Initial commit.

This commit is contained in:
Jamie Greunbaum
2023-09-09 17:28:41 -04:00
commit 2e5aae7f67
15 changed files with 864 additions and 0 deletions
@@ -0,0 +1,53 @@
using UnrealBuildTool;
public class ComboInputEditor : ModuleRules
{
public ComboInputEditor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
bLegacyPublicIncludePaths = false;
ShadowVariableWarningLevel = WarningLevel.Error;
PrecompileForTargets = PrecompileTargetsType.None;
bPrecompile = false;
bUsePrecompiled = false;
PublicDependencyModuleNames.AddRange
(new string[]
{
"Core",
"CoreUObject",
"Engine",
"UnrealEd",
"AssetTools"
}
);
PrivateDependencyModuleNames.AddRange
(
new string[]
{
"ComboInput",
"AssetTools",
"Slate",
"SlateCore",
"GraphEditor",
"PropertyEditor",
"EditorStyle",
"Kismet",
"KismetWidgets",
"ApplicationCore",
"ToolMenus",
"DeveloperSettings",
"Projects",
"BlueprintGraph",
"InputCore",
"MainFrame"
// ... add private dependencies that you statically link with here ...
}
);
}
}
@@ -0,0 +1,23 @@
// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
#include "ComboInputEditor.h"
#include "Interfaces/IPluginManager.h"
#define LOCTEXT_NAMESPACE "FComboInputEditorModule"
void FComboInputEditorModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
}
void FComboInputEditorModule::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.
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FComboInputEditorModule, ComboInputEditorModule)
@@ -0,0 +1,70 @@
// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
#pragma once
#include "Modules/ModuleManager.h"
#include "EdGraphUtilities.h"
#include "IAssetTools.h"
// #include "Interfaces/IHttpRequest.h"
// class FHttpModule;
// class FSlateStyleSet;
class FComboInputEditorModule : public IModuleInterface
{
public:
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static FComboInputEditorModule &Get()
{
return FModuleManager::LoadModuleChecked<FComboInputEditorModule>( "ComboInputEditor" );
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded("ComboInputEditor");
}
/* Called when the module is loaded */
virtual void StartupModule() override;
/* Called when the module is unloaded */
virtual void ShutdownModule() override;
private:
// void RegisterAssetTypeAction(IAssetTools& AssetTools, TSharedRef<IAssetTypeActions> Action);
// void OnGetResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful);
// UFUNCTION() void SendHTTPGet();
// void PluginButtonClicked();
// void RegisterMenus();
private:
// TSharedPtr<class FUICommandList> PluginCommands;
// TSharedPtr<FSlateStyleSet> DialogueTreeSet;
// TSharedPtr<class FMounteaDialogueGraphAssetAction> MounteaDialogueGraphAssetActions;
// TSharedPtr<class FMounteaDialogueAdditionalDataAssetAction> MounteaDialogueAdditionalDataAssetActions;
// TSharedPtr<class FMounteaDialogueDecoratorAssetAction> MounteaDialogueDecoratorAssetAction;
// TSharedPtr<struct FGraphPanelNodeFactory> GraphPanelNodeFactory_MounteaDialogueGraph;
// TArray< TSharedPtr<IAssetTypeActions> > CreatedAssetTypeActions;
// EAssetTypeCategories::Type MounteaDialogueGraphAssetCategoryBit;
// FHttpModule* Http;
// TArray<FName> RegisteredCustomClassLayouts;
// TArray<FName> RegisteredCustomPropertyTypeLayout;
};