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Copy pathUnrealEnginePython.h
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78 lines (59 loc) · 1.86 KB
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// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ModuleManager.h"
DECLARE_LOG_CATEGORY_EXTERN(LogPython, Log, All);
class UNREALENGINEPYTHON_API FUnrealEnginePythonModule : public IModuleInterface
{
public:
bool PythonGILAcquire();
void PythonGILRelease();
virtual void StartupModule() override;
virtual void ShutdownModule() override;
void RunString(char *);
void RunFile(char *);
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static inline FUnrealEnginePythonModule& Get()
{
return FModuleManager::LoadModuleChecked< FUnrealEnginePythonModule >("UnrealEnginePython");
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded("UnrealEnginePython");
}
//Add specified folder to the python systems path (e.g. from external plugins or projects allowing modular python plugin script content)
void AddPathToSysPath(const FString& Path);
private:
void *ue_python_gil;
// used by console
void *main_dict;
void *local_dict;
};
struct FScopePythonGIL {
FScopePythonGIL()
{
#if UEPY_THREADING
UnrealEnginePythonModule = FModuleManager::LoadModuleChecked<FUnrealEnginePythonModule>("UnrealEnginePython");
safeForRelease = UnrealEnginePythonModule.PythonGILAcquire();
#endif
}
~FScopePythonGIL()
{
#if UEPY_THREADING
if (safeForRelease) {
UnrealEnginePythonModule.PythonGILRelease();
}
#endif
}
FUnrealEnginePythonModule UnrealEnginePythonModule;
bool safeForRelease;
};