Partway done with refactor to lx Player Controller
This commit is contained in:
@@ -1,6 +1,7 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LuprexGameModeBase.h"
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#include "PlayerControllerBase.h"
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#include "LockedWrapper.h"
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#include "lpx-drvutil.hpp"
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#include "Misc/Paths.h"
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@@ -56,10 +57,6 @@ void ALuprexGameModeBase::ResetToInitialState()
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// Clear the PlayerID
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PlayerId = 0;
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// Clear the look-at state;
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CurrentLookAt.Init();
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MustCallLookAtChanged = false;
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// Reset the clocks.
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EngineSeconds = 0.0;
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}
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@@ -171,7 +168,8 @@ void ALuprexGameModeBase::OnWorldPostActorTick(UWorld* InWorld, ELevelTick InLev
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UpdateConsoleOutput();
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UpdateTangibles();
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UpdatePossessedTangible();
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UpdateLookAt();
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AlxPlayerControllerBase *PC = Cast<AlxPlayerControllerBase>(GetWorld()->GetFirstPlayerController());
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if (PC != nullptr) PC->UpdateLookAt();
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}
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}
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@@ -258,52 +256,3 @@ ALuprexGameModeBase *ALuprexGameModeBase::FromContext(const UObject *context) {
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}
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void ALuprexGameModeBase::SetLookAt(const UObject *Context, const FHitResult &HitResult)
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{
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ALuprexGameModeBase *Mode = FromContext(Context);
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if (Mode->CurrentLookAt.HitObjectHandle != HitResult.HitObjectHandle)
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{
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Mode->MustCallLookAtChanged = true;
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}
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Mode->CurrentLookAt = HitResult;
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}
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void ALuprexGameModeBase::SetLookAtChanged(const UObject *Context)
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{
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ALuprexGameModeBase *Mode = FromContext(Context);
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Mode->MustCallLookAtChanged = true;
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}
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FVector2D ALuprexGameModeBase::GetLookAtPixel(const UObject *Context)
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{
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ALuprexGameModeBase *Mode = FromContext(Context);
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APlayerController *pc = Context->GetWorld()->GetFirstPlayerController();
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if (pc == nullptr) return FVector2D();
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FVector2D ScreenPosition;
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if (!UGameplayStatics::ProjectWorldToScreen(pc, Mode->CurrentLookAt.Location, ScreenPosition, false))
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{
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return FVector2D();
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}
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return ScreenPosition;
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}
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void ALuprexGameModeBase::UpdateLookAt() {
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// Make sure the world is fully configured before we attempt to cast rays.
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UlxTangible *possessed = GetGameInstance()->GetSubsystem<UlxTangibleManager>()->GetPossessedTangible();
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if (possessed == nullptr) return;
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APlayerController *pc = GetWorld()->GetFirstPlayerController();
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if (pc == nullptr) return;
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APawn *pawn = pc->GetPawn();
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if (pawn == nullptr) return;
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if (possessed->GetActor() != pawn) return;
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APlayerCameraManager *cam = pc->PlayerCameraManager;
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if (cam == nullptr) return;
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CalculateLookAt(pc);
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if (MustCallLookAtChanged) {
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MustCallLookAtChanged = false;
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LookAtChanged();
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}
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}
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@@ -3,7 +3,6 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/HitResult.h"
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#include "GameFramework/GameModeBase.h"
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#include "LuprexSockets.h"
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#include "BreakToDebugger.h"
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@@ -37,32 +36,6 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Luprex|Miscellaneous")
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int64 GetPlayerId();
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void SetLookAt(const UObject *Context, const FHitResult &HitResult);
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
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static const FHitResult &GetLookAt(const UObject *Context) { return FromContext(Context)->CurrentLookAt; }
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
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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")
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static FVector2D GetLookAtPixel(const UObject *Context);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void SetLookAtChanged(const UObject* Context);
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//
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// Look-At Related Events
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//
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UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
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void CalculateLookAt(APlayerController *PlayerController);
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UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
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void LookAtChanged();
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// Transfer console output from the Luprex engine to unreal.
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void UpdateConsoleOutput();
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@@ -75,10 +48,6 @@ public:
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// Tell the player controller to possess that tangible.
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void UpdatePossessedTangible();
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// Call 'CalculateLookAt', but only if everything is valid.
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// It is up to the blueprint code to actually determine what we're looking at.
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void UpdateLookAt();
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// If the engine wants a new copy of the lua source code,
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// provide it.
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void UpdateLuaSourceCode();
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@@ -94,12 +63,6 @@ public:
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// Get the current Luprex Game Mode Base, given a Context object.
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static ALuprexGameModeBase *FromContext(const UObject *Context);
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// The actor that the player is looking at, current frame.
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UPROPERTY()
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FHitResult CurrentLookAt;
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bool MustCallLookAtChanged = false;
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// The sensitivity level at which a log message triggers a debugger breakpoint.
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UPROPERTY(EditAnywhere, Category="Debugging Tools")
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ElxBreakToDebuggerThreshold BreakToDebuggerLogVerbosity;
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74
Source/Integration/PlayerControllerBase.cpp
Normal file
74
Source/Integration/PlayerControllerBase.cpp
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@@ -0,0 +1,74 @@
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#include "PlayerControllerBase.h"
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#include "Common.h"
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#include "Tangible.h"
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#include "TangibleManager.h"
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#include "Kismet/GameplayStatics.h"
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#include "Engine/GameInstance.h"
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AlxPlayerControllerBase *AlxPlayerControllerBase::FromContext(const UObject *Context)
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{
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APlayerController *PC = Context->GetWorld()->GetFirstPlayerController();
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AlxPlayerControllerBase *Result = Cast<AlxPlayerControllerBase>(PC);
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if (Result == nullptr)
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{
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UE_LOG(LogLuprexIntegration, Fatal, TEXT("Not currently using a Luprex Player Controller."));
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}
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return Result;
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}
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const FHitResult &AlxPlayerControllerBase::GetLookAt(const UObject *Context)
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{
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return FromContext(Context)->CurrentLookAt;
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}
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const AActor *AlxPlayerControllerBase::GetLookAtActor(const UObject *Context)
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{
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return FromContext(Context)->CurrentLookAt.GetActor();
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}
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void AlxPlayerControllerBase::SetLookAt(const UObject *Context, const FHitResult &HitResult)
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{
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AlxPlayerControllerBase *PC = FromContext(Context);
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if (PC->CurrentLookAt.HitObjectHandle != HitResult.HitObjectHandle)
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{
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PC->MustCallLookAtChanged = true;
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}
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PC->CurrentLookAt = HitResult;
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}
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void AlxPlayerControllerBase::SetLookAtChanged(const UObject *Context)
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{
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AlxPlayerControllerBase *PC = FromContext(Context);
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PC->MustCallLookAtChanged = true;
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}
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FVector2D AlxPlayerControllerBase::GetLookAtPixel(const UObject *Context)
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{
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AlxPlayerControllerBase *PC = FromContext(Context);
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FVector2D ScreenPosition;
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if (!UGameplayStatics::ProjectWorldToScreen(PC, PC->CurrentLookAt.Location, ScreenPosition, false))
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{
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return FVector2D();
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}
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return ScreenPosition;
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}
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void AlxPlayerControllerBase::UpdateLookAt()
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{
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UlxTangibleManager *TM = GetGameInstance()->GetSubsystem<UlxTangibleManager>();
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if (TM == nullptr) return;
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UlxTangible *Possessed = TM->GetPossessedTangible();
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if (Possessed == nullptr) return;
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APawn *Pawn = GetPawn();
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if (Pawn == nullptr) return;
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if (Possessed->GetActor() != Pawn) return;
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if (PlayerCameraManager == nullptr) return;
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CalculateLookAt();
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if (MustCallLookAtChanged)
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{
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MustCallLookAtChanged = false;
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LookAtChanged();
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}
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}
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46
Source/Integration/PlayerControllerBase.h
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46
Source/Integration/PlayerControllerBase.h
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@@ -0,0 +1,46 @@
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/HitResult.h"
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#include "GameFramework/PlayerController.h"
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#include "PlayerControllerBase.generated.h"
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UCLASS(BlueprintType, Blueprintable)
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class INTEGRATION_API AlxPlayerControllerBase : public APlayerController
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void SetLookAt(const UObject *Context, const FHitResult &HitResult);
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static const FHitResult &GetLookAt(const UObject *Context);
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static const AActor *GetLookAtActor(const UObject *Context);
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static FVector2D GetLookAtPixel(const UObject *Context);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void SetLookAtChanged(const UObject *Context);
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// Blueprint events
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UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
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void CalculateLookAt();
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UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
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void LookAtChanged();
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// Called by GameMode each tick.
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void UpdateLookAt();
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// Get the player controller, cast to AlxPlayerControllerBase.
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static AlxPlayerControllerBase *FromContext(const UObject *Context);
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UPROPERTY()
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FHitResult CurrentLookAt;
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bool MustCallLookAtChanged = false;
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};
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