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Lucas Peter 2024-09-17 17:50:37 +02:00
commit 35ea4db981
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.gitignore vendored Normal file
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<svg width="20" height="20" viewBox="0 0 20 20" fill="none" xmlns="http://www.w3.org/2000/svg">
<path d="M2 2L18 18M11.3333 18L2 8.66667M4.66667 18L2 15.3333M18 11.3333L8.66667 2M18 4.66667L15.3333 2" stroke="white" stroke-opacity="0.5" stroke-width="1.5" stroke-linecap="round" stroke-linejoin="round"/>
</svg>

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SkyPortal.uplugin Normal file
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{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "Skylanders Portal",
"Description": "Enable skylanders portal input.",
"Category": "Input Devices",
"CreatedBy": "lucastucious",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": false,
"IsBetaVersion": true,
"Installed": false,
"Modules": [
{
"Name": "SkyPortal",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
"IsExperimentalVersion": false,
"Sealed": true
}

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "SkyPortal.h"
#include "SkyPortalStyle.h"
#include "SkyPortalCommands.h"
#include "LevelEditor.h"
#include "Widgets/Docking/SDockTab.h"
#include "Widgets/Layout/SBox.h"
#include "Widgets/Text/STextBlock.h"
#include "ToolMenus.h"
static const FName SkyPortalTabName("SkyPortal");
#define LOCTEXT_NAMESPACE "FSkyPortalModule"
void FSkyPortalModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
FSkyPortalStyle::Initialize();
FSkyPortalStyle::ReloadTextures();
FSkyPortalCommands::Register();
PluginCommands = MakeShareable(new FUICommandList);
PluginCommands->MapAction(
FSkyPortalCommands::Get().OpenPluginWindow,
FExecuteAction::CreateRaw(this, &FSkyPortalModule::PluginButtonClicked),
FCanExecuteAction());
UToolMenus::RegisterStartupCallback(FSimpleMulticastDelegate::FDelegate::CreateRaw(this, &FSkyPortalModule::RegisterMenus));
FGlobalTabmanager::Get()->RegisterNomadTabSpawner(SkyPortalTabName, FOnSpawnTab::CreateRaw(this, &FSkyPortalModule::OnSpawnPluginTab))
.SetDisplayName(LOCTEXT("FSkyPortalTabTitle", "SkyPortal"))
.SetMenuType(ETabSpawnerMenuType::Hidden);
}
void FSkyPortalModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
UToolMenus::UnRegisterStartupCallback(this);
UToolMenus::UnregisterOwner(this);
FSkyPortalStyle::Shutdown();
FSkyPortalCommands::Unregister();
FGlobalTabmanager::Get()->UnregisterNomadTabSpawner(SkyPortalTabName);
}
TSharedRef<SDockTab> FSkyPortalModule::OnSpawnPluginTab(const FSpawnTabArgs& SpawnTabArgs)
{
FText WidgetText = FText::Format(
LOCTEXT("WindowWidgetText", "Add code to {0} in {1} to override this window's contents"),
FText::FromString(TEXT("FSkyPortalModule::OnSpawnPluginTab")),
FText::FromString(TEXT("SkyPortal.cpp"))
);
return SNew(SDockTab)
.TabRole(ETabRole::NomadTab)
[
// Put your tab content here!
SNew(SBox)
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
[
SNew(STextBlock)
.Text(WidgetText)
]
];
}
void FSkyPortalModule::PluginButtonClicked()
{
FGlobalTabmanager::Get()->TryInvokeTab(SkyPortalTabName);
}
void FSkyPortalModule::RegisterMenus()
{
// Owner will be used for cleanup in call to UToolMenus::UnregisterOwner
FToolMenuOwnerScoped OwnerScoped(this);
{
UToolMenu* Menu = UToolMenus::Get()->ExtendMenu("LevelEditor.MainMenu.Window");
{
FToolMenuSection& Section = Menu->FindOrAddSection("WindowLayout");
Section.AddMenuEntryWithCommandList(FSkyPortalCommands::Get().OpenPluginWindow, PluginCommands);
}
}
{
UToolMenu* ToolbarMenu = UToolMenus::Get()->ExtendMenu("LevelEditor.LevelEditorToolBar");
{
FToolMenuSection& Section = ToolbarMenu->FindOrAddSection("Settings");
{
FToolMenuEntry& Entry = Section.AddEntry(FToolMenuEntry::InitToolBarButton(FSkyPortalCommands::Get().OpenPluginWindow));
Entry.SetCommandList(PluginCommands);
}
}
}
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FSkyPortalModule, SkyPortal)

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "SkyPortalCommands.h"
#define LOCTEXT_NAMESPACE "FSkyPortalModule"
void FSkyPortalCommands::RegisterCommands()
{
UI_COMMAND(OpenPluginWindow, "SkyPortal", "Bring up SkyPortal window", EUserInterfaceActionType::Button, FInputChord());
}
#undef LOCTEXT_NAMESPACE

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "SkyPortalStyle.h"
#include "Styling/SlateStyleRegistry.h"
#include "Framework/Application/SlateApplication.h"
#include "Slate/SlateGameResources.h"
#include "Interfaces/IPluginManager.h"
#include "Styling/SlateStyleMacros.h"
#define RootToContentDir Style->RootToContentDir
TSharedPtr<FSlateStyleSet> FSkyPortalStyle::StyleInstance = nullptr;
void FSkyPortalStyle::Initialize()
{
if (!StyleInstance.IsValid())
{
StyleInstance = Create();
FSlateStyleRegistry::RegisterSlateStyle(*StyleInstance);
}
}
void FSkyPortalStyle::Shutdown()
{
FSlateStyleRegistry::UnRegisterSlateStyle(*StyleInstance);
ensure(StyleInstance.IsUnique());
StyleInstance.Reset();
}
FName FSkyPortalStyle::GetStyleSetName()
{
static FName StyleSetName(TEXT("SkyPortalStyle"));
return StyleSetName;
}
const FVector2D Icon16x16(16.0f, 16.0f);
const FVector2D Icon20x20(20.0f, 20.0f);
TSharedRef< FSlateStyleSet > FSkyPortalStyle::Create()
{
TSharedRef< FSlateStyleSet > Style = MakeShareable(new FSlateStyleSet("SkyPortalStyle"));
Style->SetContentRoot(IPluginManager::Get().FindPlugin("SkyPortal")->GetBaseDir() / TEXT("Resources"));
Style->Set("SkyPortal.OpenPluginWindow", new IMAGE_BRUSH_SVG(TEXT("PlaceholderButtonIcon"), Icon20x20));
return Style;
}
void FSkyPortalStyle::ReloadTextures()
{
if (FSlateApplication::IsInitialized())
{
FSlateApplication::Get().GetRenderer()->ReloadTextureResources();
}
}
const ISlateStyle& FSkyPortalStyle::Get()
{
return *StyleInstance;
}

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
class FToolBarBuilder;
class FMenuBuilder;
class FSkyPortalModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
/** This function will be bound to Command (by default it will bring up plugin window) */
void PluginButtonClicked();
private:
void RegisterMenus();
TSharedRef<class SDockTab> OnSpawnPluginTab(const class FSpawnTabArgs& SpawnTabArgs);
private:
TSharedPtr<class FUICommandList> PluginCommands;
};

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Framework/Commands/Commands.h"
#include "SkyPortalStyle.h"
class FSkyPortalCommands : public TCommands<FSkyPortalCommands>
{
public:
FSkyPortalCommands()
: TCommands<FSkyPortalCommands>(TEXT("SkyPortal"), NSLOCTEXT("Contexts", "SkyPortal", "SkyPortal Plugin"), NAME_None, FSkyPortalStyle::GetStyleSetName())
{
}
// TCommands<> interface
virtual void RegisterCommands() override;
public:
TSharedPtr< FUICommandInfo > OpenPluginWindow;
};

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Styling/SlateStyle.h"
/** */
class FSkyPortalStyle
{
public:
static void Initialize();
static void Shutdown();
/** reloads textures used by slate renderer */
static void ReloadTextures();
/** @return The Slate style set for the Shooter game */
static const ISlateStyle& Get();
static FName GetStyleSetName();
private:
static TSharedRef< class FSlateStyleSet > Create();
private:
static TSharedPtr< class FSlateStyleSet > StyleInstance;
};

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class SkyPortal : ModuleRules
{
public SkyPortal(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Projects",
"InputCore",
"EditorFramework",
"UnrealEd",
"ToolMenus",
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}