Rewrite absurd implementation of lxCrosshairWidget to use FAnchors instead

This commit is contained in:
2025-04-02 23:22:16 -04:00
parent b4f918e15d
commit e81134473e
8 changed files with 119 additions and 26 deletions

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@@ -24,6 +24,7 @@ public class Integration : ModuleRules
"Kismet", "Kismet",
"KismetWidgets", "KismetWidgets",
"BlueprintGraph", "BlueprintGraph",
"UMG",
}); });
// Uncomment if you are using Slate UI // Uncomment if you are using Slate UI

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@@ -6,6 +6,8 @@
#include "ConsoleOutput.h" #include "ConsoleOutput.h"
#include "Tangible.h" #include "Tangible.h"
#include "TangibleManager.h" #include "TangibleManager.h"
#include "Blueprint/UserWidget.h"
#include "CommonTypes.h" #include "CommonTypes.h"
#include "AnimQueue.h" #include "AnimQueue.h"
#include <string> #include <string>
@@ -337,11 +339,37 @@ ALuprexGameModeBase *ALuprexGameModeBase::FromContext(const UObject *context) {
return result; return result;
} }
bool ALuprexGameModeBase::IsLookAtChanged(UObject *context) { bool ALuprexGameModeBase::IsLookAtChanged(const UObject *context) {
ALuprexGameModeBase *mode = FromContext(context); ALuprexGameModeBase *mode = FromContext(context);
return mode->CurrentLookAt.HitObjectHandle != mode->PreviousLookAt.HitObjectHandle; return mode->CurrentLookAt.HitObjectHandle != mode->PreviousLookAt.HitObjectHandle;
} }
void ALuprexGameModeBase::ClearLookAtWidget(const UObject *Context)
{
ALuprexGameModeBase *mode = FromContext(Context);
if (mode->LookAtWidget != nullptr)
{
mode->LookAtWidget->RemoveFromParent();
mode->LookAtWidget = nullptr;
}
}
void ALuprexGameModeBase::SetLookAtWidget(const UObject *Context, UUserWidget *Widget, int ZOrder)
{
ALuprexGameModeBase *Mode = FromContext(Context);
if (Mode->LookAtWidget != Widget)
{
ClearLookAtWidget(Context);
}
if (Widget != nullptr)
{
Widget->RemoveFromParent();
Widget->AddToViewport(ZOrder);
}
Mode->LookAtWidget = Widget;
}
void ALuprexGameModeBase::UpdateLookAt() { void ALuprexGameModeBase::UpdateLookAt() {
// Rotate the variables. // Rotate the variables.
PreviousLookAt = CurrentLookAt; PreviousLookAt = CurrentLookAt;
@@ -361,6 +389,7 @@ void ALuprexGameModeBase::UpdateLookAt() {
CalculateLookAt(pc); CalculateLookAt(pc);
if (IsLookAtChanged(this)) { if (IsLookAtChanged(this)) {
ClearLookAtWidget(this);
LookAtChanged(); LookAtChanged();
} }
} }

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@@ -55,23 +55,36 @@ public:
UFUNCTION(BlueprintCallable, Category = "Luprex|Miscellaneous") UFUNCTION(BlueprintCallable, Category = "Luprex|Miscellaneous")
int64 GetPlayerId(); int64 GetPlayerId();
UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"),Category = "Luprex|Look-At Detection") UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
static void SetLookAt(UObject *context, const FHitResult &hit) { FromContext(context)->CurrentLookAt = hit; } static void SetLookAt(const UObject *Context, const FHitResult &hit) { FromContext(Context)->CurrentLookAt = hit; }
UFUNCTION(BlueprintPure, meta = (WorldContext = "context"),Category = "Luprex|Look-At Detection") UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
static const FHitResult &GetLookAt(UObject *context) { return FromContext(context)->CurrentLookAt; } static const FHitResult &GetLookAt(const UObject *Context) { return FromContext(Context)->CurrentLookAt; }
UFUNCTION(BlueprintPure, meta = (WorldContext = "context"),Category = "Luprex|Look-At Detection") UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
static const AActor *GetLookAtActor(UObject *context) { return FromContext(context)->CurrentLookAt.GetActor(); } static const AActor *GetLookAtActor(const UObject *Context) { return FromContext(Context)->CurrentLookAt.GetActor(); }
UFUNCTION(BlueprintPure, meta = (WorldContext = "context"),Category = "Luprex|Look-At Detection") UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
static const FHitResult &GetPreviousLookAt(UObject *context) { return FromContext(context)->PreviousLookAt; } static const FHitResult &GetPreviousLookAt(const UObject *Context) { return FromContext(Context)->PreviousLookAt; }
UFUNCTION(BlueprintPure, meta = (WorldContext = "context"),Category = "Luprex|Look-At Detection") UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
static const AActor *GetPreviousLookAtActor(UObject *context) { return FromContext(context)->PreviousLookAt.GetActor(); } static const AActor *GetPreviousLookAtActor(const UObject *Context) { return FromContext(Context)->PreviousLookAt.GetActor(); }
UFUNCTION(BlueprintPure, meta = (WorldContext = "context"),Category = "Luprex|Look-At Detection") UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
static bool IsLookAtChanged(UObject *context); static bool IsLookAtChanged(const UObject *Context);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
static void SetLookAtWidget(const UObject *Context, UUserWidget *Widget, int ZOrder = 100);
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
static UUserWidget *GetLookAtWidget(const UObject *Context) { return FromContext(Context)->LookAtWidget; }
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
static void ClearLookAtWidget(const UObject *Context);
//
// Look-At Related Events
//
UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection") UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
void CalculateLookAt(APlayerController *PlayerController); void CalculateLookAt(APlayerController *PlayerController);
@@ -79,6 +92,7 @@ public:
UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection") UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
void LookAtChanged(); void LookAtChanged();
// Assemble a lua call. To call into lua: // Assemble a lua call. To call into lua:
// //
// * Use LuaCallBegin // * Use LuaCallBegin
@@ -127,8 +141,8 @@ public:
// to update luprex sockets and update luprex itself. // to update luprex sockets and update luprex itself.
virtual uint32 Run() override; virtual uint32 Run() override;
// Get the current Luprex Game Mode Base, given a context object. // Get the current Luprex Game Mode Base, given a Context object.
static ALuprexGameModeBase *FromContext(const UObject *context); static ALuprexGameModeBase *FromContext(const UObject *Context);
// Asset Lookup by Name. // Asset Lookup by Name.
UPROPERTY() UPROPERTY()
@@ -145,6 +159,9 @@ public:
UPROPERTY() UPROPERTY()
FHitResult CurrentLookAt; FHitResult CurrentLookAt;
UPROPERTY()
UUserWidget *LookAtWidget;
// The sensitivity level at which a log message triggers a debugger breakpoint. // The sensitivity level at which a log message triggers a debugger breakpoint.
UPROPERTY(EditAnywhere, Category="Debugging Tools") UPROPERTY(EditAnywhere, Category="Debugging Tools")
ElxLogVerbosity BreakToDebuggerLogVerbosity; ElxLogVerbosity BreakToDebuggerLogVerbosity;

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@@ -77,6 +77,34 @@ UEnhancedInputLocalPlayerSubsystem *UlxUtilityLibrary::GetEnhancedInputLocalPlay
return nullptr; return nullptr;
} }
FVector2D UlxUtilityLibrary::PixelToViewportPosition(FVector2D Pixel)
{
FVector2D ViewportSize;
GEngine->GameViewport->GetViewportSize(ViewportSize);
return Pixel / ViewportSize;
}
FVector2D UlxUtilityLibrary::ViewportPositionToPixel(FVector2D Fraction, bool Snap)
{
FVector2D ViewportSize;
GEngine->GameViewport->GetViewportSize(ViewportSize);
FVector2D Pixel = Fraction * ViewportSize;
if (Snap)
{
Pixel.X = FMath::FloorToDouble(Pixel.X) + 0.5;
Pixel.Y = FMath::FloorToDouble(Pixel.Y) + 0.5;
Pixel.X = FMath::Min(ViewportSize.X - 0.5, FMath::Max(0.5, Pixel.X));
Pixel.Y = FMath::Min(ViewportSize.Y - 0.5, FMath::Max(0.5, Pixel.Y));
}
else
{
Pixel.X = FMath::Min(ViewportSize.X, FMath::Max(0.0, Pixel.X));
Pixel.Y = FMath::Min(ViewportSize.Y, FMath::Max(0.0, Pixel.Y));
}
return Pixel;
}
bool UlxUtilityLibrary::LineTraceThroughPixel(const APlayerController* PlayerController, bool UlxUtilityLibrary::LineTraceThroughPixel(const APlayerController* PlayerController,
FVector2D PixelXY, double MaxDistanceFromCamera, FVector2D PixelXY, double MaxDistanceFromCamera,
ETraceTypeQuery TraceChannel, bool bTraceComplex, EDrawDebugTrace::Type DrawDebugType, bool bIgnorePlayerPawn, ETraceTypeQuery TraceChannel, bool bTraceComplex, EDrawDebugTrace::Type DrawDebugType, bool bIgnorePlayerPawn,

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@@ -47,17 +47,35 @@ public:
// Get the enhanced input local player subsystem from a controller. If the controller // 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 // is not a player controller, or if it is a player controller but it doesn't have an
// enhanced input subsystem, return nullptr. // enhanced input subsystem, return nullptr.
UFUNCTION(BlueprintCallable, BlueprintPure, Category="Player Controller|Local Player Subsystems") UFUNCTION(BlueprintPure, Category="Player Controller|Local Player Subsystems")
static UEnhancedInputLocalPlayerSubsystem *GetEnhancedInputLocalPlayerSubsystem(AController *Controller); static UEnhancedInputLocalPlayerSubsystem *GetEnhancedInputLocalPlayerSubsystem(AController *Controller);
// 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. // 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 // 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 // determine the object that the crosshairs are pointing at. It can also
// be used to do a line trace through the mouse. // 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,
// Fractional pixels are allowed. Therefore, (0.0, 0.0) is the upper-left corner // whereas (0.5, 0.5) is the center of the upper-left pixel.
// of the upper-left pixel, whereas (0.5, 0.5) is the center of the upper-left pixel.
// //
UFUNCTION(BlueprintCallable, Category="Collision", meta=(AutoCreateRefTerm="ActorsToIgnore", Keywords="raycast")) UFUNCTION(BlueprintCallable, Category="Collision", meta=(AutoCreateRefTerm="ActorsToIgnore", Keywords="raycast"))
static bool LineTraceThroughPixel(const APlayerController* PlayerController, static bool LineTraceThroughPixel(const APlayerController* PlayerController,