autoformat missed these before?

This commit is contained in:
Chris Marsh 2017-08-29 12:42:10 -07:00
parent 4cf8ca5670
commit 8bceae0a3a
7 changed files with 79 additions and 58 deletions

View file

@ -9,35 +9,40 @@
void FdiscordrpcModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
// This code will execute after your module is loaded into memory; the exact timing is specified
// in the .uplugin file per-module
// Get the base directory of this plugin
FString BaseDir = IPluginManager::Get().FindPlugin("discordrpc")->GetBaseDir();
// Get the base directory of this plugin
FString BaseDir = IPluginManager::Get().FindPlugin("discordrpc")->GetBaseDir();
// Add on the relative location of the third party dll and load it
FString LibraryPath;
// Add on the relative location of the third party dll and load it
FString LibraryPath;
#if PLATFORM_WINDOWS
LibraryPath = FPaths::Combine(*BaseDir, TEXT("Binaries/ThirdParty/discordrpcLibrary/Win64/discord-rpc.dll"));
LibraryPath = FPaths::Combine(
*BaseDir, TEXT("Binaries/ThirdParty/discordrpcLibrary/Win64/discord-rpc.dll"));
#elif PLATFORM_MAC
LibraryPath = FPaths::Combine(*BaseDir, TEXT("Source/ThirdParty/discordrpcLibrary/Mac/Release/libdiscord-rpc.dylib"));
LibraryPath = FPaths::Combine(
*BaseDir, TEXT("Source/ThirdParty/discordrpcLibrary/Mac/Release/libdiscord-rpc.dylib"));
#endif // PLATFORM_WINDOWS
DiscordLibraryHandle = !LibraryPath.IsEmpty() ? FPlatformProcess::GetDllHandle(*LibraryPath) : nullptr;
DiscordLibraryHandle =
!LibraryPath.IsEmpty() ? FPlatformProcess::GetDllHandle(*LibraryPath) : nullptr;
if (!DiscordLibraryHandle)
{
FMessageDialog::Open(EAppMsgType::Ok, LOCTEXT("ThirdPartyLibraryError", "Failed to load discord-rpc library"));
}
if (!DiscordLibraryHandle) {
FMessageDialog::Open(
EAppMsgType::Ok, LOCTEXT("ThirdPartyLibraryError", "Failed to load discord-rpc library"));
}
}
void FdiscordrpcModule::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.
// 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.
// Free the dll handle
FPlatformProcess::FreeDllHandle(DiscordLibraryHandle);
DiscordLibraryHandle = nullptr;
// Free the dll handle
FPlatformProcess::FreeDllHandle(DiscordLibraryHandle);
DiscordLibraryHandle = nullptr;
}
#undef LOCTEXT_NAMESPACE

View file

@ -9,8 +9,16 @@
DECLARE_LOG_CATEGORY_EXTERN(Discord, Log, All);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FDiscordConnected);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordDisconnected, int, errorCode, const FString&, errorMessage);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordErrored, int, errorCode, const FString&, errorMessage);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordDisconnected,
int,
errorCode,
const FString&,
errorMessage);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FDiscordErrored,
int,
errorCode,
const FString&,
errorMessage);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordJoin, const FString&, joinSecret);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDiscordSpectate, const FString&, spectateSecret);
@ -58,42 +66,62 @@ struct FDiscordRichPresence {
*
*/
UCLASS(BlueprintType, meta = (DisplayName = "Discord RPC"), Category = "Discord")
class DISCORDRPC_API UDiscordRpc : public UObject
{
class DISCORDRPC_API UDiscordRpc : public UObject {
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Initialize connection", Keywords = "Discord rpc"), Category = "Discord")
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Initialize connection", Keywords = "Discord rpc"),
Category = "Discord")
void Initialize(const FString& applicationId, bool autoRegister);
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Shut down connection", Keywords = "Discord rpc"), Category = "Discord")
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Shut down connection", Keywords = "Discord rpc"),
Category = "Discord")
void Shutdown();
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Check for callbacks", Keywords = "Discord rpc"), Category = "Discord")
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Check for callbacks", Keywords = "Discord rpc"),
Category = "Discord")
void RunCallbacks();
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Send presence", Keywords = "Discord rpc"), Category = "Discord")
UFUNCTION(BlueprintCallable,
meta = (DisplayName = "Send presence", Keywords = "Discord rpc"),
Category = "Discord")
void UpdatePresence();
UPROPERTY(BlueprintReadOnly, meta = (DisplayName = "Is Discord connected", Keywords = "Discord rpc"), Category = "Discord")
UPROPERTY(BlueprintReadOnly,
meta = (DisplayName = "Is Discord connected", Keywords = "Discord rpc"),
Category = "Discord")
bool IsConnected;
UPROPERTY(BlueprintAssignable, meta = (DisplayName = "On connection", Keywords = "Discord rpc"), Category = "Discord")
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "On connection", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordConnected OnConnected;
UPROPERTY(BlueprintAssignable, meta = (DisplayName = "On disconnection", Keywords = "Discord rpc"), Category = "Discord")
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "On disconnection", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordDisconnected OnDisconnected;
UPROPERTY(BlueprintAssignable, meta = (DisplayName = "On error message", Keywords = "Discord rpc"), Category = "Discord")
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "On error message", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordErrored OnErrored;
UPROPERTY(BlueprintAssignable, meta = (DisplayName = "When Discord user presses join", Keywords = "Discord rpc"), Category = "Discord")
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "When Discord user presses join", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordJoin OnJoin;
UPROPERTY(BlueprintAssignable, meta = (DisplayName = "When Discord user presses spectate", Keywords = "Discord rpc"), Category = "Discord")
UPROPERTY(BlueprintAssignable,
meta = (DisplayName = "When Discord user presses spectate", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordSpectate OnSpectate;
UPROPERTY(BlueprintReadWrite, meta = (DisplayName = "Rich presence info", Keywords = "Discord rpc"), Category = "Discord")
UPROPERTY(BlueprintReadWrite,
meta = (DisplayName = "Rich presence info", Keywords = "Discord rpc"),
Category = "Discord")
FDiscordRichPresence RichPresence;
};

View file

@ -4,15 +4,13 @@
#include "ModuleManager.h"
class FdiscordrpcModule : public IModuleInterface
{
class FdiscordrpcModule : public IModuleInterface {
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
private:
/** Handle to the test dll we will load */
void* DiscordLibraryHandle;
/** Handle to the test dll we will load */
void* DiscordLibraryHandle;
};

View file

@ -3,4 +3,4 @@
#include "unrealstatus.h"
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, unrealstatus, "unrealstatus" );
IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, unrealstatus, "unrealstatus");

View file

@ -3,4 +3,3 @@
#pragma once
#include "CoreMinimal.h"

View file

@ -1,7 +1,3 @@
// Fill out your copyright notice in the Description page of Project Settings.
#include "unrealstatusGameModeBase.h"

View file

@ -10,11 +10,6 @@
*
*/
UCLASS()
class UNREALSTATUS_API AunrealstatusGameModeBase : public AGameModeBase
{
GENERATED_BODY()
class UNREALSTATUS_API AunrealstatusGameModeBase : public AGameModeBase {
GENERATED_BODY()
};