Rewrite absurd implementation of lxCrosshairWidget to use FAnchors instead
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@@ -47,17 +47,35 @@ public:
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// Get the enhanced input local player subsystem from a controller. If the controller
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// is not a player controller, or if it is a player controller but it doesn't have an
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// enhanced input subsystem, return nullptr.
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UFUNCTION(BlueprintCallable, BlueprintPure, Category="Player Controller|Local Player Subsystems")
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UFUNCTION(BlueprintPure, Category="Player Controller|Local Player Subsystems")
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static UEnhancedInputLocalPlayerSubsystem *GetEnhancedInputLocalPlayerSubsystem(AController *Controller);
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// Given a Pixel XY coordinate, convert it to a viewport position.
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//
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// The input should be in the range (0.0, 0.0) to (ViewportX, ViewportY).
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// The output XY will be in the range 0.0 to 1.0. The input
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// may specify a fraction of a pixel. So the input (0.0, 0.0)
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// represents the upper-left corner of the upper-left pixel, whereas the
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// input (0.5, 0.5) represents the center of the upper-left pixel.
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UFUNCTION(BlueprintPure, meta = (ReturnDisplayName = "Percent XY"), Category="Luprex|Utility")
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static FVector2D PixelToViewportPosition(FVector2D PixelXY);
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// Given a viewport position, convert it to a Pixel XY coordinate.
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//
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// The input X and Y coordinates should be in the range 0 to 1. The output
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// will be in the range (0,0) to (ViewportX, ViewportY). The output may
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// specify a fraction of a pixel. If SnapToCenter is true, the output is
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// rounded to the center of the nearest pixel.
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UFUNCTION(BlueprintPure, meta = (ReturnDisplayName = "Pixel XY"), Category="Luprex|Utility")
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static FVector2D ViewportPositionToPixel(FVector2D PercentXY, bool SnapToCenter);
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// Do a Line Trace from the camera through a specified pixel.
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//
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// This can be used when you have a crosshair on the screen and you want to
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// determine the object that the crosshairs are pointing at. It can also
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// be used to do a line trace through the mouse.
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//
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// Fractional pixels are allowed. Therefore, (0.0, 0.0) is the upper-left corner
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// of the upper-left pixel, whereas (0.5, 0.5) is the center of the upper-left pixel.
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// be used to do a line trace through the mouse. Fractional pixels are allowed.
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// Be aware that (0.0, 0.0) is the upper-left corner of the upper-left pixel,
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// whereas (0.5, 0.5) is the center of the upper-left pixel.
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//
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UFUNCTION(BlueprintCallable, Category="Collision", meta=(AutoCreateRefTerm="ActorsToIgnore", Keywords="raycast"))
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static bool LineTraceThroughPixel(const APlayerController* PlayerController,
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