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Emacs can do everything. Check out shell-mode or compile-mode for compiling unrealscript, and launching unreal.

Here is the source of unrealscript-mode. Suggestions, bug reports, etc, welcome,

;;; unrealscript-mode.el --- unrealscript mode derived from cc-mode

;; Author:     2007 John Connors
;; Maintainer: John Connors <johnc at yagc dot co dot uk>
;; Created:    March 2007
;; Version:    See cc-mode.el
;; Keywords:   unrealscript cc-mode languages oop

;; This program is free software; you can redistribute it and/or modify
;; it under the terms of the GNU General Public License as published by
;; the Free Software Foundation; either version 2 of the License, or
;; (at your option) any later version.
;; 
;; This program is distributed in the hope that it will be useful,
;; but WITHOUT ANY WARRANTY; without even the implied warranty of
;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
;; GNU General Public License for more details.
;; 
;; You should have received a copy of the GNU General Public License
;; along with this program; see the file COPYING.  If not, write to
;; the Free Software Foundation, Inc., 59 Temple Place - Suite 330,
;; Boston, MA 02111-1307, USA.

;;; Commentary:


;; Note: The interface used in this file requires CC Mode 5.30 or
;; later.

;;; Code:

(require 'cc-mode)

;; These are only required at compile time to get the sources for the
;; language constants.  (The cc-fonts require and the font-lock
;; related constants could additionally be put inside an
;; (eval-after-load "font-lock" ...) but then some trickery is
;; necessary to get them compiled.)
(eval-when-compile
  (require 'cc-langs)
  (require 'cc-fonts))

(eval-and-compile
  ;; Make our mode known to the language constant system.  Use Java
  ;; mode as the fallback for the constants we don't change here.
  ;; This needs to be done also at compile time since the language
  ;; constants are evaluated then.
  (c-add-language 'unrealscript-mode 'java-mode))

;; unrealscript has no boolean but a string and a vector type.
(c-lang-defconst c-primitive-type-kwds
  unrealscript 
  (append 
   '("bool" "name" "object" "actor" "string" "vector")
   (delete "boolean"
           ;; Use append to not be destructive on the
           ;; return value below.
           (append
            ;; Due to the fallback to Java, we need not give
            ;; a language to `c-lang-const'.
            (c-lang-const c-primitive-type-kwds)
            nil))))

(c-lang-defconst c-type-modifier-keywds
   unrealscript
    (append 
      '("config" "deprecated" "edfindable" "editconstarray" 
        "editinline" "export" "noexport" "globalconfig" 
        "localized" "const" "editconst" "input" "travel" 
        "skip" "export") 
      (c-lang-const c-type-modifier-keywds) 
      nil))


;;   "Keywords introducing extra declaration specifiers in the region
;; between the header and the body \(i.e. the \"K&R-region\") in
;; declarations."

(c-lang-defconst c-postfix-decl-spec-kwds
  unrealscript
  (append
   '("abstract" "native" "nativereplication" "nousercreate" "within" 
     "perobjectconfig" "transient" "noexport" "dependson" "exportstructs" 
     "cacheexempt" "hidedropdown" "parseconfig" "dontcollapsecategories"
     "collapsecategories" "hidecategories" "showcategories" "placeable"
     "notplaceable" "instanced")
   (c-lang-const c-postfix-decl-spec-kwds)
   nil))

;;   "Keywords that may be followed by a comma separated list of type
;; identifiers, where each optionally can be prefixed by keywords.  (Can
;; also be used for the special case when the list can contain only one
;; element.)"
(c-lang-defconst c-type-list-kwds
  unrealscript
  (cons "within"
        (c-lang-const c-type-list-kwds)))

;; Function declarations begin with "function" in this language.
;; There's currently no special keyword list for that in CC Mode, but
;; treating it as a modifier works fairly well.
(c-lang-defconst c-modifier-kwds
 unrealscript 
  (cons
    "function" 
   (c-lang-const c-modifier-kwds)))


(c-lang-defconst c-block-decls-with-vars
  unrealscript
  (cons 
   "state" 
        (c-lang-const c-other-block-decl-kwds)))

;; "Keywords that may be followed by a parenthesis expression that doesn't
;; contain type identifiers."
(c-lang-defconst c-paren-nontype-kwds
  unrealscript
  (append 
   '("state" "var")
   (c-lang-const c-paren-nontype-kwds)
   nil))


;;   "Keywords that may be followed by a parenthesis expression containing
;; type identifiers separated by arbitrary tokens."
(c-lang-defconst c-paren-type-kwds
  unrealscript
  (append
   '("config" "dependson")
   (c-lang-const c-paren-type-kwds)))

;; ;; No cpp in this language, but there's still a "#exec" directive to
;; ;; fontify.  (The definitions for the extra keywords above are enough
;; ;; to incorporate them into the fontification regexps for types and
;; ;; keywords, so no additional font-lock patterns are required.)
;; (c-lang-defconst c-cpp-matchers
;;   unrealscript 
;;       ;; Use the eval form for `font-lock-keywords' to be able to use
;;       ;; the `c-preprocessor-face-name' variable that maps to a
;;       ;; suitable face depending on the (X)Emacs version.
;;       '(eval . (list "^\\s *\\(#exec\\)\\>\\(.*\\)"
;; 		     (list 1 c-preprocessor-face-name)
;; 		     '(2 font-lock-string-face))))

(defcustom unrealscript-font-lock-extra-types nil
  "*List of extra types (aside from the type keywords) to recognize in Unrealscript mode.
Each list item should be a regexp matching a single identifier.")

(defconst unrealscript-font-lock-keywords-1 
  (c-lang-const c-matchers-1 unrealscript)
  "Minimal highlighting for UNREALSCRIPT mode.")

(defconst unrealscript-font-lock-keywords-2 
  (c-lang-const c-matchers-2 unrealscript)
  "Fast normal highlighting for UNREALSCRIPT mode.")

(defconst unrealscript-font-lock-keywords-3 
  (c-lang-const c-matchers-3 unrealscript)
  "Accurate normal highlighting for UNREALSCRIPT mode.")

(defvar unrealscript-font-lock-keywords unrealscript-font-lock-keywords-3
  "Default expressions to highlight in UNREALSCRIPT mode.")

(defvar unrealscript-mode-syntax-table nil
  "Syntax table used in unrealscript-mode buffers.")
(or unrealscript-mode-syntax-table
    (setq unrealscript-mode-syntax-table
	  (funcall (c-lang-const c-make-mode-syntax-table unrealscript))))

(defvar unrealscript-mode-abbrev-table nil
  "Abbreviation table used in unrealscript-mode buffers.")

(c-define-abbrev-table 'unrealscript-mode-abbrev-table
  ;; Keywords that if they occur first on a line might alter the
  ;; syntactic context, and which therefore should trig reindentation
  ;; when they are completed.
  '(("else" "else" c-electric-continued-statement 0)
    ("while" "while" c-electric-continued-statement 0)))

(defvar unrealscript-mode-map (let ((map (c-make-inherited-keymap)))
		      ;; Add bindings which are only useful for UNREALSCRIPT
		      map)
  "Keymap used in unrealscript-mode buffers.")

(easy-menu-define unrealscript-menu unrealscript-mode-map "UNREALSCRIPT Mode Commands"
		  ;; Can use `unrealscript' as the language for `c-mode-menu'
		  ;; since its definition covers any language.  In
		  ;; this case the language is used to adapt to the
		  ;; nonexistence of a cpp pass and thus removing some
		  ;; irrelevant menu alternatives.
		  (cons "UNREALSCRIPT" (c-lang-const c-mode-menu unrealscript)))

;;;###Autoload
(add-to-list 'auto-mode-alist '("\\.uc\\'" . unrealscript-mode))

;;;###autoload
(defun unrealscript-mode ()
  "Major mode for editing UNREALSCRIPT UnrealScript is a
Java-like object-orientated programming (OOP) language created by
Epic Games for programming in-game content for the UnrealEngine.
 
The hook `c-mode-common-hook' is run with no args at mode
initialization, then `unrealscript-mode-hook'.

Key bindings:
\\{unrealscript-mode-map}"
  (interactive)
  (kill-all-local-variables)
  (c-initialize-cc-mode t)
  (set-syntax-table unrealscript-mode-syntax-table)
  (setq major-mode 'unrealscript-mode
	mode-name "UnrealScript"
	local-abbrev-table unrealscript-mode-abbrev-table
	abbrev-mode t)
  (use-local-map c-mode-map)
  ;; `c-init-language-vars' is a macro that is expanded at compile
  ;; time to a large `setq' with all the language variables and their
  ;; customized values for our language.
  (c-init-language-vars unrealscript-mode)
  ;; `c-common-init' initializes most of the components of a CC Mode
  ;; buffer, including setup of the mode menu, font-lock, etc.
  ;; There's also a lower level routine `c-basic-common-init' that
  ;; only makes the necessary initialization to get the syntactic
  ;; analysis and similar things working.
  (c-common-init 'unrealscript-mode)
  (easy-menu-add unrealscript-menu)
  (run-hooks 'c-mode-common-hook)
  (run-hooks 'unrealscript-mode-hook)
  (setq font-lock-keywords-case-fold-search t)
  (c-update-modeline))

(provide 'unrealscript-mode)

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