Files
SibIntel1/Plugins/cppFuncLib/Source/cppFuncLib/Private/cppFuncLibBPLibrary.cpp
T

111 lines
2.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "cppFuncLibBPLibrary.h"
#include "cppFuncLib.h"
UcppFuncLibBPLibrary::UcppFuncLibBPLibrary(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
/*for working tarray::Contains*/
//bool operator==(const Fcppcoords& c1, const Fcppcoords& c2) {
// return c1.flat == c2.flat &&
// c1.floor == c2.floor &&
// c1.house == c2.house &&
// c1.section == c2.section &&
// c1.type == c2.type &&
// c1.zone == c2.zone;
//}
TArray<FString> UcppFuncLibBPLibrary::cppUniversalParser(FString string, TArray<FString> keys, FString delimiter, bool caseSensitive)
{
TArray<FString> arr;
TArray<FString> out;
out.SetNum(keys.Num());
string.ParseIntoArray(arr, *delimiter, false);
for (const auto& str : arr) {
int n = 0;
for (const auto& str1 : keys) {
if (str1.IsEmpty()) continue;
FString left_;
FString right_;
if (str.Split(str1, &left_, &right_, caseSensitive ? ESearchCase::CaseSensitive : ESearchCase::IgnoreCase)) {
if (out[n].IsEmpty()) out[n] = right_;
}
n++;
}
}
return out;
}
FString UcppFuncLibBPLibrary::cppIntToStrPad(int32 int_, int32 minDigits)
{
FString temp = FString::FromInt(int_);
for (int32 i = temp.Len(); i < minDigits; i++) {
temp = FString("0") + temp;
}
return temp;
}
TSoftObjectPtr<UTexture2D> UcppFuncLibBPLibrary::castSoftTex2D(TSoftObjectPtr<UObject> ptr)
{
return TSoftObjectPtr<UTexture2D>(ptr.ToSoftObjectPath());//somewhy cant construct from another <T> and cant cast
}
void UcppFuncLibBPLibrary::getMinMaxInRange(TArray<int32> array_, int32 min, int32 max, int32& minId, int32& maxId)
{
if (min > max) return;
int32 minv = array_[min];
int32 maxv = minv;
int32 mini = min;
int32 maxi = mini;
for (int32 i = 0; i < array_.Num(); i++) {
if ((min <= i) && (i <= max)) {
if (array_[i] < minv) {
minv = array_[i];
mini = i;
}
else if (array_[i] > maxv) {
maxv = array_[i];
maxi = i;
}
}
}
minId = mini;
maxId = maxi;
return;
}
void UcppFuncLibBPLibrary::getMinMaxInRangeF(TArray<float> array_, int32 min, int32 max, int32& minId, int32& maxId)
{
if (min > max) return;
int32 minv = array_[min];
int32 maxv = minv;
int32 mini = min;
int32 maxi = mini;
for (int32 i = 0; i < array_.Num(); i++) {
if ((min <= i) && (i <= max)) {
if (array_[i] < minv) {
minv = array_[i];
mini = i;
}
else if (array_[i] > maxv) {
maxv = array_[i];
maxi = i;
}
}
}
minId = mini;
maxId = maxi;
return;
}