虚幻(unreal engine)中添加boost支持

在对应的.Build.cs文件中加入:

PublicSystemIncludePaths.AddRange(new string[] { @"D:\DevTools\boost_1_72_0" });
PublicSystemLibraryPaths.AddRange(new string[] { @"D:\DevTools\boost_1_72_0\stage\lib" });

然后在需要使用THIRD_PARTY_INCLUDES_STARTTHIRD_PARTY_INCLUDES_END这一对宏包围Boost头文件。根据需要可能需要#undef check宏。以下以使用boost元状态机为例:

THIRD_PARTY_INCLUDES_START

 #pragma push_macro("check")
 #undef check
// back-end
#include 
//front-end
#include 

#pragma pop_macro("check")
THIRD_PARTY_INCLUDES_END

最后把样例中与控制台相关的输出改成虚幻的UE_LOG即可:

namespace msm = boost::msm;
namespace mpl = boost::mpl;

namespace
{
	// events
	struct play {};
	struct end_pause {};
	struct stop {};
	struct pause {};
	struct open_close {};

	// A "complicated" event type that carries some data.
	enum DiskTypeEnum
	{
		DISK_CD = 0,
		DISK_DVD = 1
	};
	struct cd_detected
	{
		cd_detected(FString name, DiskTypeEnum diskType)
			: name(name),
			disc_type(diskType)
		{}

		FString name;
		DiskTypeEnum disc_type;
	};

	// front-end: define the FSM structure 
	struct player_ : public msm::front::state_machine_def
	{
		template 
		void on_entry(Event const&, FSM&)
		{
			UE_LOG(LogTemp, Warning, TEXT("entering: Player"));
		}
		template 
		void on_exit(Event const&, FSM&)
		{
			UE_LOG(LogTemp, Warning, TEXT("leaving: Player"));
		}

		// The list of FSM states
		struct Empty : public msm::front::state<>
		{
			// every (optional) entry/exit methods get the event passed.
			template 
			void on_entry(Event const&, FSM&) { UE_LOG(LogTemp, Warning,TEXT("entering: Empty")); }
			template 
			void on_exit(Event const&, FSM&) { UE_LOG(LogTemp, Warning,TEXT("leaving: Empty")); }
		};
		struct Open : public msm::front::state<>
		{
			template 
			void on_entry(Event const&, FSM&) { UE_LOG(LogTemp, Warning,TEXT("entering: Open")); }
			template 
			void on_exit(Event const&, FSM&) { UE_LOG(LogTemp, Warning,TEXT("leaving: Open")); }
		};

		// sm_ptr still supported but deprecated as functors are a much better way to do the same thing
		struct Stopped : public msm::front::state
		{
			template 
			void on_entry(Event const&, FSM&) { UE_LOG(LogTemp, Warning,TEXT("entering: Stopped")); }
			template 
			void on_exit(Event const&, FSM&) { UE_LOG(LogTemp, Warning,TEXT("leaving: Stopped")); }
			void set_sm_ptr(player_* pl)
			{
				m_player = pl;
			}
			player_* m_player;
		};

		struct Playing : public msm::front::state<>
		{
			template 
			void on_entry(Event const&, FSM&) { UE_LOG(LogTemp, Warning,TEXT("entering: Playing")); }
			template 
			void on_exit(Event const&, FSM&) { UE_LOG(LogTemp, Warning,TEXT("leaving: Playing")); }
		};

		// state not defining any entry or exit
		struct Paused : public msm::front::state<>
		{
		};

		// the initial state of the player SM. Must be defined
		typedef Empty initial_state;

		// transition actions
		void start_playback(play const&) { UE_LOG(LogTemp, Warning,TEXT("player::start_playback")); }
		void open_drawer(open_close const&) { UE_LOG(LogTemp, Warning,TEXT("player::open_drawer")); }
		void close_drawer(open_close const&) { UE_LOG(LogTemp, Warning,TEXT("player::close_drawer")); }
		void store_cd_info(cd_detected const&) { UE_LOG(LogTemp, Warning,TEXT("player::store_cd_info")); }
		void stop_playback(stop const&) { UE_LOG(LogTemp, Warning,TEXT("player::stop_playback")); }
		void pause_playback(pause const&) { UE_LOG(LogTemp, Warning,TEXT("player::pause_playback")); }
		void resume_playback(end_pause const&) { UE_LOG(LogTemp, Warning,TEXT("player::resume_playback")); }
		void stop_and_open(open_close const&) { UE_LOG(LogTemp, Warning,TEXT("player::stop_and_open")); }
		void stopped_again(stop const&) { UE_LOG(LogTemp, Warning,TEXT("player::stopped_again")); }
		// guard conditions
		bool good_disk_format(cd_detected const& evt)
		{
			// to test a guard condition, let's say we understand only CDs, not DVD
			if (evt.disc_type != DISK_CD)
			{
				UE_LOG(LogTemp, Warning,TEXT("wrong disk, sorry"));
				return false;
			}
			return true;
		}
		// used to show a transition conflict. This guard will simply deactivate one transition and thus
		// solve the conflict
		bool auto_start(cd_detected const&)
		{
			return false;
		}

		typedef player_ p; // makes transition table cleaner

		// Transition table for player
		struct transition_table : mpl::vector<
			//    Start     Event         Next      Action				 Guard
			//  +---------+-------------+---------+---------------------+----------------------+
			a_row < Stopped, play, Playing, &p::start_playback                         >,
			a_row < Stopped, open_close, Open, &p::open_drawer                            >,
			_row < Stopped, stop, Stopped                                              >,
			//  +---------+-------------+---------+---------------------+----------------------+
			a_row < Open, open_close, Empty, &p::close_drawer                           >,
			//  +---------+-------------+---------+---------------------+----------------------+
			a_row < Empty, open_close, Open, &p::open_drawer                            >,
			row < Empty, cd_detected, Stopped, &p::store_cd_info, &p::good_disk_format  >,
			row < Empty, cd_detected, Playing, &p::store_cd_info, &p::auto_start        >,
			//  +---------+-------------+---------+---------------------+----------------------+
			a_row < Playing, stop, Stopped, &p::stop_playback                          >,
			a_row < Playing, pause, Paused, &p::pause_playback                         >,
			a_row < Playing, open_close, Open, &p::stop_and_open                          >,
			//  +---------+-------------+---------+---------------------+----------------------+
			a_row < Paused, end_pause, Playing, &p::resume_playback                        >,
			a_row < Paused, stop, Stopped, &p::stop_playback                          >,
			a_row < Paused, open_close, Open, &p::stop_and_open                          >
			//  +---------+-------------+---------+---------------------+----------------------+
		> {};
		// Replaces the default no-transition response.
		template 
		void no_transition(Event const& e, FSM&, int state)
		{
			//UE_LOG(LogTemp, Warning,TEXT("no transition from state %d  on event %s") ,e, typeid(e).name());
		}
	};
	// Pick a back-end
	typedef msm::back::state_machine player;

	//
	// Testing utilities.
	//
	static char const* const state_names[] = { "Stopped", "Open", "Empty", "Playing", "Paused" };
	void pstate(player const& p)
	{
		UE_LOG(LogTemp, Warning, TEXT(" -> %s"), state_names[p.current_state()[0]]);
	}

	void test()
	{
		player p;
		// needed to start the highest-level SM. This will call on_entry and mark the start of the SM
		p.start();
		// go to Open, call on_exit on Empty, then action, then on_entry on Open
		p.process_event(open_close()); pstate(p);
		p.process_event(open_close()); pstate(p);
		// will be rejected, wrong disk type
		p.process_event(
			cd_detected("louie, louie", DISK_DVD)); pstate(p);
		p.process_event(
			cd_detected("louie, louie", DISK_CD)); pstate(p);
		p.process_event(play());

		// at this point, Play is active      
		p.process_event(pause()); pstate(p);
		// go back to Playing
		p.process_event(end_pause());  pstate(p);
		p.process_event(pause()); pstate(p);
		p.process_event(stop());  pstate(p);
		// event leading to the same state
		// no action method called as it is not present in the transition table
		p.process_event(stop());  pstate(p);
		UE_LOG(LogTemp, Warning,TEXT("stop fsm"));
		p.stop();
	}
}

编译,无warning,测试如预期工作。

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