File size: 1,780 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
// Copyright Epic Games, Inc. All Rights Reserved.

#include "LyraUIManagerSubsystem.h"

#include "CommonLocalPlayer.h"
#include "Engine/GameInstance.h"
#include "GameFramework/HUD.h"
#include "GameUIPolicy.h"
#include "PrimaryGameLayout.h"

#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraUIManagerSubsystem)

class FSubsystemCollectionBase;

ULyraUIManagerSubsystem::ULyraUIManagerSubsystem()
{
}

void ULyraUIManagerSubsystem::Initialize(FSubsystemCollectionBase& Collection)

{
	Super::Initialize(Collection);

	TickHandle = FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateUObject(this, &ULyraUIManagerSubsystem::Tick), 0.0f);
}

void ULyraUIManagerSubsystem::Deinitialize()

{
	Super::Deinitialize();

	FTSTicker::GetCoreTicker().RemoveTicker(TickHandle);
}

bool ULyraUIManagerSubsystem::Tick(float DeltaTime)

{
	SyncRootLayoutVisibilityToShowHUD();
	
	return true;
}

void ULyraUIManagerSubsystem::SyncRootLayoutVisibilityToShowHUD()

{
	if (const UGameUIPolicy* Policy = GetCurrentUIPolicy())
	{
		for (const ULocalPlayer* LocalPlayer : GetGameInstance()->GetLocalPlayers())
		{
			bool bShouldShowUI = true;
			
			if (const APlayerController* PC = LocalPlayer->GetPlayerController(GetWorld()))
			{
				const AHUD* HUD = PC->GetHUD();

				if (HUD && !HUD->bShowHUD)
				{
					bShouldShowUI = false;
				}
			}

			if (UPrimaryGameLayout* RootLayout = Policy->GetRootLayout(CastChecked<UCommonLocalPlayer>(LocalPlayer)))
			{
				const ESlateVisibility DesiredVisibility = bShouldShowUI ? ESlateVisibility::SelfHitTestInvisible : ESlateVisibility::Collapsed;
				if (DesiredVisibility != RootLayout->GetVisibility())
				{
					RootLayout->SetVisibility(DesiredVisibility);	
				}
			}
		}
	}
}