GASATHON/Project/Source/Gasa/GasaLibrary.h
Ed_ 2574960fff WIP: Boostrapping NetSlime
- Just a old name for a set of changes to make the game framework hardened for multiplayer as well as some ease of use functionality.
2024-04-23 01:10:02 -04:00

103 lines
5.2 KiB
C++

#pragma once
#include "GasaCommon.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "GasaLibrary.Generated.h"
// UINTERFACE()
// class
UCLASS(BlueprintType)
class GASA_API UGasaLib : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
#pragma region Game
UFUNCTION(BlueprintCallable, Category="Gasa|Game", BlueprintPure, meta=(WorldContext="Context"))
static UGasaDevOptions* GetGasaDevOptions(UObject* Context);
UFUNCTION(BlueprintCallable, Category="Gasa|Game", BlueprintPure, meta=(WorldContext="Context"))
static UGasaGameInstance* GetGasaGameInstance(UObject* Context);
UFUNCTION(BlueprintCallable, Category="Gasa|Game", BlueprintPure, meta=(WorldContext="Context"))
static AGasaGameMode* GetGasaGameMode(UObject* Context);
UFUNCTION(BlueprintCallable, Category="Gasa|Game", BlueprintPure, meta=(WorldContext="Context"))
static AGasaGameState* GetGasaGameState(UObject* Context);
UFUNCTION(BlueprintCallable, Category="Gasa|Game", BlueprintPure, meta=(WorldContext="Context"))
static AGasaLevelScriptActor* GetGasaLevelActor(UObject* Context);
UFUNCTION(BlueprintCallable, Category="Gasa|Game", BlueprintPure, meta=(WorldContext="Context"))
static AGasaPlayerController* GetPrimaryGasaPlayerController(UObject* Context);
#pragma endregion Game
#pragma region Logging
UFUNCTION(BlueprintCallable, Category="Gasa|Logging", meta=(WorldContext="Context", DisplayName="Log Gasa", AdvancedDisplay="bPrintToScreen", DevelopmentOnly))
static void Log( UObject* Context, FString Message, EGasaVerbosity Verbosity = EGasaVerbosity::Log, bool bPrintOnScreen = false);
static const FLinearColor logRegularColor;
static float printToScreenDuration;
#pragma endregion Logging
#pragma region Timing
public:
// Constant Rates
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "24 Hz", CallableWithoutWorldContext))
static FORCEINLINE float BP_Clock_24Hz () { return Gasa::_24Hz; }
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "30 Hz", CallableWithoutWorldContext))
static FORCEINLINE float BP_Clock_30Hz () { return Gasa::_30Hz; }
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "42 Hz", CallableWithoutWorldContext))
static FORCEINLINE float BP_Clock_42Hz () { return Gasa::_42Hz; }
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "50 Hz", CallableWithoutWorldContext))
static FORCEINLINE float BP_Clock_50Hz () { return Gasa::_50Hz; }
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "60 Hz", CallableWithoutWorldContext))
static FORCEINLINE float BP_Clock_60Hz () { return Gasa::_60Hz; }
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "72 Hz", CallableWithoutWorldContext))
static FORCEINLINE float BP_Clock_72Hz () { return Gasa::_72Hz; }
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "80 Hz", CallableWithoutWorldContext))
static FORCEINLINE float BP_Clock_80Hz () { return Gasa::_80Hz; }
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "90 Hz", CallableWithoutWorldContext))
static FORCEINLINE float BP_Clock_90Hz () { return Gasa::_90Hz; }
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "100 Hz", CallableWithoutWorldContext))
static FORCEINLINE float BP_Clock_100Hz() { return Gasa::_100Hz; }
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "120 Hz", CallableWithoutWorldContext))
static FORCEINLINE float BP_Clock_120Hz() { return Gasa::_120Hz; }
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "240 Hz", CallableWithoutWorldContext))
static FORCEINLINE float BP_Clock_240Hz() { return Gasa::_240Hz; }
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "480 Hz", CallableWithoutWorldContext))
static FORCEINLINE float BPClock_480Hz() { return Gasa::_480Hz; }
// Standard Timing
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "Time Rate", CallableWithoutWorldContext))
static FORCEINLINE float GetStd_Timerate () { return timingRate_Std; }
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "Quarter Time Rate", CallableWithoutWorldContext))
static FORCEINLINE float GetStd_Timerate_Quarter() { return timingRate_Std * 0.25f; }
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "Half Time Rate", CallableWithoutWorldContext))
static FORCEINLINE float GetStd_Timerate_Half () { return timingRate_Std * 0.5f; }
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "2X Time Rate", CallableWithoutWorldContext))
static FORCEINLINE float GetStd_Timerate_2X () { return timingRate_Std * 2.0f; }
UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "4X Time Rate", CallableWithoutWorldContext))
static FORCEINLINE float GetStd_Timerate_4X () { return timingRate_Std * 4.0f; }
UFUNCTION(BlueprintCallable, Category = "Timing", Meta = (DisplayName = "Set Time Rate"))
static void SetStd_Timerate(float _rateDesired)
{
// Not the best check.. if inconsistency arises, use the a rigorous one.
if (_rateDesired >= Gasa::_24Hz)
{
timingRate_Std = _rateDesired;
}
}
protected:
static float timingRate_Std;
#pragma endregion Timing
};