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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 "UtilityLibrary.generated.h"
class UEnhancedInputLocalPlayerSubsystem;
/**
*
* 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 UObject
{
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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//
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);
};