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UnrealEngineUWP/Engine/Plugins/ScriptPlugin/Source/ScriptGeneratorPlugin/Private/ScriptGeneratorPlugin.cpp

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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "ScriptGeneratorPluginPrivatePCH.h"
#include "ScriptCodeGeneratorBase.h"
#include "GenericScriptCodeGenerator.h"
#include "LuaScriptCodeGenerator.h"
#include "IProjectManager.h"
#include "Runtime/Core/Public/Features/IModularFeatures.h"
DEFINE_LOG_CATEGORY(LogScriptGenerator);
class FScriptGeneratorPlugin : public IScriptGeneratorPlugin
{
/** Specialized script code generator */
TAutoPtr<FScriptCodeGeneratorBase> CodeGenerator;
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
/** IScriptGeneratorPlugin interface */
virtual FString GetGeneratedCodeModuleName() const override { return TEXT("ScriptPlugin"); }
virtual bool ShouldExportClassesForModule(const FString& ModuleName, EBuildModuleType::Type ModuleType, const FString& ModuleGeneratedIncludeDirectory) const override;
virtual bool SupportsTarget(const FString& TargetName) const override;
virtual void Initialize(const FString& RootLocalPath, const FString& RootBuildPath, const FString& OutputDirectory, const FString& IncludeBase) override;
virtual void ExportClass(UClass* Class, const FString& SourceHeaderFilename, const FString& GeneratedHeaderFilename, bool bHasChanged) override;
virtual void FinishExport() override;
virtual FString GetGeneratorName() const override;
};
IMPLEMENT_MODULE( FScriptGeneratorPlugin, ScriptGeneratorPlugin )
void FScriptGeneratorPlugin::StartupModule()
{
// Register ourselves as an editor feature
IModularFeatures::Get().RegisterModularFeature(TEXT("ScriptGenerator"), this);
}
void FScriptGeneratorPlugin::ShutdownModule()
{
CodeGenerator.Reset();
// Unregister our feature
IModularFeatures::Get().UnregisterModularFeature(TEXT("ScriptGenerator"), this);
}
FString FScriptGeneratorPlugin::GetGeneratorName() const
{
#if WITH_LUA
return TEXT("Lua Example Code Generator Plugin");
#else
return TEXT("Example Code Generator Plugin");
#endif
}
void FScriptGeneratorPlugin::Initialize(const FString& RootLocalPath, const FString& RootBuildPath, const FString& OutputDirectory, const FString& IncludeBase)
{
#if WITH_LUA
UE_LOG(LogScriptGenerator, Log, TEXT("Using Lua Script Generator."));
CodeGenerator = new FLuaScriptCodeGenerator(RootLocalPath, RootBuildPath, OutputDirectory, IncludeBase);
#else
UE_LOG(LogScriptGenerator, Log, TEXT("Using Generic Script Generator."));
CodeGenerator = new FGenericScriptCodeGenerator(RootLocalPath, RootBuildPath, OutputDirectory, IncludeBase);
#endif
UE_LOG(LogScriptGenerator, Log, TEXT("Output directory: %s"), *OutputDirectory);
}
bool FScriptGeneratorPlugin::ShouldExportClassesForModule(const FString& ModuleName, EBuildModuleType::Type ModuleType, const FString& ModuleGeneratedIncludeDirectory) const
{
Copying //UE4/Dev-Core to //UE4/Main ========================== MAJOR FEATURES + CHANGES ========================== Change 2836261 on 2016/01/20 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Flush FAsyncPackage cache after pre-load to reduce peak memory usage when async loading (5.5-10x). Change 2828630 on 2016/01/14 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Adding debug code to catch memory stomps in the async loading buffers that's independent from mallocstomp allocator. Changed the signature of PageProtect functions to be able to read-only protect memory. Change 2816129 on 2016/01/05 by Steve.Robb@Dev-Core Fixes for Realloc and alignment logic which caused redundant reallocations and incorrect binning. Change 2821054 on 2016/01/08 by Steve.Robb@Dev-Core Further Realloc savings when realigning within a block. Change 2806820 on 2015/12/17 by Steve.Robb@Dev-Core New AlignDown function, like Align, but which rounds a value/pointer down to the next alignment instead of up. Change 2806816 on 2015/12/17 by Steve.Robb@Dev-Core Sort UHT modules by type to improve iteration times in conjunction with makefiles. Change 2823235 on 2016/01/11 by Steve.Robb@Dev-Core UHT error messages about missing GENERATED_BODY() macros updated to represent intended use. Change 2806815 on 2015/12/17 by Steve.Robb@Dev-Core Module types split into Game and Engine runtime versions. Change 2833809 on 2016/01/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 StaticLoadObject will now respect LOAD_NoRedirects flag. Change 2811194 on 2015/12/22 by Bob.Tellez@Z2434_DevCore #UE4 Prevent loading packages that have a newer LegacyFileVersion since serialization for FCustomVersion is not forward compatible. UE-24443 Change 2806818 on 2015/12/17 by Steve.Robb@Dev-Core Removal of stats from MallocBinned2, to be readded later. Change 2807069 on 2015/12/17 by Steve.Robb@Dev-Core Clarification of some bucket hashing terminology. Change 2815117 on 2016/01/04 by Steve.Robb@Dev-Core Fix for a missing root build path on game modules. Change 2815673 on 2016/01/05 by Steve.Robb@Dev-Core Move FMalloc verification into a proxy object. Change 2822873 on 2016/01/11 by Steve.Robb@Dev-Core Fixes to off-by-one errors and removal of BinnedSizeLimit (assumed to be the same as MAX_POOLED_ALLOCATION_SIZE after OBO fix). Change 2822923 on 2016/01/11 by Steve.Robb@Dev-Core Simplification of MemSizeToPoolTable indexing. Change 2824974 on 2016/01/12 by Steve.Robb@Dev-Core Assert fixed. AllocateBlockFromPool's return value made debuggable. Change 2825241 on 2016/01/12 by Steve.Robb@Dev-Core UHT now returns an error code on a warning when -warningsaserrors is specified. Change 2825291 on 2016/01/12 by Steve.Robb@Dev-Core WarningsAsErrors enabled on UHT, after disabling the hardcoded behavior in CL# 2825241. Change 2829846 on 2016/01/15 by Steve.Robb@Dev-Core GitHub #1938 - wrong Max value of enum is used during net serialization Change 2829914 on 2016/01/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Reduce the amount of memory allocated for async cache buffers when guarding against memory stomps. Change 2829988 on 2016/01/15 by Steve.Robb@Dev-Core Generalized large pool allocations. More redundancy removed. Change 2831935 on 2016/01/18 by Chris.Wood@Chris.Wood.StreamB Added UserActivity property to crash description in CRP and CR website. [OR-12043] - Phone Home where crashes occur - pass context info to Crash Reporter DB column added to db-09 by ColinR matching this change. Published to server on Jan 18th 2016 Change 2834003 on 2016/01/19 by Chris.Wood@Chris.Wood.StreamB Added Linux to normal callstack parsing code on CR website [UE-25527] - Linux CrashReporter is missing information Published to server on Jan 19th 2016 Change 2835466 on 2016/01/20 by Joe.Conley@Joe.Conley_EGJWD5708_Dev-Core-Minimal Fix issue for cancelling package loads when there are still packages queued. Call their PackageLoadedDelegate with a "Cancelled" result. Should solve remaining issue with UE-24062 - "Calling CancelAsyncLoading triggers an assert in FAsyncPackage::DetachLinker()" - (ULevelStreaming::AsyncLevelLoadComplete was not being called if packages were still queued when cancel was issued) Change 2836803 on 2016/01/20 by Chris.Wood@Chris.Wood.StreamB CrashReportWebsite - fix exception thrown when parsing certain callstack formats Change 2837952 on 2016/01/21 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 Changing FAsyncIORequest to be stored as reference when cancelling IO requests to improve performance. Change 2838289 on 2016/01/21 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1 [CL 2845588 by Robert Manuszewski in Main branch]
2016-01-27 12:09:53 -05:00
bool bCanExport = (ModuleType == EBuildModuleType::EngineRuntime || ModuleType == EBuildModuleType::GameRuntime);
if (bCanExport)
{
// Only export functions from selected modules
static struct FSupportedModules
{
TArray<FString> SupportedScriptModules;
FSupportedModules()
{
GConfig->GetArray(TEXT("Plugins"), TEXT("ScriptSupportedModules"), SupportedScriptModules, GEngineIni);
}
} SupportedModules;
bCanExport = SupportedModules.SupportedScriptModules.Num() == 0 || SupportedModules.SupportedScriptModules.Contains(ModuleName);
}
return bCanExport;
}
void FScriptGeneratorPlugin::ExportClass(UClass* Class, const FString& SourceHeaderFilename, const FString& GeneratedHeaderFilename, bool bHasChanged)
{
CodeGenerator->ExportClass(Class, SourceHeaderFilename, GeneratedHeaderFilename, bHasChanged);
}
void FScriptGeneratorPlugin::FinishExport()
{
CodeGenerator->FinishExport();
}
bool FScriptGeneratorPlugin::SupportsTarget(const FString& TargetName) const
{
// We only support the target if it explicitly enables the required script plugin in its uproject file
bool bSupportsTarget = false;
if (FPaths::IsProjectFilePathSet())
{
FProjectDescriptor ProjectDescriptor;
FText OutError;
if (ProjectDescriptor.Load(FPaths::GetProjectFilePath(), OutError))
{
for (auto& PluginDescriptor : ProjectDescriptor.Plugins)
{
// For your own script plugin you might want to change the hardcoded name here to something else
if (PluginDescriptor.bEnabled && PluginDescriptor.Name == TEXT("ScriptPlugin"))
{
bSupportsTarget = true;
break;
}
}
}
}
return bSupportsTarget;
}