264 lines
8.4 KiB
C++
264 lines
8.4 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "UtilityLibrary.h"
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#include "LockedWrapper.h"
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#include "Engine/GameViewportClient.h"
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#include "GameFramework/PlayerController.h"
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#include "EnhancedInputSubsystems.h"
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#include "Kismet/KismetSystemLibrary.h"
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#include "Kismet/GameplayStatics.h"
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#include "Blueprint/UserWidget.h"
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#include "Components/GridPanel.h"
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#include "InputMappingContext.h"
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#include "EnhancedInputComponent.h"
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#include "Animation/AnimSequenceBase.h"
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#include "GameFramework/Pawn.h"
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#define LOCTEXT_NAMESPACE "Luprex Utility"
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void UlxUtilityLibrary::CallFunctionByName(UObject *object, const FString &namepart1, const FString &namepart2, const FString &fallback, bool bFailIfNotFound) {
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FString fullname = namepart1 + namepart2;
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if (!IsValid(object)) {
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UE_LOG(LogBlueprint, Error, TEXT("In CallFunctionByName, object passed in is not valid."));
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return;
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}
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UFunction* function = object->FindFunction(FName(*fullname));
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if (function == nullptr) {
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function = object->FindFunction(FName(*fallback));
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if (function == nullptr) {
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if (!bFailIfNotFound) {
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return;
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}
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UE_LOG(LogBlueprint, Error, TEXT("In CallFunctionByName, cannot find the named function or the fallback function"));
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return;
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}
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}
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if (function->ParmsSize != 0) {
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UE_LOG(LogBlueprint, Error, TEXT("CallFunctionByName can only call functions that have no parameters and no return values"));
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return;
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}
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object->ProcessEvent(function, nullptr);
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}
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FBox UlxUtilityLibrary::GetActorBounds(const AActor *target, bool bOnlyCollidingComponents, bool bIncludeFromChildActors)
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{
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FVector ActorOrigin;
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FVector BoxExtent;
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// First argument is bOnlyCollidingComponents - if you want to get the bounds for components that don't have collision enabled then set to false
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// Last argument is bIncludeFromChildActors. Usually this won't do anything but if we've child-ed an actor - like a gun child-ed to a character
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// then we wouldn't want the gun to be part of the bounds so set to false
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target->GetActorBounds(bOnlyCollidingComponents, ActorOrigin, BoxExtent, bIncludeFromChildActors);
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return FBox::BuildAABB(ActorOrigin, BoxExtent);
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}
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void UlxUtilityLibrary::AddMovementInputRightward(APawn *target, double ScaleValue, bool Force) {
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FRotator rotator = target->GetControlRotation();
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rotator.Pitch = 0.0;
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rotator.Roll = 0.0;
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rotator.Yaw += 90.0;
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FVector vector = rotator.Vector();
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target->AddMovementInput(vector, ScaleValue, Force);
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}
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void UlxUtilityLibrary::AddMovementInputForward(APawn *target, double ScaleValue, bool Force) {
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FRotator rotator = target->GetControlRotation();
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rotator.Roll = 0.0;
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rotator.Pitch = 0.0;
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FVector vector = rotator.Vector();
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target->AddMovementInput(vector, ScaleValue, Force);
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}
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UEnhancedInputLocalPlayerSubsystem *UlxUtilityLibrary::GetEnhancedInputLocalPlayerSubsystem(AController *Controller) {
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APlayerController *pc = Cast<APlayerController>(Controller);
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if (pc != nullptr) {
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UEnhancedInputLocalPlayerSubsystem* subsys =
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ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(pc->GetLocalPlayer());
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if (subsys != nullptr) {
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return subsys;
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}
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}
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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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const TArray<AActor*>& ActorsToIgnore, FHitResult& HitResult)
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{
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const FLinearColor TraceColor = FLinearColor::Red;
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const FLinearColor TraceHitColor = FLinearColor::Green;
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const double DrawTime = 1.0;
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// Zero out the return values.
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HitResult.Init();
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// Sanity check the distance.
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if (MaxDistanceFromCamera <= 0.0)
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{
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return false;
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}
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// Make sure there's a player pawn.
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AActor *PlayerPawn = PlayerController->GetPawn();
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if (!PlayerPawn) return false;
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// Calculate the trace start and trace end positions in world space.
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FVector WorldStart, WorldDirection, WorldEnd;
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if (!UGameplayStatics::DeprojectScreenToWorld(PlayerController, PixelXY, WorldStart, WorldDirection))
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{
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return false;
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}
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WorldEnd = WorldStart + (WorldDirection * MaxDistanceFromCamera);
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// Find the hit.
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if (UKismetSystemLibrary::LineTraceSingle(PlayerPawn, WorldStart, WorldEnd, TraceChannel, bTraceComplex,
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ActorsToIgnore, DrawDebugType, HitResult, bIgnorePlayerPawn, TraceColor, TraceHitColor, DrawTime))
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{
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return true;
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}
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// Fail.
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HitResult.Init();
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return false;
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}
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void UlxUtilityLibrary::SetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel, FVector2D UpperLeftXY, FVector2D LowerRightXY)
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{
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if ((GridPanel == nullptr) || (GridPanel->ColumnFill.Num() != 3) || (GridPanel->RowFill.Num() != 3))
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{
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UE_LOG(LogBlueprint, Error, TEXT("SetPositionOfGridPanelMiddleCell only works on 3x3 GridPanels."));
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return;
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}
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if ((LowerRightXY.X < UpperLeftXY.X) || (LowerRightXY.Y < UpperLeftXY.Y))
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{
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UE_LOG(LogBlueprint, Error, TEXT("LowerRightXY must be greater than or equal to UpperLeftXY"));
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return;
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}
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UpperLeftXY.X = FMath::Clamp(UpperLeftXY.X, 0.0f, 1.0f);
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UpperLeftXY.Y = FMath::Clamp(UpperLeftXY.Y, 0.0f, 1.0f);
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LowerRightXY.X = FMath::Clamp(LowerRightXY.X, 0.0f, 1.0f);
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LowerRightXY.Y = FMath::Clamp(LowerRightXY.Y, 0.0f, 1.0f);
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GridPanel->SetRowFill(0, UpperLeftXY.Y);
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GridPanel->SetRowFill(1, LowerRightXY.Y - UpperLeftXY.Y);
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GridPanel->SetRowFill(2, 1.0 - LowerRightXY.Y);
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GridPanel->SetColumnFill(0, UpperLeftXY.X);
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GridPanel->SetColumnFill(1, LowerRightXY.X - UpperLeftXY.X);
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GridPanel->SetColumnFill(2, 1.0 - LowerRightXY.X);
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}
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void UlxUtilityLibrary::GetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel, FVector2D &UpperLeftXY, FVector2D &LowerRightXY)
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{
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TArray<float> &Col = GridPanel->ColumnFill;
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TArray<float> &Row = GridPanel->RowFill;
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// Set default return value for error situations.
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UpperLeftXY.X = 0.0;
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LowerRightXY.X = 1.0;
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UpperLeftXY.Y = 0.0;
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LowerRightXY.Y = 1.0;
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if ((GridPanel == nullptr) || (Row.Num() != 3) || (Col.Num() != 3))
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{
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UE_LOG(LogBlueprint, Error, TEXT("SetPositionOfGridPanelMiddleCell only works on 3x3 GridPanels."));
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return;
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}
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double TotalX = Col[0] + Col[1] + Col[2];
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double TotalY = Row[0] + Row[1] + Row[2];
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if (TotalX > 0)
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{
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UpperLeftXY.X = Col[0] / TotalX;
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LowerRightXY.X = (Col[0] + Col[1]) / TotalX;
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}
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if (TotalY > 0)
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{
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UpperLeftXY.Y = Row[0] / TotalY;
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LowerRightXY.Y = (Row[0] + Row[1]) / TotalY;
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}
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}
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ElxUsedOrNotUsed UlxUtilityLibrary::IsKeyUsedByMappingContext(const FKey &Key, const UInputMappingContext *MappingContext)
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{
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if (!MappingContext)
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{
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return ElxUsedOrNotUsed::NotUsed;
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}
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for (const FEnhancedActionKeyMapping& Mapping : MappingContext->GetMappings())
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{
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if (Mapping.Key == Key) return ElxUsedOrNotUsed::Used;
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}
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return ElxUsedOrNotUsed::NotUsed;
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}
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FKey UlxUtilityLibrary::GetKeyByName(const FName &Name)
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{
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FKey Key = FKey(Name);
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return Key.IsValid() ? Key : FKey();
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}
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FKey UlxUtilityLibrary::GetKeyByNameString(const FString &Name)
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{
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FKey Key = FKey(FName(*Name));
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return Key.IsValid() ? Key : FKey();
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}
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FVector UlxUtilityLibrary::GetActorForwardVelocity(const AActor *Actor, double Speed, bool bSnapToXY)
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{
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if (!Actor) return FVector::ZeroVector;
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FVector Forward = Actor->GetActorForwardVector();
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if (bSnapToXY)
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{
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Forward.Z = 0.0;
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if (!Forward.Normalize()) return FVector::ZeroVector;
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}
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return Forward * Speed;
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}
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void UlxUtilityLibrary::ValidateLuaExpr(
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ElxLuaSyntaxCheck &Status, FString &ErrorMessage, UObject *context, const FString &Code)
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{
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FlxLockedWrapper w;
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Status = w.ValidateLuaExpr(Code, ErrorMessage);
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}
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