1
0
KF2-Dev-Scripts/Core/Classes/Commandlet.uc

121 lines
3.6 KiB
Ucode
Raw Normal View History

2020-12-13 15:01:13 +00:00
/**
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*
* UnrealScript Commandlet (command-line applet) class.
*
* Commandlets are executed from the ucc.exe command line utility, using the
* following syntax:
*
* yourgame.exe package_name.commandlet_class_name [parm=value]...
*
* for example:
*
* yourgame.exe Core.HelloWorldCommandlet
* yourgame.exe UnrealEd.MakeCommandlet
*
* As a convenience, if a user tries to run a commandlet and the exact
* name he types isn't found, then ucc.exe appends the text "commandlet"
* onto the name and tries again. Therefore, the following shortcuts
* perform identically to the above:
*
* yourgame.exe Core.HelloWorld
* yourgame.exe UnrealEd.Make
*
* Commandlets are executed in a "raw" UnrealScript environment, in which
* the game isn't loaded, the client code isn't loaded, no levels are
* loaded, and no actors exist.
*/
class Commandlet
extends Object
abstract
transient
native;
/** Description of the commandlet's purpose */
var localized string HelpDescription;
/** Usage template to show for "ucc help" */
var localized string HelpUsage;
/** Hyperlink for more info */
var localized string HelpWebLink;
/** The name of the parameter the commandlet takes */
var localized array<string> HelpParamNames;
/** The description of the parameter */
var localized array<string> HelpParamDescriptions;
/**
* Whether to load objects required in server, client, and editor context. If IsEditor is set to false, then a
* UGameEngine (or whatever the value of Engine.Engine.GameEngine is) will be created for the commandlet instead
* of a UEditorEngine (or Engine.Engine.EditorEngine), unless the commandlet overrides the CreateCustomEngine method.
*/
var bool IsServer, IsClient, IsEditor;
/** Whether to redirect standard log to the console */
var bool LogToConsole;
/** Whether to show standard error and warning count on exit */
var bool ShowErrorCount;
cpptext
{
virtual INT Main(const FString& Params);
/**
* Parses a string into tokens, separating switches (beginning with - or /) from
* other parameters
*
* @param CmdLine the string to parse
* @param Tokens [out] filled with all parameters found in the string
* @param Switches [out] filled with all switches found in the string
*
* @return @todo
*/
static void ParseCommandLine( const TCHAR* CmdLine, TArray<FString>& Tokens, TArray<FString>& Switches )
{
FString NextToken;
while ( ParseToken(CmdLine, NextToken, FALSE) )
{
if ( **NextToken == TCHAR('-') || **NextToken == TCHAR('/') )
{
new(Switches) FString(NextToken.Mid(1));
}
else
{
new(Tokens) FString(NextToken);
}
}
}
/**
* This is where you put any custom code that needs to be executed from InitializeIntrinsicPropertyValues() in
* your commandlet
*/
void StaticInitialize() {}
/**
* Allows commandlets to override the default behavior and create a custom engine class for the commandlet. If
* the commandlet implements this function, it should fully initialize the UEngine object as well. Commandlets
* should indicate that they have implemented this function by assigning the custom UEngine to GEngine.
*/
virtual void CreateCustomEngine() {}
}
/**
* Entry point for your commandlet
*
* @param Params the string containing the parameters for the commandlet
*/
event int Main(string Params);
defaultproperties
{
IsServer=true
IsClient=true
IsEditor=true
LogToConsole=false
ShowErrorCount=true
}