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

570 lines
20 KiB
C++
Raw Normal View History

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "ScriptGeneratorLog.h"
#include "LuaScriptCodeGenerator.h"
// Supported structs
static FName Name_Vector2D("Vector2D");
static FName Name_Vector("Vector");
static FName Name_Vector4("Vector4");
static FName Name_Quat("Quat");
static FName Name_Transform("Transform");
static FName Name_LinearColor("LinearColor");
static FName Name_Color("Color");
FLuaScriptCodeGenerator::FLuaScriptCodeGenerator(const FString& RootLocalPath, const FString& RootBuildPath, const FString& OutputDirectory, const FString& InIncludeBase)
: FScriptCodeGeneratorBase(RootLocalPath, RootBuildPath, OutputDirectory, InIncludeBase)
{
}
FString FLuaScriptCodeGenerator::GenerateWrapperFunctionDeclaration(const FString& ClassNameCPP, UClass* Class, UFunction* Function)
{
return GenerateWrapperFunctionDeclaration(ClassNameCPP, Class, Function->GetName());
}
FString FLuaScriptCodeGenerator::GenerateWrapperFunctionDeclaration(const FString& ClassNameCPP, UClass* Class, const FString& FunctionName)
{
return FString::Printf(TEXT("int32 %s_%s(lua_State* InScriptContext)"), *Class->GetName(), *FunctionName);
}
FString FLuaScriptCodeGenerator::InitializeFunctionDispatchParam(UFunction* Function, UProperty* Param, int32 ParamIndex)
{
if (!(Param->GetPropertyFlags() & CPF_ReturnParm))
{
FString Initializer;
// In Lua, the first param index on the stack is 1 and it's the object we're invoking the function on
ParamIndex += 2;
if (Param->IsA(UIntProperty::StaticClass()))
{
Initializer = TEXT("(luaL_checkint");
}
else if (Param->IsA(UFloatProperty::StaticClass()))
{
Initializer = TEXT("(float)(luaL_checknumber");
}
else if (Param->IsA(UStrProperty::StaticClass()))
{
Initializer = TEXT("ANSI_TO_TCHAR(luaL_checkstring");
}
else if (Param->IsA(UNameProperty::StaticClass()))
{
Initializer = TEXT("FName(luaL_checkstring");
}
else if (Param->IsA(UBoolProperty::StaticClass()))
{
Initializer = TEXT("!!(lua_toboolean");
}
else if (Param->IsA(UStructProperty::StaticClass()))
{
UStructProperty* StructProp = CastChecked<UStructProperty>(Param);
if (StructProp->Struct->GetFName() == Name_Vector2D)
{
Initializer = TEXT("(FLuaVector2D::Get");
}
else if (StructProp->Struct->GetFName() == Name_Vector)
{
Initializer = TEXT("(FLuaVector::Get");
}
else if (StructProp->Struct->GetFName() == Name_Vector4)
{
Initializer = TEXT("(FLuaVector4::Get");
}
else if (StructProp->Struct->GetFName() == Name_Quat)
{
Initializer = TEXT("(FLuaQuat::Get");
}
else if (StructProp->Struct->GetFName() == Name_LinearColor)
{
Initializer = TEXT("(FLuaLinearColor::Get");
}
else if (StructProp->Struct->GetFName() == Name_Color)
{
Initializer = TEXT("FColor(FLuaLinearColor::Get");
}
else if (StructProp->Struct->GetFName() == Name_Transform)
{
Initializer = TEXT("(FLuaTransform::Get");
}
else
{
FError::Throwf(TEXT("Unsupported function param struct type: %s"), *StructProp->Struct->GetName());
}
}
else if (Param->IsA(UClassProperty::StaticClass()))
{
Initializer = TEXT("(UClass*)(lua_touserdata");
}
else if (Param->IsA(UObjectPropertyBase::StaticClass()))
{
Initializer = FString::Printf(TEXT("(%s)(lua_touserdata"), *GetPropertyTypeCPP(Param, CPPF_ArgumentOrReturnValue), ParamIndex);
}
else
{
FError::Throwf(TEXT("Unsupported function param type: %s"), *Param->GetClass()->GetName());
}
return FString::Printf(TEXT("%s(InScriptContext, %d))"), *Initializer, ParamIndex);
}
else
{
return FScriptCodeGeneratorBase::InitializeFunctionDispatchParam(Function, Param, ParamIndex);
}
}
FString FLuaScriptCodeGenerator::GenerateObjectDeclarationFromContext(const FString& ClassNameCPP, UClass* Class)
{
return FString::Printf(TEXT("UObject* Obj = (%s*)lua_touserdata(InScriptContext, 1);"), *ClassNameCPP);
}
FString FLuaScriptCodeGenerator::GenerateReturnValueHandler(const FString& ClassNameCPP, UClass* Class, UFunction* Function, UProperty* ReturnValue, const FString& ReturnValueName)
{
if (ReturnValue)
{
FString Initializer;
if (ReturnValue->IsA(UIntProperty::StaticClass()))
{
Initializer = FString::Printf(TEXT("lua_pushinteger(InScriptContext, %s);"), *ReturnValueName);
}
else if (ReturnValue->IsA(UFloatProperty::StaticClass()))
{
Initializer = FString::Printf(TEXT("lua_pushnumber(InScriptContext, %s);"), *ReturnValueName);
}
else if (ReturnValue->IsA(UStrProperty::StaticClass()))
{
Initializer = FString::Printf(TEXT("lua_pushstring(InScriptContext, TCHAR_TO_ANSI(*%s));"), *ReturnValueName);
}
else if (ReturnValue->IsA(UNameProperty::StaticClass()))
{
Initializer = FString::Printf(TEXT("lua_pushstring(InScriptContext, TCHAR_TO_ANSI(*%s.ToString()));"), *ReturnValueName);
}
else if (ReturnValue->IsA(UBoolProperty::StaticClass()))
{
Initializer = FString::Printf(TEXT("lua_pushboolean(InScriptContext, %s);"), *ReturnValueName);
}
else if (ReturnValue->IsA(UStructProperty::StaticClass()))
{
UStructProperty* StructProp = CastChecked<UStructProperty>(ReturnValue);
if (StructProp->Struct->GetFName() == Name_Vector2D)
{
Initializer = FString::Printf(TEXT("FLuaVector2D::Return(InScriptContext, %s);"), *ReturnValueName);
}
else if (StructProp->Struct->GetFName() == Name_Vector)
{
Initializer = FString::Printf(TEXT("FLuaVector::Return(InScriptContext, %s);"), *ReturnValueName);
}
else if (StructProp->Struct->GetFName() == Name_Vector4)
{
Initializer = FString::Printf(TEXT("FLuaVector4::Return(InScriptContext, %s);"), *ReturnValueName);
}
else if (StructProp->Struct->GetFName() == Name_Quat)
{
Initializer = FString::Printf(TEXT("FLuaQuat::Return(InScriptContext, %s);"), *ReturnValueName);
}
else if (StructProp->Struct->GetFName() == Name_LinearColor)
{
Initializer = FString::Printf(TEXT("FLuaLinearColor::Return(InScriptContext, %s);"), *ReturnValueName);
}
else if (StructProp->Struct->GetFName() == Name_Color)
{
Initializer = FString::Printf(TEXT("FLuaLinearColor::Return(InScriptContext, FLinearColor(%s));"), *ReturnValueName);
}
else if (StructProp->Struct->GetFName() == Name_Transform)
{
Initializer = FString::Printf(TEXT("FLuaTransform::Return(InScriptContext, %s);"), *ReturnValueName);
}
else
{
FError::Throwf(TEXT("Unsupported function return value struct type: %s"), *StructProp->Struct->GetName());
}
}
else if (ReturnValue->IsA(UObjectPropertyBase::StaticClass()))
{
Initializer = FString::Printf(TEXT("lua_pushlightuserdata(InScriptContext, %s);"), *ReturnValueName);
}
else
{
FError::Throwf(TEXT("Unsupported function return type: %s"), *ReturnValue->GetClass()->GetName());
}
return FString::Printf(TEXT("%s\r\n\treturn 1;"), *Initializer);
}
else
{
return TEXT("return 0;");
}
}
bool FLuaScriptCodeGenerator::CanExportClass(UClass* Class)
{
bool bCanExport = FScriptCodeGeneratorBase::CanExportClass(Class);
if (bCanExport)
{
const FString ClassNameCPP = GetClassNameCPP(Class);
// No functions to export? Don't bother exporting the class.
bool bHasMembersToExport = false;
for (TFieldIterator<UFunction> FuncIt(Class); !bHasMembersToExport && FuncIt; ++FuncIt)
{
UFunction* Function = *FuncIt;
if (CanExportFunction(ClassNameCPP, Class, Function))
{
bHasMembersToExport = true;
}
}
// Check properties too
if (!bHasMembersToExport)
{
for (TFieldIterator<UProperty> PropertyIt(Class, EFieldIteratorFlags::ExcludeSuper); !bHasMembersToExport && PropertyIt; ++PropertyIt)
{
UProperty* Property = *PropertyIt;
if (CanExportProperty(ClassNameCPP, Class, Property))
{
bHasMembersToExport = true;
}
}
}
bCanExport = bHasMembersToExport;
}
return bCanExport;
}
bool FLuaScriptCodeGenerator::CanExportFunction(const FString& ClassNameCPP, UClass* Class, UFunction* Function)
{
bool bExport = FScriptCodeGeneratorBase::CanExportFunction(ClassNameCPP, Class, Function);
if (bExport)
{
for (TFieldIterator<UProperty> ParamIt(Function); bExport && ParamIt; ++ParamIt)
{
UProperty* Param = *ParamIt;
bExport = IsPropertyTypeSupported(Param);
}
}
return bExport;
}
FString FLuaScriptCodeGenerator::ExportFunction(const FString& ClassNameCPP, UClass* Class, UFunction* Function)
{
FString GeneratedGlue = GenerateWrapperFunctionDeclaration(ClassNameCPP, Class, Function);
GeneratedGlue += TEXT("\r\n{\r\n");
UProperty* ReturnValue = NULL;
UClass* FuncSuper = NULL;
if (Function->GetOwnerClass() != Class)
{
// Find the base definition of the function
if (ExportedClasses.Contains(Function->GetOwnerClass()->GetFName()))
{
FuncSuper = Function->GetOwnerClass();
}
}
FString FunctionBody;
if (FuncSuper == NULL)
{
FunctionBody += FString::Printf(TEXT("\t%s\r\n"), *GenerateObjectDeclarationFromContext(ClassNameCPP, Class));
FunctionBody += GenerateFunctionDispatch(Function);
FString FunctionCallArguments;
FString ReturnValueDeclaration;
for (TFieldIterator<UProperty> ParamIt(Function); !ReturnValue && ParamIt; ++ParamIt)
{
UProperty* Param = *ParamIt;
if (Param->GetPropertyFlags() & CPF_ReturnParm)
{
ReturnValue = Param;
}
}
FString ReturnValueName;
if (ReturnValue)
{
ReturnValueName = FString::Printf(TEXT("Params.%s"), *ReturnValue->GetName());
}
FunctionBody += FString::Printf(TEXT("\t%s\r\n"), *GenerateReturnValueHandler(ClassNameCPP, Class, Function, ReturnValue, *ReturnValueName));
}
else
{
FunctionBody = FString::Printf(TEXT("\treturn %s_%s(InScriptContext);\r\n"), *FuncSuper->GetName(), *Function->GetName());
}
GeneratedGlue += FunctionBody;
GeneratedGlue += TEXT("}\r\n\r\n");
auto& Exports = ClassExportedFunctions.FindOrAdd(Class);
Exports.Add(Function->GetFName());
return GeneratedGlue;
}
bool FLuaScriptCodeGenerator::IsPropertyTypeSupported(UProperty* Property) const
{
bool bSupported = true;
if (Property->IsA(UStructProperty::StaticClass()))
{
UStructProperty* StructProp = CastChecked<UStructProperty>(Property);
if (StructProp->Struct->GetFName() != Name_Vector2D &&
StructProp->Struct->GetFName() != Name_Vector &&
StructProp->Struct->GetFName() != Name_Vector4 &&
StructProp->Struct->GetFName() != Name_Quat &&
StructProp->Struct->GetFName() != Name_LinearColor &&
StructProp->Struct->GetFName() != Name_Color &&
StructProp->Struct->GetFName() != Name_Transform)
{
bSupported = false;
}
}
else if (Property->IsA(ULazyObjectProperty::StaticClass()) ||
Property->IsA(UAssetObjectProperty::StaticClass()) ||
Property->IsA(UAssetClassProperty::StaticClass()) ||
Property->IsA(UWeakObjectProperty::StaticClass()))
{
bSupported = false;
}
else if (!Property->IsA(UIntProperty::StaticClass()) &&
!Property->IsA(UFloatProperty::StaticClass()) &&
!Property->IsA(UStrProperty::StaticClass()) &&
!Property->IsA(UNameProperty::StaticClass()) &&
!Property->IsA(UBoolProperty::StaticClass()) &&
!Property->IsA(UObjectPropertyBase::StaticClass()) &&
!Property->IsA(UClassProperty::StaticClass()))
{
bSupported = false;
}
return bSupported;
}
bool FLuaScriptCodeGenerator::CanExportProperty(const FString& ClassNameCPP, UClass* Class, UProperty* Property)
{
// Only editable properties can be exported
if (!(Property->PropertyFlags & CPF_Edit))
{
return false;
}
// Check if property type is supported
return IsPropertyTypeSupported(Property);
}
FString FLuaScriptCodeGenerator::ExportProperty(const FString& ClassNameCPP, UClass* Class, UProperty* Property, int32 PropertyIndex)
{
FString PropertyName = Property->GetName();
UProperty* ReturnValue = NULL;
UClass* PropertySuper = NULL;
if (Property->GetOwnerClass() != Class)
{
// Find the base class where this property was defined
if (ExportedClasses.Contains(Property->GetOwnerClass()->GetFName()))
{
PropertySuper = Property->GetOwnerClass();
}
}
// Getter
FString GetterName = FString::Printf(TEXT("Get_%s"), *PropertyName);
FString GeneratedGlue = GenerateWrapperFunctionDeclaration(ClassNameCPP, Class, GetterName);
GeneratedGlue += TEXT("\r\n{\r\n");
FString FunctionBody;
if (PropertySuper == NULL)
{
FunctionBody += FString::Printf(TEXT("\t%s\r\n"), *GenerateObjectDeclarationFromContext(ClassNameCPP, Class));
FunctionBody += FString::Printf(TEXT("\tstatic UProperty* Property = FindScriptPropertyHelper(%s::StaticClass(), TEXT(\"%s\"));\r\n"), *ClassNameCPP, *Property->GetName());
FunctionBody += FString::Printf(TEXT("\t%s PropertyValue;\r\n"), *GetPropertyTypeCPP(Property, CPPF_ArgumentOrReturnValue));
FunctionBody += TEXT("\tProperty->CopyCompleteValue(&PropertyValue, Property->ContainerPtrToValuePtr<void>(Obj));\r\n");
FunctionBody += FString::Printf(TEXT("\t%s\r\n"), *GenerateReturnValueHandler(ClassNameCPP, Class, NULL, Property, TEXT("PropertyValue")));
}
else
{
FunctionBody = FString::Printf(TEXT("\treturn %s_%s(InScriptContext);\r\n"), *PropertySuper->GetName(), *GetterName);
}
GeneratedGlue += FunctionBody;
GeneratedGlue += TEXT("}\r\n\r\n");
FunctionBody.Empty(FunctionBody.Len());
// Store the name of this getter as well as the name of the wrapper function
FPropertyAccessor Getter;
Getter.AccessorName = GetterName;
Getter.FunctionName = FString::Printf(TEXT("%s_%s"), *Class->GetName(), *GetterName);
auto& Exports = ClassExportedProperties.FindOrAdd(Class);
Exports.Add(Getter);
// Setter
FString SetterName = FString::Printf(TEXT("Set_%s"), *PropertyName);
GeneratedGlue += GenerateWrapperFunctionDeclaration(ClassNameCPP, Class, SetterName);
GeneratedGlue += TEXT("\r\n{\r\n");
if (PropertySuper == NULL)
{
FunctionBody += FString::Printf(TEXT("\t%s\r\n"), *GenerateObjectDeclarationFromContext(ClassNameCPP, Class));
FunctionBody += FString::Printf(TEXT("\tstatic UProperty* Property = FindScriptPropertyHelper(%s::StaticClass(), TEXT(\"%s\"));\r\n"), *ClassNameCPP, *Property->GetName());
FunctionBody += FString::Printf(TEXT("\t%s PropertyValue = %s;\r\n"), *GetPropertyTypeCPP(Property, CPPF_ArgumentOrReturnValue), *InitializeFunctionDispatchParam(NULL, Property, 0));
FunctionBody += TEXT("\tProperty->CopyCompleteValue(Property->ContainerPtrToValuePtr<void>(Obj), &PropertyValue);\r\n");
FunctionBody += TEXT("\treturn 0;\r\n");
}
else
{
FunctionBody = FString::Printf(TEXT("\treturn %s_%s(InScriptContext);\r\n"), *PropertySuper->GetName(), *SetterName);
}
GeneratedGlue += FunctionBody;
GeneratedGlue += TEXT("}\r\n\r\n");
// Store the name of this setter as well as the name of the wrapper function
FPropertyAccessor Setter;
Setter.AccessorName = SetterName;
Setter.FunctionName = FString::Printf(TEXT("%s_%s"), *Class->GetName(), *SetterName);
Exports.Add(Setter);
return GeneratedGlue;
}
FString FLuaScriptCodeGenerator::ExportAdditionalClassGlue(const FString& ClassNameCPP, UClass* Class)
{
FString GeneratedGlue;
const FString ClassName = Class->GetName();
// Constructor and destructor
if (!(Class->GetClassFlags() & CLASS_Abstract))
{
GeneratedGlue += GenerateWrapperFunctionDeclaration(ClassNameCPP, Class, TEXT("New"));
GeneratedGlue += TEXT("\r\n{\r\n");
GeneratedGlue += TEXT("\tUObject* Outer = (UObject*)lua_touserdata(InScriptContext, 1);\r\n");
GeneratedGlue += TEXT("\tFName Name = FName(luaL_checkstring(InScriptContext, 2));\r\n");
GeneratedGlue += FString::Printf(TEXT("\tUObject* Obj = NewObject<%s>(Outer, Name);\r\n"), *ClassNameCPP);
GeneratedGlue += TEXT("\tif (Obj)\r\n\t{\r\n");
GeneratedGlue += TEXT("\t\tFScriptObjectReferencer::Get().AddObjectReference(Obj);\r\n");
GeneratedGlue += TEXT("\t}\r\n");
GeneratedGlue += TEXT("\tlua_pushlightuserdata(InScriptContext, Obj);\r\n");
GeneratedGlue += TEXT("\treturn 1;\r\n");
GeneratedGlue += TEXT("}\r\n\r\n");
GeneratedGlue += GenerateWrapperFunctionDeclaration(ClassNameCPP, Class, TEXT("Destroy"));
GeneratedGlue += TEXT("\r\n{\r\n");
GeneratedGlue += FString::Printf(TEXT("\t%s\r\n"), *GenerateObjectDeclarationFromContext(ClassNameCPP, Class));
GeneratedGlue += TEXT("\tif (Obj)\r\n\t{\r\n");
GeneratedGlue += TEXT("\t\tFScriptObjectReferencer::Get().RemoveObjectReference(Obj);\r\n");
GeneratedGlue += TEXT("\t}\r\n\treturn 0;\r\n");
GeneratedGlue += TEXT("}\r\n\r\n");
}
// Class: Equivalent of StaticClass()
GeneratedGlue += GenerateWrapperFunctionDeclaration(ClassNameCPP, Class, TEXT("Class"));
GeneratedGlue += TEXT("\r\n{\r\n");
GeneratedGlue += FString::Printf(TEXT("\tUClass* Class = %s::StaticClass();\r\n"), *ClassNameCPP);
GeneratedGlue += TEXT("\tlua_pushlightuserdata(InScriptContext, Class);\r\n");
GeneratedGlue += TEXT("\treturn 1;\r\n");
GeneratedGlue += TEXT("}\r\n\r\n");
// Library
GeneratedGlue += FString::Printf(TEXT("static const luaL_Reg %s_Lib[] =\r\n{\r\n"), *ClassName);
if (!(Class->GetClassFlags() & CLASS_Abstract))
{
GeneratedGlue += FString::Printf(TEXT("\t{ \"New\", %s_New },\r\n"), *ClassName);
GeneratedGlue += FString::Printf(TEXT("\t{ \"Destroy\", %s_Destroy },\r\n"), *ClassName);
GeneratedGlue += FString::Printf(TEXT("\t{ \"Class\", %s_Class },\r\n"), *ClassName);
}
auto FunctionExports = ClassExportedFunctions.Find(Class);
if (FunctionExports)
{
for (auto& FunctionName : *FunctionExports)
{
GeneratedGlue += FString::Printf(TEXT("\t{ \"%s\", %s_%s },\r\n"), *FunctionName.ToString(), *ClassName, *FunctionName.ToString());
}
}
auto PropertyExports = ClassExportedProperties.Find(Class);
if (PropertyExports)
{
for (auto& Accessor : *PropertyExports)
{
GeneratedGlue += FString::Printf(TEXT("\t{ \"%s\", %s },\r\n"), *Accessor.AccessorName, *Accessor.FunctionName);
}
}
GeneratedGlue += TEXT("\t{ NULL, NULL }\r\n};\r\n\r\n");
return GeneratedGlue;
}
void FLuaScriptCodeGenerator::ExportClass(UClass* Class, const FString& SourceHeaderFilename, const FString& GeneratedHeaderFilename, bool bHasChanged)
{
if (!CanExportClass(Class))
{
return;
}
UE_LOG(LogScriptGenerator, Log, TEXT("Exporting class %s"), *Class->GetName());
ExportedClasses.Add(Class->GetFName());
LuaExportedClasses.Add(Class);
AllSourceClassHeaders.Add(SourceHeaderFilename);
const FString ClassGlueFilename = GetScriptHeaderForClass(Class);
AllScriptHeaders.Add(ClassGlueFilename);
const FString ClassNameCPP = GetClassNameCPP(Class);
FString GeneratedGlue(TEXT("#pragma once\r\n\r\n"));
// Export all functions
for (TFieldIterator<UFunction> FuncIt(Class /*, EFieldIteratorFlags::ExcludeSuper*/); FuncIt; ++FuncIt)
{
UFunction* Function = *FuncIt;
if (CanExportFunction(ClassNameCPP, Class, Function))
{
GeneratedGlue += ExportFunction(ClassNameCPP, Class, Function);
}
}
// Export properties that are owned by this class
int32 PropertyIndex = 0;
for (TFieldIterator<UProperty> PropertyIt(Class /*, EFieldIteratorFlags::ExcludeSuper*/); PropertyIt; ++PropertyIt, ++PropertyIndex)
{
UProperty* Property = *PropertyIt;
if (CanExportProperty(ClassNameCPP, Class, Property))
{
UE_LOG(LogScriptGenerator, Log, TEXT(" %s %s"), *Property->GetClass()->GetName(), *Property->GetName());
GeneratedGlue += ExportProperty(ClassNameCPP, Class, Property, PropertyIndex);
}
}
GeneratedGlue += ExportAdditionalClassGlue(ClassNameCPP, Class);
SaveHeaderIfChanged(ClassGlueFilename, GeneratedGlue);
}
void FLuaScriptCodeGenerator::FinishExport()
{
GlueAllGeneratedFiles();
RenameTempFiles();
}
void FLuaScriptCodeGenerator::GlueAllGeneratedFiles()
{
// Generate inl library file
FString LibGlueFilename = GeneratedCodePath / TEXT("GeneratedScriptLibraries.inl");
FString LibGlue;
// Include all source header files
for (auto& HeaderFilename : AllSourceClassHeaders)
{
// Re-base to make sure we're including the right files on a remote machine
FString NewFilename(RebaseToBuildPath(HeaderFilename));
LibGlue += FString::Printf(TEXT("#include \"%s\"\r\n"), *NewFilename);
}
// Include all script glue headers
for (auto& HeaderFilename : AllScriptHeaders)
{
// Re-base to make sure we're including the right files on a remote machine
FString NewFilename(FPaths::GetCleanFilename(HeaderFilename));
LibGlue += FString::Printf(TEXT("#include \"%s\"\r\n"), *NewFilename);
}
LibGlue += TEXT("\r\nvoid LuaRegisterExportedClasses(lua_State* InScriptContext)\r\n{\r\n");
for (auto Class : LuaExportedClasses)
{
LibGlue += FString::Printf(TEXT("\tFLuaUtils::RegisterLibrary(InScriptContext, %s_Lib, \"%s\");\r\n"), *Class->GetName(), *Class->GetName());
}
LibGlue += TEXT("}\r\n\r\n");
SaveHeaderIfChanged(LibGlueFilename, LibGlue);
}