level
|
||||
// function calls. This library contains the low-level functions that
|
||||
// "Call Lua" macroexpands into.
|
||||
// UlxLuaCallLibrary
|
||||
//
|
||||
// The procedure for making a lua call using the low-level functions is as follows:
|
||||
// Low-level functions that LuaCallNode macroexpands
|
||||
// into. Every LuaCallNode expands into the following
|
||||
// sequence of functions:
|
||||
//
|
||||
// * Use LuaCallBegin to put the class name and function name into the argument buffer.
|
||||
// * Use LuaCallArgumentXXX to put arguments into the argument buffer.
|
||||
// * Use LuaCallInvoke or LuaCallProbe to actually make the call.
|
||||
// * Use LuaCallReturnValueXXX to fetch return values from the return buffer.
|
||||
// * LuaCallBegin to set class/function name.
|
||||
// * LuaCallArgument_XXX to pack arguments.
|
||||
// * LuaCallInvoke or LuaCallProbe to call.
|
||||
// * LuaCallReturnValue_XXX to fetch results.
|
||||
//
|
||||
// The two buffers are basically global variables, they are part of the
|
||||
// LuprexGameModeBase. This is okay because blueprint is single-threaded.
|
||||
// The buffers used by these functions are global
|
||||
// variables in LuprexGameModeBase. It is ok to use
|
||||
// globals, because blueprint is single-threaded.
|
||||
//
|
||||
// The following three libraries contain all the low-level functions.
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
UCLASS()
|
||||
class INTEGRATION_API UlxLuaCallLibrary : public UObject
|
||||
@@ -123,40 +144,53 @@ class INTEGRATION_API UlxLuaCallLibrary : public UObject
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// Get an argument packing function or a return value unpacking function.
|
||||
// Get an argument packing function or a return
|
||||
// value unpacking function.
|
||||
//
|
||||
static UFunction *GetArgumentPacker(const FString &Type);
|
||||
static UFunction *GetReturnValueUnpacker(const FString &Type);
|
||||
|
||||
// Get the types supported for arguments and return values, as a documentation string.
|
||||
// Get the types supported for arguments and
|
||||
// return values, as a documentation string.
|
||||
//
|
||||
static FString AllFunctionsWithPrefix(const TCHAR *Prefix);
|
||||
static FString AllKnownArgumentTypes() { return AllFunctionsWithPrefix(TEXT("LuaCallArgument_")); }
|
||||
static FString AllKnownReturnValueTypes() { return AllFunctionsWithPrefix(TEXT("LuaCallReturnValue_")); }
|
||||
|
||||
public:
|
||||
// Syntactically validate lua code. Parses the code and
|
||||
// returns an error message. If the code is error-free, the
|
||||
// error message is the empty string.
|
||||
// Syntactically validate lua code. Parses the
|
||||
// code and returns an error message. If the code
|
||||
// is error-free, the error message is empty.
|
||||
//
|
||||
// TODO: This doesn't belong here. This library
|
||||
// is for LuaCallNode's internal implementation.
|
||||
//
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
|
||||
static void ValidateLuaExpr(ElxLuaSyntaxCheck &Status, FString &ErrorMessage, UObject *context, const FString &Code);
|
||||
|
||||
////////////////////////////////////////////////////////
|
||||
//
|
||||
// Functions that initiate and complete the lua call.
|
||||
//
|
||||
////////////////////////////////////////////////////////
|
||||
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Call Lua Function")
|
||||
static void InvokeLuaExpr(UObject *context, const FString &Code);
|
||||
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
|
||||
static void LuaCallBegin(UObject *context, const FString &ClassName, const FString &FunctionName);
|
||||
|
||||
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
|
||||
static void LuaCallInvoke(UObject *context, AActor *Place);
|
||||
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", ExpandBoolAsExecs="ReturnValue", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
|
||||
static bool LuaCallProbe(UObject *context, AActor *Place, UlxLuaValues *&ReturnArray);
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////
|
||||
//
|
||||
// Functions that pack arguments into the call buffer.
|
||||
//
|
||||
////////////////////////////////////////////////////////
|
||||
|
||||
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context", BlueprintInternalUseOnly = "true"), Category = "Luprex|Call Lua Function")
|
||||
static void LuaCallArgument_string(UObject *context, const FString &Value);
|
||||
@@ -180,14 +214,15 @@ public:
|
||||
static void LuaCallArgument_boolean(UObject *context, bool Value);
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////
|
||||
//
|
||||
// This class stores an array of values that were returned by Lua.
|
||||
// UlxLuaValues
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////
|
||||
// Stores an array of values returned by Lua.
|
||||
// Provides a cursor-based API for reading values
|
||||
// one at a time with type checking.
|
||||
//
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
UCLASS(BlueprintType)
|
||||
class INTEGRATION_API UlxLuaValues : public UObject
|
||||
@@ -203,7 +238,8 @@ private:
|
||||
//
|
||||
TArray<ElxLuaValueType> Types;
|
||||
|
||||
// For each chunk, a pointer to the serialized data.
|
||||
// For each chunk, a pointer to the serialized
|
||||
// data.
|
||||
//
|
||||
TArray<std::string_view> Data;
|
||||
|
||||
@@ -216,16 +252,18 @@ private:
|
||||
//
|
||||
void Empty();
|
||||
|
||||
// Compare two types. If they aren't equal, possibly log an error, and return a status code.
|
||||
// Compare two types. If they aren't equal,
|
||||
// possibly log an error, and return a status
|
||||
// code.
|
||||
//
|
||||
static ElxSuccessOrWrongType CheckType(bool LogErrorOnWrongType, ElxLuaValueType Type, ElxLuaValueType Desired);
|
||||
|
||||
public:
|
||||
UlxLuaValues() { Cursor = 0; }
|
||||
|
||||
// Copies the data, and then preprocesses it to make sure
|
||||
// it's all valid. If it's not valid, returns false.
|
||||
//
|
||||
// Copies the data, then preprocesses it to make
|
||||
// sure it's all valid. Returns false if invalid.
|
||||
//
|
||||
bool Initialize(std::string_view data);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Luprex|Lua Value Array")
|
||||
@@ -245,19 +283,19 @@ public:
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "Luprex|Lua Value Array")
|
||||
ElxLuaValueType NextType() const;
|
||||
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "Luprex|Lua Value Array")
|
||||
bool IsNextType(ElxLuaValueType Type) const { return NextType() == Type; }
|
||||
|
||||
UFUNCTION(BlueprintCallable, meta = (ExpandEnumAsExecs = "ReturnValue"), Category = "Luprex|Lua Value Array")
|
||||
ElxLuaValueType SwitchNextType() { return NextType(); }
|
||||
|
||||
|
||||
UFUNCTION(BlueprintCallable, meta = (ExpandEnumAsExecs = "Status"), Category = "Luprex|Lua Value Array")
|
||||
void ReadString(ElxSuccessOrWrongType &Status, FString &Result, bool LogErrorOnWrongType = false);
|
||||
|
||||
|
||||
UFUNCTION(BlueprintCallable, meta = (ExpandEnumAsExecs = "Status"), Category = "Luprex|Lua Value Array")
|
||||
void ReadName(ElxSuccessOrWrongType &Status, FName &Result, bool LogErrorOnWrongType = false);
|
||||
|
||||
|
||||
UFUNCTION(BlueprintCallable, meta = (ExpandEnumAsExecs = "Status"), Category = "Luprex|Lua Value Array")
|
||||
void ReadFloat(ElxSuccessOrWrongType &Status, double &Result, bool LogErrorOnWrongType = false);
|
||||
|
||||
@@ -272,4 +310,4 @@ public:
|
||||
|
||||
UFUNCTION(BlueprintCallable, meta = (ExpandEnumAsExecs = "Status"), Category = "Luprex|Lua Value Array")
|
||||
void ReadBoolean(ElxSuccessOrWrongType &Status, bool &Result, bool LogErrorOnWrongType = false);
|
||||
};
|
||||
};
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
|
||||
Reference in New Issue
Block a user