добавлен C++ для развертывания на экраны

This commit is contained in:
Andron666
2020-01-24 23:51:09 +05:00
parent 6ecff40bb1
commit 0de5af9d74
10 changed files with 114 additions and 0 deletions
+1
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@@ -35,6 +35,7 @@ GlobalDefaultGameMode=/Game/Blueprints/Player/GM.GM_C
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=DefaultGraphicsRHI_DX11
Compiler=VisualStudio2017
[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
bSupportsPortraitOrientation=False
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+10
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@@ -3,6 +3,16 @@
"EngineAssociation": "4.21",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "Motrisa",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
]
}
],
"Plugins": [
{
"Name": "OculusVR",
+14
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@@ -0,0 +1,14 @@
using UnrealBuildTool;
using System.Collections.Generic;
public class MotrisaTarget : TargetRules
{
public MotrisaTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
ExtraModuleNames.AddRange( new string[] { "Motrisa" } );
}
}
+23
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@@ -0,0 +1,23 @@
using UnrealBuildTool;
public class Motrisa : ModuleRules
{
public Motrisa(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}
+6
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@@ -0,0 +1,6 @@
#include "Motrisa.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, Motrisa, "Motrisa" );
+6
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@@ -0,0 +1,6 @@
#pragma once
#include "CoreMinimal.h"
+20
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@@ -0,0 +1,20 @@
#include "setRes.h"
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
void UsetRes::SetPos(int posX, int posY)
{
SetWindowPos(
GetActiveWindow(),
HWND_TOP,
posX,
posY,
0,
0,
SWP_NOZORDER | SWP_NOSIZE
);
}
+20
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@@ -0,0 +1,20 @@
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "setRes.generated.h"
/**
*
*/
UCLASS()
class MOTRISA_API UsetRes : public UBlueprintFunctionLibrary
{
GENERATED_BODY() public:
UFUNCTION(BlueprintCallable)
static void SetPos(int posX, int posY);
};
+14
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@@ -0,0 +1,14 @@
using UnrealBuildTool;
using System.Collections.Generic;
public class MotrisaEditorTarget : TargetRules
{
public MotrisaEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
ExtraModuleNames.AddRange( new string[] { "Motrisa" } );
}
}