// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Engine/HitResult.h" #include "GameFramework/GameModeBase.h" #include "LuprexSockets.h" #include "BreakToDebugger.h" #include "LuprexGameModeBase.generated.h" /** * */ UCLASS(BlueprintType) class INTEGRATION_API ALuprexGameModeBase : public AGameModeBase { GENERATED_BODY() public: ALuprexGameModeBase(); ~ALuprexGameModeBase(); virtual void BeginPlay() override; virtual void EndPlay(const EEndPlayReason::Type EndPlayReason); // Delete all the state created in BeginPlay. That // includes: the Luprex engine, the thread, and the socket state. void ResetToInitialState(); // Initialize the Luprex DLL, and do other global initialization. void InitializeGlobalState(); // Send prints into Unreal, for display on the virtual console. UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Miscellaneous") void ConsoleAddOutput(const FString& text); UFUNCTION(BlueprintCallable, Category = "Luprex|Miscellaneous") int64 GetPlayerId(); UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection") static void SetLookAt(const UObject *Context, const FHitResult &HitResult); UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection") static const FHitResult &GetLookAt(const UObject *Context) { return FromContext(Context)->CurrentLookAt; } UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection") static const AActor *GetLookAtActor(const UObject *Context) { return FromContext(Context)->CurrentLookAt.GetActor(); } UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection") static FVector2D GetLookAtPixel(const UObject *Context); UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection") static void SetLookAtChanged(const UObject* Context); // // Look-At Related Events // UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection") void CalculateLookAt(APlayerController *PlayerController); UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection") void LookAtChanged(); // Transfer console output from the Luprex engine to unreal. void UpdateConsoleOutput(); // Update the tangibles according to what Luprex tells us. // This also includes calling 'AnimationQueueChanged' on all // tangibles that have been changed. void UpdateTangibles(); // Look for a tangible whose ID is equal to the current actor ID. // Tell the player controller to possess that tangible. void UpdatePossessedTangible(); // Call 'CalculateLookAt', but only if everything is valid. // It is up to the blueprint code to actually determine what we're looking at. void UpdateLookAt(); // If the engine wants a new copy of the lua source code, // provide it. void UpdateLuaSourceCode(); // Update Sockets and Lua. Feeds socket data into the luprex engine, // and also calls play_update, the main Lua update function that causes // Luprex to execute the majority of all the Lua code that needs processing. void UpdateSocketsAndLua(); // Post-tick function. void OnWorldPostActorTick(UWorld* InWorld, ELevelTick InLevelTick, float InDeltaSeconds); // Get the current Luprex Game Mode Base, given a Context object. static ALuprexGameModeBase *FromContext(const UObject *Context); // The actor that the player is looking at, current frame. UPROPERTY() FHitResult CurrentLookAt; bool MustCallLookAtChanged = false; // The sensitivity level at which a log message triggers a debugger breakpoint. UPROPERTY(EditAnywhere, Category="Debugging Tools") ElxBreakToDebuggerThreshold BreakToDebuggerLogVerbosity; // Luprex socket system. TUniquePtr Sockets; // True if 'BeginPlay' has been successfully completed. bool Playing = false; // This is always true unless you use the debugger to set it to false. bool TickEnabled = true; // Current Player ID int64 PlayerId = 0; // Amount of elapsed time since BeginPlay. float EngineSeconds = 0.0f; // This allows us to post-tick. FDelegateHandle OnWorldPostActorTickHandle; // The device that implements BreakToDebuggerLogVerbosity, above. TUniquePtr BreakToDebuggerLogVerbosityDevice; };