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Reorganize Code Structure
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Reorganized code structure from everything in the main directory to a (more organized) Source with subfolders approach for saving the files. This should make the main directory a lot cleaner when people view the github page.
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How2Compute committed Nov 22, 2017
1 parent f1b40b4 commit 501b503
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Showing 13 changed files with 1,365 additions and 1,365 deletions.
4 changes: 2 additions & 2 deletions pluginsource.cpp → Source/DataTypes/pluginsource.cpp
Original file line number Diff line number Diff line change
@@ -1,2 +1,2 @@
#include "pluginsource.h"

#include "pluginsource.h"

24 changes: 12 additions & 12 deletions pluginsource.h → Source/DataTypes/pluginsource.h
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@@ -1,12 +1,12 @@
#ifndef PLUGINSOURCE_H
#define PLUGINSOURCE_H


enum class PluginSource
{
PS_MARKETPLACE,
PS_uPIT,
PS_OTHER
};

#endif // PLUGINSOURCE_H
#ifndef PLUGINSOURCE_H
#define PLUGINSOURCE_H


enum class PluginSource
{
PS_MARKETPLACE,
PS_uPIT,
PS_OTHER
};

#endif // PLUGINSOURCE_H
90 changes: 45 additions & 45 deletions unrealinstall.cpp → Source/DataTypes/unrealinstall.cpp
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@@ -1,45 +1,45 @@
#include "unrealinstall.h"


UnrealInstall::UnrealInstall()
{
UnrealInstall("NO_NAME_SPECIFIED", "NO_PATH_SPECIFIED");
}

UnrealInstall::UnrealInstall(QString Name, QString Path)
{
EngineName = Name;
EnginePath = Path;
}

UnrealInstall::UnrealInstall(QString Path)
{
EngineName = "SOURCE_BUILD";
EnginePath = Path;
}

void UnrealInstall::SetName(QString Name)
{
EngineName = Name;
}

void UnrealInstall::SetPath(QString Path)
{
EnginePath = Path;
}

QString UnrealInstall::GetName()
{
return EngineName;
}

QString UnrealInstall::GetPath()
{
return EnginePath;
}

bool UnrealInstall::operator==(const UnrealInstall &other) const
{
// We only care about path name as the name is (mainly, if not only) there for cosmetic/display purposes
return EnginePath == other.EnginePath;
}
#include "unrealinstall.h"


UnrealInstall::UnrealInstall()
{
UnrealInstall("NO_NAME_SPECIFIED", "NO_PATH_SPECIFIED");
}

UnrealInstall::UnrealInstall(QString Name, QString Path)
{
EngineName = Name;
EnginePath = Path;
}

UnrealInstall::UnrealInstall(QString Path)
{
EngineName = "SOURCE_BUILD";
EnginePath = Path;
}

void UnrealInstall::SetName(QString Name)
{
EngineName = Name;
}

void UnrealInstall::SetPath(QString Path)
{
EnginePath = Path;
}

QString UnrealInstall::GetName()
{
return EngineName;
}

QString UnrealInstall::GetPath()
{
return EnginePath;
}

bool UnrealInstall::operator==(const UnrealInstall &other) const
{
// We only care about path name as the name is (mainly, if not only) there for cosmetic/display purposes
return EnginePath == other.EnginePath;
}
60 changes: 30 additions & 30 deletions unrealinstall.h → Source/DataTypes/unrealinstall.h
Original file line number Diff line number Diff line change
@@ -1,30 +1,30 @@
#ifndef UNREALINSTALL_H
#define UNREALINSTALL_H

#include <QObject>

class UnrealInstall
{
public:
UnrealInstall();

// Set up a binary build of unreal engine
UnrealInstall(QString Name, QString Path);

// Set up a source build of unreal engine
UnrealInstall(QString Path);

void SetName(QString Name);
void SetPath(QString Path);

QString GetName();
QString GetPath();

bool operator==(const UnrealInstall &other) const;

private:
QString EngineName;
QString EnginePath;
};

#endif // UNREALINSTALL_H
#ifndef UNREALINSTALL_H
#define UNREALINSTALL_H

#include <QObject>

class UnrealInstall
{
public:
UnrealInstall();

// Set up a binary build of unreal engine
UnrealInstall(QString Name, QString Path);

// Set up a source build of unreal engine
UnrealInstall(QString Path);

void SetName(QString Name);
void SetPath(QString Path);

QString GetName();
QString GetPath();

bool operator==(const UnrealInstall &other) const;

private:
QString EngineName;
QString EnginePath;
};

#endif // UNREALINSTALL_H
168 changes: 84 additions & 84 deletions unrealplugin.cpp → Source/DataTypes/unrealplugin.cpp
Original file line number Diff line number Diff line change
@@ -1,84 +1,84 @@
#include "unrealplugin.h"

UnrealPlugin::UnrealPlugin(QString Name, QString Path, QString Description, QString EngineVersion, PluginSource Source, bool Installed)
{
PluginName = Name;
PluginPath = Path;
PluginDescription = Description;
UnrealEngineVersion = EngineVersion;
PluginOrigin = Source;
bInstalled = Installed;
}

UnrealPlugin::UnrealPlugin()
{
// Initialize a (default) blank plugin
UnrealPlugin("NO_PLUGIN_SELECTED", "", "", "", PluginSource::PS_OTHER, false);
}

void UnrealPlugin::SetName(QString Name)
{
PluginName = Name;
}

void UnrealPlugin::SetPath(QString Path)
{
PluginPath = Path;
}

void UnrealPlugin::SetDescription(QString Description)
{
PluginDescription = Description;
}

void UnrealPlugin::SetInstalled(bool IsInstalled)
{
bInstalled = IsInstalled;
}

void UnrealPlugin::SetEngine(QString Version)
{
UnrealEngineVersion = Version;
}

void UnrealPlugin::SetPluginSource(PluginSource Source)
{
PluginOrigin = Source;
}

QString UnrealPlugin::GetName()
{
return PluginName;
}

QString UnrealPlugin::GetPath()
{
return PluginPath;
}

QString UnrealPlugin::GetDescription()
{
return PluginDescription;
}

bool UnrealPlugin::GetInstalled()
{
return bInstalled;
}

QString UnrealPlugin::GetEngineVersion()
{
return UnrealEngineVersion;
}

PluginSource UnrealPlugin::GetPluginSource()
{
return PluginOrigin;
}

bool UnrealPlugin::operator==(const UnrealPlugin &other) const
{
return PluginName == other.PluginName && PluginPath == other.PluginPath && UnrealEngineVersion == other.UnrealEngineVersion && bInstalled == other.bInstalled;
}

UnrealPlugin UnrealPlugin::NoPlugin = UnrealPlugin("NO_PLUGIN_SELECTED", "", "", "", PluginSource::PS_OTHER, false);
#include "unrealplugin.h"

UnrealPlugin::UnrealPlugin(QString Name, QString Path, QString Description, QString EngineVersion, PluginSource Source, bool Installed)
{
PluginName = Name;
PluginPath = Path;
PluginDescription = Description;
UnrealEngineVersion = EngineVersion;
PluginOrigin = Source;
bInstalled = Installed;
}

UnrealPlugin::UnrealPlugin()
{
// Initialize a (default) blank plugin
UnrealPlugin("NO_PLUGIN_SELECTED", "", "", "", PluginSource::PS_OTHER, false);
}

void UnrealPlugin::SetName(QString Name)
{
PluginName = Name;
}

void UnrealPlugin::SetPath(QString Path)
{
PluginPath = Path;
}

void UnrealPlugin::SetDescription(QString Description)
{
PluginDescription = Description;
}

void UnrealPlugin::SetInstalled(bool IsInstalled)
{
bInstalled = IsInstalled;
}

void UnrealPlugin::SetEngine(QString Version)
{
UnrealEngineVersion = Version;
}

void UnrealPlugin::SetPluginSource(PluginSource Source)
{
PluginOrigin = Source;
}

QString UnrealPlugin::GetName()
{
return PluginName;
}

QString UnrealPlugin::GetPath()
{
return PluginPath;
}

QString UnrealPlugin::GetDescription()
{
return PluginDescription;
}

bool UnrealPlugin::GetInstalled()
{
return bInstalled;
}

QString UnrealPlugin::GetEngineVersion()
{
return UnrealEngineVersion;
}

PluginSource UnrealPlugin::GetPluginSource()
{
return PluginOrigin;
}

bool UnrealPlugin::operator==(const UnrealPlugin &other) const
{
return PluginName == other.PluginName && PluginPath == other.PluginPath && UnrealEngineVersion == other.UnrealEngineVersion && bInstalled == other.bInstalled;
}

UnrealPlugin UnrealPlugin::NoPlugin = UnrealPlugin("NO_PLUGIN_SELECTED", "", "", "", PluginSource::PS_OTHER, false);
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