File size: 7,365 Bytes
7fd553e | 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 | // Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AsyncMixin.h"
#include "Blueprint/UserWidgetPool.h"
#include "Widgets/SPanel.h"
class FActiveTimerHandle;
class FArrangedChildren;
class FChildren;
class FPaintArgs;
class FReferenceCollector;
class FSlateRect;
class FSlateWindowElementList;
class FWidgetStyle;
class UIndicatorDescriptor;
class ULyraIndicatorManagerComponent;
struct FSlateBrush;
class SActorCanvas : public SPanel, public FAsyncMixin, public FGCObject
{
public:
/** ActorCanvas-specific slot class */
class FSlot : public TSlotBase<FSlot>
{
public:
FSlot(UIndicatorDescriptor* InIndicator)
: TSlotBase<FSlot>()
, Indicator(InIndicator)
, ScreenPosition(FVector2D::ZeroVector)
, Depth(0)
, Priority(0.f)
, bIsIndicatorVisible(true)
, bInFrontOfCamera(true)
, bHasValidScreenPosition(false)
, bDirty(true)
, bWasIndicatorClamped(false)
, bWasIndicatorClampedStatusChanged(false)
{
}
SLATE_SLOT_BEGIN_ARGS(FSlot, TSlotBase<FSlot>)
SLATE_SLOT_END_ARGS()
using TSlotBase<FSlot>::Construct;
bool GetIsIndicatorVisible() const { return bIsIndicatorVisible; }
void SetIsIndicatorVisible(bool bVisible)
{
if (bIsIndicatorVisible != bVisible)
{
bIsIndicatorVisible = bVisible;
bDirty = true;
}
RefreshVisibility();
}
FVector2D GetScreenPosition() const { return ScreenPosition; }
void SetScreenPosition(FVector2D InScreenPosition)
{
if (ScreenPosition != InScreenPosition)
{
ScreenPosition = InScreenPosition;
bDirty = true;
}
}
double GetDepth() const { return Depth; }
void SetDepth(double InDepth)
{
if (Depth != InDepth)
{
Depth = InDepth;
bDirty = true;
}
}
int32 GetPriority() const { return Priority; }
void SetPriority(int32 InPriority)
{
if (Priority != InPriority)
{
Priority = InPriority;
bDirty = true;
}
}
bool GetInFrontOfCamera() const { return bInFrontOfCamera; }
void SetInFrontOfCamera(bool bInFront)
{
if (bInFrontOfCamera != bInFront)
{
bInFrontOfCamera = bInFront;
bDirty = true;
}
RefreshVisibility();
}
bool HasValidScreenPosition() const { return bHasValidScreenPosition; }
void SetHasValidScreenPosition(bool bValidScreenPosition)
{
if (bHasValidScreenPosition != bValidScreenPosition)
{
bHasValidScreenPosition = bValidScreenPosition;
bDirty = true;
}
RefreshVisibility();
}
bool bIsDirty() const { return bDirty; }
void ClearDirtyFlag()
{
bDirty = false;
}
bool WasIndicatorClamped() const { return bWasIndicatorClamped; }
void SetWasIndicatorClamped(bool bWasClamped) const
{
if (bWasClamped != bWasIndicatorClamped)
{
bWasIndicatorClamped = bWasClamped;
bWasIndicatorClampedStatusChanged = true;
}
}
bool WasIndicatorClampedStatusChanged() const { return bWasIndicatorClampedStatusChanged; }
void ClearIndicatorClampedStatusChangedFlag()
{
bWasIndicatorClampedStatusChanged = false;
}
private:
void RefreshVisibility()
{
const bool bIsVisible = bIsIndicatorVisible && bHasValidScreenPosition;
GetWidget()->SetVisibility(bIsVisible ? EVisibility::SelfHitTestInvisible : EVisibility::Collapsed);
}
//Kept Alive by SActorCanvas::AddReferencedObjects
UIndicatorDescriptor* Indicator;
FVector2D ScreenPosition;
double Depth;
int32 Priority;
uint8 bIsIndicatorVisible : 1;
uint8 bInFrontOfCamera : 1;
uint8 bHasValidScreenPosition : 1;
uint8 bDirty : 1;
/**
* Cached & frame-deferred value of whether the indicator was visually screen clamped last frame or not;
* Semi-hacky mutable implementation as it is cached during a const paint operation
*/
mutable uint8 bWasIndicatorClamped : 1;
mutable uint8 bWasIndicatorClampedStatusChanged : 1;
friend class SActorCanvas;
};
/** ActorCanvas-specific slot class */
class FArrowSlot : public TSlotBase<FArrowSlot>
{
};
/** Begin the arguments for this slate widget */
SLATE_BEGIN_ARGS(SActorCanvas) {
_Visibility = EVisibility::HitTestInvisible;
}
/** Indicates that we have a slot that this widget supports */
SLATE_SLOT_ARGUMENT(SActorCanvas::FSlot, Slots)
/** This always goes at the end */
SLATE_END_ARGS()
SActorCanvas()
: CanvasChildren(this)
, ArrowChildren(this)
, AllChildren(this)
{
AllChildren.AddChildren(CanvasChildren);
AllChildren.AddChildren(ArrowChildren);
}
void Construct(const FArguments& InArgs, const FLocalPlayerContext& InCtx, const FSlateBrush* ActorCanvasArrowBrush);
// SWidget Interface
virtual void OnArrangeChildren( const FGeometry& AllottedGeometry, FArrangedChildren& ArrangedChildren ) const override;
virtual FVector2D ComputeDesiredSize(float) const override { return FVector2D::ZeroVector; }
virtual FChildren* GetChildren() override { return &AllChildren; }
virtual int32 OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const;
// End SWidget
void SetDrawElementsInOrder(bool bInDrawElementsInOrder) { bDrawElementsInOrder = bInDrawElementsInOrder; }
virtual FString GetReferencerName() const override;
virtual void AddReferencedObjects( FReferenceCollector& Collector ) override;
private:
void OnIndicatorAdded(UIndicatorDescriptor* Indicator);
void OnIndicatorRemoved(UIndicatorDescriptor* Indicator);
void AddIndicatorForEntry(UIndicatorDescriptor* Indicator);
void RemoveIndicatorForEntry(UIndicatorDescriptor* Indicator);
using FScopedWidgetSlotArguments = TPanelChildren<FSlot>::FScopedWidgetSlotArguments;
FScopedWidgetSlotArguments AddActorSlot(UIndicatorDescriptor* Indicator);
int32 RemoveActorSlot(const TSharedRef<SWidget>& SlotWidget);
void SetShowAnyIndicators(bool bIndicators);
EActiveTimerReturnType UpdateCanvas(double InCurrentTime, float InDeltaTime);
/** Helper function for calculating the offset */
void GetOffsetAndSize(const UIndicatorDescriptor* Indicator,
FVector2D& OutSize,
FVector2D& OutOffset,
FVector2D& OutPaddingMin,
FVector2D& OutPaddingMax) const;
void UpdateActiveTimer();
private:
TArray<TObjectPtr<UIndicatorDescriptor>> AllIndicators;
TArray<UIndicatorDescriptor*> InactiveIndicators;
FLocalPlayerContext LocalPlayerContext;
TWeakObjectPtr<ULyraIndicatorManagerComponent> IndicatorComponentPtr;
/** All the slots in this canvas */
TPanelChildren<FSlot> CanvasChildren;
mutable TPanelChildren<FArrowSlot> ArrowChildren;
FCombinedChildren AllChildren;
FUserWidgetPool IndicatorPool;
const FSlateBrush* ActorCanvasArrowBrush = nullptr;
mutable int32 NextArrowIndex = 0;
mutable int32 ArrowIndexLastUpdate = 0;
/** Whether to draw elements in the order they were added to canvas. Note: Enabling this will disable batching and will cause a greater number of drawcalls */
bool bDrawElementsInOrder = false;
bool bShowAnyIndicators = false;
mutable TOptional<FGeometry> OptionalPaintGeometry;
TSharedPtr<FActiveTimerHandle> TickHandle;
};
|