haxis/Source/UnrealProject/GameState/PlayerControllerBase.h

123 lines
3.1 KiB
C++

// Project Lab - NHTV Igad
#pragma once
#include "MenuAction.h"
#include "GameFramework/PlayerController.h"
#include "PlayerSetupState.h"
#include "PlayerControllerBase.generated.h"
// Input method for local players
UENUM(BlueprintType)
enum class EInputMethod : uint8
{
PC,
X360,
DS4
};
/**
*
*/
UCLASS()
class UNREALPROJECT_API APlayerControllerBase : public APlayerController
{
GENERATED_BODY()
public:
APlayerControllerBase(const FObjectInitializer& init);
virtual void BeginPlay() override;
virtual void SetupInputComponent() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void PlayerTick(float DeltaTime) override;
virtual void Destroyed() override;
virtual void OnLearnSkill(class UBaseSkillObject* object);
virtual void OnUnlearnSkill(class UBaseSkillObject* object);
UFUNCTION(BlueprintCallable, Category = "MenuStack")
void AddMenuInputItem(class UMenuItemBase* item, int32 priority = 0);
UFUNCTION(BlueprintCallable, Category = "MenuStack")
void RemoveMenuInputItem(class UMenuItemBase* item);
UFUNCTION(BlueprintCallable, Category = "Input")
EInputMethod GetInputMethod() const;
UFUNCTION(BlueprintCallable, Category = "Input")
TArray<FString> ScanForJoysticks();
UFUNCTION(BlueprintCallable, Category = "Input")
void SelectJoystick(int32 joystick);
virtual void PreClientTravel(const FString& PendingURL, ETravelType TravelType, bool bIsSeamlessTravel);
// Called from the game when we should move to the lobby
UFUNCTION(Client, Reliable)
void EnterLobby();
virtual void OnEnterLobby();
// Call to return to the main menu / leave current game
UFUNCTION(BlueprintCallable, Category = "Game")
void ReturnToMenu();
// Replication callbacks
virtual void OnRep_PlayerState() override;
virtual void OnRep_Pawn() override;
// Template state acquisition functions
template<typename T> T* GetPlayerState()
{
return Cast<T>(PlayerState);
}
template<typename T> T* GetGameState()
{
if(!GetWorld())
return nullptr;
return Cast<T>(GetWorld()->GameState);
}
// Called when the setupState is replicated
UFUNCTION()
virtual void OnRep_Setup();
// Lobby Character selection
UPROPERTY(replicatedUsing=OnRep_Setup)
FPlayerSetupState setupState;
UPROPERTY(BlueprintReadOnly, Category = "Overlay")
class UScreenOverlay* overlay;
UPROPERTY(BlueprintReadOnly, Category = "Overlay")
class UTransitionScreen* transitionScreen;
protected:
virtual void OnMenuAction(EMenuActionBinding action);
private:
void m_OnMenuConfirm();
void m_OnMenuBack();
void m_OnMenuStart();
void m_OnMenuUp();
void m_OnMenuDown();
void m_OnMenuLeft();
void m_OnMenuRight();
void m_OnMenuOpt1();
void m_OnMenuOpt2();
void m_OnMenuLeftPressed();
void m_OnMenuRightPressed();
void m_OnMenuLeftReleased();
void m_OnMenuRightReleased();
void m_OnMenuShoulderLeft();
void m_OnMenuShoulderRight();
void m_OnMenuOptionsButton();
bool m_onSetupStateSet;
bool m_repeatLeft;
bool m_repeatRight;
TArray<FString> m_recentJoystickScan;
UPROPERTY()
TArray<class UMenuItemBase*> m_menuItemStack;
};