Code cleanup and refactoring.
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96
Source/Integration/Common.h
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96
Source/Integration/Common.h
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#pragma once
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#include <string_view>
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#include "Common.generated.h"
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/////////////////////////////////////////////////////////////////
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//
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// A bunch of simple data types that are used throughout the
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// unreal interface to Luprex.
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//
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/////////////////////////////////////////////////////////////////
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namespace LpxCommonTypes {
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// Array of tangible IDs.
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using IdArray = TArray<int64>;
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// View of Array of tangible IDs.
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using IdView = TArrayView<const int64>;
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// Array of std::string_view
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using StringViewVec = TArray<std::string_view>;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Luprex exports a header-only library called "base-buffer.hpp",
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// which includes a "struct LuaValueHolder" which contains a tag
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// field of type "enum LuaValueType." The following enum is a
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// direct copy of that enum, and the values must match one-for-one.
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// Note that "token" has been renamed to "name", those are
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// synonymous.
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//
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/////////////////////////////////////////////////////////////////
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UENUM(BlueprintType)
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enum class ElxLuaValueType : uint8 {
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End,
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String,
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Name,
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Float,
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Boolean,
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Vector
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};
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/////////////////////////////////////////////////////////////////
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//
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// A variety of boolean-like results that can be conveniently
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// be used in conjunction with 'ExpandEnumAsExecs' to create
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// branching functions.
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//
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/////////////////////////////////////////////////////////////////
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UENUM(BlueprintType)
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enum class ElxSuccessOrError : uint8 {
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Success,
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Error,
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};
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UENUM(BlueprintType)
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enum class ElxValidOrNotValid : uint8 {
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Valid,
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NotValid,
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};
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UENUM(BlueprintType)
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enum class ElxFoundOrNotFound : uint8 {
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Found,
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NotFound,
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};
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UENUM(BlueprintType)
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enum class ElxUsedOrNotUsed : uint8 {
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Used,
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NotUsed,
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};
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UENUM(BlueprintType)
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enum class ElxSuccessOrWrongType : uint8 {
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Success,
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WrongType,
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};
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/////////////////////////////////////////////////////////////////
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//
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// Two log categories that are used throughout the Unreal
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// Luprex integration.
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//
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/////////////////////////////////////////////////////////////////
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// Messages that come from inside the Luprex Core.
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DECLARE_LOG_CATEGORY_EXTERN(LogLuprex, Display, All);
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// Messages that pertain to our Luprex integration with Unreal.
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DECLARE_LOG_CATEGORY_EXTERN(LogLuprexIntegration, Display, All);
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