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Legacy:Emacs
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Revision as of 16:17, 16 August 2010 by 207.172.203.39 (Talk) (Header had a funky non-ascii arrow entity instead of the standard "---" specified in Info node "(elisp) Library Headers" -- fix.)
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)