File size: 7,621 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
// Copyright Epic Games, Inc. All Rights Reserved.

#include "LyraHUDLayout.h"

#include "CommonUIExtensions.h"
#include "CommonUISettings.h"
#include "GameFramework/InputDeviceSubsystem.h"
#include "GameFramework/InputSettings.h"
#include "GenericPlatform/GenericPlatformInputDeviceMapper.h"
#include "Input/CommonUIInputTypes.h"
#include "ICommonUIModule.h"
#include "LyraLogChannels.h"
#include "NativeGameplayTags.h"
#include "UI/Foundation/LyraControllerDisconnectedScreen.h"
#include "UI/LyraActivatableWidget.h"

#if WITH_EDITOR
#include "CommonUIVisibilitySubsystem.h"
#endif	// WITH_EDITOR

#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraHUDLayout)

UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_UI_LAYER_MENU, "UI.Layer.Menu");
UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_UI_ACTION_ESCAPE, "UI.Action.Escape");
UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_Input_PrimarlyController, "Platform.Trait.Input.PrimarlyController");

ULyraHUDLayout::ULyraHUDLayout(const FObjectInitializer& ObjectInitializer)
	: Super(ObjectInitializer)
	, SpawnedControllerDisconnectScreen(nullptr)
{
	// By default, only primarily controller platforms require a disconnect screen. 
	PlatformRequiresControllerDisconnectScreen.AddTag(TAG_Platform_Trait_Input_PrimarlyController);
}

void ULyraHUDLayout::NativeOnInitialized()

{
	Super::NativeOnInitialized();

	RegisterUIActionBinding(FBindUIActionArgs(FUIActionTag::ConvertChecked(TAG_UI_ACTION_ESCAPE), false, FSimpleDelegate::CreateUObject(this, &ThisClass::HandleEscapeAction)));

	// If we can display a controller disconnect screen, then listen for the controller state change delegates
	if (ShouldPlatformDisplayControllerDisconnectScreen())
	{
		// Bind to when input device connections change
		IPlatformInputDeviceMapper& DeviceMapper = IPlatformInputDeviceMapper::Get();
		DeviceMapper.GetOnInputDeviceConnectionChange().AddUObject(this, &ThisClass::HandleInputDeviceConnectionChanged);
		DeviceMapper.GetOnInputDevicePairingChange().AddUObject(this, &ThisClass::HandleInputDevicePairingChanged);	
	}
}

void ULyraHUDLayout::NativeDestruct()

{
	Super::NativeDestruct();

	// Remove bindings to input device connection changing
	IPlatformInputDeviceMapper& DeviceMapper = IPlatformInputDeviceMapper::Get();
	DeviceMapper.GetOnInputDeviceConnectionChange().RemoveAll(this);
	DeviceMapper.GetOnInputDevicePairingChange().RemoveAll(this);

	if (RequestProcessControllerStateHandle.IsValid())
	{
		FTSTicker::GetCoreTicker().RemoveTicker(RequestProcessControllerStateHandle);
		RequestProcessControllerStateHandle.Reset();
	}
}

void ULyraHUDLayout::HandleEscapeAction()

{
	if (ensure(!EscapeMenuClass.IsNull()))
	{
		UCommonUIExtensions::PushStreamedContentToLayer_ForPlayer(GetOwningLocalPlayer(), TAG_UI_LAYER_MENU, EscapeMenuClass);
	}
}

void ULyraHUDLayout::HandleInputDeviceConnectionChanged(EInputDeviceConnectionState NewConnectionState, FPlatformUserId PlatformUserId, FInputDeviceId InputDeviceId)

{
	const FPlatformUserId OwningLocalPlayerId = GetOwningLocalPlayer()->GetPlatformUserId();

	ensure(OwningLocalPlayerId.IsValid());

	// This device connection change happened to a different player, ignore it for us.
	if (PlatformUserId != OwningLocalPlayerId)
	{
		return;
	}

	NotifyControllerStateChangeForDisconnectScreen();
}

void ULyraHUDLayout::HandleInputDevicePairingChanged(FInputDeviceId InputDeviceId, FPlatformUserId NewUserPlatformId, FPlatformUserId OldUserPlatformId)

{
	const FPlatformUserId OwningLocalPlayerId = GetOwningLocalPlayer()->GetPlatformUserId();

	ensure(OwningLocalPlayerId.IsValid());

	// If this pairing change was related to our local player, notify of a change.
	if (NewUserPlatformId == OwningLocalPlayerId || OldUserPlatformId == OwningLocalPlayerId)
	{
		NotifyControllerStateChangeForDisconnectScreen();	
	}
}

bool ULyraHUDLayout::ShouldPlatformDisplayControllerDisconnectScreen() const

{
	// We only want this menu on primarily controller platforms
	bool bHasAllRequiredTags = ICommonUIModule::GetSettings().GetPlatformTraits().HasAll(PlatformRequiresControllerDisconnectScreen);

	// Check the tags that we may be emulating in the editor too
#if WITH_EDITOR
	const FGameplayTagContainer& PlatformEmulationTags = UCommonUIVisibilitySubsystem::Get(GetOwningLocalPlayer())->GetVisibilityTags();
	bHasAllRequiredTags |= PlatformEmulationTags.HasAll(PlatformRequiresControllerDisconnectScreen);
#endif	// WITH_EDITOR

	return bHasAllRequiredTags;
}

void ULyraHUDLayout::NotifyControllerStateChangeForDisconnectScreen()

{
	// We should only ever get here if we have bound to the controller state change delegates
	ensure(ShouldPlatformDisplayControllerDisconnectScreen());

	// If we haven't already, queue the processing of device state for next tick.
	if (!RequestProcessControllerStateHandle.IsValid())
	{
		RequestProcessControllerStateHandle = FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateWeakLambda(this, [this](float DeltaTime)
		{
			RequestProcessControllerStateHandle.Reset();
			ProcessControllerDevicesHavingChangedForDisconnectScreen();
			return false;
		}));
	}
}

void ULyraHUDLayout::ProcessControllerDevicesHavingChangedForDisconnectScreen()

{
	// We should only ever get here if we have bound to the controller state change delegates
	ensure(ShouldPlatformDisplayControllerDisconnectScreen());
	
	const FPlatformUserId OwningLocalPlayerId = GetOwningLocalPlayer()->GetPlatformUserId();
	
	ensure(OwningLocalPlayerId.IsValid());

	// Get all input devices mapped to our player
	const IPlatformInputDeviceMapper& DeviceMapper = IPlatformInputDeviceMapper::Get();
    TArray<FInputDeviceId> MappedInputDevices;
    const int32 NumDevicesMappedToUser = DeviceMapper.GetAllInputDevicesForUser(OwningLocalPlayerId, OUT MappedInputDevices);

    // Check if there are any other connected GAMEPAD devices mapped to this platform user. 
    bool bHasConnectedController = false;

    for (const FInputDeviceId MappedDevice : MappedInputDevices)
    {
    	if (DeviceMapper.GetInputDeviceConnectionState(MappedDevice) == EInputDeviceConnectionState::Connected)
    	{
    		const FHardwareDeviceIdentifier HardwareInfo = UInputDeviceSubsystem::Get()->GetInputDeviceHardwareIdentifier(MappedDevice);
    		if (HardwareInfo.PrimaryDeviceType == EHardwareDevicePrimaryType::Gamepad)
    		{
    			bHasConnectedController = true;
    		}
    	}			
    }

    // If there are no gamepad input devices mapped to this user, then we want to pop the toast saying to re-connect them
    if (!bHasConnectedController)
    {
    	DisplayControllerDisconnectedMenu();
    }
	// Otherwise we can hide the screen if it is currently being shown
	else if (SpawnedControllerDisconnectScreen)
	{
		HideControllerDisconnectedMenu();
	}
}

void ULyraHUDLayout::DisplayControllerDisconnectedMenu_Implementation()

{
	UE_LOG(LogLyra, Log, TEXT("[%hs] Display controller disconnected menu!"), __func__);

	if (ControllerDisconnectedScreen)
	{
		// Push the "controller disconnected" widget to the menu layer
		SpawnedControllerDisconnectScreen = UCommonUIExtensions::PushContentToLayer_ForPlayer(GetOwningLocalPlayer(), TAG_UI_LAYER_MENU, ControllerDisconnectedScreen);
	}
}

void ULyraHUDLayout::HideControllerDisconnectedMenu_Implementation()

{
	UE_LOG(LogLyra, Log, TEXT("[%hs] Hide controller disconnected menu!"), __func__);
	
	UCommonUIExtensions::PopContentFromLayer(SpawnedControllerDisconnectScreen);
	SpawnedControllerDisconnectScreen = nullptr;
}