Working subsystem
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parent
2d2f0192fa
commit
80309ea017
6 changed files with 39 additions and 26 deletions
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@ -10,8 +10,9 @@
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"DocsURL": "",
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"MarketplaceURL": "",
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"SupportURL": "",
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"CanContainContent": false,
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"CanContainContent": true,
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"IsBetaVersion": true,
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"IsExperimentalVersion": false,
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"Installed": false,
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"Modules": [
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{
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@ -2,28 +2,19 @@
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#include "SkyPortal.h"
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//TODO: Need to make a raw input viewer
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//maybe even a view of the different objects detected
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static const FName SkyPortalTabName("Portal Input Viewer");
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#define LOCTEXT_NAMESPACE "FSkyPortalModule"
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void FSkyPortalModule::StartupModule()
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{
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// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
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//SkyPortalSubsystem = GEngine->GetEngineSubsystem();
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}
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void FSkyPortalModule::ShutdownModule()
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{
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// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
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// we call this function before unloading the module.
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}
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#undef LOCTEXT_NAMESPACE
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IMPLEMENT_MODULE(FSkyPortalModule, SkyPortal)
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IMPLEMENT_MODULE(FSkyPortalModule, SkyPortal)
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16
Source/SkyPortal/Private/SkyPortalSubsystem.cpp
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16
Source/SkyPortal/Private/SkyPortalSubsystem.cpp
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@ -0,0 +1,16 @@
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#include "SkyPortalSubsystem.h"
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#include "Engine/Engine.h"
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void USkyPortalSubsystem::Initialize(FSubsystemCollectionBase& Collection)
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{
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Super::Initialize(Collection);
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// Custom initialization logic
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UE_LOG(LogTemp, Warning, TEXT("SkyPortalSubsystem Initialized"));
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}
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void USkyPortalSubsystem::Deinitialize()
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{
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// Custom cleanup logic
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UE_LOG(LogTemp, Warning, TEXT("SkyPortalSubsystem Deinitialized"));
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Super::Deinitialize();
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}
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@ -1,11 +1,10 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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// This plugin will try to make a complete plug n play subsystem for skylanders portals
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#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleManager.h"
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#include "SkyPortalSubsystem.h"
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class FSkyPortalModule : public IModuleInterface
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{
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@ -14,8 +13,4 @@ public:
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/** IModuleInterface implementation */
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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private:
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};
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};
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16
Source/SkyPortal/Public/SkyPortalSubsystem.h
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Source/SkyPortal/Public/SkyPortalSubsystem.h
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#pragma once
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#include "CoreMinimal.h"
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#include "Subsystems/EngineSubsystem.h"
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#include "SkyPortalSubsystem.generated.h"
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UCLASS()
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class SKYPORTAL_API USkyPortalSubsystem : public UEngineSubsystem
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{
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GENERATED_BODY()
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public:
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// Override initialization and deinitialization methods
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virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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virtual void Deinitialize() override;
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};
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@ -27,7 +27,7 @@ public class SkyPortal : ModuleRules
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{
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"Core",
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"CoreUObject",
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"Engine",
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"Engine"
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// ... add other public dependencies that you statically link with here ...
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}
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);
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@ -36,12 +36,6 @@ public class SkyPortal : ModuleRules
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PrivateDependencyModuleNames.AddRange(
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new string[]
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{
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"Projects",
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"InputCore",
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"EditorSubsystem",
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"EditorFramework",
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"UnrealEd",
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"ToolMenus",
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"CoreUObject",
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"Engine",
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"Slate",
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