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Progress on docs, adjustments
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@ -15,3 +15,20 @@ If using the library's provided build scripts:
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```ps1
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.\build.ps1 <compiler> <debug or omit> unreal
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```
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## Notables
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For the most part this follows the same conventions as `gen_segmented`.
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This generator uses a separate enumeration definitions for the following:
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* [AttributeTokens.csv](./enums/AttributeTokens.csv) : Add your own <MODULE>_API attributes, etc here that are encountered within the Engine.
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* [ESpecifier.csv](./enums/ESpecifier.csv) : Adds the `FORCEINLINE` & `FORCEINLINE_DEBUGGABLE` specfiers (additions are made as they are encountered)
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* [ETokType.csv](./enums/ETokType.csv) : Same modifications as ESpecifier.csv.
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A separate [parser_case_macros.cpp](./components/parser_case_macros.cpp) is used to accomodate for the new forceinline specifiers.
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The `global` macro the library uses is redefined as an empty substiution.
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The expected usage of this library is to put into into a third-party plugin module to then use either in editor modules or in shell script done in some stage of hot-reloading or building the Unreal Engine or Project.
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@ -13,8 +13,8 @@ BraceCurly_Open, "{"
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BraceCurly_Close, "}"
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BraceSquare_Open, "["
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BraceSquare_Close, "]"
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Capture_Start, "("
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Capture_End, ")"
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Paren_Open, "("
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Paren_Close, ")"
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Comment, "__comment__"
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Comment_End, "__comment_end__"
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Comment_Start, "__comment_start__"
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@ -1,6 +1,5 @@
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#define GEN_DEFINE_LIBRARY_CODE_CONSTANTS
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#define GEN_ENFORCE_STRONG_CODE_TYPES
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#define GEN_EXPOSE_BACKEND
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#include "gen.cpp"
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#include "helpers/push_ignores.inline.hpp"
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