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#include <bit> #include <LuaType/LuaCustomProperty.hpp> #pragma warning(disable : 4005) #include <Unreal/FProperty.hpp> #include <Unreal/UClass.hpp> #include <Unreal/UnrealVersion.hpp> #include <UnrealCustom/CustomProperty.hpp> #pragma warning(default : 4005) namespace RC::LuaType { LuaCustomProperty::PropertyLis...
#include <limits> #include <DynamicOutput/DynamicOutput.hpp> #include <Helpers/String.hpp> #include <LuaType/LuaFName.hpp> namespace RC::LuaType { FName::FName(Unreal::FName object) : LocalObjectBase<Unreal::FName, FNameName>(std::move(object)) { } auto FName::construct(const LuaMadeSimple::Lua& lua,...
#include <Helpers/String.hpp> #include <LuaType/LuaFOutputDevice.hpp> #pragma warning(disable : 4005) #include <Unreal/FOutputDevice.hpp> #pragma warning(default : 4005) namespace RC::LuaType { FOutputDevice::FOutputDevice(Unreal::FOutputDevice* object) : RemoteObjectBase<Unreal::FOutputDevice, FOutputDeviceName>...
#include <DynamicOutput/DynamicOutput.hpp> #include <Helpers/String.hpp> #include <LuaType/LuaFName.hpp> #include <LuaType/LuaFSoftObjectPath.hpp> #include <LuaType/LuaUnrealString.hpp> namespace RC::LuaType { FSoftObjectPath::FSoftObjectPath(Unreal::FSoftObjectPath& object) : LocalObjectBase<Unreal::FSoftObjectPa...
#include <DynamicOutput/DynamicOutput.hpp> #include <LuaType/LuaFText.hpp> #include <Unreal/FString.hpp> #include <Unreal/FText.hpp> namespace RC::LuaType { FText::FText(Unreal::FText object) : LocalObjectBase<Unreal::FText, FTextName>(std::move(object)) { } auto FText::construct(const LuaMadeSimple::...
#include <LuaType/LuaFURL.hpp> namespace RC::LuaType { FURL::FURL(Unreal::FURL object) : LocalObjectBase<Unreal::FURL, FURLName>(std::move(object)) { } auto FURL::construct(const LuaMadeSimple::Lua& lua, Unreal::FURL unreal_object) -> const LuaMadeSimple::Lua::Table { LuaType::FURL lua_obj...
#include <DynamicOutput/Output.hpp> #include <LuaType/LuaFWeakObjectPtr.hpp> #include <LuaType/LuaUObject.hpp> namespace RC::LuaType { FWeakObjectPtr::FWeakObjectPtr(Unreal::FWeakObjectPtr object) : LocalObjectBase<Unreal::FWeakObjectPtr, FWeakObjectPtrName>(std::move(object)) { } auto FWeakObjectPtr:...
#include <LuaType/LuaModRef.hpp> #include <stdexcept> #include <Mod/LuaMod.hpp> namespace RC::LuaType { LuaModRef::LuaModRef(RC::LuaMod* object) : RemoteObjectBase<RC::LuaMod, ModName>(object) { } auto LuaModRef::construct(const LuaMadeSimple::Lua& lua, RC::LuaMod* cpp_object) -> const LuaMadeSimple:...
#include <format> #include <LuaType/LuaTArray.hpp> #include <LuaType/LuaUObject.hpp> #pragma warning(disable : 4005) #include <DynamicOutput/DynamicOutput.hpp> #include <Unreal/Property/FArrayProperty.hpp> #include <Unreal/Property/NumericPropertyTypes.hpp> #pragma warning(default : 4005) namespace RC::LuaType { ...
#include <LuaType/LuaTMap.hpp> #include <DynamicOutput/DynamicOutput.hpp> #include <Unreal/Property/FMapProperty.hpp> namespace RC::LuaType { TMap::TMap(const PusherParams& params) : RemoteObjectBase<Unreal::FScriptMap, TMapName>(static_cast<Unreal::FScriptMap*>(params.data)), m_base(params.base), ...
#include <LuaType/LuaTSet.hpp> #include <DynamicOutput/DynamicOutput.hpp> #include <Unreal/Property/FSetProperty.hpp> namespace RC::LuaType { TSet::TSet(const PusherParams& params) : RemoteObjectBase<Unreal::FScriptSet, TSetName>(static_cast<Unreal::FScriptSet*>(params.data)), m_base(params.base), ...
#include <DynamicOutput/DynamicOutput.hpp> #include <Helpers/String.hpp> #include <LuaType/LuaFSoftObjectPath.hpp> #include <LuaType/LuaFWeakObjectPtr.hpp> #include <LuaType/LuaTSoftObjectPtr.hpp> namespace RC::LuaType { TSoftObjectPtr::TSoftObjectPtr(Unreal::FSoftObjectPtr object) : LocalObjectBase<Unreal::FSoftO...
#include <DynamicOutput/Output.hpp> #include <LuaType/LuaUClass.hpp> #include <LuaType/LuaUFunction.hpp> #include <Unreal/UClass.hpp> #include <Unreal/UFunction.hpp> namespace RC::LuaType { UClass::UClass(Unreal::UClass* object) : UObjectBase<Unreal::UClass, UClassName>(object) /*LuaMadeSimple::Type::Remot...
#include <LuaType/LuaUDataTable.hpp> #include <LuaType/LuaUScriptStruct.hpp> #include <Unreal/Engine/UDataTable.hpp> #include <Unreal/UObject.hpp> #include <Unreal/UClass.hpp> #include <Unreal/UScriptStruct.hpp> namespace RC::LuaType { UDataTable::UDataTable(Unreal::UDataTable* object) : UObjectBase<Unreal...
#include <LuaType/LuaFName.hpp> #include <LuaType/LuaUEnum.hpp> #include <Unreal/UEnum.hpp> namespace RC::LuaType { UEnum::UEnum(Unreal::UEnum* object) : RemoteObjectBase<Unreal::UEnum, UEnumName>(object) { } auto UEnum::construct(const LuaMadeSimple::Lua& lua, Unreal::UEnum* unreal_object) -> const L...
#include <format> #include <Helpers/Integer.hpp> #include <LuaType/LuaUFunction.hpp> #include <stdexcept> #pragma warning(disable : 4005) #include <Unreal/FProperty.hpp> #include <Unreal/UFunction.hpp> #pragma warning(default : 4005) namespace RC::LuaType { auto DynamicUnrealFunctionOutParameters::add(const Prope...
#include <DynamicOutput/Output.hpp> #include <LuaType/LuaUFunction.hpp> #include <LuaType/LuaUInterface.hpp> #include <Unreal/UFunction.hpp> #include <Unreal/UInterface.hpp> namespace RC::LuaType { UInterface::UInterface(Unreal::UInterface* object) : UObjectBase<Unreal::UInterface, UInterfaceName>(object) ...
#include <Helpers/Casting.hpp> #include <LuaType/LuaAActor.hpp> #include <LuaType/LuaCustomProperty.hpp> #include <LuaType/LuaFName.hpp> #include <LuaType/LuaUnrealString.hpp> #include <LuaType/LuaFText.hpp> #include <LuaType/LuaFWeakObjectPtr.hpp> #include <LuaType/LuaTArray.hpp> #include <LuaType/LuaTSet.hpp> #includ...
#include <format> #include <Helpers/Casting.hpp> #include <LuaType/LuaUObject.hpp> #include <LuaType/LuaUScriptStruct.hpp> #include <LuaType/LuaUStruct.hpp> #include <LuaType/LuaXStructProperty.hpp> #pragma warning(disable : 4005) #include <Unreal/FProperty.hpp> #include <Unreal/Property/FStructProperty.hpp> #include ...
#include <DynamicOutput/Output.hpp> #include <LuaType/LuaUFunction.hpp> #include <LuaType/LuaUStruct.hpp> #include <LuaType/LuaXProperty.hpp> #include <Unreal/FProperty.hpp> #include <Unreal/UFunction.hpp> #include <Unreal/UStruct.hpp> namespace RC::LuaType { UStruct::UStruct(Unreal::UStruct* object) : UObjectBase...
#include <DynamicOutput/Output.hpp> #include <LuaType/LuaAActor.hpp> #include <LuaType/LuaUClass.hpp> #include <LuaType/LuaUWorld.hpp> #include <Unreal/AActor.hpp> #include <Unreal/GameplayStatics.hpp> #include <Unreal/Rotator.hpp> #include <Unreal/Transform.hpp> #include <Unreal/UClass.hpp> #include <Unreal/UnrealCore...
#include <LuaType/LuaUObject.hpp> #include <LuaType/LuaXArrayProperty.hpp> #include <LuaType/LuaXProperty.hpp> #pragma warning(disable : 4005) #include <Unreal/Property/FArrayProperty.hpp> #pragma warning(default : 4005) namespace RC::LuaType { XArrayProperty::XArrayProperty(Unreal::FArrayProperty* object) : Remot...
#include <LuaType/LuaUClass.hpp> #include <LuaType/LuaUObject.hpp> #include <LuaType/LuaXBoolProperty.hpp> #pragma warning(disable : 4005) #include <Unreal/Property/FBoolProperty.hpp> #pragma warning(default : 4005) namespace RC::LuaType { XBoolProperty::XBoolProperty(Unreal::FBoolProperty* object) : RemoteObjectB...
#include <LuaType/LuaFName.hpp> #include <LuaType/LuaUObject.hpp> #include <LuaType/LuaXDelegateProperty.hpp> #pragma warning(disable : 4005) #include <Unreal/Property/FDelegateProperty.hpp> #include <Unreal/Property/FMulticastDelegateProperty.hpp> #include <Unreal/Property/FMulticastSparseDelegateProperty.hpp> #includ...
#include <LuaType/LuaUEnum.hpp> #include <LuaType/LuaUObject.hpp> #include <LuaType/LuaXEnumProperty.hpp> #pragma warning(disable : 4005) #include <Unreal/Property/FEnumProperty.hpp> #pragma warning(default : 4005) namespace RC::LuaType { XEnumProperty::XEnumProperty(Unreal::FEnumProperty* object) : RemoteObjectBa...
#include <LuaType/LuaFName.hpp> #include <LuaType/LuaXFieldClass.hpp> namespace RC::LuaType { XFieldClass::XFieldClass(Unreal::FFieldClassVariant object) : LocalObjectBase<Unreal::FFieldClassVariant, FFieldClassName>(std::move(object)) { } auto XFieldClass::construct(const LuaMadeSimple::Lua& lua, Unr...
#include <LuaType/LuaUClass.hpp> #include <LuaType/LuaUObject.hpp> #include <LuaType/LuaXInterfaceProperty.hpp> #pragma warning(disable : 4005) #include <Unreal/Property/FInterfaceProperty.hpp> #pragma warning(default : 4005) namespace RC::LuaType { XInterfaceProperty::XInterfaceProperty(Unreal::FInterfaceProperty...
#include <LuaType/LuaUClass.hpp> #include <LuaType/LuaUObject.hpp> #include <LuaType/LuaXObjectProperty.hpp> #pragma warning(disable : 4005) #include <Unreal/Property/FObjectProperty.hpp> #pragma warning(default : 4005) namespace RC::LuaType { XObjectProperty::XObjectProperty(Unreal::FObjectProperty* object) : Rem...
#include <LuaType/LuaFName.hpp> #include <LuaType/LuaUObject.hpp> #include <LuaType/LuaXArrayProperty.hpp> #include <LuaType/LuaXBoolProperty.hpp> #include <LuaType/LuaXEnumProperty.hpp> #include <LuaType/LuaXFieldClass.hpp> #include <LuaType/LuaXObjectProperty.hpp> #include <LuaType/LuaXProperty.hpp> #include <LuaType...
#include <LuaType/LuaUObject.hpp> #include <LuaType/LuaUScriptStruct.hpp> #include <LuaType/LuaXStructProperty.hpp> #pragma warning(disable : 4005) #include <Unreal/Property/FStructProperty.hpp> #pragma warning(default : 4005) namespace RC::LuaType { XStructProperty::XStructProperty(Unreal::FStructProperty* object...
#define NOMINMAX #include <filesystem> #include <Windows.h> #include <DynamicOutput/DynamicOutput.hpp> #include <Helpers/SysError.hpp> #include <Helpers/String.hpp> #include <Mod/CppMod.hpp> namespace RC { CppMod::CppMod(UE4SSProgram& program, StringType&& mod_name, StringType&& mod_path) : Mod(program, std::mov...
#include <vector> #include <Mod/CppMod.hpp> #include <Mod/CppUserModBase.hpp> #include <UE4SSProgram.hpp> #include <String/StringType.hpp> namespace RC { CppUserModBase::CppUserModBase() { if (ModIntendedSDKVersion.empty()) { ModIntendedSDKVersion = fmt::format(STR("{}.{}.{}"), UE4...
#define NOMINMAX #include <filesystem> #include <format> #include <limits> #include <memory> #include <stdexcept> #include <string> #include <DynamicOutput/DynamicOutput.hpp> #include <ExceptionHandling.hpp> #include <Helpers/Format.hpp> #include <Helpers/String.hpp> #include <Input/Handler.hpp> #include <LuaLibrary....
#define NOMINMAX #include <filesystem> #include <format> #include <limits> #include <memory> #include <stdexcept> #include <string> #include <DynamicOutput/DynamicOutput.hpp> #include <ExceptionHandling.hpp> #include <Helpers/Format.hpp> #include <Helpers/String.hpp> #include <Mod/LuaMod.hpp> #include <Mod/Mod.hpp> #...
#include <format> #include <utility> #include <bit> #include <ObjectDumper/ObjectToString.hpp> #include <SigScanner/SinglePassSigScanner.hpp> #include <UE4SSProgram.hpp> #pragma warning(disable : 4005) #include <Unreal/FProperty.hpp> #include <Unreal/Property/FArrayProperty.hpp> #include <Unreal/Property/FBoolPropert...
#include <DynamicOutput/DynamicOutput.hpp> #include <SDKGenerator/Common.hpp> #pragma warning(disable : 4005) #include <Unreal/AActor.hpp> #include <Unreal/Property/FArrayProperty.hpp> #include <Unreal/Property/FBoolProperty.hpp> #include <Unreal/Property/FClassProperty.hpp> #include <Unreal/Property/FDelegateProperty....
#include <cwctype> #include <format> #include <locale> #include <set> #include <SDKGenerator/Common.hpp> #include <SDKGenerator/Generator.hpp> #include <UE4SSProgram.hpp> #pragma warning(disable : 4005) #include <DynamicOutput/DynamicOutput.hpp> #include <Unreal/FProperty.hpp> #include <Unreal/Property/FArrayProperty....
#include <DynamicOutput/DynamicOutput.hpp> #include <JSON/JSON.hpp> #include <SDKGenerator/Common.hpp> #include <SDKGenerator/JSONDumper.hpp> #include <Timer/ScopedTimer.hpp> #include <UE4SSProgram.hpp> #pragma warning(disable : 4005) #include <Unreal/FProperty.hpp> #include <Unreal/UAssetRegistry.hpp> #include <Unreal...
#include <DynamicOutput/DynamicOutput.hpp> #include <DynamicOutput/Output.hpp> #include <File/File.hpp> #include <File/Macros.hpp> #include <JSON/JSON.hpp> #include <SDKGenerator/TMapOverrideGen.hpp> #include <Unreal/Common.hpp> #include <Unreal/UObjectGlobals.hpp> #include <unordered_map> #pragma warning(disable :...
#define NOMINMAX #include <Windows.h> #ifdef TEXT #undef TEXT #endif #include <algorithm> #include <format> #include <fstream> #include <set> #include <unordered_map> #include <unordered_set> #include <SDKGenerator/UEHeaderGenerator.hpp> #pragma warning(disable : 4005) #include <DynamicOutput/DynamicOutput.hpp> #incl...
#include <Unreal/Property/FArrayProperty.hpp> #include <Unreal/UClass.hpp> #include <UnrealCustom/CustomProperty.hpp> namespace RC::Unreal { CustomProperty::CustomProperty(int32_t offset_internal, int32_t element_size) { // set_member_variable(MemberOffsets::XProperty_Offset_Internal, this, offset_inte...
#include <vector> // writer.h is missing includes and I'd like to keep it unchanged so I'll include the missing files here instead. #include <Unreal/Common.hpp> #include <sstream> #include <string> #include <DynamicOutput/DynamicOutput.hpp> #include <USMapGenerator/Generator.hpp> #include <USMapGenerator/writer.h> #i...
#pragma once #include <filesystem> #include <string> #include <unordered_map> #include <unordered_set> #include <vector> #include <File/File.hpp> #include <UVTD/Symbols.hpp> namespace RC::UVTD { struct ObjectItem { File::StringType name{}; ValidForVTable valid_for_vtable{}; ValidForMe...
#pragma once #include <UVTD/Config.hpp> namespace RC::UVTD { /** * Utility namespace that provides easy access to configuration values. * This replaces the static variables previously defined in Helpers.hpp */ namespace ConfigUtil { // Object items access inline const std::v...
#pragma once #include <stdexcept> #include <DynamicOutput/DynamicOutput.hpp> #include <Helpers/String.hpp> namespace RC { // Will try some code and properly propagate any exceptions // This is a simple helper function to avoid having 15 extra lines of code everywhere template <typename CodeToTry> aut...
#pragma once #include <optional> #include <unordered_map> #include <unordered_set> #include <vector> #include <File/File.hpp> #include <UVTD/Symbols.hpp> #define NOMINMAX #include <Windows.h> #undef NOMINMAX namespace RC::UVTD { // Output paths for generated files static std::filesystem::path vtable_gen_out...
#pragma once #include <unordered_map> #include <File/File.hpp> #include <UVTD/Symbols.hpp> #include <UVTD/TypeContainer.hpp> namespace RC::UVTD { class MemberVarsDumper { private: Symbols symbols; TypeContainer type_container; public: MemberVarsDumper() = delete; ...
#pragma once #include <UVTD/TypeContainer.hpp> namespace RC::UVTD { class MemberVarsWrapperGenerator { private: TypeContainer type_container; public: MemberVarsWrapperGenerator() = delete; explicit MemberVarsWrapperGenerator(TypeContainer container) : type_container(std::...
#pragma once #include <unordered_map> #include <File/File.hpp> #include <UVTD/Symbols.hpp> #include <UVTD/TypeContainer.hpp> namespace RC::UVTD { class SolBindingsGenerator { private: Symbols symbols; TypeContainer type_container; public: SolBindingsGenerator() = delete; ...
#pragma once #include <format> #include <map> #include <unordered_map> #include <vector> #include <File/File.hpp> #include <PDB_DBIStream.h> #include <PDB_RawFile.h> #include <PDB_TPIStream.h> namespace RC::UVTD { struct DumpSettings { bool should_dump_vtable{}; bool should_dump_member_vars{...
#pragma once #include <vector> #include <File/File.hpp> namespace RC::UVTD { struct ParsedTemplateClass { File::StringType class_name; std::vector<File::StringType> template_args; }; class TemplateClassParser { public: static ParsedTemplateClass Parse(File::StringVi...
#pragma once #include <unordered_map> #include <File/File.hpp> #include <UVTD/Symbols.hpp> namespace RC::UVTD { class TypeContainer { private: using ClassEntries = std::unordered_map<File::StringType, Class>; ClassEntries class_entries; public: auto join(const TypeContai...
#pragma once #include <UVTD/TypeContainer.hpp> namespace RC::UVTD { class UnrealVirtualGenerator { private: File::StringType pdb_name; TypeContainer type_container; public: UnrealVirtualGenerator() = delete; explicit UnrealVirtualGenerator(File::StringType pdb_nam...
#pragma once #include <filesystem> #include <map> #include <set> #include <unordered_set> #include <utility> #include <DynamicOutput/DynamicOutput.hpp> #include <File/File.hpp> #include <Input/Handler.hpp> #include <UVTD/Symbols.hpp> namespace RC::UVTD { extern bool processing_events; auto main(DumpSettings...
#pragma once #include <map> #include <unordered_map> #include <File/File.hpp> #include <UVTD/Symbols.hpp> #include <UVTD/TypeContainer.hpp> #include <PDB_TPIStream.h> namespace RC::UVTD { class VTableDumper { private: Symbols symbols; TypeContainer type_container; bool are_sym...
#include <fstream> #include <format> #include <iostream> #include <DynamicOutput/DynamicOutput.hpp> #include <Helpers/String.hpp> #include <UVTD/Config.hpp> #include <glaze/glaze.hpp> namespace RC::UVTD { // Helper struct for JSON parsing struct ObjectItemJson { std::string name; ValidForVTab...
#include <format> #include <Helpers/String.hpp> #include <UVTD/ConfigUtil.hpp> #include <UVTD/Helpers.hpp> namespace RC::UVTD { auto to_string_type(const char* c_str) -> File::StringType { #if RC_IS_ANSI == 1 return File::StringType(c_str); #else size_t count = strlen(c_str) + 1; wchar...
#include <filesystem> #include <iostream> #include <DynamicOutput/DynamicOutput.hpp> #include <Helpers/String.hpp> #include <UVTD/Config.hpp> #include <UVTD/UVTD.hpp> #define NOMINMAX #include <Windows.h> using namespace RC; auto static get_user_selection() -> int32_t { Output::send(STR("What would you like to ...
#include <format> #include <unordered_map> #include <DynamicOutput/DynamicOutput.hpp> #include <UVTD/ConfigUtil.hpp> #include <UVTD/Helpers.hpp> #include <UVTD/MemberVarsDumper.hpp> namespace RC::UVTD { auto MemberVarsDumper::process_class(const PDB::TPIStream& tpi_stream, ...
#include <format> #include <DynamicOutput/DynamicOutput.hpp> #include <UVTD/ConfigUtil.hpp> #include <UVTD/Helpers.hpp> #include <UVTD/MemberVarsWrapperGenerator.hpp> namespace RC::UVTD { auto MemberVarsWrapperGenerator::generate_files() -> void { auto macro_setter_file = std::filesystem::path{STR("Ma...
#include <DynamicOutput/DynamicOutput.hpp> #include <UVTD/MemberVarsDumper.hpp> #include <UVTD/SolBindingsGenerator.hpp> #include <UVTD/VTableDumper.hpp> namespace RC::UVTD { auto SolBindingsGenerator::generate_code() -> void { MemberVarsDumper member_vars_dumper{symbols}; member_vars_dumper.ge...
#include <algorithm> #include <format> #include <File/File.hpp> #include <UVTD/ConfigUtil.hpp> #include <UVTD/Helpers.hpp> #include <UVTD/Symbols.hpp> #include <UVTD/TemplateClassParser.hpp> #include <PDB.h> namespace RC::UVTD { Symbols::Symbols(std::filesystem::path pdb_file_path) : pdb_file_path(pdb_fi...
#include <UVTD/TemplateClassParser.hpp> namespace RC::UVTD { ParsedTemplateClass TemplateClassParser::Parse(File::StringViewType input) { ParsedTemplateClass parsed{}; for (const File::StringType::value_type character : input) { if (character == STR('<')) break; ...
#include <UVTD/TypeContainer.hpp> namespace RC::UVTD { auto TypeContainer::join(const TypeContainer& other) -> void { for (const auto& [_, class_entry] : other.class_entries) { SymbolNameInfo name_info = SymbolNameInfo{class_entry.valid_for_vtable, class_entry.valid_for_member_vars}...
#include <UVTD/UnrealVirtualGenerator.hpp> #include <DynamicOutput/DynamicOutput.hpp> #include <UVTD/ConfigUtil.hpp> #include <UVTD/Helpers.hpp> namespace RC::UVTD { auto UnrealVirtualGenerator::generate_files() -> void { auto pdb_name_no_underscore = pdb_name; pdb_name_no_underscore.replace(p...
#define NOMINMAX #include <format> #include <numeric> #include <stdexcept> #include <thread> #include <unordered_set> #include <DynamicOutput/DynamicOutput.hpp> #include <Helpers/String.hpp> #include <Input/Handler.hpp> #include <UVTD/Config.hpp> #include <UVTD/ConfigUtil.hpp> #include <UVTD/ExceptionHandling.hpp> #i...
#define NOMINMAX #include <filesystem> #include <format> #include <iostream> #include <unordered_set> #include <DynamicOutput/DynamicOutput.hpp> #include <Helpers/String.hpp> #include <UVTD/ConfigUtil.hpp> #include <UVTD/Helpers.hpp> #include <UVTD/Symbols.hpp> #include <UVTD/VTableDumper.hpp> #include <Windows.h> ...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <UIKit/UIKit.h> #import "RCTDefaultReactNativeFactoryDelegate.h" #import "RCTReactNativeFactory.h" #import "RCTRootViewFa...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <Foundation/Foundation.h> #import <React/RCTBridge.h> #import <React/RCTRootView.h> #ifdef __cplusplus #import <memory>...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <React/RCTConvert.h> #import <UIKit/UIKit.h> NS_ASSUME_NONNULL_BEGIN __attribute__((deprecated( "RCTArchConfigurato...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <UIKit/UIKit.h> #import "RCTReactNativeFactory.h" NS_ASSUME_NONNULL_BEGIN /** * Default delegate for RCTReactNativeFac...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <Foundation/Foundation.h> @protocol RCTComponentViewProtocol; @protocol RCTModuleProvider; NS_ASSUME_NONNULL_BEGIN @pr...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #pragma once NS_ASSUME_NONNULL_BEGIN // Forward declarations for umbrella headers. // In implementations, import `<react/runtim...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <React/RCTBridgeDelegate.h> #import <React/RCTConvert.h> #import <UIKit/UIKit.h> #import "RCTArchConfiguratorProtocol.h" ...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <React/RCTBridge.h> #import <React/RCTRootView.h> #import <React/RCTUtils.h> #import "RCTJSRuntimeConfiguratorProtocol.h"...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <React/RCTConvert.h> #import <UIKit/UIKit.h> @class RCTRootView; NS_ASSUME_NONNULL_BEGIN @protocol RCTUIConfiguratorPr...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <jsi/jsi.h> @class RCTBlobManager; namespace facebook::react { class JSI_EXPORT RCTBlobCollector : public jsi::HostObj...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <React/RCTBridge.h> #import <React/RCTBridgeModule.h> #import <React/RCTInitializing.h> #import <React/RCTURLRequestHandl...
/** * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * @generated by an internal plugin build system */ #ifdef RN_DISABLE_OSS_PLUGIN_HEADER // FB Internal: FBRCTBlobPlugins.h is a...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <React/RCTBridgeModule.h> @interface RCTFileReaderModule : NSObject <RCTBridgeModule> @end
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #pragma once #import <functional> #import <iterator> namespace FB { template <typename T, typename U> class LazyIterator { pu...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #pragma once #import <cassert> #import <functional> #import <iterator> #import <FBLazyVector/FBLazyIterator.h> namespace FB { ...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <UIKit/UIKit.h> @protocol RCTAnimatedImage <NSObject> @property (nonatomic, assign, readonly) NSUInteger animatedImageFr...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <React/RCTImageURLLoader.h> @interface RCTBundleAssetImageLoader : NSObject <RCTImageURLLoader> @end
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <Foundation/Foundation.h> #import <QuartzCore/QuartzCore.h> @protocol RCTDisplayRefreshable - (void)displayDidRefresh:(...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <React/RCTImageDataDecoder.h> @interface RCTGIFImageDecoder : NSObject <RCTImageDataDecoder> @end
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <Accelerate/Accelerate.h> #import <UIKit/UIKit.h> #import <React/RCTDefines.h> RCT_EXTERN UIImage *RCTBlurredImageWithR...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <Foundation/Foundation.h> #import <UIKit/UIKit.h> #import <React/RCTResizeMode.h> @interface UIImage (React) /** * Me...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <UIKit/UIKit.h> #import <React/RCTBridge.h> #import <React/RCTImageURLLoader.h> #import <React/RCTResizeMode.h> #import ...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <React/RCTBridgeModule.h> @interface RCTImageEditingManager : NSObject <RCTBridgeModule> @end
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <UIKit/UIKit.h> #import <React/RCTBridge.h> #import <React/RCTBridgeProxy.h> #import <React/RCTDefines.h> #import <React...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <Foundation/Foundation.h> /** * The image loader (i.e. RCTImageLoader) implement this to declare whether image performa...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <UIKit/UIKit.h> #import <React/RCTBridge.h> #import <React/RCTImageCache.h> #import <React/RCTImageDataDecoder.h> #impor...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <UIKit/UIKit.h> #import <React/RCTImageLoaderProtocol.h> #import <React/RCTImageURLLoaderWithAttribution.h> @protocol R...
/** * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * @generated by an internal plugin build system */ #ifdef RN_DISABLE_OSS_PLUGIN_HEADER // FB Internal: FBRCTImagePlugins.h is ...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <React/RCTShadowView.h> #ifndef RCT_REMOVE_LEGACY_ARCH __attribute__((deprecated("This API will be removed along with t...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <UIKit/UIKit.h> #import <React/RCTBridge.h> #import <React/RCTBridgeProxy.h> #import <React/RCTURLRequestHandler.h> RCT...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <UIKit/UIKit.h> #import <React/RCTBridge.h> #import <React/RCTResizeMode.h> NS_ASSUME_NONNULL_BEGIN typedef void (^RCT...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <React/RCTImageLoaderLoggable.h> #import <React/RCTImageLoaderProtocol.h> #import <React/RCTImageURLLoader.h> // TODO (T6...
/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #import <UIKit/UIKit.h> #import <React/RCTDefines.h> #import <React/RCTResizeMode.h> NS_ASSUME_NONNULL_BEGIN /** * This funct...