48 lines
1.7 KiB
C++
48 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Native/NativeJSStructSerializerBackend.h"
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#include "NativeJSScripting.h"
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#include "UObject/UnrealType.h"
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#include "UObject/PropertyPortFlags.h"
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#include "Templates/Casts.h"
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void FNativeJSStructSerializerBackend::WriteProperty(const FStructSerializerState& State, int32 ArrayIndex)
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{
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// The parent class serialzes UObjects as NULLs
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if (FObjectProperty* ObjectProperty = CastField<FObjectProperty>(State.ValueProperty))
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{
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WriteUObject(State, CastFieldChecked<FObjectProperty>(State.ValueProperty)->GetPropertyValue_InContainer(State.ValueData, ArrayIndex));
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}
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// basic property type (json serializable)
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else
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{
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FJsonStructSerializerBackend::WriteProperty(State, ArrayIndex);
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}
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}
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void FNativeJSStructSerializerBackend::WriteUObject(const FStructSerializerState& State, UObject* Value)
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{
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// Note this function uses WriteRawJSONValue to append non-json data to the output stream.
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FString RawValue = Scripting->ConvertObject(Value);
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if ((State.ValueProperty == nullptr) || (State.ValueProperty->ArrayDim > 1) || State.ValueProperty->GetOwner< FArrayProperty>())
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{
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GetWriter()->WriteRawJSONValue(RawValue);
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}
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else if (State.KeyProperty != nullptr)
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{
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FString KeyString;
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State.KeyProperty->ExportTextItem_Direct(KeyString, State.KeyData, nullptr, nullptr, PPF_None);
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GetWriter()->WriteRawJSONValue(KeyString, RawValue);
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}
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else
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{
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GetWriter()->WriteRawJSONValue(Scripting->GetBindingName(State.ValueProperty), RawValue);
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}
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}
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FNativeJSStructSerializerBackend::FNativeJSStructSerializerBackend(TSharedRef<class FNativeJSScripting> InScripting, FMemoryWriter& Writer)
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: FJsonStructSerializerBackend(Writer, EStructSerializerBackendFlags::Default)
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, Scripting(InScripting)
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{
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} |