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integration/Source/Integration/LuprexGameModeBase.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/GameModeBase.h"
#include "lpx-enginewrapper.hpp"
#include "ConsoleOutput.h"
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#include "StringDecoder.h"
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#include "TangibleManager.h"
#include "AssetLookup.h"
#include "LuprexSockets.h"
#include "TriggeredTask.h"
#include "BlueprintErrors.h"
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#include "Blueprint/UserWidget.h"
#include "Widgets/CommonActivatableWidgetContainer.h"
#include "CommonActivatableWidget.h"
#include "LuprexGameModeBase.generated.h"
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// Messages that come from inside the Luprex Core.
DECLARE_LOG_CATEGORY_EXTERN(LogLuprex, Display, All);
// Messages that pertain to our Luprex integration with Unreal.
DECLARE_LOG_CATEGORY_EXTERN(LogLuprexIntegration, Display, All);
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class UlxLuaValues;
UCLASS(BlueprintType)
class INTEGRATION_API UlxLuaWidget : public UCommonActivatableWidget
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{
GENERATED_BODY()
public:
UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "Luprex|Miscellaneous")
void ReadLuaConfiguration(UlxLuaValues *Config);
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};
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/**
*
*/
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UCLASS(BlueprintType)
class INTEGRATION_API ALuprexGameModeBase : public AGameModeBase, public FRunnable
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{
GENERATED_BODY()
public:
ALuprexGameModeBase();
~ALuprexGameModeBase();
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virtual void BeginPlay() override;
virtual void Tick(float) override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason);
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// Delete all the state created in BeginPlay. That
// includes: the Luprex engine, the thread, and the socket state.
void ResetToInitialState();
// Initialize the Luprex DLL, and do other global initialization.
void InitializeGlobalState();
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// Set the entire contents of the console output box.
UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Miscellaneous")
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void ConsoleSetOutput(const FString& text);
// This is called by the GUI whenever the user hits enter.
UFUNCTION(BlueprintCallable, Category = "Luprex|Miscellaneous")
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void ConsoleSendInput(const FString& text);
UFUNCTION(BlueprintCallable, Category = "Luprex|Miscellaneous")
int64 GetPlayerId();
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void SetLookAt(const UObject *Context, const FHitResult &HitResult);
UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
static const FHitResult &GetLookAt(const UObject *Context) { return FromContext(Context)->CurrentLookAt; }
UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
static const AActor *GetLookAtActor(const UObject *Context) { return FromContext(Context)->CurrentLookAt.GetActor(); }
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
static FVector2D GetLookAtPixel(const UObject *Context);
//
// Look-At Related Events
//
UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
void CalculateLookAt(APlayerController *PlayerController);
UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
void LookAtChanged();
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// Assemble a lua call. To call into lua:
//
// * Use LuaCallBegin
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// * Get the lua call buffer:
// - add a class name
// - add a function name
// - add function parameters
// * Use LuaCallEnd.
// * Get the lua call result.
// - parse out any return values
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//
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FlxStreamBuffer &LuaCallBegin() { LuaCallBuffer.clear(); return LuaCallBuffer; }
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FlxStreamBuffer &LuaCallGetBuffer() { return LuaCallBuffer; }
UlxLuaValues *LuaCallEnd(InvocationKind kind);
UlxLuaValues *LuaCallEnd(InvocationKind kind, int64 place_id);
UlxLuaValues *LuaCallEnd(InvocationKind kind, AActor *place);
void LuaCallClear() { LuaCallBuffer.clear(); }
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// Execute a debugging command, typed on the GUI.
void ExecuteDebuggingCommand(FlxLockedWrapper &w, const FString &fs);
// Get the Asset Lookup table.
const UlxAssetLookup *GetAssetLookup() const { return AssetLookup; }
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// Transfer console output from the Luprex engine to unreal.
void UpdateConsoleOutput();
// Update the tangibles according to what Luprex tells us.
// This also includes calling 'AnimationQueueChanged' on all
// tangibles that have been changed.
void UpdateTangibles();
// Maybe call 'BecomePossessed' on the player tangible.
void UpdatePossessedTangible();
// Call 'CalculateLookAt', but only if everything is valid.
// It is up to the blueprint code to actually determine what we're looking at.
void UpdateLookAt();
// Pre-tick and post-tick functions.
void OnWorldPreActorTick(UWorld* InWorld, ELevelTick InLevelTick, float InDeltaSeconds);
void OnWorldPostActorTick(UWorld* InWorld, ELevelTick InLevelTick, float InDeltaSeconds);
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// The run function is called by a background thread
// to update luprex sockets and update luprex itself.
virtual uint32 Run() override;
// Get the current Luprex Game Mode Base, given a Context object.
static ALuprexGameModeBase *FromContext(const UObject *Context);
// Asset Lookup by Name.
UPROPERTY()
UlxAssetLookup *AssetLookup;
UPROPERTY()
UlxTangibleManager *TangibleManager;
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// The actor that the player is looking at, current frame.
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UPROPERTY()
FHitResult CurrentLookAt;
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bool MustCallLookAtChanged;
// The sensitivity level at which a log message triggers a debugger breakpoint.
UPROPERTY(EditAnywhere, Category="Debugging Tools")
ElxLogVerbosity BreakToDebuggerLogVerbosity;
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// This stores the entire text currently visible in the console.
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FlxConsoleOutput ConsoleOutput;
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// The Luprex EngineWrapper, with a Mutex to protect it.
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// To access it, construct a FlxLockedWrapper.
FlxLockableWrapper LockableWrapper;
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// The Lua Call Assembly Buffer.
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FlxStreamBuffer LuaCallBuffer;
// This utility runs the luprex update and socket update in a thread.
FTriggeredTask LuprexUpdateTask;
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// Luprex socket system. Aside from construction, only touched by Luprex thread.
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TUniquePtr<FlxSockets> Sockets;
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// True if 'BeginPlay' has been successfully completed.
bool Playing;
// Current Player ID
int64 PlayerId;
// Amount of elapsed time since BeginPlay.
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float EngineSeconds;
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// When do we next rotate the cube.
float NextRotateCube;
// These allow us to pre-tick and post-tick.
FDelegateHandle OnWorldPreActorTickHandle;
FDelegateHandle OnWorldPostActorTickHandle;
// The device that implements BreakToDebuggerLogVerbosity, above.
TUniquePtr<FlxDebugBlueprintErrorsOutputDevice> BreakToDebuggerLogVerbosityDevice;
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};