File size: 6,701 Bytes
3243e23
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
// Copyright Epic Games, Inc. All Rights Reserved.

#include "GameUIPolicy.h"
#include "Engine/GameInstance.h"
#include "Framework/Application/SlateApplication.h"
#include "GameUIManagerSubsystem.h"
#include "CommonLocalPlayer.h"
#include "PrimaryGameLayout.h"
#include "Engine/Engine.h"
#include "LogCommonGame.h"

#include UE_INLINE_GENERATED_CPP_BY_NAME(GameUIPolicy)

// Static
UGameUIPolicy* UGameUIPolicy::GetGameUIPolicy(const UObject* WorldContextObject)

{
	if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
	{
		if (UGameInstance* GameInstance = World->GetGameInstance())
		{
			if (UGameUIManagerSubsystem* UIManager = UGameInstance::GetSubsystem<UGameUIManagerSubsystem>(GameInstance))
			{
				return UIManager->GetCurrentUIPolicy();
			}
		}
	}

	return nullptr;
}

UGameUIManagerSubsystem* UGameUIPolicy::GetOwningUIManager() const

{
	return CastChecked<UGameUIManagerSubsystem>(GetOuter());
}

UWorld* UGameUIPolicy::GetWorld() const

{
	return GetOwningUIManager()->GetGameInstance()->GetWorld();
}

UPrimaryGameLayout* UGameUIPolicy::GetRootLayout(const UCommonLocalPlayer* LocalPlayer) const

{
	const FRootViewportLayoutInfo* LayoutInfo = RootViewportLayouts.FindByKey(LocalPlayer);
	return LayoutInfo ? LayoutInfo->RootLayout : nullptr;
}

void UGameUIPolicy::NotifyPlayerAdded(UCommonLocalPlayer* LocalPlayer)

{
	LocalPlayer->OnPlayerControllerSet.AddWeakLambda(this, [this](UCommonLocalPlayer* LocalPlayer, APlayerController* PlayerController)
	{
		NotifyPlayerRemoved(LocalPlayer);

		if (FRootViewportLayoutInfo* LayoutInfo = RootViewportLayouts.FindByKey(LocalPlayer))
		{
			AddLayoutToViewport(LocalPlayer, LayoutInfo->RootLayout);
			LayoutInfo->bAddedToViewport = true;
		}
		else
		{
			CreateLayoutWidget(LocalPlayer);
		}
	});

	if (FRootViewportLayoutInfo* LayoutInfo = RootViewportLayouts.FindByKey(LocalPlayer))
	{
		AddLayoutToViewport(LocalPlayer, LayoutInfo->RootLayout);
		LayoutInfo->bAddedToViewport = true;
	}
	else
	{
		CreateLayoutWidget(LocalPlayer);
	}
}

void UGameUIPolicy::NotifyPlayerRemoved(UCommonLocalPlayer* LocalPlayer)

{
	if (FRootViewportLayoutInfo* LayoutInfo = RootViewportLayouts.FindByKey(LocalPlayer))
	{
		RemoveLayoutFromViewport(LocalPlayer, LayoutInfo->RootLayout);
		LayoutInfo->bAddedToViewport = false;

		if (LocalMultiplayerInteractionMode == ELocalMultiplayerInteractionMode::SingleToggle && !LocalPlayer->IsPrimaryPlayer())
		{
			UPrimaryGameLayout* RootLayout = LayoutInfo->RootLayout;
			if (RootLayout && !RootLayout->IsDormant())
			{
				// We're removing a secondary player's root while it's in control - transfer control back to the primary player's root
				RootLayout->SetIsDormant(true);
				for (const FRootViewportLayoutInfo& RootLayoutInfo : RootViewportLayouts)
				{
					if (RootLayoutInfo.LocalPlayer->IsPrimaryPlayer())
					{
						if (UPrimaryGameLayout* PrimaryRootLayout = RootLayoutInfo.RootLayout)
						{
							PrimaryRootLayout->SetIsDormant(false);
						}
					}
				}
			}
		}
	}
}

void UGameUIPolicy::NotifyPlayerDestroyed(UCommonLocalPlayer* LocalPlayer)

{
	NotifyPlayerRemoved(LocalPlayer);
	LocalPlayer->OnPlayerControllerSet.RemoveAll(this);
	const int32 LayoutInfoIdx = RootViewportLayouts.IndexOfByKey(LocalPlayer);
	if (LayoutInfoIdx != INDEX_NONE)
	{
		UPrimaryGameLayout* Layout = RootViewportLayouts[LayoutInfoIdx].RootLayout;
		RootViewportLayouts.RemoveAt(LayoutInfoIdx);

		RemoveLayoutFromViewport(LocalPlayer, Layout);

		OnRootLayoutReleased(LocalPlayer, Layout);
	}
}

void UGameUIPolicy::AddLayoutToViewport(UCommonLocalPlayer* LocalPlayer, UPrimaryGameLayout* Layout)

{
	UE_LOG(LogCommonGame, Log, TEXT("[%s] is adding player [%s]'s root layout [%s] to the viewport"), *GetName(), *GetNameSafe(LocalPlayer), *GetNameSafe(Layout));

	Layout->SetPlayerContext(FLocalPlayerContext(LocalPlayer));
	Layout->AddToPlayerScreen(1000);

	OnRootLayoutAddedToViewport(LocalPlayer, Layout);
}

void UGameUIPolicy::RemoveLayoutFromViewport(UCommonLocalPlayer* LocalPlayer, UPrimaryGameLayout* Layout)

{
	TWeakPtr<SWidget> LayoutSlateWidget = Layout->GetCachedWidget();
	if (LayoutSlateWidget.IsValid())
	{
		UE_LOG(LogCommonGame, Log, TEXT("[%s] is removing player [%s]'s root layout [%s] from the viewport"), *GetName(), *GetNameSafe(LocalPlayer), *GetNameSafe(Layout));

		Layout->RemoveFromParent();
		if (LayoutSlateWidget.IsValid())
		{
			UE_LOG(LogCommonGame, Log, TEXT("Player [%s]'s root layout [%s] has been removed from the viewport, but other references to its underlying Slate widget still exist. Noting in case we leak it."), *GetNameSafe(LocalPlayer), *GetNameSafe(Layout));
		}

		OnRootLayoutRemovedFromViewport(LocalPlayer, Layout);
	}
}

void UGameUIPolicy::OnRootLayoutAddedToViewport(UCommonLocalPlayer* LocalPlayer, UPrimaryGameLayout* Layout)

{
#if WITH_EDITOR
	if (GIsEditor && LocalPlayer->IsPrimaryPlayer())
	{
		// So our controller will work in PIE without needing to click in the viewport
		FSlateApplication::Get().SetUserFocusToGameViewport(0);
	}
#endif
}

void UGameUIPolicy::OnRootLayoutRemovedFromViewport(UCommonLocalPlayer* LocalPlayer, UPrimaryGameLayout* Layout)

{
	
}

void UGameUIPolicy::OnRootLayoutReleased(UCommonLocalPlayer* LocalPlayer, UPrimaryGameLayout* Layout)

{
	
}

void UGameUIPolicy::RequestPrimaryControl(UPrimaryGameLayout* Layout)

{
	if (LocalMultiplayerInteractionMode == ELocalMultiplayerInteractionMode::SingleToggle && Layout->IsDormant())
	{
		for (const FRootViewportLayoutInfo& LayoutInfo : RootViewportLayouts)
		{
			UPrimaryGameLayout* RootLayout = LayoutInfo.RootLayout;
			if (RootLayout && !RootLayout->IsDormant())
			{
				RootLayout->SetIsDormant(true);
				break;
			}
		}
		Layout->SetIsDormant(false);
	}
}

void UGameUIPolicy::CreateLayoutWidget(UCommonLocalPlayer* LocalPlayer)

{
	if (APlayerController* PlayerController = LocalPlayer->GetPlayerController(GetWorld()))
	{
		TSubclassOf<UPrimaryGameLayout> LayoutWidgetClass = GetLayoutWidgetClass(LocalPlayer);
		if (ensure(LayoutWidgetClass && !LayoutWidgetClass->HasAnyClassFlags(CLASS_Abstract)))
		{
			UPrimaryGameLayout* NewLayoutObject = CreateWidget<UPrimaryGameLayout>(PlayerController, LayoutWidgetClass);
			RootViewportLayouts.Emplace(LocalPlayer, NewLayoutObject, true);
			
			AddLayoutToViewport(LocalPlayer, NewLayoutObject);
		}
	}
}

TSubclassOf<UPrimaryGameLayout> UGameUIPolicy::GetLayoutWidgetClass(UCommonLocalPlayer* LocalPlayer)

{
	return LayoutClass.LoadSynchronous();
}