Working subsystem

This commit is contained in:
Lucas Peter 2024-09-18 15:30:30 +02:00
parent 2d2f0192fa
commit 80309ea017
No known key found for this signature in database
6 changed files with 39 additions and 26 deletions

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@ -10,8 +10,9 @@
"DocsURL": "", "DocsURL": "",
"MarketplaceURL": "", "MarketplaceURL": "",
"SupportURL": "", "SupportURL": "",
"CanContainContent": false, "CanContainContent": true,
"IsBetaVersion": true, "IsBetaVersion": true,
"IsExperimentalVersion": false,
"Installed": false, "Installed": false,
"Modules": [ "Modules": [
{ {

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@ -2,28 +2,19 @@
#include "SkyPortal.h" #include "SkyPortal.h"
//TODO: Need to make a raw input viewer
//maybe even a view of the different objects detected
static const FName SkyPortalTabName("Portal Input Viewer");
#define LOCTEXT_NAMESPACE "FSkyPortalModule" #define LOCTEXT_NAMESPACE "FSkyPortalModule"
void FSkyPortalModule::StartupModule() 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 // This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
//SkyPortalSubsystem = GEngine->GetEngineSubsystem();
} }
void FSkyPortalModule::ShutdownModule() void FSkyPortalModule::ShutdownModule()
{ {
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, // 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. // we call this function before unloading the module.
} }
#undef LOCTEXT_NAMESPACE #undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FSkyPortalModule, SkyPortal) IMPLEMENT_MODULE(FSkyPortalModule, SkyPortal)

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@ -0,0 +1,16 @@
#include "SkyPortalSubsystem.h"
#include "Engine/Engine.h"
void USkyPortalSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
// Custom initialization logic
UE_LOG(LogTemp, Warning, TEXT("SkyPortalSubsystem Initialized"));
}
void USkyPortalSubsystem::Deinitialize()
{
// Custom cleanup logic
UE_LOG(LogTemp, Warning, TEXT("SkyPortalSubsystem Deinitialized"));
Super::Deinitialize();
}

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@ -1,11 +1,10 @@
// Copyright Epic Games, Inc. All Rights Reserved. // Copyright Epic Games, Inc. All Rights Reserved.
// This plugin will try to make a complete plug n play subsystem for skylanders portals
#pragma once #pragma once
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "Modules/ModuleManager.h" #include "Modules/ModuleManager.h"
#include "SkyPortalSubsystem.h"
class FSkyPortalModule : public IModuleInterface class FSkyPortalModule : public IModuleInterface
{ {
@ -14,8 +13,4 @@ public:
/** IModuleInterface implementation */ /** IModuleInterface implementation */
virtual void StartupModule() override; virtual void StartupModule() override;
virtual void ShutdownModule() override; virtual void ShutdownModule() override;
private:
}; };

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@ -0,0 +1,16 @@
#pragma once
#include "CoreMinimal.h"
#include "Subsystems/EngineSubsystem.h"
#include "SkyPortalSubsystem.generated.h"
UCLASS()
class SKYPORTAL_API USkyPortalSubsystem : public UEngineSubsystem
{
GENERATED_BODY()
public:
// Override initialization and deinitialization methods
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
};

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@ -27,7 +27,7 @@ public class SkyPortal : ModuleRules
{ {
"Core", "Core",
"CoreUObject", "CoreUObject",
"Engine", "Engine"
// ... add other public dependencies that you statically link with here ... // ... add other public dependencies that you statically link with here ...
} }
); );
@ -36,12 +36,6 @@ public class SkyPortal : ModuleRules
PrivateDependencyModuleNames.AddRange( PrivateDependencyModuleNames.AddRange(
new string[] new string[]
{ {
"Projects",
"InputCore",
"EditorSubsystem",
"EditorFramework",
"UnrealEd",
"ToolMenus",
"CoreUObject", "CoreUObject",
"Engine", "Engine",
"Slate", "Slate",