114 lines
4.2 KiB
C
114 lines
4.2 KiB
C
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// Tencent is pleased to support the open source community by making UnLua available.
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//
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// Copyright (C) 2019 THL A29 Limited, a Tencent company. All rights reserved.
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//
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// Licensed under the MIT License (the "License");
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// you may not use this file except in compliance with the License. You may obtain a copy of the License at
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//
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// http://opensource.org/licenses/MIT
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//
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// Unless required by applicable law or agreed to in writing,
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// software distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and limitations under the License.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Object.h"
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#include "UnLuaEditorSettings.generated.h"
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#define LOCTEXT_NAMESPACE "UnLuaEditorSettings"
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UENUM()
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enum class EUpdateMode : uint8
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{
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Start,
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Manual,
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None,
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};
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UENUM()
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enum class EHotReloadMode : uint8
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{
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Manual,
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Auto,
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Never
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};
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UCLASS(config=UnLuaEditor, defaultconfig, meta=(DisplayName="UnLuaEditor"))
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class UNLUAEDITOR_API UUnLuaEditorSettings : public UObject
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{
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GENERATED_BODY()
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public:
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/** Pick a method for lua hot-reload. */
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UPROPERTY(config, EditAnywhere, Category = "Coding", meta = (defaultValue = 0))
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EHotReloadMode HotReloadMode;
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/** Whether or not generate intellisense files for lua. */
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UPROPERTY(config, EditAnywhere, Category = "Coding")
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bool bGenerateIntelliSense = true;
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/** Whether or not startup UnLua module on game start. (Requires restart to take effect) */
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UPROPERTY(config, EditAnywhere, Category = "Build")
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bool bAutoStartup = true;
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/** Enable UnLua debug routine codes. (Requires restart to take effect) */
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UPROPERTY(config, EditAnywhere, Category = "Build")
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bool bEnableDebug = false;
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/** Enable Unreal Insights to profile call performance. (Requires restart to take effect) */
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UPROPERTY(config, EditAnywhere, Category = "Build")
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bool bEnableUnrealInsights = false;
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/** Enable persistent buffer for UFunction's parameters. (Requires restart to take effect) */
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UPROPERTY(config, EditAnywhere, Category = "Build")
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bool bEnablePersistentParamBuffer = true;
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/** Enable type checking at lua runtime. (Requires restart to take effect) */
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UPROPERTY(config, EditAnywhere, Category = "Build")
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bool bEnableTypeChecking = true;
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/** Enable 'Overridden' support at lua runtime. (Requires restart to take effect) */
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UPROPERTY(config, EditAnywhere, Category = "Build")
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bool bEnableCallOverriddenFunction = true;
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/** Enable FText support at lua runtime which will no longer be treated as a string. (Requires restart to take effect) */
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UPROPERTY(config, EditAnywhere, Category = "Build")
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bool bEnableFText = true;
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/** Whether or not compile lua module as c++ code. (Requires restart to take effect) */
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UPROPERTY(config, EditAnywhere, Category = "Build")
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bool bLuaCompileAsCpp = false;
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/** Use the specified lua version. (Requires restart to take effect) */
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UPROPERTY(config, EditAnywhere, Category = "Build")
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FString LuaVersion = TEXT("lua-5.4.3");
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/** Create UE4 global table on lua env. (Requires restart to take effect) */
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UPROPERTY(config, EditAnywhere, Category = "Legacy")
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bool bWithUE4Namespace = true;
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/** Place out parameters before return value. (Requires restart to take effect) */
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UPROPERTY(config, EditAnywhere, Category = "Legacy")
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bool bLegacyReturnOrder = false;
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/** Auto append '_C' to blueprint class path. (Requires restart to take effect) */
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UPROPERTY(config, EditAnywhere, Category = "Legacy")
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bool bLegacyBlueprintPath = false;
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/** Allow lua file with UTF-8 BOM header. (Requires restart to take effect) */
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UPROPERTY(config, EditAnywhere, Category = "Legacy")
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bool bLegacyAllowUTF8WithBOM = false;
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/** Arguments are passed to lua by pointer when called from UE. (Requires restart to take effect) */
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UPROPERTY(config, EditAnywhere, Category = "Legacy")
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bool bLegacyArgsPassing = true;
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UPROPERTY(config, EditAnywhere, Category = "System", meta = (defaultValue = 0))
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EUpdateMode UpdateMode;
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};
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#undef LOCTEXT_NAMESPACE
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