104 lines
3.0 KiB
C++
104 lines
3.0 KiB
C++
/**
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* @file
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*
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* @author Mamadou Babaei <mamadou@senseglove.com>
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*
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* @section LICENSE
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*
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* (The MIT License)
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*
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* Copyright (c) 2020 - 2024 SenseGlove
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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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* @section DESCRIPTION
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*
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*
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*/
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#include "SGUtils/SGEngineUtils.h"
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#if WITH_EDITOR
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#include "Editor.h"
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#endif /* WITH_EDITOR */
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#include "Engine/Engine.h"
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#include "Engine/GameViewportClient.h"
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#include "Engine/World.h"
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#include "Subsystems/EngineSubsystem.h"
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UWorld* FSGEngineUtils::GetWorld()
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{
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UWorld* World{nullptr};
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#if WITH_EDITOR
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if (GIsEditor)
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{
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if (IsValid(GEditor))
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{
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{
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const bool bIsPIE = GPlayInEditorID != -1;
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const int32 WorldPIEInstance = bIsPIE ? GPlayInEditorID : 1;
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const FWorldContext* WorldContext{GEditor->GetPIEWorldContext(WorldPIEInstance)};
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if (WorldContext)
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{
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World = WorldContext->World();
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}
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}
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if (!IsValid(World) && IsInGameThread() && !(GEditor->PlayWorld || GIsPlayInEditorWorld))
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{
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World = GEditor->GetEditorWorldContext(false).World();
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}
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}
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if (!IsValid(World) && IsValid(GEngine))
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{
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const UGameViewportClient* Viewport{GEngine->GameViewport};
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if (IsValid(Viewport))
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{
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World = Viewport->GetWorld();
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}
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}
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}
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else
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{
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if (IsValid(GEngine))
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{
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World = GEngine->GetCurrentPlayWorld(nullptr);
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}
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}
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#else /* WITH_EDITOR */
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if (IsValid(GEngine))
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{
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World = GEngine->GetCurrentPlayWorld(nullptr);
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}
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#endif /* WITH_EDITOR */
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if (!IsValid(World) && IsValid(GEngine))
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{
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UEngineSubsystem* EngineSubsystem{GEngine->GetEngineSubsystem<UEngineSubsystem>()};
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if (IsValid(EngineSubsystem))
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{
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World = EngineSubsystem->GetWorld();
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}
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}
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return World;
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} |