// Fill out your copyright notice in the Description page of Project Settings. #pragma once #include "CoreMinimal.h" #include "Kismet/KismetSystemLibrary.h" #include "Input/Events.h" #include "Common.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "Components/CanvasPanelSlot.h" #include "UtilityLibrary.generated.h" class UEnhancedInputLocalPlayerSubsystem; class UAnimSequenceBase; /** * * UlxUtilityLibrary is for functions that are aren't particularly luprex-specific, * but rather, are just generally-useful functionality that could help in any * Unreal program. * */ UCLASS() class INTEGRATION_API UlxUtilityLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: // Call a function by name, on any UObject. If the function doesn't exist, calls // the fallback function instead. If that isn't found either, returns false. // UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Utility") static void CallFunctionByName(UObject *target, const FString &NamePart1, const FString &NamePart2, const FString &fallback, bool bFailIfNotFound = true); // Get the axis-aligned bounding box of an actor. // UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Luprex|Utility") static FBox GetActorBounds(const AActor *target, bool bOnlyCollidingComponents = false, bool bIncludeFromChildActors = false); // Add movement input, using the yaw of the control rotation to find a rightward vector. // UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Pawn|Input") static void AddMovementInputRightward(APawn *target, double ScaleValue=1.0, bool Force=false); // Add movement input, using the yaw of the control rotation to find a forward vector. // UFUNCTION(BlueprintCallable, Meta = (DefaultToSelf = "target"), Category = "Pawn|Input") static void AddMovementInputForward(APawn *target, double ScaleValue=1.0, bool Force=false); // 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 // enhanced input subsystem, return nullptr. UFUNCTION(BlueprintPure, Category="Player Controller|Local Player Subsystems") 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. // // 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 // 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, // whereas (0.5, 0.5) is the center of the upper-left pixel. // // The resulting TraceStart and TraceEnd fields of the HitResult will not // contain world positions, instead, they will contain the PixelXY. // UFUNCTION(BlueprintCallable, Category="Collision", meta=(AutoCreateRefTerm="ActorsToIgnore", Keywords="raycast")) static bool LineTraceThroughPixel(const APlayerController* PlayerController, FVector2D PixelXY, double MaxDistanceFromCamera, ETraceTypeQuery TraceChannel, bool bTraceComplex, EDrawDebugTrace::Type DrawDebugType, bool bIgnorePlayerPawn, const TArray& ActorsToIgnore, FHitResult& HitResult); // Configure a CanvasPanelSlot's parameters in a single call. // // Target must be either a UCanvasPanelSlot directly, or a UWidget whose // Slot is a UCanvasPanelSlot. If it is neither, logs an error and // does nothing. // UFUNCTION(BlueprintCallable, Category = "Widget", meta = (SizeToContent = "true")) static void ConfigureCanvasPanelSlot(UObject *Target, FAnchors Anchors, FVector2D Position, FVector2D Size, FVector2D Alignment, bool SizeToContent); // Check if a given key is used by the specified mapping context. // // This is true if the key is mapped to anything at all within // the specified mapping context. // UFUNCTION(BlueprintCallable, Category = "Input", meta = (ExpandEnumAsExecs="ReturnValue")) static ElxUsedOrNotUsed IsKeyUsedByMappingContext(const FKey &Key, const UInputMappingContext *MappingContext); // Get a key by name. // // Returns the null key if there is no such key. // UFUNCTION(BlueprintPure, Category = "Input|Key") static FKey GetKeyByName(const FName &Name); // Get a key by name string. // // Returns the null key if there is no such key. // UFUNCTION(BlueprintPure, Category = "Input|Key") static FKey GetKeyByNameString(const FString &Name); // Find an InputAction within an InputMappingContext, matched by asset // name (e.g. "IA_Jump"). Returns nullptr if the mapping context is // null or no action with the given name is mapped. // UFUNCTION(BlueprintPure, Category = "Input") static UInputAction *FindInputActionByName(const UInputMappingContext *MappingContext, const FString &Name); // Get the actor's forward vector multiplied by a speed. // If SnapToXY is true, the forward vector is projected // onto the XY plane and renormalized before scaling. // UFUNCTION(BlueprintCallable, BlueprintPure, Category = "Luprex|Utility", meta = (DefaultToSelf = "Actor")) static FVector GetActorForwardVelocity(const AActor *Actor, double Speed = 1.0, bool bSnapToXY = false); // Syntactically validate lua code. Parses the // code and returns an error message. If the code // is error-free, the error message is empty. // UFUNCTION(BlueprintCallable, meta = (WorldContext = "context"), Category = "Luprex|Utility") static void ValidateLuaExpr(ElxLuaSyntaxCheck &Status, FString &ErrorMessage, UObject *context, const FString &Code); };