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73 lines
2.5 KiB
C++
73 lines
2.5 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintNativeCodeGenPCH.h"
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#include "NativeCodeGenCommandlineParams.h"
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DEFINE_LOG_CATEGORY_STATIC(LogNativeCodeGenCommand, Log, All);
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/** */
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const FString FNativeCodeGenCommandlineParams::HelpMessage = TEXT("\n\
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\n\
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-------------------------------------------------------------------------------\n\
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GenerateBlueprintCodeModule :: Converts Blueprint assets into C++ \n\
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-------------------------------------------------------------------------------\n\
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\n\
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:: \n\
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:: Usage \n\
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:: \n\
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\n\
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UE4Editor.exe <project> -run=GenerateBlueprintCodeModule [parameters] \n\
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\n\
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:: \n\
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:: Switches \n\
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:: \n\
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\n\
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-whitelist=<> \n\
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\n\
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\n\
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-blacklist=<> \n\
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\n\
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\n\
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-output=<> \n\
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\n\
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\n\
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-help, -h, -? Display this message and then exit. \n\
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\n");
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/*******************************************************************************
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* NativeCodeGenCommandlineParamsImpl
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******************************************************************************/
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namespace NativeCodeGenCommandlineParamsImpl
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{
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}
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/*******************************************************************************
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* FNativeCodeGenCommandlineParams
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******************************************************************************/
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//------------------------------------------------------------------------------
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FNativeCodeGenCommandlineParams::FNativeCodeGenCommandlineParams(const TArray<FString>& CommandlineSwitches)
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: bHelpRequested(false)
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{
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for (const FString& Param : CommandlineSwitches)
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{
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FString Switch = Param, Value;
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Param.Split(TEXT("="), &Switch, &Value);
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if (!Switch.Compare(TEXT("h"), ESearchCase::IgnoreCase) ||
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!Switch.Compare(TEXT("?"), ESearchCase::IgnoreCase) ||
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!Switch.Compare(TEXT("help"), ESearchCase::IgnoreCase))
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{
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bHelpRequested = true;
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}
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else
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{
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//UE_LOG(LogNativeCodeGenCommand, Warning, TEXT("Unrecognized commandline parameter: %s"), *Switch);
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}
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}
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}
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