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UnrealEngineUWP/Engine/Source/Editor/GameProjectGeneration/Private/GameProjectGenerationModule.cpp

102 lines
2.8 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "GameProjectGenerationPrivatePCH.h"
#include "ModuleManager.h"
#include "GameProjectGenerationModule.h"
IMPLEMENT_MODULE( FGameProjectGenerationModule, GameProjectGeneration );
DEFINE_LOG_CATEGORY(LogGameProjectGeneration);
#define LOCTEXT_NAMESPACE "GameProjectGeneration"
void FGameProjectGenerationModule::StartupModule()
{
}
void FGameProjectGenerationModule::ShutdownModule()
{
}
TSharedRef<class SWidget> FGameProjectGenerationModule::CreateGameProjectDialog(bool bAllowProjectOpening, bool bAllowProjectCreate)
{
return SNew(SGameProjectDialog)
.AllowProjectOpening(bAllowProjectOpening)
.AllowProjectCreate(bAllowProjectCreate);
}
TSharedRef<class SWidget> FGameProjectGenerationModule::CreateNewClassDialog(class UClass* InClass)
{
return SNew(SNewClassDialog).Class(InClass);
}
void FGameProjectGenerationModule::OpenAddCodeToProjectDialog()
{
GameProjectUtils::OpenAddCodeToProjectDialog();
AddCodeToProjectDialogOpenedEvent.Broadcast();
}
void FGameProjectGenerationModule::TryMakeProjectFileWriteable(const FString& ProjectFile)
{
GameProjectUtils::TryMakeProjectFileWriteable(ProjectFile);
}
void FGameProjectGenerationModule::CheckForOutOfDateGameProjectFile()
{
GameProjectUtils::CheckForOutOfDateGameProjectFile();
}
bool FGameProjectGenerationModule::UpdateGameProject(const FString& ProjectFile, const FString& EngineIdentifier, FText& OutFailReason)
{
return GameProjectUtils::UpdateGameProject(ProjectFile, EngineIdentifier, OutFailReason);
}
bool FGameProjectGenerationModule::UpdateCodeProject(FText& OutFailReason)
{
const bool bAllowNewSlowTask = true;
FScopedSlowTask SlowTaskMessage( LOCTEXT( "UpdatingCodeProject", "Updating code project..." ), bAllowNewSlowTask );
return GameProjectUtils::GenerateCodeProjectFiles(FPaths::GetProjectFilePath(), OutFailReason);
}
int32 FGameProjectGenerationModule::GetProjectCodeFileCount()
{
return GameProjectUtils::GetProjectCodeFileCount();
}
bool FGameProjectGenerationModule::UpdateCodeResourceFiles(TArray<FString>& OutCreatedFiles, FText& OutFailReason)
{
const FString GameModuleSourcePath = FPaths::GetPath(FPaths::GetProjectFilePath()) / TEXT("Source") / FApp::GetGameName();
return GameProjectUtils::GenerateGameResourceFiles(GameModuleSourcePath, FApp::GetGameName(), OutCreatedFiles, OutFailReason);
}
void FGameProjectGenerationModule::CheckAndWarnProjectFilenameValid()
{
GameProjectUtils::CheckAndWarnProjectFilenameValid();
}
void FGameProjectGenerationModule::UpdateSupportedTargetPlatforms(const FName& InPlatformName, const bool bIsSupported)
{
GameProjectUtils::UpdateSupportedTargetPlatforms(InPlatformName, bIsSupported);
}
void FGameProjectGenerationModule::ClearSupportedTargetPlatforms()
{
GameProjectUtils::ClearSupportedTargetPlatforms();
}
#undef LOCTEXT_NAMESPACE