File size: 6,049 Bytes
4331f83 | 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 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CommonActivatableWidget.h"
#include "CommonUIExtensions.h"
#include "Engine/AssetManager.h"
#include "Engine/StreamableManager.h"
#include "GameplayTagContainer.h"
#include "Widgets/CommonActivatableWidgetContainer.h" // IWYU pragma: keep
#include "PrimaryGameLayout.generated.h"
#define UE_API COMMONGAME_API
class APlayerController;
class UClass;
class UCommonActivatableWidgetContainerBase;
class ULocalPlayer;
class UObject;
struct FFrame;
/**
* The state of an async load operation for the UI.
*/
enum class EAsyncWidgetLayerState : uint8
{
Canceled,
Initialize,
AfterPush
};
/**
* The primary game UI layout of your game. This widget class represents how to layout, push and display all layers
* of the UI for a single player. Each player in a split-screen game will receive their own primary game layout.
*/
UCLASS(MinimalAPI, Abstract, meta = (DisableNativeTick))
class UPrimaryGameLayout : public UCommonUserWidget
{
GENERATED_BODY()
public:
static UE_API UPrimaryGameLayout* GetPrimaryGameLayoutForPrimaryPlayer(const UObject* WorldContextObject);
static UE_API UPrimaryGameLayout* GetPrimaryGameLayout(APlayerController* PlayerController);
static UE_API UPrimaryGameLayout* GetPrimaryGameLayout(ULocalPlayer* LocalPlayer);
public:
UE_API UPrimaryGameLayout(const FObjectInitializer& ObjectInitializer);
/** A dormant root layout is collapsed and responds only to persistent actions registered by the owning player */
UE_API void SetIsDormant(bool Dormant);
bool IsDormant() const { return bIsDormant; }
public:
template <typename ActivatableWidgetT = UCommonActivatableWidget>
TSharedPtr<FStreamableHandle> PushWidgetToLayerStackAsync(FGameplayTag LayerName, bool bSuspendInputUntilComplete, TSoftClassPtr<UCommonActivatableWidget> ActivatableWidgetClass)
{
return PushWidgetToLayerStackAsync<ActivatableWidgetT>(LayerName, bSuspendInputUntilComplete, ActivatableWidgetClass, [](EAsyncWidgetLayerState, ActivatableWidgetT*) {});
}
template <typename ActivatableWidgetT = UCommonActivatableWidget>
TSharedPtr<FStreamableHandle> PushWidgetToLayerStackAsync(FGameplayTag LayerName, bool bSuspendInputUntilComplete, TSoftClassPtr<UCommonActivatableWidget> ActivatableWidgetClass, TFunction<void(EAsyncWidgetLayerState, ActivatableWidgetT*)> StateFunc)
{
static_assert(TIsDerivedFrom<ActivatableWidgetT, UCommonActivatableWidget>::IsDerived, "Only CommonActivatableWidgets can be used here");
static FName NAME_PushingWidgetToLayer("PushingWidgetToLayer");
const FName SuspendInputToken = bSuspendInputUntilComplete ? UCommonUIExtensions::SuspendInputForPlayer(GetOwningPlayer(), NAME_PushingWidgetToLayer) : NAME_None;
FStreamableManager& StreamableManager = UAssetManager::Get().GetStreamableManager();
TSharedPtr<FStreamableHandle> StreamingHandle = StreamableManager.RequestAsyncLoad(ActivatableWidgetClass.ToSoftObjectPath(), FStreamableDelegate::CreateWeakLambda(this,
[this, LayerName, ActivatableWidgetClass, StateFunc, SuspendInputToken]()
{
UCommonUIExtensions::ResumeInputForPlayer(GetOwningPlayer(), SuspendInputToken);
ActivatableWidgetT* Widget = PushWidgetToLayerStack<ActivatableWidgetT>(LayerName, ActivatableWidgetClass.Get(), [StateFunc](ActivatableWidgetT& WidgetToInit) {
StateFunc(EAsyncWidgetLayerState::Initialize, &WidgetToInit);
});
StateFunc(EAsyncWidgetLayerState::AfterPush, Widget);
})
);
// Setup a cancel delegate so that we can resume input if this handler is canceled.
StreamingHandle->BindCancelDelegate(FStreamableDelegate::CreateWeakLambda(this,
[this, StateFunc, SuspendInputToken]()
{
UCommonUIExtensions::ResumeInputForPlayer(GetOwningPlayer(), SuspendInputToken);
StateFunc(EAsyncWidgetLayerState::Canceled, nullptr);
})
);
return StreamingHandle;
}
template <typename ActivatableWidgetT = UCommonActivatableWidget>
ActivatableWidgetT* PushWidgetToLayerStack(FGameplayTag LayerName, UClass* ActivatableWidgetClass)
{
return PushWidgetToLayerStack<ActivatableWidgetT>(LayerName, ActivatableWidgetClass, [](ActivatableWidgetT&) {});
}
template <typename ActivatableWidgetT = UCommonActivatableWidget>
ActivatableWidgetT* PushWidgetToLayerStack(FGameplayTag LayerName, UClass* ActivatableWidgetClass, TFunctionRef<void(ActivatableWidgetT&)> InitInstanceFunc)
{
static_assert(TIsDerivedFrom<ActivatableWidgetT, UCommonActivatableWidget>::IsDerived, "Only CommonActivatableWidgets can be used here");
if (UCommonActivatableWidgetContainerBase* Layer = GetLayerWidget(LayerName))
{
return Layer->AddWidget<ActivatableWidgetT>(ActivatableWidgetClass, InitInstanceFunc);
}
return nullptr;
}
// Find the widget if it exists on any of the layers and remove it from the layer.
UE_API void FindAndRemoveWidgetFromLayer(UCommonActivatableWidget* ActivatableWidget);
// Get the layer widget for the given layer tag.
UE_API UCommonActivatableWidgetContainerBase* GetLayerWidget(FGameplayTag LayerName);
protected:
/** Register a layer that widgets can be pushed onto. */
UFUNCTION(BlueprintCallable, Category="Layer")
UE_API void RegisterLayer(UPARAM(meta = (Categories = "UI.Layer")) FGameplayTag LayerTag, UCommonActivatableWidgetContainerBase* LayerWidget);
UE_API virtual void OnIsDormantChanged();
UE_API void OnWidgetStackTransitioning(UCommonActivatableWidgetContainerBase* Widget, bool bIsTransitioning);
private:
bool bIsDormant = false;
// Lets us keep track of all suspended input tokens so that multiple async UIs can be loading and we correctly suspend
// for the duration of all of them.
TArray<FName> SuspendInputTokens;
// The registered layers for the primary layout.
UPROPERTY(Transient, meta = (Categories = "UI.Layer"))
TMap<FGameplayTag, TObjectPtr<UCommonActivatableWidgetContainerBase>> Layers;
};
#undef UE_API
|