защита, подвижки всякие
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@@ -0,0 +1,56 @@
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/*
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* Unreal Engine .NET 5 integration
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* Copyright (c) 2021 Stanislav Denisov
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all
|
||||
* copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
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* SOFTWARE.
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*/
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#include "UnrealCLRLibrary.h"
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FManagedFunction::FManagedFunction() : Pointer() { }
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UUnrealCLRLibrary::UUnrealCLRLibrary(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { }
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void UUnrealCLRLibrary::ExecuteManagedFunction(FManagedFunction ManagedFunction, UObject* Object = nullptr) {
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if (UnrealCLR::Status == UnrealCLR::StatusType::Running && ManagedFunction.Pointer)
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UnrealCLR::ManagedCommand(UnrealCLR::Command(ManagedFunction.Pointer, Object));
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}
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FManagedFunction UUnrealCLRLibrary::FindManagedFunction(FString Method, bool Optional, bool& Result) {
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FManagedFunction managedFunction;
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if (UnrealCLR::Status == UnrealCLR::StatusType::Running && !Method.IsEmpty())
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managedFunction.Pointer = UnrealCLR::ManagedCommand(UnrealCLR::Command(TCHAR_TO_ANSI(*Method), Optional));
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Result = managedFunction.Pointer != nullptr;
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return managedFunction;
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}
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UUnrealCLRCharacter::UUnrealCLRCharacter(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { }
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void UUnrealCLRCharacter::Landed(const FHitResult& Hit) {
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UnrealCLRFramework::Hit hit(Hit);
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void* parameters[1] = {
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&hit
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};
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UnrealCLR::ManagedCommand(UnrealCLR::Command(LandedCallback, UnrealCLR::Callback(parameters, UnrealCLR::CallbackType::CharacterLandedDelegate)));
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}
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@@ -0,0 +1,192 @@
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/*
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* Unreal Engine .NET 5 integration
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* Copyright (c) 2021 Stanislav Denisov
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*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all
|
||||
* copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
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* SOFTWARE.
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*/
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#include "UnrealCLRManager.h"
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void UUnrealCLRManager::ActorBeginOverlap(AActor* OverlapActor, AActor* OtherActor) {
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if (UnrealCLR::Shared::Events[UnrealCLR::OnActorBeginOverlap]) {
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void* parameters[2] = {
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OverlapActor,
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OtherActor
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};
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UnrealCLR::ManagedCommand(UnrealCLR::Command(UnrealCLR::Shared::Events[UnrealCLR::OnActorBeginOverlap], UnrealCLR::Callback(parameters, UnrealCLR::CallbackType::ActorOverlapDelegate)));
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}
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}
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void UUnrealCLRManager::ActorEndOverlap(AActor* OverlapActor, AActor* OtherActor) {
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if (UnrealCLR::Shared::Events[UnrealCLR::OnActorEndOverlap]) {
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void* parameters[2] = {
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OverlapActor,
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OtherActor
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};
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UnrealCLR::ManagedCommand(UnrealCLR::Command(UnrealCLR::Shared::Events[UnrealCLR::OnActorEndOverlap], UnrealCLR::Callback(parameters, UnrealCLR::CallbackType::ActorOverlapDelegate)));
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}
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}
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void UUnrealCLRManager::ActorHit(AActor* HitActor, AActor* OtherActor, FVector NormalImpulse, const FHitResult& Hit) {
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if (UnrealCLR::Shared::Events[UnrealCLR::OnActorHit]) {
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UnrealCLRFramework::Vector3 normalImpulse(NormalImpulse);
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UnrealCLRFramework::Hit hit(Hit);
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void* parameters[4] = {
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HitActor,
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OtherActor,
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&normalImpulse,
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&hit
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};
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UnrealCLR::ManagedCommand(UnrealCLR::Command(UnrealCLR::Shared::Events[UnrealCLR::OnActorHit], UnrealCLR::Callback(parameters, UnrealCLR::CallbackType::ActorHitDelegate)));
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}
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}
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void UUnrealCLRManager::ActorBeginCursorOver(AActor* Actor) {
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if (UnrealCLR::Shared::Events[UnrealCLR::OnActorBeginCursorOver]) {
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void* parameters[1] = {
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Actor
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};
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UnrealCLR::ManagedCommand(UnrealCLR::Command(UnrealCLR::Shared::Events[UnrealCLR::OnActorBeginCursorOver], UnrealCLR::Callback(parameters, UnrealCLR::CallbackType::ActorCursorDelegate)));
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}
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}
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void UUnrealCLRManager::ActorEndCursorOver(AActor* Actor) {
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if (UnrealCLR::Shared::Events[UnrealCLR::OnActorEndCursorOver]) {
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void* parameters[1] = {
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Actor
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};
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UnrealCLR::ManagedCommand(UnrealCLR::Command(UnrealCLR::Shared::Events[UnrealCLR::OnActorEndCursorOver], UnrealCLR::Callback(parameters, UnrealCLR::CallbackType::ActorCursorDelegate)));
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}
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}
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void UUnrealCLRManager::ActorClicked(AActor* Actor, FKey Key) {
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if (UnrealCLR::Shared::Events[UnrealCLR::OnActorClicked]) {
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FString key = Key.ToString();
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void* parameters[2] = {
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Actor,
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TCHAR_TO_ANSI(*key)
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};
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UnrealCLR::ManagedCommand(UnrealCLR::Command(UnrealCLR::Shared::Events[UnrealCLR::OnActorClicked], UnrealCLR::Callback(parameters, UnrealCLR::CallbackType::ActorKeyDelegate)));
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}
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}
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void UUnrealCLRManager::ActorReleased(AActor* Actor, FKey Key) {
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if (UnrealCLR::Shared::Events[UnrealCLR::OnActorReleased]) {
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FString key = Key.ToString();
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void* parameters[2] = {
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Actor,
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TCHAR_TO_ANSI(*key)
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};
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UnrealCLR::ManagedCommand(UnrealCLR::Command(UnrealCLR::Shared::Events[UnrealCLR::OnActorReleased], UnrealCLR::Callback(parameters, UnrealCLR::CallbackType::ActorKeyDelegate)));
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}
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}
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void UUnrealCLRManager::ComponentBeginOverlap(UPrimitiveComponent* OverlapComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool FromSweep, const FHitResult& SweepResult) {
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if (UnrealCLR::Shared::Events[UnrealCLR::OnComponentBeginOverlap]) {
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void* parameters[2] = {
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OverlapComponent,
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OtherComponent
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};
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UnrealCLR::ManagedCommand(UnrealCLR::Command(UnrealCLR::Shared::Events[UnrealCLR::OnComponentBeginOverlap], UnrealCLR::Callback(parameters, UnrealCLR::CallbackType::ComponentOverlapDelegate)));
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}
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}
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void UUnrealCLRManager::ComponentEndOverlap(UPrimitiveComponent* OverlapComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex) {
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if (UnrealCLR::Shared::Events[UnrealCLR::OnComponentEndOverlap]) {
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void* parameters[2] = {
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OverlapComponent,
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OtherComponent
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};
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UnrealCLR::ManagedCommand(UnrealCLR::Command(UnrealCLR::Shared::Events[UnrealCLR::OnComponentEndOverlap], UnrealCLR::Callback(parameters, UnrealCLR::CallbackType::ComponentOverlapDelegate)));
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}
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}
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void UUnrealCLRManager::ComponentHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, FVector NormalImpulse, const FHitResult& Hit) {
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if (UnrealCLR::Shared::Events[UnrealCLR::OnComponentHit]) {
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UnrealCLRFramework::Vector3 normalImpulse(NormalImpulse);
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UnrealCLRFramework::Hit hit(Hit);
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void* parameters[4] = {
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HitComponent,
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OtherComponent,
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&normalImpulse,
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&hit
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};
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UnrealCLR::ManagedCommand(UnrealCLR::Command(UnrealCLR::Shared::Events[UnrealCLR::OnComponentHit], UnrealCLR::Callback(parameters, UnrealCLR::CallbackType::ComponentHitDelegate)));
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}
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}
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void UUnrealCLRManager::ComponentBeginCursorOver(UPrimitiveComponent* Component) {
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if (UnrealCLR::Shared::Events[UnrealCLR::OnActorBeginCursorOver]) {
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void* parameters[1] = {
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Component
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};
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UnrealCLR::ManagedCommand(UnrealCLR::Command(UnrealCLR::Shared::Events[UnrealCLR::OnComponentBeginCursorOver], UnrealCLR::Callback(parameters, UnrealCLR::CallbackType::ComponentCursorDelegate)));
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}
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}
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void UUnrealCLRManager::ComponentEndCursorOver(UPrimitiveComponent* Component) {
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if (UnrealCLR::Shared::Events[UnrealCLR::OnComponentEndCursorOver]) {
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void* parameters[1] = {
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Component
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};
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UnrealCLR::ManagedCommand(UnrealCLR::Command(UnrealCLR::Shared::Events[UnrealCLR::OnComponentEndCursorOver], UnrealCLR::Callback(parameters, UnrealCLR::CallbackType::ComponentCursorDelegate)));
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}
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}
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void UUnrealCLRManager::ComponentClicked(UPrimitiveComponent* Component, FKey Key) {
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if (UnrealCLR::Shared::Events[UnrealCLR::OnComponentClicked]) {
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FString key = Key.ToString();
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||||
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||||
void* parameters[2] = {
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Component,
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TCHAR_TO_ANSI(*key)
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};
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UnrealCLR::ManagedCommand(UnrealCLR::Command(UnrealCLR::Shared::Events[UnrealCLR::OnComponentClicked], UnrealCLR::Callback(parameters, UnrealCLR::CallbackType::ComponentKeyDelegate)));
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}
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||||
}
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void UUnrealCLRManager::ComponentReleased(UPrimitiveComponent* Component, FKey Key) {
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if (UnrealCLR::Shared::Events[UnrealCLR::OnComponentReleased]) {
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FString key = Key.ToString();
|
||||
|
||||
void* parameters[2] = {
|
||||
Component,
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||||
TCHAR_TO_ANSI(*key)
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||||
};
|
||||
|
||||
UnrealCLR::ManagedCommand(UnrealCLR::Command(UnrealCLR::Shared::Events[UnrealCLR::OnComponentReleased], UnrealCLR::Callback(parameters, UnrealCLR::CallbackType::ComponentKeyDelegate)));
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||||
}
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||||
}
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@@ -0,0 +1,406 @@
|
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/*
|
||||
* Unreal Engine .NET 5 integration
|
||||
* Copyright (c) 2021 Stanislav Denisov
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all
|
||||
* copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
* SOFTWARE.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
// @third party code - BEGIN CoreCLR
|
||||
#include "../../Dependencies/CoreCLR/includes/coreclr_delegates.h"
|
||||
#include "../../Dependencies/CoreCLR/includes/hostfxr.h"
|
||||
// @third party code - END CoreCLR
|
||||
|
||||
#include "AIController.h"
|
||||
#include "Animation/AnimInstance.h"
|
||||
#include "AssetRegistryModule.h"
|
||||
#include "Camera/CameraActor.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "Components/AudioComponent.h"
|
||||
#include "Components/BoxComponent.h"
|
||||
#include "Components/CapsuleComponent.h"
|
||||
#include "Components/DirectionalLightComponent.h"
|
||||
#include "Components/HierarchicalInstancedStaticMeshComponent.h"
|
||||
#include "Components/InputComponent.h"
|
||||
#include "Components/LightComponent.h"
|
||||
#include "Components/LightComponentBase.h"
|
||||
#include "Components/PostProcessComponent.h"
|
||||
#include "Components/ShapeComponent.h"
|
||||
#include "Components/SphereComponent.h"
|
||||
#include "Components/SplineComponent.h"
|
||||
#include "Components/TextRenderComponent.h"
|
||||
#include "DrawDebugHelpers.h"
|
||||
#include "Engine/DirectionalLight.h"
|
||||
#include "Engine/Font.h"
|
||||
#include "Engine/GameEngine.h"
|
||||
#include "Engine/LevelScriptActor.h"
|
||||
#include "Engine/Light.h"
|
||||
#include "Engine/Player.h"
|
||||
#include "Engine/PointLight.h"
|
||||
#include "Engine/PostProcessVolume.h"
|
||||
#include "Engine/RectLight.h"
|
||||
#include "Engine/SpotLight.h"
|
||||
#include "Engine/TriggerBox.h"
|
||||
#include "Engine/TriggerCapsule.h"
|
||||
#include "Engine/TriggerSphere.h"
|
||||
#include "Engine/TriggerVolume.h"
|
||||
#include "EngineUtils.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "GameFramework/Character.h"
|
||||
#include "GameFramework/GameModeBase.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "GameFramework/PlayerInput.h"
|
||||
#include "GameFramework/SpringArmComponent.h"
|
||||
#include "HeadMountedDisplayFunctionLibrary.h"
|
||||
#include "IAssetRegistry.h"
|
||||
#include "ImageUtils.h"
|
||||
#include "Materials/MaterialInstanceDynamic.h"
|
||||
#include "Misc/DefaultValueHelper.h"
|
||||
#include "Misc/OutputDeviceNull.h"
|
||||
#include "Modules/ModuleManager.h"
|
||||
#include "MotionControllerComponent.h"
|
||||
#include "PhysicsEngine/RadialForceComponent.h"
|
||||
#include "Sound/AmbientSound.h"
|
||||
#include "UnrealEngine.h"
|
||||
|
||||
#include "UnrealCLRFramework.h"
|
||||
#include "UnrealCLRLibrary.h"
|
||||
#include "UnrealCLRManager.h"
|
||||
|
||||
#if WITH_EDITOR
|
||||
#include "Editor.h"
|
||||
#include "Framework/Notifications/NotificationManager.h"
|
||||
#include "Widgets/Notifications/SNotificationList.h"
|
||||
#endif
|
||||
|
||||
#ifdef _WIN32
|
||||
#define UNREALCLR_WINDOWS 1
|
||||
#elif defined(__unix__)
|
||||
#define UNREALCLR_UNIX 2
|
||||
#elif defined(__APPLE__)
|
||||
#define UNREALCLR_MAC 3
|
||||
#endif
|
||||
|
||||
#define UNREALCLR_NONE
|
||||
#define UNREALCLR_BRACKET_LEFT (
|
||||
#define UNREALCLR_BRACKET_RIGHT )
|
||||
|
||||
UNREALCLR_API DECLARE_LOG_CATEGORY_EXTERN(LogUnrealCLR, Log, All);
|
||||
|
||||
namespace UnrealCLR {
|
||||
enum struct StatusType : int32 {
|
||||
Stopped,
|
||||
Idle,
|
||||
Running
|
||||
};
|
||||
|
||||
enum struct TickState : int32 {
|
||||
Stopped,
|
||||
Registered,
|
||||
Started
|
||||
};
|
||||
|
||||
enum struct LogLevel : int32 {
|
||||
Display,
|
||||
Warning,
|
||||
Error,
|
||||
Fatal
|
||||
};
|
||||
|
||||
enum struct CallbackType : int32 {
|
||||
ActorOverlapDelegate,
|
||||
ActorHitDelegate,
|
||||
ActorCursorDelegate,
|
||||
ActorKeyDelegate,
|
||||
ComponentOverlapDelegate,
|
||||
ComponentHitDelegate,
|
||||
ComponentCursorDelegate,
|
||||
ComponentKeyDelegate,
|
||||
CharacterLandedDelegate
|
||||
};
|
||||
|
||||
enum struct ArgumentType : int32 {
|
||||
None,
|
||||
Single,
|
||||
Integer,
|
||||
Pointer,
|
||||
Callback
|
||||
};
|
||||
|
||||
enum struct CommandType : int32 {
|
||||
Initialize = 1,
|
||||
LoadAssemblies = 2,
|
||||
UnloadAssemblies = 3,
|
||||
Find = 4,
|
||||
Execute = 5
|
||||
};
|
||||
|
||||
enum {
|
||||
OnWorldBegin,
|
||||
OnWorldPostBegin,
|
||||
OnWorldPrePhysicsTick,
|
||||
OnWorldDuringPhysicsTick,
|
||||
OnWorldPostPhysicsTick,
|
||||
OnWorldPostUpdateTick,
|
||||
OnWorldEnd,
|
||||
OnActorBeginOverlap,
|
||||
OnActorEndOverlap,
|
||||
OnActorHit,
|
||||
OnActorBeginCursorOver,
|
||||
OnActorEndCursorOver,
|
||||
OnActorClicked,
|
||||
OnActorReleased,
|
||||
OnComponentBeginOverlap,
|
||||
OnComponentEndOverlap,
|
||||
OnComponentHit,
|
||||
OnComponentBeginCursorOver,
|
||||
OnComponentEndCursorOver,
|
||||
OnComponentClicked,
|
||||
OnComponentReleased
|
||||
};
|
||||
|
||||
struct Callback {
|
||||
void** Parameters;
|
||||
CallbackType Type;
|
||||
|
||||
FORCEINLINE Callback(void** Parameters, CallbackType Type) {
|
||||
this->Parameters = Parameters;
|
||||
this->Type = Type;
|
||||
}
|
||||
};
|
||||
|
||||
struct Argument {
|
||||
union {
|
||||
float Single;
|
||||
uint32_t Integer;
|
||||
void* Pointer;
|
||||
Callback Callback;
|
||||
};
|
||||
ArgumentType Type;
|
||||
|
||||
FORCEINLINE Argument(float Value) {
|
||||
this->Single = Value;
|
||||
this->Type = ArgumentType::Single;
|
||||
}
|
||||
|
||||
FORCEINLINE Argument(uint32_t Value) {
|
||||
this->Integer = Value;
|
||||
this->Type = ArgumentType::Integer;
|
||||
}
|
||||
|
||||
FORCEINLINE Argument(void* Value) {
|
||||
this->Pointer = Value;
|
||||
this->Type = !Value ? ArgumentType::None : ArgumentType::Pointer;
|
||||
}
|
||||
|
||||
FORCEINLINE Argument(UnrealCLR::Callback Value) {
|
||||
this->Callback = Value;
|
||||
this->Type = ArgumentType::Callback;
|
||||
}
|
||||
};
|
||||
|
||||
struct Command {
|
||||
union {
|
||||
struct {
|
||||
void* Buffer;
|
||||
int32 Checksum;
|
||||
};
|
||||
struct {
|
||||
char* Method;
|
||||
int32 Optional;
|
||||
};
|
||||
struct {
|
||||
void* Function;
|
||||
Argument Value;
|
||||
};
|
||||
};
|
||||
CommandType Type;
|
||||
|
||||
FORCEINLINE Command(void* const Functions[3], int32 Checksum) {
|
||||
this->Buffer = (void*)Functions;
|
||||
this->Checksum = Checksum;
|
||||
this->Type = CommandType::Initialize;
|
||||
}
|
||||
|
||||
FORCEINLINE Command(CommandType Type) {
|
||||
this->Type = Type;
|
||||
}
|
||||
|
||||
FORCEINLINE Command(const char* Method, bool Optional) {
|
||||
this->Method = (char*)Method;
|
||||
this->Optional = Optional;
|
||||
this->Type = CommandType::Find;
|
||||
}
|
||||
|
||||
FORCEINLINE Command(void* Function) {
|
||||
this->Function = Function;
|
||||
this->Value = nullptr;
|
||||
this->Type = CommandType::Execute;
|
||||
}
|
||||
|
||||
FORCEINLINE Command(void* Function, Argument Value) {
|
||||
this->Function = Function;
|
||||
this->Value = Value;
|
||||
this->Type = CommandType::Execute;
|
||||
}
|
||||
};
|
||||
|
||||
static_assert(sizeof(Callback) == 16, "Invalid size of the [Callback] structure");
|
||||
static_assert(sizeof(Argument) == 24, "Invalid size of the [Argument] structure");
|
||||
static_assert(sizeof(Command) == 40, "Invalid size of the [Command] structure");
|
||||
|
||||
static void* (*ManagedCommand)(Command);
|
||||
|
||||
static FString ProjectPath;
|
||||
static FString UserAssembliesPath;
|
||||
|
||||
static StatusType Status = StatusType::Stopped;
|
||||
static TickState WorldTickState = TickState::Stopped;
|
||||
|
||||
struct PrePhysicsTickFunction : public FTickFunction {
|
||||
virtual void ExecuteTick(float DeltaTime, enum ELevelTick TickType, ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent) override;
|
||||
virtual FString DiagnosticMessage() override;
|
||||
};
|
||||
|
||||
struct DuringPhysicsTickFunction : public FTickFunction {
|
||||
virtual void ExecuteTick(float DeltaTime, enum ELevelTick TickType, ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent) override;
|
||||
virtual FString DiagnosticMessage() override;
|
||||
};
|
||||
|
||||
struct PostPhysicsTickFunction : public FTickFunction {
|
||||
virtual void ExecuteTick(float DeltaTime, enum ELevelTick TickType, ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent) override;
|
||||
virtual FString DiagnosticMessage() override;
|
||||
};
|
||||
|
||||
struct PostUpdateTickFunction : public FTickFunction {
|
||||
virtual void ExecuteTick(float DeltaTime, enum ELevelTick TickType, ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent) override;
|
||||
virtual FString DiagnosticMessage() override;
|
||||
};
|
||||
|
||||
class Module : public IModuleInterface {
|
||||
protected:
|
||||
|
||||
virtual void StartupModule() override;
|
||||
virtual void ShutdownModule() override;
|
||||
|
||||
private:
|
||||
|
||||
void OnWorldPostInitialization(UWorld* World, const UWorld::InitializationValues InitializationValues);
|
||||
void OnWorldCleanup(UWorld* World, bool SessionEnded, bool CleanupResources);
|
||||
|
||||
static void RegisterTickFunction(FTickFunction& TickFunction, ETickingGroup TickGroup, AWorldSettings* LevelActor);
|
||||
static void HostError(const char_t* Message);
|
||||
static void Exception(const char* Message);
|
||||
static void Log(UnrealCLR::LogLevel Level, const char* Message);
|
||||
|
||||
FDelegateHandle OnWorldPostInitializationHandle;
|
||||
FDelegateHandle OnWorldCleanupHandle;
|
||||
|
||||
PrePhysicsTickFunction OnPrePhysicsTickFunction;
|
||||
DuringPhysicsTickFunction OnDuringPhysicsTickFunction;
|
||||
PostPhysicsTickFunction OnPostPhysicsTickFunction;
|
||||
PostUpdateTickFunction OnPostUpdateTickFunction;
|
||||
|
||||
void* HostfxrLibrary;
|
||||
};
|
||||
|
||||
namespace Engine {
|
||||
static UUnrealCLRManager* Manager;
|
||||
static UWorld* World;
|
||||
}
|
||||
|
||||
namespace Shared {
|
||||
constexpr static int32 storageSize = 128;
|
||||
|
||||
// Non-instantiable
|
||||
|
||||
static void* AssertFunctions[storageSize];
|
||||
static void* CommandLineFunctions[storageSize];
|
||||
static void* DebugFunctions[storageSize];
|
||||
static void* ObjectFunctions[storageSize];
|
||||
static void* ApplicationFunctions[storageSize];
|
||||
static void* ConsoleManagerFunctions[storageSize];
|
||||
static void* EngineFunctions[storageSize];
|
||||
static void* WorldFunctions[storageSize];
|
||||
|
||||
// Instantiable
|
||||
|
||||
static void* AssetFunctions[storageSize];
|
||||
static void* AssetRegistryFunctions[storageSize];
|
||||
static void* BlueprintFunctions[storageSize];
|
||||
static void* ConsoleObjectFunctions[storageSize];
|
||||
static void* ConsoleVariableFunctions[storageSize];
|
||||
static void* ActorFunctions[storageSize];
|
||||
static void* GameModeBaseFunctions[storageSize];
|
||||
static void* PawnFunctions[storageSize];
|
||||
static void* CharacterFunctions[storageSize];
|
||||
static void* ControllerFunctions[storageSize];
|
||||
static void* AIControllerFunctions[storageSize];
|
||||
static void* PlayerControllerFunctions[storageSize];
|
||||
static void* VolumeFunctions[storageSize];
|
||||
static void* PostProcessVolumeFunctions[storageSize];
|
||||
static void* SoundBaseFunctions[storageSize];
|
||||
static void* SoundWaveFunctions[storageSize];
|
||||
static void* AnimationInstanceFunctions[storageSize];
|
||||
static void* PlayerFunctions[storageSize];
|
||||
static void* PlayerInputFunctions[storageSize];
|
||||
static void* FontFunctions[storageSize];
|
||||
static void* Texture2DFunctions[storageSize];
|
||||
static void* ActorComponentFunctions[storageSize];
|
||||
static void* InputComponentFunctions[storageSize];
|
||||
static void* SceneComponentFunctions[storageSize];
|
||||
static void* AudioComponentFunctions[storageSize];
|
||||
static void* CameraComponentFunctions[storageSize];
|
||||
static void* ChildActorComponentFunctions[storageSize];
|
||||
static void* SpringArmComponentFunctions[storageSize];
|
||||
static void* PostProcessComponentFunctions[storageSize];
|
||||
static void* PrimitiveComponentFunctions[storageSize];
|
||||
static void* ShapeComponentFunctions[storageSize];
|
||||
static void* BoxComponentFunctions[storageSize];
|
||||
static void* SphereComponentFunctions[storageSize];
|
||||
static void* CapsuleComponentFunctions[storageSize];
|
||||
static void* MeshComponentFunctions[storageSize];
|
||||
static void* TextRenderComponentFunctions[storageSize];
|
||||
static void* LightComponentBaseFunctions[storageSize];
|
||||
static void* LightComponentFunctions[storageSize];
|
||||
static void* MotionControllerComponentFunctions[storageSize];
|
||||
static void* StaticMeshComponentFunctions[storageSize];
|
||||
static void* InstancedStaticMeshComponentFunctions[storageSize];
|
||||
static void* HierarchicalInstancedStaticMeshComponentFunctions[storageSize];
|
||||
static void* SkinnedMeshComponentFunctions[storageSize];
|
||||
static void* SkeletalMeshComponentFunctions[storageSize];
|
||||
static void* SplineComponentFunctions[storageSize];
|
||||
static void* RadialForceComponentFunctions[storageSize];
|
||||
static void* MaterialInterfaceFunctions[storageSize];
|
||||
static void* MaterialFunctions[storageSize];
|
||||
static void* MaterialInstanceFunctions[storageSize];
|
||||
static void* MaterialInstanceDynamicFunctions[storageSize];
|
||||
static void* HeadMountedDisplayFunctions[storageSize];
|
||||
|
||||
static void* RuntimeFunctions[2];
|
||||
static void* Events[128];
|
||||
static void* Functions[128];
|
||||
}
|
||||
|
||||
namespace Utility {
|
||||
FORCEINLINE static size_t Strcpy(char* Destination, const char* Source, size_t Length);
|
||||
FORCEINLINE static size_t Strlen(const char* Source);
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,63 @@
|
||||
/*
|
||||
* Unreal Engine .NET 5 integration
|
||||
* Copyright (c) 2021 Stanislav Denisov
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all
|
||||
* copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
* SOFTWARE.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "UnrealCLRLibrary.generated.h"
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct UNREALCLR_API FManagedFunction {
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
void* Pointer;
|
||||
|
||||
FManagedFunction();
|
||||
};
|
||||
|
||||
UCLASS()
|
||||
class UNREALCLR_API UUnrealCLRLibrary : public UBlueprintFunctionLibrary {
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = ".NET", meta = (ToolTip = "Executes the managed function with optional object reference argument"))
|
||||
static void ExecuteManagedFunction(FManagedFunction ManagedFunction, UObject* Object);
|
||||
|
||||
UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = ".NET", meta = (ToolTip = "Finds the managed function from loaded assembly, optional parameter suppresses errors if the function was not found"))
|
||||
static FManagedFunction FindManagedFunction(FString Method, bool Optional, bool& Result);
|
||||
};
|
||||
|
||||
UCLASS()
|
||||
class UNREALCLR_API UUnrealCLRCharacter : public UObject {
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
public:
|
||||
|
||||
void* LandedCallback;
|
||||
|
||||
UFUNCTION()
|
||||
void Landed(const FHitResult& Hit);
|
||||
};
|
||||
@@ -0,0 +1,77 @@
|
||||
/*
|
||||
* Unreal Engine .NET 5 integration
|
||||
* Copyright (c) 2021 Stanislav Denisov
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all
|
||||
* copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
* SOFTWARE.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "UnrealCLRManager.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class UNREALCLR_API UUnrealCLRManager : public UObject {
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
|
||||
UFUNCTION()
|
||||
void ActorBeginOverlap(AActor* OverlapActor, AActor* OtherActor);
|
||||
|
||||
UFUNCTION()
|
||||
void ActorEndOverlap(AActor* OverlapActor, AActor* OtherActor);
|
||||
|
||||
UFUNCTION()
|
||||
void ActorHit(AActor* HitActor, AActor* OtherActor, FVector NormalImpulse, const FHitResult& Hit);
|
||||
|
||||
UFUNCTION()
|
||||
void ActorBeginCursorOver(AActor* Actor);
|
||||
|
||||
UFUNCTION()
|
||||
void ActorEndCursorOver(AActor* Actor);
|
||||
|
||||
UFUNCTION()
|
||||
void ActorClicked(AActor* Actor, FKey Button);
|
||||
|
||||
UFUNCTION()
|
||||
void ActorReleased(AActor* Actor, FKey Button);
|
||||
|
||||
UFUNCTION()
|
||||
void ComponentBeginOverlap(UPrimitiveComponent* OverlapComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex, bool FromSweep, const FHitResult& SweepResult);
|
||||
|
||||
UFUNCTION()
|
||||
void ComponentEndOverlap(UPrimitiveComponent* OverlapComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, int32 OtherBodyIndex);
|
||||
|
||||
UFUNCTION()
|
||||
void ComponentHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComponent, FVector NormalImpulse, const FHitResult& Hit);
|
||||
|
||||
UFUNCTION()
|
||||
void ComponentBeginCursorOver(UPrimitiveComponent* Component);
|
||||
|
||||
UFUNCTION()
|
||||
void ComponentEndCursorOver(UPrimitiveComponent* Component);
|
||||
|
||||
UFUNCTION()
|
||||
void ComponentClicked(UPrimitiveComponent* Component, FKey Key);
|
||||
|
||||
UFUNCTION()
|
||||
void ComponentReleased(UPrimitiveComponent* Component, FKey Key);
|
||||
};
|
||||
@@ -0,0 +1,97 @@
|
||||
/*
|
||||
* Unreal Engine .NET 5 integration
|
||||
* Copyright (c) 2021 Stanislav Denisov
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
* of this software and associated documentation files (the "Software"), to deal
|
||||
* in the Software without restriction, including without limitation the rights
|
||||
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be included in all
|
||||
* copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
* SOFTWARE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.IO;
|
||||
using UnrealBuildTool;
|
||||
|
||||
public class UnrealCLR : ModuleRules {
|
||||
public UnrealCLR(ReadOnlyTargetRules Target) : base(Target) {
|
||||
#if UE_4_24_OR_LATER
|
||||
bLegacyPublicIncludePaths = false;
|
||||
DefaultBuildSettings = BuildSettingsVersion.V2;
|
||||
#else
|
||||
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||
#endif
|
||||
|
||||
PublicIncludePaths.AddRange(new string[] { });
|
||||
|
||||
PrivateIncludePaths.AddRange(new string[] { });
|
||||
|
||||
PublicDependencyModuleNames.AddRange(new string[] {
|
||||
"Core"
|
||||
});
|
||||
|
||||
PrivateDependencyModuleNames.AddRange(new string[] {
|
||||
"AIModule",
|
||||
"AssetRegistry",
|
||||
"CoreUObject",
|
||||
"Engine",
|
||||
"HeadMountedDisplay",
|
||||
"InputCore",
|
||||
"Slate",
|
||||
"SlateCore"
|
||||
});
|
||||
|
||||
DynamicallyLoadedModuleNames.AddRange(new string[] { });
|
||||
|
||||
if (Target.bBuildEditor) {
|
||||
PrivateDependencyModuleNames.AddRange(new string[] {
|
||||
"UnrealEd"
|
||||
});
|
||||
} else {
|
||||
string runtimePath = null;
|
||||
|
||||
if (Target.Platform == UnrealTargetPlatform.Win64)
|
||||
runtimePath = Path.Combine(ModuleDirectory, "../../Runtime/Win64");
|
||||
else if (Target.Platform == UnrealTargetPlatform.Linux)
|
||||
runtimePath = Path.Combine(ModuleDirectory, "../../Runtime/Linux");
|
||||
else if (Target.Platform == UnrealTargetPlatform.Mac)
|
||||
runtimePath = Path.Combine(ModuleDirectory, "../../Runtime/Mac");
|
||||
else
|
||||
throw new Exception("Unknown platform");
|
||||
|
||||
string[] files = Directory.GetFiles(runtimePath, "*.*", SearchOption.AllDirectories);
|
||||
|
||||
foreach (string file in files) {
|
||||
RuntimeDependencies.Add(file);
|
||||
}
|
||||
|
||||
files = Directory.GetFiles(Path.Combine(ModuleDirectory, "../../Managed"), "*.*", SearchOption.AllDirectories);
|
||||
|
||||
foreach (string file in files) {
|
||||
RuntimeDependencies.Add(file);
|
||||
}
|
||||
|
||||
string userAssemblies = Path.Combine(PluginDirectory , "../../Managed");
|
||||
|
||||
if (Directory.Exists(userAssemblies)) {
|
||||
files = Directory.GetFiles(userAssemblies, "*.*", SearchOption.AllDirectories);
|
||||
|
||||
foreach (string file in files) {
|
||||
RuntimeDependencies.Add(file);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user