406 lines
12 KiB
C++
406 lines
12 KiB
C++
/*
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* Unreal Engine .NET 5 integration
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* Copyright (c) 2021 Stanislav Denisov
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#pragma once
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// @third party code - BEGIN CoreCLR
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#include "../../Dependencies/CoreCLR/includes/coreclr_delegates.h"
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#include "../../Dependencies/CoreCLR/includes/hostfxr.h"
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// @third party code - END CoreCLR
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#include "AIController.h"
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#include "Animation/AnimInstance.h"
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#include "AssetRegistryModule.h"
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#include "Camera/CameraActor.h"
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#include "Camera/CameraComponent.h"
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#include "Components/AudioComponent.h"
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#include "Components/BoxComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "Components/DirectionalLightComponent.h"
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#include "Components/HierarchicalInstancedStaticMeshComponent.h"
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#include "Components/InputComponent.h"
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#include "Components/LightComponent.h"
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#include "Components/LightComponentBase.h"
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#include "Components/PostProcessComponent.h"
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#include "Components/ShapeComponent.h"
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#include "Components/SphereComponent.h"
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#include "Components/SplineComponent.h"
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#include "Components/TextRenderComponent.h"
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#include "DrawDebugHelpers.h"
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#include "Engine/DirectionalLight.h"
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#include "Engine/Font.h"
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#include "Engine/GameEngine.h"
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#include "Engine/LevelScriptActor.h"
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#include "Engine/Light.h"
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#include "Engine/Player.h"
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#include "Engine/PointLight.h"
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#include "Engine/PostProcessVolume.h"
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#include "Engine/RectLight.h"
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#include "Engine/SpotLight.h"
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#include "Engine/TriggerBox.h"
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#include "Engine/TriggerCapsule.h"
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#include "Engine/TriggerSphere.h"
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#include "Engine/TriggerVolume.h"
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#include "EngineUtils.h"
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#include "GameFramework/Actor.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/GameModeBase.h"
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#include "GameFramework/PlayerController.h"
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#include "GameFramework/PlayerInput.h"
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#include "GameFramework/SpringArmComponent.h"
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#include "HeadMountedDisplayFunctionLibrary.h"
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#include "IAssetRegistry.h"
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#include "ImageUtils.h"
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#include "Materials/MaterialInstanceDynamic.h"
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#include "Misc/DefaultValueHelper.h"
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#include "Misc/OutputDeviceNull.h"
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#include "Modules/ModuleManager.h"
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#include "MotionControllerComponent.h"
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#include "PhysicsEngine/RadialForceComponent.h"
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#include "Sound/AmbientSound.h"
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#include "UnrealEngine.h"
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#include "UnrealCLRFramework.h"
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#include "UnrealCLRLibrary.h"
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#include "UnrealCLRManager.h"
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#if WITH_EDITOR
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#include "Editor.h"
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#include "Framework/Notifications/NotificationManager.h"
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#include "Widgets/Notifications/SNotificationList.h"
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#endif
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#ifdef _WIN32
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#define UNREALCLR_WINDOWS 1
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#elif defined(__unix__)
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#define UNREALCLR_UNIX 2
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#elif defined(__APPLE__)
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#define UNREALCLR_MAC 3
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#endif
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#define UNREALCLR_NONE
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#define UNREALCLR_BRACKET_LEFT (
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#define UNREALCLR_BRACKET_RIGHT )
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UNREALCLR_API DECLARE_LOG_CATEGORY_EXTERN(LogUnrealCLR, Log, All);
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namespace UnrealCLR {
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enum struct StatusType : int32 {
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Stopped,
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Idle,
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Running
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};
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enum struct TickState : int32 {
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Stopped,
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Registered,
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Started
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};
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enum struct LogLevel : int32 {
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Display,
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Warning,
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Error,
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Fatal
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};
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enum struct CallbackType : int32 {
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ActorOverlapDelegate,
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ActorHitDelegate,
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ActorCursorDelegate,
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ActorKeyDelegate,
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ComponentOverlapDelegate,
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ComponentHitDelegate,
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ComponentCursorDelegate,
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ComponentKeyDelegate,
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CharacterLandedDelegate
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};
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enum struct ArgumentType : int32 {
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None,
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Single,
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Integer,
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Pointer,
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Callback
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};
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enum struct CommandType : int32 {
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Initialize = 1,
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LoadAssemblies = 2,
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UnloadAssemblies = 3,
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Find = 4,
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Execute = 5
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};
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enum {
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OnWorldBegin,
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OnWorldPostBegin,
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OnWorldPrePhysicsTick,
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OnWorldDuringPhysicsTick,
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OnWorldPostPhysicsTick,
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OnWorldPostUpdateTick,
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OnWorldEnd,
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OnActorBeginOverlap,
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OnActorEndOverlap,
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OnActorHit,
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OnActorBeginCursorOver,
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OnActorEndCursorOver,
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OnActorClicked,
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OnActorReleased,
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OnComponentBeginOverlap,
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OnComponentEndOverlap,
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OnComponentHit,
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OnComponentBeginCursorOver,
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OnComponentEndCursorOver,
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OnComponentClicked,
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OnComponentReleased
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};
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struct Callback {
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void** Parameters;
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CallbackType Type;
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FORCEINLINE Callback(void** Parameters, CallbackType Type) {
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this->Parameters = Parameters;
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this->Type = Type;
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}
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};
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struct Argument {
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union {
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float Single;
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uint32_t Integer;
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void* Pointer;
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Callback Callback;
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};
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ArgumentType Type;
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FORCEINLINE Argument(float Value) {
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this->Single = Value;
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this->Type = ArgumentType::Single;
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}
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FORCEINLINE Argument(uint32_t Value) {
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this->Integer = Value;
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this->Type = ArgumentType::Integer;
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}
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FORCEINLINE Argument(void* Value) {
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this->Pointer = Value;
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this->Type = !Value ? ArgumentType::None : ArgumentType::Pointer;
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}
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FORCEINLINE Argument(UnrealCLR::Callback Value) {
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this->Callback = Value;
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this->Type = ArgumentType::Callback;
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}
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};
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struct Command {
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union {
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struct {
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void* Buffer;
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int32 Checksum;
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};
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struct {
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char* Method;
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int32 Optional;
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};
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struct {
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void* Function;
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Argument Value;
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};
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};
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CommandType Type;
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FORCEINLINE Command(void* const Functions[3], int32 Checksum) {
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this->Buffer = (void*)Functions;
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this->Checksum = Checksum;
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this->Type = CommandType::Initialize;
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}
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FORCEINLINE Command(CommandType Type) {
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this->Type = Type;
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}
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FORCEINLINE Command(const char* Method, bool Optional) {
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this->Method = (char*)Method;
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this->Optional = Optional;
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this->Type = CommandType::Find;
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}
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FORCEINLINE Command(void* Function) {
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this->Function = Function;
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this->Value = nullptr;
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this->Type = CommandType::Execute;
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}
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FORCEINLINE Command(void* Function, Argument Value) {
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this->Function = Function;
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this->Value = Value;
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this->Type = CommandType::Execute;
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}
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};
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static_assert(sizeof(Callback) == 16, "Invalid size of the [Callback] structure");
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static_assert(sizeof(Argument) == 24, "Invalid size of the [Argument] structure");
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static_assert(sizeof(Command) == 40, "Invalid size of the [Command] structure");
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static void* (*ManagedCommand)(Command);
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static FString ProjectPath;
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static FString UserAssembliesPath;
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static StatusType Status = StatusType::Stopped;
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static TickState WorldTickState = TickState::Stopped;
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struct PrePhysicsTickFunction : public FTickFunction {
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virtual void ExecuteTick(float DeltaTime, enum ELevelTick TickType, ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent) override;
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virtual FString DiagnosticMessage() override;
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};
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struct DuringPhysicsTickFunction : public FTickFunction {
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virtual void ExecuteTick(float DeltaTime, enum ELevelTick TickType, ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent) override;
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virtual FString DiagnosticMessage() override;
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};
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struct PostPhysicsTickFunction : public FTickFunction {
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virtual void ExecuteTick(float DeltaTime, enum ELevelTick TickType, ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent) override;
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virtual FString DiagnosticMessage() override;
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};
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struct PostUpdateTickFunction : public FTickFunction {
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virtual void ExecuteTick(float DeltaTime, enum ELevelTick TickType, ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent) override;
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virtual FString DiagnosticMessage() override;
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};
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class Module : public IModuleInterface {
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protected:
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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private:
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void OnWorldPostInitialization(UWorld* World, const UWorld::InitializationValues InitializationValues);
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void OnWorldCleanup(UWorld* World, bool SessionEnded, bool CleanupResources);
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static void RegisterTickFunction(FTickFunction& TickFunction, ETickingGroup TickGroup, AWorldSettings* LevelActor);
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static void HostError(const char_t* Message);
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static void Exception(const char* Message);
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static void Log(UnrealCLR::LogLevel Level, const char* Message);
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FDelegateHandle OnWorldPostInitializationHandle;
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FDelegateHandle OnWorldCleanupHandle;
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PrePhysicsTickFunction OnPrePhysicsTickFunction;
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DuringPhysicsTickFunction OnDuringPhysicsTickFunction;
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PostPhysicsTickFunction OnPostPhysicsTickFunction;
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PostUpdateTickFunction OnPostUpdateTickFunction;
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void* HostfxrLibrary;
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};
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namespace Engine {
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static UUnrealCLRManager* Manager;
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static UWorld* World;
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}
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namespace Shared {
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constexpr static int32 storageSize = 128;
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// Non-instantiable
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static void* AssertFunctions[storageSize];
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static void* CommandLineFunctions[storageSize];
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static void* DebugFunctions[storageSize];
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static void* ObjectFunctions[storageSize];
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static void* ApplicationFunctions[storageSize];
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static void* ConsoleManagerFunctions[storageSize];
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static void* EngineFunctions[storageSize];
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static void* WorldFunctions[storageSize];
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// Instantiable
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static void* AssetFunctions[storageSize];
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static void* AssetRegistryFunctions[storageSize];
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static void* BlueprintFunctions[storageSize];
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static void* ConsoleObjectFunctions[storageSize];
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static void* ConsoleVariableFunctions[storageSize];
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static void* ActorFunctions[storageSize];
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static void* GameModeBaseFunctions[storageSize];
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static void* PawnFunctions[storageSize];
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static void* CharacterFunctions[storageSize];
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static void* ControllerFunctions[storageSize];
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static void* AIControllerFunctions[storageSize];
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static void* PlayerControllerFunctions[storageSize];
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static void* VolumeFunctions[storageSize];
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static void* PostProcessVolumeFunctions[storageSize];
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static void* SoundBaseFunctions[storageSize];
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static void* SoundWaveFunctions[storageSize];
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static void* AnimationInstanceFunctions[storageSize];
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static void* PlayerFunctions[storageSize];
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static void* PlayerInputFunctions[storageSize];
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static void* FontFunctions[storageSize];
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static void* Texture2DFunctions[storageSize];
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static void* ActorComponentFunctions[storageSize];
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static void* InputComponentFunctions[storageSize];
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static void* SceneComponentFunctions[storageSize];
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static void* AudioComponentFunctions[storageSize];
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static void* CameraComponentFunctions[storageSize];
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static void* ChildActorComponentFunctions[storageSize];
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static void* SpringArmComponentFunctions[storageSize];
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static void* PostProcessComponentFunctions[storageSize];
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static void* PrimitiveComponentFunctions[storageSize];
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static void* ShapeComponentFunctions[storageSize];
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static void* BoxComponentFunctions[storageSize];
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static void* SphereComponentFunctions[storageSize];
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static void* CapsuleComponentFunctions[storageSize];
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static void* MeshComponentFunctions[storageSize];
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static void* TextRenderComponentFunctions[storageSize];
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static void* LightComponentBaseFunctions[storageSize];
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static void* LightComponentFunctions[storageSize];
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static void* MotionControllerComponentFunctions[storageSize];
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static void* StaticMeshComponentFunctions[storageSize];
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static void* InstancedStaticMeshComponentFunctions[storageSize];
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static void* HierarchicalInstancedStaticMeshComponentFunctions[storageSize];
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static void* SkinnedMeshComponentFunctions[storageSize];
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static void* SkeletalMeshComponentFunctions[storageSize];
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static void* SplineComponentFunctions[storageSize];
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static void* RadialForceComponentFunctions[storageSize];
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static void* MaterialInterfaceFunctions[storageSize];
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static void* MaterialFunctions[storageSize];
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static void* MaterialInstanceFunctions[storageSize];
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static void* MaterialInstanceDynamicFunctions[storageSize];
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static void* HeadMountedDisplayFunctions[storageSize];
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static void* RuntimeFunctions[2];
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static void* Events[128];
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static void* Functions[128];
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}
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namespace Utility {
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FORCEINLINE static size_t Strcpy(char* Destination, const char* Source, size_t Length);
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FORCEINLINE static size_t Strlen(const char* Source);
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}
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} |