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license and readme (WIP)
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dogles committed Nov 30, 2015
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20 changes: 20 additions & 0 deletions LICENSE
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The MIT License (MIT)

Copyright (c) 2015 Proletariat Inc.

Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
79 changes: 79 additions & 0 deletions README.md
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# Unreal.hx

Unreal.hx is a plugin for Unreal Engine 4 that allows you to write code in the [Haxe](haxe.org) programming language. Haxe is a modern, high-level, type-safe programming language that offers high performance critical for game development.

### Main Features
- Haxe compiles directly to C++, for high runtime performance.
- Full access to the entire Unreal C++ API.
- Full support for `UCLASS` creation, subclassing, and Blueprints.

### Haxe Features
- Familiar C/Java-style syntax.
- Memory management via garbage collection.
- Strict type safety, with a powerful type inference engine.
- Many modern features such as lambdas/closures, generics, abstract data types (GADT's), reflection, metadata, and a powerful macro system for language extension.

### Setup

TODO

### Examples

```haxe
package;
import unreal.*;
@:uclass
class AMyActor extends AActor {
// make a property that is editable in the editor.
@:uproperty(EditDefaultsOnly, Category=Inventory)
var items:TArray<AActor>;
// make a function that is callable from C++/Blueprints
@:ufunction(BlueprintCallable)
public function addToInventory(item:AActor) {
items.push(item);
}
// override native C++ function
override function Tick(deltaTime:Float32) : Void {
}
}
```


```haxe
package;
import unreal.*;
@:uclass
class AMyGameMode extends AGameMode {
@:uproperty(BlueprintReadWrite)
public var playerName:FString;
@:ufunction(BlueprintCallable)
public function makeExternalRequest(data:String) {
// use Unreal C++ API to make an HTTP Request
var httpRequest = FHttpModule.Get().CreateRequest();
httpRequest.SetVerb("GET");
httpRequest.SetHeader("Content-Type", "application/json");
httpRequest.SetURL("www.mygame.com/players");
// use Haxe JSON library to encode data.
var json = {
name: this.playerName,
playerData: data,
};
httpRequest.SetContentAsString(haxe.Json.stringify(json));
// Receive a callback when the response is received.
httpRequest.OnProcessRequestComplete.BindLambda(function (request, response, success) {
trace('response received: ${response.GetContentAsString()}');
});
httpRequest.ProcessRequest();
}
}
```

More information is available on the [Wiki](https://github.com/proletariatgames/ue4hx/wiki)

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