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InJoyLab Plugin Init

Leo 2 kuukautta sitten
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d61ae07fe4

+ 91 - 0
.gitignore

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+# Visual Studio 2015 user specific files
+.vs/
+.vsconfig
+
+# Rider files
+.idea/
+
+# vscode files
+.ignore
+.vscode/
+SIPSD427.code-workspace
+
+# Compiled Object files
+*.slo
+*.lo
+*.o
+*.obj
+
+# Precompiled Headers
+*.gch
+*.pch
+
+# Compiled Dynamic libraries
+#*.so
+#*.dylib
+#*.dll
+
+# Fortran module files
+*.mod
+
+# Compiled Static libraries
+#*.lai
+#*.la
+#*.a
+#*.lib
+
+# Executables
+*.out
+*.app
+*.ipa
+
+# These project files can be generated by the engine
+*.xcodeproj
+*.xcworkspace
+*.sln
+*.suo
+*.opensdf
+*.sdf
+*.VC.db
+*.VC.opendb
+
+# Precompiled Assets
+SourceArt/**/*.png
+SourceArt/**/*.tga
+
+# Binary Files
+Binaries/*
+Plugins/*/Binaries/*
+
+# Builds
+Build/*
+
+# Whitelist PakBlacklist-<BuildConfiguration>.txt files
+!Build/*/
+Build/*/**
+!Build/*/PakBlacklist*.txt
+
+# Don't ignore icon files in Build
+!Build/**/*.ico
+
+# Built data for maps
+*_BuiltData.uasset
+
+# Configuration files generated by the Editor
+Saved/*
+
+# Compiled source files for the engine to use
+Intermediate/*
+Plugins/*/Intermediate/*
+
+# Cache files for the editor to use
+DerivedDataCache/*
+
+# lfs
+hooks/
+lfs/
+
+# ignore static server Public folder
+Plugins/Intermediate
+# ignore static server node_modules folder
+Plugins/Binaries

BIN
InJoyLab.uplugin


BIN
Resources/Icon128.png


+ 53 - 0
Source/InJoyLab/InJoyLab.Build.cs

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+// Copyright Epic Games, Inc. All Rights Reserved.
+
+using UnrealBuildTool;
+
+public class InJoyLab : ModuleRules
+{
+	public InJoyLab(ReadOnlyTargetRules Target) : base(Target)
+	{
+		PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
+		
+		PublicIncludePaths.AddRange(
+			new string[] {
+				// ... add public include paths required here ...
+			}
+			);
+				
+		
+		PrivateIncludePaths.AddRange(
+			new string[] {
+				// ... add other private include paths required here ...
+			}
+			);
+			
+		
+		PublicDependencyModuleNames.AddRange(
+			new string[]
+			{
+				"Core",
+				// ... add other public dependencies that you statically link with here ...
+			}
+			);
+			
+		
+		PrivateDependencyModuleNames.AddRange(
+			new string[]
+			{
+				"CoreUObject",
+				"Engine",
+				"Slate",
+				"SlateCore",
+				// ... add private dependencies that you statically link with here ...	
+			}
+			);
+		
+		
+		DynamicallyLoadedModuleNames.AddRange(
+			new string[]
+			{
+				// ... add any modules that your module loads dynamically here ...
+			}
+			);
+	}
+}

+ 20 - 0
Source/InJoyLab/Private/InJoyLab.cpp

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+// Copyright Epic Games, Inc. All Rights Reserved.
+
+#include "InJoyLab.h"
+
+#define LOCTEXT_NAMESPACE "FInJoyLabModule"
+
+void FInJoyLabModule::StartupModule()
+{
+	// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
+}
+
+void FInJoyLabModule::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(FInJoyLabModule, InJoyLab)

+ 15 - 0
Source/InJoyLab/Public/InJoyLab.h

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+// Copyright Epic Games, Inc. All Rights Reserved.
+
+#pragma once
+
+#include "CoreMinimal.h"
+#include "Modules/ModuleManager.h"
+
+class FInJoyLabModule : public IModuleInterface
+{
+public:
+
+	/** IModuleInterface implementation */
+	virtual void StartupModule() override;
+	virtual void ShutdownModule() override;
+};