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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 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "PrimaryGameLayout.h"
#include "CommonLocalPlayer.h"
#include "Engine/GameInstance.h"
#include "GameUIManagerSubsystem.h"
#include "GameUIPolicy.h"
#include "Kismet/GameplayStatics.h"
#include "LogCommonGame.h"
#include "Widgets/CommonActivatableWidgetContainer.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(PrimaryGameLayout)
class UObject;
/*static*/ UPrimaryGameLayout* UPrimaryGameLayout::GetPrimaryGameLayoutForPrimaryPlayer(const UObject* WorldContextObject)
{
UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(WorldContextObject);
APlayerController* PlayerController = GameInstance->GetPrimaryPlayerController(false);
return GetPrimaryGameLayout(PlayerController);
}
/*static*/ UPrimaryGameLayout* UPrimaryGameLayout::GetPrimaryGameLayout(APlayerController* PlayerController)
{
return PlayerController ? GetPrimaryGameLayout(Cast<UCommonLocalPlayer>(PlayerController->Player)) : nullptr;
}
/*static*/ UPrimaryGameLayout* UPrimaryGameLayout::GetPrimaryGameLayout(ULocalPlayer* LocalPlayer)
{
if (LocalPlayer)
{
const UCommonLocalPlayer* CommonLocalPlayer = CastChecked<UCommonLocalPlayer>(LocalPlayer);
if (const UGameInstance* GameInstance = CommonLocalPlayer->GetGameInstance())
{
if (UGameUIManagerSubsystem* UIManager = GameInstance->GetSubsystem<UGameUIManagerSubsystem>())
{
if (const UGameUIPolicy* Policy = UIManager->GetCurrentUIPolicy())
{
if (UPrimaryGameLayout* RootLayout = Policy->GetRootLayout(CommonLocalPlayer))
{
return RootLayout;
}
}
}
}
}
return nullptr;
}
UPrimaryGameLayout::UPrimaryGameLayout(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UPrimaryGameLayout::SetIsDormant(bool InDormant)
{
if (bIsDormant != InDormant)
{
const ULocalPlayer* LP = GetOwningLocalPlayer();
const int32 PlayerId = LP ? LP->GetControllerId() : -1;
const TCHAR* OldDormancyStr = bIsDormant ? TEXT("Dormant") : TEXT("Not-Dormant");
const TCHAR* NewDormancyStr = InDormant ? TEXT("Dormant") : TEXT("Not-Dormant");
const TCHAR* PrimaryPlayerStr = LP && LP->IsPrimaryPlayer() ? TEXT("[Primary]") : TEXT("[Non-Primary]");
UE_LOG(LogCommonGame, Display, TEXT("%s PrimaryGameLayout Dormancy changed for [%d] from [%s] to [%s]"), PrimaryPlayerStr, PlayerId, OldDormancyStr, NewDormancyStr);
bIsDormant = InDormant;
OnIsDormantChanged();
}
}
void UPrimaryGameLayout::OnIsDormantChanged()
{
//@TODO NDarnell Determine what to do with dormancy, in the past we treated dormancy as a way to shutoff rendering
//and the view for the other local players when we force multiple players to use the player view of a single player.
//if (UCommonLocalPlayer* LocalPlayer = GetOwningLocalPlayer<UCommonLocalPlayer>())
//{
// // When the root layout is dormant, we don't want to render anything from the owner's view either
// LocalPlayer->SetIsPlayerViewEnabled(!bIsDormant);
//}
//SetVisibility(bIsDormant ? ESlateVisibility::Collapsed : ESlateVisibility::SelfHitTestInvisible);
//OnLayoutDormancyChanged().Broadcast(bIsDormant);
}
void UPrimaryGameLayout::RegisterLayer(FGameplayTag LayerTag, UCommonActivatableWidgetContainerBase* LayerWidget)
{
if (!IsDesignTime())
{
LayerWidget->OnTransitioningChanged.AddUObject(this, &UPrimaryGameLayout::OnWidgetStackTransitioning);
// TODO: Consider allowing a transition duration, we currently set it to 0, because if it's not 0, the
// transition effect will cause focus to not transition properly to the new widgets when using
// gamepad always.
LayerWidget->SetTransitionDuration(0.0);
Layers.Add(LayerTag, LayerWidget);
}
}
void UPrimaryGameLayout::OnWidgetStackTransitioning(UCommonActivatableWidgetContainerBase* Widget, bool bIsTransitioning)
{
if (bIsTransitioning)
{
const FName SuspendToken = UCommonUIExtensions::SuspendInputForPlayer(GetOwningLocalPlayer(), TEXT("GlobalStackTransion"));
SuspendInputTokens.Add(SuspendToken);
}
else
{
if (ensure(SuspendInputTokens.Num() > 0))
{
const FName SuspendToken = SuspendInputTokens.Pop();
UCommonUIExtensions::ResumeInputForPlayer(GetOwningLocalPlayer(), SuspendToken);
}
}
}
void UPrimaryGameLayout::FindAndRemoveWidgetFromLayer(UCommonActivatableWidget* ActivatableWidget)
{
// We're not sure what layer the widget is on so go searching.
for (const auto& LayerKVP : Layers)
{
LayerKVP.Value->RemoveWidget(*ActivatableWidget);
}
}
UCommonActivatableWidgetContainerBase* UPrimaryGameLayout::GetLayerWidget(FGameplayTag LayerName)
{
return Layers.FindRef(LayerName);
}
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