GASATHON/Project/Source/GasaGen/GasaGen_UGasaAttributeSet.cpp
Ed_ 18bb578c97 31. Aura HUD (plus other stuff)
- Enabled a few more plugins
- Added clang formatting straight from the GasaGen cpp.
- Setup auto-generation of the DevOptionsCache
- Messed around with generating widgettree hiearchy from template widget
2024-04-21 09:51:51 -04:00

279 lines
8.9 KiB
C++

// Used in the GasaGen.cpp translation unit
#if GASA_INTELLISENSE_DIRECTIVES
#pragma once
#define GEN_EXPOSE_BACKEND
#include "gen.hpp"
#include "gen.builder.hpp"
#include "GasaGenCommon.cpp"
#endif
void def_attribute_properties ( CodeBody body, Array<StringCached> properties );
void def_attribute_field_on_reps ( CodeBody body, Array<StringCached> properties );
void def_attribute_field_property_getters( CodeBody body, StrC class_name, Array<StringCached> properties );
void def_attribute_field_value_getters ( CodeBody body, Array<StringCached> properties );
void def_attribute_field_value_setters ( CodeBody body, Array<StringCached> properties );
void def_attribute_field_initers ( CodeBody body, Array<StringCached> properties );
void impl_attribute_fields ( CodeBody body, StrC class_name, Array<StringCached> properties );
void gen_UGasaAttributeSet()
{
CodeType type_UAttributeSet = def_type( txt("UAttributeSet") );
CodeComment generation_notice = def_comment(txt("This was generated by GasaGen/GasaGen.cpp"));
Array<StringCached> attribute_fields = Array<StringCached>::init( GlobalAllocator);
attribute_fields.append( get_cached_string(txt("Health")));
attribute_fields.append( get_cached_string(txt("MaxHealth")));
attribute_fields.append( get_cached_string(txt("Mana")));
attribute_fields.append( get_cached_string(txt("MaxMana")));
StrC class_name = txt("UGasaAttributeSet");
Builder header = Builder::open( path_gasa_ability_system "GasaAttributeSet.h");
{
header.print(generation_notice);
header.print(fmt_newline);
{
CodeInclude Include_AttributeSet = def_include(txt("AttributeSet.h"));
CodeInclude Include_AbilitySystemComponent = def_include(txt("AbilitySystemComponent.h"));
CodeInclude Include_GasaAttributeSet_Generated = def_include(txt("GasaAttributeSet.generated.h"));
CodeAttributes api_attribute= def_attributes( UModule_GASA_API->Name);
CodeClass GasaAttributeSet = {};
{
CodeBody body = def_body( CodeT::Class_Body );
{
body.append( UHT_GENERATED_BODY);
body.append( access_public );
def_attribute_properties( body, attribute_fields);
body.append(fmt_newline);
body.append( def_constructor() );
body.append(fmt_newline);
def_attribute_field_on_reps( body, attribute_fields);
body.append(fmt_newline);
body.append( fmt_newline );
body.append( def_pragma(code( region Getters )));
def_attribute_field_property_getters( body, class_name, attribute_fields );
def_attribute_field_value_getters( body, attribute_fields );
body.append( def_pragma(code( endregion Getters )));
body.append( fmt_newline );
body.append( def_pragma(code( region Setters )));
def_attribute_field_value_setters( body, attribute_fields );
def_attribute_field_initers( body, attribute_fields );
body.append( def_pragma(code( endregion Setters )));
body.append( fmt_newline );
body.append( def_pragma( txt("region UObject")));
CodeFn GetLifetimeOfReplicatedProps = parse_function( code(
void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
));
body.append( GetLifetimeOfReplicatedProps );
body.append( def_pragma( txt("endregion UObject")));
}
GasaAttributeSet = def_class( class_name, body
, type_UAttributeSet, AccessSpec::Public
, api_attribute
);
}
CodeNS ns_gasa = parse_namespace( code(
namespace Gasa
{
inline
UGasaAttributeSet const* GetAttributeSet( UAbilitySystemComponent* ASC )
{
return Cast<UGasaAttributeSet>(ASC->GetAttributeSet( UGasaAttributeSet::StaticClass() ));
}
}
));
header.print( Include_AttributeSet);
header.print( Include_AbilitySystemComponent);
header.print( Include_GasaAttributeSet_Generated);
header.print( fmt_newline);
header.print( UHT_UCLASS );
header.print(GasaAttributeSet);
header.print(ns_gasa);
}
header.write();
format_file(path_gasa_ability_system "GasaAttributeSet.h");
}
Builder source = Builder::open( path_gasa_ability_system "GasaAttributeSet.cpp" );
{
source.print(generation_notice);
header.print(fmt_newline);
source.print( def_include( txt("GasaAttributeSet.h")));
source.print(fmt_newline);
source.print( def_include( txt("AbilitySystemComponent.h")));
source.print( def_include( txt("Net/UnrealNetwork.h")));
source.print( def_include( txt("Networking/GasaNetLibrary.h")));
{
CodeBody body = def_body( CodeT::Global_Body );
body.append(fmt_newline);
CodeConstructor constructor_for_UGasaAttributeSet = parse_constructor( code(
UGasaAttributeSet::UGasaAttributeSet()
{
InitHealth( 100.f );
InitMaxHealth( 100.f );
InitMana( 50.f );
InitMaxMana( 50.f );
}
));
body.append(constructor_for_UGasaAttributeSet );
impl_attribute_fields( body, class_name, attribute_fields);
CodeFn GetLifetimeOfReplicatedProps;
{
CodeBody field_lifetimes = def_body( CodeT::Function_Body);
field_lifetimes.append(fmt_newline);
field_lifetimes.append(fmt_newline);
for (StringCached field : attribute_fields)
{
field_lifetimes.append( code_fmt( "field", (StrC)field, stringize(
DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, <field>);
)));
}
GetLifetimeOfReplicatedProps = parse_function( token_fmt( "field_lifetimes", (StrC)(field_lifetimes.to_string()), stringize(
void UGasaAttributeSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
<field_lifetimes>
}
)));
}
body.append(GetLifetimeOfReplicatedProps);
source.print(body);
}
source.write();
format_file(path_gasa_ability_system "GasaAttributeSet.cpp");
}
}
void def_attribute_properties( CodeBody body, Array<StringCached> properties )
{
for ( StringCached property : properties )
{
Code field_uproperty = code_fmt( "property", (StrC)property, stringize(
UPROPERTY(ReplicatedUsing=Client_OnRep_<property>, EditAnywhere, BlueprintReadWrite, Category="Attributes")
));
CodeType type_FGameplayAttributeData = def_type( txt("FGameplayAttributeData"));
body.append(fmt_newline);
body.append( field_uproperty );
body.append(fmt_newline);
body.append( def_variable( type_FGameplayAttributeData, StrC(property)) );
}
}
void def_attribute_field_on_reps( CodeBody body, Array<StringCached> properties )
{
for ( StringCached property : properties )
{
Code umeta_UFUNCTION = code_str( UFUNCTION() );
body.append(fmt_newline);
body.append( umeta_UFUNCTION );
body.append(fmt_newline);
body.append( code_fmt( "property", (StrC)property, stringize(
void Client_OnRep_<property>(FGameplayAttributeData& Prev<property>);
)));
}
}
void def_attribute_field_property_getters( CodeBody body, StrC class_name, Array<StringCached> properties )
{
for ( String property : properties )
{
CodeFn generated_get_attribute = parse_function(
token_fmt( "class_name", class_name, "property", (StrC)property,
stringize(
static FGameplayAttribute Get<property>Attribute()
{
static FProperty* Prop = FindFieldChecked<FProperty>(<class_name>::StaticClass(), GET_MEMBER_NAME_CHECKED(<class_name>, <property>));
return Prop;
}
)));
body.append( generated_get_attribute );
}
}
#pragma push_macro("FORCEINLINE")
#undef FORCEINLINE
void def_attribute_field_value_getters( CodeBody body, Array<StringCached> properties )
{
for ( String property : properties )
{
body.append( code_fmt( "property", (StrC)property,
stringize(
FORCEINLINE float Get<property>() const
{
return <property>.GetCurrentValue();
}
)));
}
}
void def_attribute_field_value_setters( CodeBody body, Array<StringCached> properties )
{
for ( String property : properties )
{
body.append( code_fmt( "property", (StrC)property,
stringize(
FORCEINLINE void Set<property>(float NewVal)
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
if (ensure(AbilityComp))
{
AbilityComp->SetNumericAttributeBase(Get<property>Attribute(), NewVal);
};
}
)));
}
}
void def_attribute_field_initers ( CodeBody body, Array<StringCached> properties )
{
for ( String property : properties )
{
body.append( code_fmt( "property", (StrC)property,
stringize(
FORCEINLINE void Init<property>(float NewVal)
{
<property>.SetBaseValue(NewVal);
<property>.SetCurrentValue(NewVal);
}
)));
}
}
void impl_attribute_fields( CodeBody body, StrC class_name, Array<StringCached> properties )
{
for ( String property : properties )
{
body.append(fmt_newline);
CodeFn field_impl = parse_function( token_fmt( "class_name", class_name, "property", (StrC)property,
stringize(
void <class_name>::Client_OnRep_<property>(FGameplayAttributeData& Prev<property>)
{
GAMEPLAYATTRIBUTE_REPNOTIFY(<class_name>, <property>, Prev<property>)
}
)));
body.append( field_impl );
}
}
#pragma pop_macro("FORCEINLINE")