202 lines
6.6 KiB
C++
202 lines
6.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/GameModeBase.h"
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#include "lpx-enginewrapper.hpp"
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#include "ConsoleOutput.h"
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#include "StringDecoder.h"
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#include "TangibleManager.h"
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#include "AssetLookup.h"
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#include "LuprexSockets.h"
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#include "TriggeredTask.h"
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#include "BlueprintErrors.h"
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#include "Blueprint/UserWidget.h"
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#include "Widgets/CommonActivatableWidgetContainer.h"
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#include "CommonActivatableWidget.h"
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#include "LuprexGameModeBase.generated.h"
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// Messages that come from inside the Luprex Core.
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DECLARE_LOG_CATEGORY_EXTERN(LogLuprex, Display, All);
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// Messages that pertain to our Luprex integration with Unreal.
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DECLARE_LOG_CATEGORY_EXTERN(LogLuprexIntegration, Display, All);
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class UlxLuaValues;
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UCLASS(BlueprintType)
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class INTEGRATION_API UlxLuaWidget : public UCommonActivatableWidget
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "Luprex|Miscellaneous")
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void ReadLuaConfiguration(UlxLuaValues *Config);
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};
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/**
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*
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*/
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UCLASS(BlueprintType)
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class INTEGRATION_API ALuprexGameModeBase : public AGameModeBase, public FRunnable
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{
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GENERATED_BODY()
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public:
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ALuprexGameModeBase();
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~ALuprexGameModeBase();
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virtual void BeginPlay() override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason);
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// Delete all the state created in BeginPlay. That
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// includes: the Luprex engine, the thread, and the socket state.
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void ResetToInitialState();
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// Initialize the Luprex DLL, and do other global initialization.
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void InitializeGlobalState();
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// Set the entire contents of the console output box.
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UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Miscellaneous")
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void ConsoleSetOutput(const FString& text);
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// This is called by the GUI whenever the user hits enter.
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UFUNCTION(BlueprintCallable, Category = "Luprex|Miscellaneous")
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void ConsoleSendInput(const FString& text);
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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(const UObject *Context, const FHitResult &HitResult);
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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(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 FVector2D GetLookAtPixel(const UObject *Context);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void SetLookAtChanged(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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// * Get the lua call buffer:
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// - add a class name
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// - add a function name
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// - add function parameters
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// * Use LuaCallEnd.
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// * Get the lua call result.
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// - parse out any return values
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//
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FlxStreamBuffer &LuaCallBegin() { LuaCallBuffer.clear(); return LuaCallBuffer; }
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FlxStreamBuffer &LuaCallGetBuffer() { return LuaCallBuffer; }
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UlxLuaValues *LuaCallEnd(AccessKind kind);
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UlxLuaValues *LuaCallEnd(AccessKind kind, int64 place_id);
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UlxLuaValues *LuaCallEnd(AccessKind kind, AActor *place);
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void LuaCallClear() { LuaCallBuffer.clear(); }
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// Execute a debugging command, typed on the GUI.
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void ExecuteDebuggingCommand(FlxLockedWrapper &w, const FString &fs);
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// Get the Asset Lookup table.
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const UlxAssetLookup *GetAssetLookup() const { return AssetLookup; }
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// Transfer console output from the Luprex engine to unreal.
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void UpdateConsoleOutput();
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// Update the tangibles according to what Luprex tells us.
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// This also includes calling 'AnimationQueueChanged' on all
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// tangibles that have been changed.
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void UpdateTangibles();
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// Maybe call 'BecomePossessed' on the player tangible.
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void UpdatePossessedTangible();
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// Call 'CalculateLookAt', but only if everything is valid.
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// It is up to the blueprint code to actually determine what we're looking at.
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void UpdateLookAt();
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// Pre-tick and post-tick functions.
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void OnWorldPreActorTick(UWorld* InWorld, ELevelTick InLevelTick, float InDeltaSeconds);
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void OnWorldPostActorTick(UWorld* InWorld, ELevelTick InLevelTick, float InDeltaSeconds);
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// The run function is called by a background thread
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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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// Asset Lookup by Name.
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UPROPERTY()
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UlxAssetLookup *AssetLookup;
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UPROPERTY()
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UlxTangibleManager *TangibleManager;
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// The actor that the player is looking at, current frame.
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UPROPERTY()
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FHitResult CurrentLookAt;
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bool MustCallLookAtChanged;
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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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// This stores the entire text currently visible in the console.
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FlxConsoleOutput ConsoleOutput;
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// The Luprex EngineWrapper, with a Mutex to protect it.
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// To access it, construct a FlxLockedWrapper.
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FlxLockableWrapper LockableWrapper;
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// The Lua Call Assembly Buffer.
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FlxStreamBuffer LuaCallBuffer;
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// This utility runs the luprex update and socket update in a thread.
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FTriggeredTask LuprexUpdateTask;
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// Luprex socket system. Aside from construction, only touched by Luprex thread.
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TUniquePtr<FlxSockets> Sockets;
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// True if 'BeginPlay' has been successfully completed.
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bool Playing;
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// This is always true unless you use the debugger to set it to false.
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bool TickEnabled;
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// Current Player ID
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int64 PlayerId;
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// Amount of elapsed time since BeginPlay.
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float EngineSeconds;
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// When do we next rotate the cube.
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float NextRotateCube;
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// These allow us to pre-tick and post-tick.
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FDelegateHandle OnWorldPreActorTickHandle;
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FDelegateHandle OnWorldPostActorTickHandle;
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// The device that implements BreakToDebuggerLogVerbosity, above.
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TUniquePtr<FlxDebugBlueprintErrorsOutputDevice> BreakToDebuggerLogVerbosityDevice;
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};
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