本文整理汇总了C++中SkUERuntime::startup方法的典型用法代码示例。如果您正苦于以下问题:C++ SkUERuntime::startup方法的具体用法?C++ SkUERuntime::startup怎么用?C++ SkUERuntime::startup使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类SkUERuntime
的用法示例。
在下文中一共展示了SkUERuntime::startup方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ensure_runtime_initialized
void FSkookumScriptRuntime::ensure_runtime_initialized()
{
if (!m_runtime.is_initialized())
{
m_runtime.startup();
compile_and_load_binaries();
}
}
示例2: StartupModule
//---------------------------------------------------------------------------------------
// This code will execute after your module is loaded into memory (but after global
// variables are initialized, of course.)
void FSkookumScriptRuntime::StartupModule()
{
A_DPRINT(A_SOURCE_STR " Starting up SkookumScript plug-in modules\n");
// Note that FWorldDelegates::OnPostWorldCreation has world_p->WorldType set to None
// Note that FWorldDelegates::OnPreWorldFinishDestroy has world_p->GetName() set to "None"
m_on_world_init_pre_handle = FWorldDelegates::OnPreWorldInitialization.AddRaw(this, &FSkookumScriptRuntime::on_world_init_pre);
m_on_world_init_post_handle = FWorldDelegates::OnPostWorldInitialization.AddRaw(this, &FSkookumScriptRuntime::on_world_init_post);
m_on_world_cleanup_handle = FWorldDelegates::OnWorldCleanup.AddRaw(this, &FSkookumScriptRuntime::on_world_cleanup);
// Hook up Unreal memory allocator
AMemory::override_functions(&Agog::malloc_func, &Agog::free_func, &Agog::req_byte_size_func);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Start up SkookumScript
#if !WITH_EDITOR
// If no editor, initialize right away
// otherwise wait until map is loaded
m_runtime.startup();
#ifndef SKOOKUM_REMOTE_UNREAL
bool success_b = m_runtime.load_compiled_scripts();
SK_ASSERTX(success_b, AErrMsg("Unable to load SkookumScript compiled binaries!", AErrLevel_notify));
#endif
#endif
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Send off connect request to IDE
// Come back later to check on it
#ifdef SKOOKUM_REMOTE_UNREAL
if (!IsRunningCommandlet())
{
m_remote_client.set_mode(SkLocale_runtime);
}
#endif
}
示例3: on_editor_map_opened
//---------------------------------------------------------------------------------------
//
void FSkookumScriptRuntime::on_editor_map_opened()
{
// When editor is present, initialize Sk here
if (!m_runtime.is_initialized())
{
m_runtime.startup();
#ifdef SKOOKUM_REMOTE_UNREAL
// At this point, have zero patience with the IDE and launch it if not connected
if (!IsRunningCommandlet())
{
// At this point, wait if necessary to make sure we are connected
m_remote_client.ensure_connected(0.0);
// Kick off re-compilation of the binaries
m_remote_client.cmd_compiled_state(true);
m_freshen_binaries_requested = false; // Request satisfied
}
#else
// If no remote connection, load binaries at this point
bool success_b = m_runtime.load_compiled_scripts();
SK_ASSERTX(success_b, AErrMsg("Unable to load SkookumScript compiled binaries!", AErrLevel_notify));
#endif
}
}