Core
Class Commandlet

source: e:\games\UnrealTournament\Core\Classes\Commandlet.uc
Core.Object
   |
   +--Core.Commandlet
Direct Known Subclasses:HelloWorldCommandlet, SimpleCommandlet

class Commandlet
extends Core.Object

//============================================================================= /// UnrealScript Commandlet (command-line applet) class. /// /// Commandlets are executed from the ucc.exe command line utility, using the /// following syntax: /// /// UCC.exe package_name.commandlet_class_name [parm=value]... /// /// for example: /// /// UCC.exe Core.HelloWorldCommandlet /// UCC.exe Editor.MakeCommandlet /// /// In addition, if you list your commandlet in the public section of your /// package's .int file (see Engine.int for example), then your commandlet /// can be executed without requiring a fully qualified name, for example: /// /// UCC.exe MakeCommandlet /// /// As a convenience, if a user tries to run a commandlet and the exact /// name he types isn't found, then ucc.exe appends the text "commandlet" /// onto the name and tries again. Therefore, the following shortcuts /// perform identically to the above: /// /// UCC.exe Core.HelloWorld /// UCC.exe Editor.Make /// UCC.exe Make /// /// It is also perfectly valid to call the Main method of a /// commandlet class directly, for example from within the body /// of another commandlet. /// /// Commandlets are executed in a "raw" UnrealScript environment, in which /// the game isn't loaded, the client code isn't loaded, no levels are /// loaded, and no actors exist. //=============================================================================
Variables
 string HelpCmd
 string HelpDesc[16]
 string HelpOneLiner
 string HelpParm[16]
 string HelpUsage
 string HelpWebLink
 IsClient, IsEditor
 bool LazyLoad
 bool LogToStdout
 bool ShowBanner
 bool ShowErrorCount


Source Code


00001	//=============================================================================
00002	/// UnrealScript Commandlet (command-line applet) class.
00003	///
00004	/// Commandlets are executed from the ucc.exe command line utility, using the
00005	/// following syntax:
00006	///
00007	///     UCC.exe package_name.commandlet_class_name [parm=value]...
00008	///
00009	/// for example:
00010	///
00011	///     UCC.exe Core.HelloWorldCommandlet
00012	///     UCC.exe Editor.MakeCommandlet
00013	///
00014	/// In addition, if you list your commandlet in the public section of your
00015	/// package's .int file (see Engine.int for example), then your commandlet
00016	/// can be executed without requiring a fully qualified name, for example:
00017	///
00018	///     UCC.exe MakeCommandlet
00019	///
00020	/// As a convenience, if a user tries to run a commandlet and the exact
00021	/// name he types isn't found, then ucc.exe appends the text "commandlet"
00022	/// onto the name and tries again.  Therefore, the following shortcuts
00023	/// perform identically to the above:
00024	///
00025	///     UCC.exe Core.HelloWorld
00026	///     UCC.exe Editor.Make
00027	///     UCC.exe Make
00028	///
00029	/// It is also perfectly valid to call the Main method of a
00030	/// commandlet class directly, for example from within the body
00031	/// of another commandlet.
00032	///
00033	/// Commandlets are executed in a "raw" UnrealScript environment, in which
00034	/// the game isn't loaded, the client code isn't loaded, no levels are
00035	/// loaded, and no actors exist.
00036	//=============================================================================
00037	class Commandlet
00038		expands Object
00039		abstract
00040		transient
00041		noexport
00042		native;
00043	
00044	/// Command name to show for "ucc help".
00045	var localized string HelpCmd;
00046	
00047	/// Command description to show for "ucc help".
00048	var localized string HelpOneLiner;
00049	
00050	/// Usage template to show for "ucc help".
00051	var localized string HelpUsage;
00052	
00053	/// Hyperlink for more info.
00054	var localized string HelpWebLink;
00055	
00056	/// Parameters and descriptions for "ucc help <this command>".
00057	var localized string HelpParm[16];
00058	var localized string HelpDesc[16];
00059	
00060	/// Whether to redirect log output to console stdout.
00061	var bool LogToStdout;
00062	
00063	/// Whether to load objects required in server, client, and editor context.
00064	var bool IsServer, IsClient, IsEditor;
00065	
00066	/// Whether to load objects immediately, or only on demand.
00067	var bool LazyLoad;
00068	
00069	/// Whether to show standard error and warning count on exit.
00070	var bool ShowErrorCount;
00071	
00072	/// Whether to show Unreal banner on startup.
00073	var bool ShowBanner;
00074	
00075	/// Entry point.
00076	native event int Main( string Parms );
00077	
00078	defaultproperties
00079	{
00080	     LogToStdout=True
00081	     IsServer=True
00082	     IsClient=True
00083	     IsEditor=True
00084	     LazyLoad=True
00085	     ShowBanner=True
00086	}

End Source Code