52 lines
1.3 KiB
C++
52 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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TextAssetCommandlet.cpp: Commandlet for saving assets in text asset format
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=============================================================================*/
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#pragma once
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#include "Commandlets/Commandlet.h"
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#include "TextAssetCommandlet.generated.h"
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UNREALED_API DECLARE_LOG_CATEGORY_EXTERN(LogTextAsset, Log, All);
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UENUM()
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enum class ETextAssetCommandletMode
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{
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ResaveText,
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ResaveBinary,
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RoundTrip,
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LoadBinary,
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LoadText,
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FindMismatchedSerializers,
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GenerateSchema
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};
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UCLASS(config=Editor)
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class UTextAssetCommandlet
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: public UCommandlet
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{
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GENERATED_UCLASS_BODY()
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public:
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struct FProcessingArgs
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{
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ETextAssetCommandletMode ProcessingMode = ETextAssetCommandletMode::ResaveText;
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int32 NumSaveIterations = 1;
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bool bIncludeEngineContent = false;
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bool bFilenameIsFilter = true;
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FString Filename;
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FString CSVFilename;
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FString OutputPath;
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bool bVerifyJson = true;
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};
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//~ Begin UCommandlet Interface
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virtual int32 Main(const FString& CmdLineParams) override;
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//~ End UCommandlet Interface
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static UNREALED_API bool DoTextAssetProcessing(const FString& InCommandLine);
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static UNREALED_API bool DoTextAssetProcessing(const FProcessingArgs& InArgs);
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}; |