Rewrite absurd implementation of lxCrosshairWidget to use FAnchors instead
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Content/Luprex/lxGameMode.uasset
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Content/Luprex/lxGameMode.uasset
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@@ -24,6 +24,7 @@ public class Integration : ModuleRules
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"Kismet",
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"KismetWidgets",
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"BlueprintGraph",
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"UMG",
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});
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// Uncomment if you are using Slate UI
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@@ -6,6 +6,8 @@
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#include "ConsoleOutput.h"
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#include "Tangible.h"
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#include "TangibleManager.h"
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#include "Blueprint/UserWidget.h"
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#include "CommonTypes.h"
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#include "AnimQueue.h"
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#include <string>
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@@ -337,11 +339,37 @@ ALuprexGameModeBase *ALuprexGameModeBase::FromContext(const UObject *context) {
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return result;
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}
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bool ALuprexGameModeBase::IsLookAtChanged(UObject *context) {
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bool ALuprexGameModeBase::IsLookAtChanged(const UObject *context) {
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ALuprexGameModeBase *mode = FromContext(context);
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return mode->CurrentLookAt.HitObjectHandle != mode->PreviousLookAt.HitObjectHandle;
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}
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void ALuprexGameModeBase::ClearLookAtWidget(const UObject *Context)
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{
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ALuprexGameModeBase *mode = FromContext(Context);
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if (mode->LookAtWidget != nullptr)
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{
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mode->LookAtWidget->RemoveFromParent();
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mode->LookAtWidget = nullptr;
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}
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}
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void ALuprexGameModeBase::SetLookAtWidget(const UObject *Context, UUserWidget *Widget, int ZOrder)
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{
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ALuprexGameModeBase *Mode = FromContext(Context);
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if (Mode->LookAtWidget != Widget)
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{
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ClearLookAtWidget(Context);
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}
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if (Widget != nullptr)
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{
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Widget->RemoveFromParent();
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Widget->AddToViewport(ZOrder);
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}
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Mode->LookAtWidget = Widget;
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}
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void ALuprexGameModeBase::UpdateLookAt() {
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// Rotate the variables.
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PreviousLookAt = CurrentLookAt;
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@@ -361,6 +389,7 @@ void ALuprexGameModeBase::UpdateLookAt() {
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CalculateLookAt(pc);
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if (IsLookAtChanged(this)) {
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ClearLookAtWidget(this);
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LookAtChanged();
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}
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}
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@@ -55,30 +55,44 @@ 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(UObject *context, const FHitResult &hit) { FromContext(context)->CurrentLookAt = hit; }
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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 &hit) { FromContext(Context)->CurrentLookAt = hit; }
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UFUNCTION(BlueprintPure, meta = (WorldContext = "context"),Category = "Luprex|Look-At Detection")
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static const FHitResult &GetLookAt(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 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(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 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 const FHitResult &GetPreviousLookAt(UObject *context) { return FromContext(context)->PreviousLookAt; }
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
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static const FHitResult &GetPreviousLookAt(const UObject *Context) { return FromContext(Context)->PreviousLookAt; }
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UFUNCTION(BlueprintPure, meta = (WorldContext = "context"),Category = "Luprex|Look-At Detection")
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static const AActor *GetPreviousLookAtActor(UObject *context) { return FromContext(context)->PreviousLookAt.GetActor(); }
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
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static const AActor *GetPreviousLookAtActor(const UObject *Context) { return FromContext(Context)->PreviousLookAt.GetActor(); }
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UFUNCTION(BlueprintPure, meta = (WorldContext = "context"),Category = "Luprex|Look-At Detection")
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static bool IsLookAtChanged(UObject *context);
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
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static bool IsLookAtChanged(const UObject *Context);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void SetLookAtWidget(const UObject *Context, UUserWidget *Widget, int ZOrder = 100);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static UUserWidget *GetLookAtWidget(const UObject *Context) { return FromContext(Context)->LookAtWidget; }
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void ClearLookAtWidget(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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// Assemble a lua call. To call into lua:
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//
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// * Use LuaCallBegin
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@@ -127,8 +141,8 @@ public:
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// to update luprex sockets and update luprex itself.
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virtual uint32 Run() override;
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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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// 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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// Asset Lookup by Name.
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UPROPERTY()
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@@ -145,6 +159,9 @@ public:
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UPROPERTY()
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FHitResult CurrentLookAt;
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UPROPERTY()
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UUserWidget *LookAtWidget;
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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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ElxLogVerbosity BreakToDebuggerLogVerbosity;
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@@ -77,6 +77,34 @@ UEnhancedInputLocalPlayerSubsystem *UlxUtilityLibrary::GetEnhancedInputLocalPlay
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return nullptr;
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}
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FVector2D UlxUtilityLibrary::PixelToViewportPosition(FVector2D Pixel)
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{
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FVector2D ViewportSize;
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GEngine->GameViewport->GetViewportSize(ViewportSize);
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return Pixel / ViewportSize;
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}
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FVector2D UlxUtilityLibrary::ViewportPositionToPixel(FVector2D Fraction, bool Snap)
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{
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FVector2D ViewportSize;
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GEngine->GameViewport->GetViewportSize(ViewportSize);
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FVector2D Pixel = Fraction * ViewportSize;
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if (Snap)
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{
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Pixel.X = FMath::FloorToDouble(Pixel.X) + 0.5;
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Pixel.Y = FMath::FloorToDouble(Pixel.Y) + 0.5;
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Pixel.X = FMath::Min(ViewportSize.X - 0.5, FMath::Max(0.5, Pixel.X));
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Pixel.Y = FMath::Min(ViewportSize.Y - 0.5, FMath::Max(0.5, Pixel.Y));
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}
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else
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{
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Pixel.X = FMath::Min(ViewportSize.X, FMath::Max(0.0, Pixel.X));
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Pixel.Y = FMath::Min(ViewportSize.Y, FMath::Max(0.0, Pixel.Y));
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}
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return Pixel;
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}
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bool UlxUtilityLibrary::LineTraceThroughPixel(const APlayerController* PlayerController,
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FVector2D PixelXY, double MaxDistanceFromCamera,
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ETraceTypeQuery TraceChannel, bool bTraceComplex, EDrawDebugTrace::Type DrawDebugType, bool bIgnorePlayerPawn,
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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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