Ed_
ad41867dc5
- 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.
103 lines
5.2 KiB
C++
103 lines
5.2 KiB
C++
#pragma once
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#include "GasaCommon.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "GasaLibrary.Generated.h"
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// UINTERFACE()
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// class
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UCLASS(BlueprintType)
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class GASA_API UGasaLib : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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#pragma region Game
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UFUNCTION(BlueprintCallable, Category="Gasa|Game", BlueprintPure, meta=(WorldContext="Context"))
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static UGasaDevOptions* GetGasaDevOptions(UObject* Context);
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UFUNCTION(BlueprintCallable, Category="Gasa|Game", BlueprintPure, meta=(WorldContext="Context"))
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static UGasaGameInstance* GetGasaGameInstance(UObject* Context);
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UFUNCTION(BlueprintCallable, Category="Gasa|Game", BlueprintPure, meta=(WorldContext="Context"))
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static AGasaGameMode* GetGasaGameMode(UObject* Context);
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UFUNCTION(BlueprintCallable, Category="Gasa|Game", BlueprintPure, meta=(WorldContext="Context"))
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static AGasaGameState* GetGasaGameState(UObject* Context);
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UFUNCTION(BlueprintCallable, Category="Gasa|Game", BlueprintPure, meta=(WorldContext="Context"))
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static AGasaLevelScriptActor* GetGasaLevelActor(UObject* Context);
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UFUNCTION(BlueprintCallable, Category="Gasa|Game", BlueprintPure, meta=(WorldContext="Context"))
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static AGasaPlayerController* GetPrimaryGasaPlayerController(UObject* Context);
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#pragma endregion Game
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#pragma region Logging
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UFUNCTION(BlueprintCallable, Category="Gasa|Logging", meta=(WorldContext="Context", DisplayName="Log Gasa", AdvancedDisplay="bPrintToScreen", DevelopmentOnly))
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static void Log( UObject* Context, FString Message, EGasaVerbosity Verbosity = EGasaVerbosity::Log, bool bPrintOnScreen = false);
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static const FLinearColor logRegularColor;
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static float printToScreenDuration;
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#pragma endregion Logging
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#pragma region Timing
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public:
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// Constant Rates
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "24 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_24Hz () { return Gasa::_24Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "30 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_30Hz () { return Gasa::_30Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "42 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_42Hz () { return Gasa::_42Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "50 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_50Hz () { return Gasa::_50Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "60 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_60Hz () { return Gasa::_60Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "72 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_72Hz () { return Gasa::_72Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "80 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_80Hz () { return Gasa::_80Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "90 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_90Hz () { return Gasa::_90Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "100 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_100Hz() { return Gasa::_100Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "120 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_120Hz() { return Gasa::_120Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "240 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BP_Clock_240Hz() { return Gasa::_240Hz; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "480 Hz", CallableWithoutWorldContext))
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static FORCEINLINE float BPClock_480Hz() { return Gasa::_480Hz; }
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// Standard Timing
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "Time Rate", CallableWithoutWorldContext))
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static FORCEINLINE float GetStd_Timerate () { return timingRate_Std; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "Quarter Time Rate", CallableWithoutWorldContext))
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static FORCEINLINE float GetStd_Timerate_Quarter() { return timingRate_Std * 0.25f; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "Half Time Rate", CallableWithoutWorldContext))
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static FORCEINLINE float GetStd_Timerate_Half () { return timingRate_Std * 0.5f; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "2X Time Rate", CallableWithoutWorldContext))
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static FORCEINLINE float GetStd_Timerate_2X () { return timingRate_Std * 2.0f; }
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UFUNCTION(BlueprintPure, Category = "Timing", Meta = (DisplayName = "4X Time Rate", CallableWithoutWorldContext))
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static FORCEINLINE float GetStd_Timerate_4X () { return timingRate_Std * 4.0f; }
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UFUNCTION(BlueprintCallable, Category = "Timing", Meta = (DisplayName = "Set Time Rate"))
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static void SetStd_Timerate(float _rateDesired)
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{
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// Not the best check.. if inconsistency arises, use the a rigorous one.
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if (_rateDesired >= Gasa::_24Hz)
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{
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timingRate_Std = _rateDesired;
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}
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}
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protected:
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static float timingRate_Std;
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#pragma endregion Timing
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};
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