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1 change: 1 addition & 0 deletions Source/Swipe/Classes/SwipeComponent.h
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Expand Up @@ -5,6 +5,7 @@

#pragma once

#include "Components/ActorComponent.h"
#include "SwipeComponent.generated.h"

UCLASS(ClassGroup = Input, HideCategories = (Activation, "Components|Activation", Collision), meta = (BlueprintSpawnableComponent))
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2 changes: 2 additions & 0 deletions Source/Swipe/Classes/SwipeDelegates.h
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Expand Up @@ -5,6 +5,8 @@

#pragma once

#include "UObject/Object.h"
#include "UObject/ScriptMacros.h"
#include "SwipeDelegates.generated.h"

UCLASS(NotBlueprintable)
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2 changes: 2 additions & 0 deletions Source/Swipe/Classes/SwipeSettings.h
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Expand Up @@ -5,6 +5,8 @@

#pragma once

#include "UObject/Object.h"
#include "UObject/ScriptMacros.h"
#include "SwipeSettings.generated.h"

UCLASS(config = Engine, defaultconfig)
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1 change: 1 addition & 0 deletions Source/Swipe/Classes/SwipeViewportClient.h
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Expand Up @@ -5,6 +5,7 @@

#pragma once

#include "UObject/Object.h"
#include "SwipeViewportClient.generated.h"

UENUM(BlueprintType)
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1 change: 1 addition & 0 deletions Source/Swipe/Private/SwipeComponent.cpp
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Expand Up @@ -3,6 +3,7 @@
// Copyright (c) 2015 Get Set Games Inc. All rights reserved.
//

#include "SwipeComponent.h"
#include "SwipePrivatePCH.h"

void USwipeComponent::OnRegister()
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1 change: 1 addition & 0 deletions Source/Swipe/Private/SwipeDelegates.cpp
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Expand Up @@ -3,6 +3,7 @@
// Copyright (c) 2015 Get Set Games Inc. All rights reserved.
//

#include "SwipeDelegates.h"
#include "SwipePrivatePCH.h"

USwipeDelegates::FTouchDelegate USwipeDelegates::TouchBeganDelegate;
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5 changes: 1 addition & 4 deletions Source/Swipe/Private/SwipePrivatePCH.h
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Expand Up @@ -5,14 +5,11 @@

#pragma once

#include "CoreUObject.h"
#include "Engine.h"

#include "ISwipe.h"

// You should place include statements to your module's private header files here. You only need to
// add includes for headers that are used in most of your module's source files though.

DECLARE_LOG_CATEGORY_EXTERN(LogSwipe, Log, All);

#include "SwipeClasses.h"
#include "SwipeClasses.h"
1 change: 1 addition & 0 deletions Source/Swipe/Private/SwipeSettings.cpp
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Expand Up @@ -3,6 +3,7 @@
// Copyright (c) 2015 Get Set Games Inc. All rights reserved.
//

#include "SwipeSettings.h"
#include "SwipePrivatePCH.h"

USwipeSettings::USwipeSettings(const FObjectInitializer& ObjectInitializer)
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1 change: 1 addition & 0 deletions Source/Swipe/Private/SwipeViewportClient.cpp
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Expand Up @@ -3,6 +3,7 @@
// Copyright (c) 2015 Get Set Games Inc. All rights reserved.
//

#include "SwipeViewportClient.h"
#include "SwipePrivatePCH.h"
#include "Runtime/Engine/Classes/Engine/UserInterfaceSettings.h"

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104 changes: 55 additions & 49 deletions Source/Swipe/Swipe.Build.cs
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Expand Up @@ -3,55 +3,61 @@
// Copyright (c) 2015 Get Set Games Inc. All rights reserved.
//

namespace UnrealBuildTool.Rules
using UnrealBuildTool;

public class Swipe : ModuleRules
{
public class Swipe : ModuleRules
{
public Swipe(TargetInfo Target)
{
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);

PrivateIncludePaths.AddRange(
new string[] {
"Developer/Swipe/Private",
// ... add other private include paths required here ...
}
);

PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine"
// ... add other public dependencies that you statically link with here ...
}
);

PrivateIncludePathModuleNames.AddRange(
new string[] {
"Settings"
}
);


PrivateDependencyModuleNames.AddRange(
new string[]
{
// ... add private dependencies that you statically link with here ...
}
);

DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
public Swipe(ReadOnlyTargetRules Target) : base(Target)
{

bEnforceIWYU = false;
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;

PublicIncludePaths.AddRange(
new string[] {
"Swipe/Public",
"Swipe/Classes"
// ... add public include paths required here ...
}
);

PrivateIncludePaths.AddRange(
new string[] {
"Swipe/Private",
// ... add other private include paths required here ...
}
);

PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine"
// ... add other public dependencies that you statically link with here ...
}
);

PrivateIncludePathModuleNames.AddRange(
new string[] {
"Settings"
}
);


PrivateDependencyModuleNames.AddRange(
new string[]
{
// ... add private dependencies that you statically link with here ...
}
);

DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}