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integration/Source/Integration/UtilityLibrary.h

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
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#include "Kismet/KismetSystemLibrary.h"
#include "Input/Events.h"
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#include "Common.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "UtilityLibrary.generated.h"
class UEnhancedInputLocalPlayerSubsystem;
class UAnimSequenceBase;
/**
*
* UlxUtilityLibrary is for functions that are aren't particularly luprex-specific,
* but rather, are just generally-useful functionality that could help in any
* Unreal program.
*
*/
UCLASS()
class INTEGRATION_API UlxUtilityLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
// Call a function by name, on any UObject. If the function doesn't exist, calls
// the fallback function instead. If that isn't found either, returns false.
//
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Utility")
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static void CallFunctionByName(UObject *target, const FString &NamePart1, const FString &NamePart2, const FString &fallback, bool bFailIfNotFound = true);
// Get the axis-aligned bounding box of an actor.
//
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Utility")
static FBox GetActorBounds(const AActor *target, bool bOnlyCollidingComponents = false, bool bIncludeFromChildActors = false);
// Add movement input, using the yaw of the control rotation to find a rightward vector.
//
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Pawn|Input")
static void AddMovementInputRightward(APawn *target, double ScaleValue=1.0, bool Force=false);
// Add movement input, using the yaw of the control rotation to find a forward vector.
//
UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Pawn|Input")
static void AddMovementInputForward(APawn *target, double ScaleValue=1.0, bool Force=false);
// Get the enhanced input local player subsystem from a controller. If the controller
// is not a player controller, or if it is a player controller but it doesn't have an
// enhanced input subsystem, return nullptr.
UFUNCTION(BlueprintPure, Category="Player Controller|Local Player Subsystems")
static UEnhancedInputLocalPlayerSubsystem *GetEnhancedInputLocalPlayerSubsystem(AController *Controller);
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// Given a Pixel XY coordinate, convert it to a viewport position.
//
// The input should be in the range (0.0, 0.0) to (ViewportX, ViewportY).
// The output XY will be in the range 0.0 to 1.0. The input
// may specify a fraction of a pixel. So the input (0.0, 0.0)
// represents the upper-left corner of the upper-left pixel, whereas the
// input (0.5, 0.5) represents the center of the upper-left pixel.
UFUNCTION(BlueprintPure, meta = (ReturnDisplayName = "Percent XY"), Category="Luprex|Utility")
static FVector2D PixelToViewportPosition(FVector2D PixelXY);
// Given a viewport position, convert it to a Pixel XY coordinate.
//
// The input X and Y coordinates should be in the range 0 to 1. The output
// will be in the range (0,0) to (ViewportX, ViewportY). The output may
// specify a fraction of a pixel. If SnapToCenter is true, the output is
// rounded to the center of the nearest pixel.
UFUNCTION(BlueprintPure, meta = (ReturnDisplayName = "Pixel XY"), Category="Luprex|Utility")
static FVector2D ViewportPositionToPixel(FVector2D PercentXY, bool SnapToCenter);
// Do a Line Trace from the camera through a specified pixel.
//
// This can be used when you have a crosshair on the screen and you want to
// determine the object that the crosshairs are pointing at. It can also
// be used to do a line trace through the mouse. Fractional pixels are allowed.
// Be aware that (0.0, 0.0) is the upper-left corner of the upper-left pixel,
// whereas (0.5, 0.5) is the center of the upper-left pixel.
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//
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// The resulting TraceStart and TraceEnd fields of the HitResult will not
// contain world positions, instead, they will contain the PixelXY.
//
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UFUNCTION(BlueprintCallable, Category="Collision", meta=(AutoCreateRefTerm="ActorsToIgnore", Keywords="raycast"))
static bool LineTraceThroughPixel(const APlayerController* PlayerController,
FVector2D PixelXY, double MaxDistanceFromCamera,
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ETraceTypeQuery TraceChannel, bool bTraceComplex, EDrawDebugTrace::Type DrawDebugType, bool bIgnorePlayerPawn,
const TArray<AActor*>& ActorsToIgnore, FHitResult& HitResult);
// Set Position of GridPanel Middle Cell
//
// Sometimes, you want to specify the position of a widget, and you
// don't want to specify the position in slate units, instead, you
// want to specify the position using fractions: ie, (0,0) is the
// upper left corner of the screen, and (1,1) is the lower-right corner.
//
// One way to accomplish this is to put your widget in the middle cell
// of a 3x3 GridPanel. Then, you can position it by adjusting the grid
// fill rules. This utility routine can do the math necessary to
// correctly populate those fill rules.
//
// This routine must be passed a 3x3 GridPanel. This will reposition
// the middle cell. You must specify the upper-left and lower-right
// corners of the middle cell as fractions between (0,0) and (1,1).
//
// Be aware that if the content of a grid cell overflows the amount of
// space allocated for it, then the grid will adjust to make room.
// But that will mean that the grid is no longer faithful to the
// positions specified in its fill rules. One way to ensure that the
// grid remains faithful to its fill rules is to put an Overlay
// into the GridPanel cell, then put -1000 padding into the
// Overlay's GridPanel slot, then put +1000 padding into the Overlay
// slot. The two paddings cancel each other out, leaving the item in
// the Overlay at the originally-intended position. But if the item
// in the overlay overflows, it doesn't cause the Grid to deform.
// Instead, the item exceeds the bounds of the grid cell, but it leaves
// the grid cell where it belongs.
//
UFUNCTION(BlueprintCallable, Category="Widget")
static void SetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel, FVector2D UpperLeftXY, FVector2D LowerRightXY);
// Get Position of GridPanel Middle Cell
//
// The routine must be passed a 3x3 GridPanel. This will return the
// position of the middle cell of the gridpanel, expressed on a scale
// from (0,0) to (1,1).
//
// The numbers returned by this routine are based entirely on the
// GridPanel fill rules. If an item in the grid is overflowing its
// allocated space, causing the grid to deform, then that won't be
// reflected in the output of this routine.
//
UFUNCTION(BlueprintPure, Category="Widget")
static void GetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel, FVector2D &UpperLeftXY, FVector2D &LowerRightXY);
// Check if a given key is used by the specified mapping context.
//
// This is true if the key is mapped to anything at all within
// the specified mapping context.
//
UFUNCTION(BlueprintCallable, Category = "Input", meta = (ExpandEnumAsExecs="ReturnValue"))
static ElxUsedOrNotUsed IsKeyUsedByMappingContext(const FKey &Key, const UInputMappingContext *MappingContext);
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// Get a key by name.
//
// Returns the null key if there is no such key.
//
UFUNCTION(BlueprintPure, Category = "Input|Key")
static FKey GetKeyByName(const FName &Name);
// Get a key by name string.
//
// Returns the null key if there is no such key.
//
UFUNCTION(BlueprintPure, Category = "Input|Key")
static FKey GetKeyByNameString(const FString &Name);
// Find an InputAction within an InputMappingContext, matched by asset
// name (e.g. "IA_Jump"). Returns nullptr if the mapping context is
// null or no action with the given name is mapped.
//
UFUNCTION(BlueprintPure, Category = "Input")
static UInputAction *FindInputActionByName(const UInputMappingContext *MappingContext, const FString &Name);
// Get the actor's forward vector multiplied by a speed.
// If SnapToXY is true, the forward vector is projected
// onto the XY plane and renormalized before scaling.
//
UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Utility", meta = (DefaultToSelf = "Actor"))
static FVector GetActorForwardVelocity(const AActor *Actor, double Speed = 1.0, bool bSnapToXY = false);
// Syntactically validate lua code. Parses the
// code and returns an error message. If the code
// is error-free, the error message is empty.
//
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Utility")
static void ValidateLuaExpr(ElxLuaSyntaxCheck &Status, FString &ErrorMessage, UObject *context, const FString &Code);
};