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| #include "CommonUIExtensions.h"
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| #include "CommonInputSubsystem.h"
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| #include "CommonInputTypeEnum.h"
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| #include "CommonLocalPlayer.h"
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| #include "Engine/GameInstance.h"
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| #include "GameUIManagerSubsystem.h"
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| #include "GameUIPolicy.h"
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| #include "PrimaryGameLayout.h"
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| #include "Widgets/CommonActivatableWidgetContainer.h"
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| #include UE_INLINE_GENERATED_CPP_BY_NAME(CommonUIExtensions)
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| int32 UCommonUIExtensions::InputSuspensions = 0;
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| ECommonInputType UCommonUIExtensions::GetOwningPlayerInputType(const UUserWidget* WidgetContextObject)
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| {
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| if (WidgetContextObject)
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| {
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| if (const UCommonInputSubsystem* InputSubsystem = UCommonInputSubsystem::Get(WidgetContextObject->GetOwningLocalPlayer()))
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| {
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| return InputSubsystem->GetCurrentInputType();
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| }
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| }
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| return ECommonInputType::Count;
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| }
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| bool UCommonUIExtensions::IsOwningPlayerUsingTouch(const UUserWidget* WidgetContextObject)
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| {
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| if (WidgetContextObject)
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| {
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| if (const UCommonInputSubsystem* InputSubsystem = UCommonInputSubsystem::Get(WidgetContextObject->GetOwningLocalPlayer()))
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| {
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| return InputSubsystem->GetCurrentInputType() == ECommonInputType::Touch;
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| }
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| }
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| return false;
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| }
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| bool UCommonUIExtensions::IsOwningPlayerUsingGamepad(const UUserWidget* WidgetContextObject)
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| {
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| if (WidgetContextObject)
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| {
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| if (const UCommonInputSubsystem* InputSubsystem = UCommonInputSubsystem::Get(WidgetContextObject->GetOwningLocalPlayer()))
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| {
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| return InputSubsystem->GetCurrentInputType() == ECommonInputType::Gamepad;
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| }
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| }
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| return false;
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| }
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| UCommonActivatableWidget* UCommonUIExtensions::PushContentToLayer_ForPlayer(const ULocalPlayer* LocalPlayer, FGameplayTag LayerName, TSubclassOf<UCommonActivatableWidget> WidgetClass)
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| {
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| if (!ensure(LocalPlayer) || !ensure(WidgetClass != nullptr))
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| {
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| return nullptr;
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| }
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| if (UGameUIManagerSubsystem* UIManager = LocalPlayer->GetGameInstance()->GetSubsystem<UGameUIManagerSubsystem>())
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| {
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| if (UGameUIPolicy* Policy = UIManager->GetCurrentUIPolicy())
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| {
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| if (UPrimaryGameLayout* RootLayout = Policy->GetRootLayout(CastChecked<UCommonLocalPlayer>(LocalPlayer)))
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| {
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| return RootLayout->PushWidgetToLayerStack(LayerName, WidgetClass);
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| }
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| }
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| }
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| return nullptr;
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| }
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| void UCommonUIExtensions::PushStreamedContentToLayer_ForPlayer(const ULocalPlayer* LocalPlayer, FGameplayTag LayerName, TSoftClassPtr<UCommonActivatableWidget> WidgetClass)
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| {
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| if (!ensure(LocalPlayer) || !ensure(!WidgetClass.IsNull()))
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| {
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| return;
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| }
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| if (UGameUIManagerSubsystem* UIManager = LocalPlayer->GetGameInstance()->GetSubsystem<UGameUIManagerSubsystem>())
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| {
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| if (UGameUIPolicy* Policy = UIManager->GetCurrentUIPolicy())
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| {
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| if (UPrimaryGameLayout* RootLayout = Policy->GetRootLayout(CastChecked<UCommonLocalPlayer>(LocalPlayer)))
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| {
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| const bool bSuspendInputUntilComplete = true;
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| RootLayout->PushWidgetToLayerStackAsync(LayerName, bSuspendInputUntilComplete, WidgetClass);
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| }
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| }
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| }
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| }
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| void UCommonUIExtensions::PopContentFromLayer(UCommonActivatableWidget* ActivatableWidget)
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| {
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| if (!ActivatableWidget)
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| {
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| return;
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| }
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| if (const ULocalPlayer* LocalPlayer = ActivatableWidget->GetOwningLocalPlayer())
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| {
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| if (const UGameUIManagerSubsystem* UIManager = LocalPlayer->GetGameInstance()->GetSubsystem<UGameUIManagerSubsystem>())
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| {
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| if (const UGameUIPolicy* Policy = UIManager->GetCurrentUIPolicy())
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| {
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| if (UPrimaryGameLayout* RootLayout = Policy->GetRootLayout(CastChecked<UCommonLocalPlayer>(LocalPlayer)))
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| {
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| RootLayout->FindAndRemoveWidgetFromLayer(ActivatableWidget);
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| }
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| }
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| }
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| }
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| }
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| ULocalPlayer* UCommonUIExtensions::GetLocalPlayerFromController(APlayerController* PlayerController)
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| {
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| if (PlayerController)
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| {
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| return Cast<ULocalPlayer>(PlayerController->Player);
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| }
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| return nullptr;
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| }
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| FName UCommonUIExtensions::SuspendInputForPlayer(APlayerController* PlayerController, FName SuspendReason)
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| {
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| return SuspendInputForPlayer(PlayerController ? PlayerController->GetLocalPlayer() : nullptr, SuspendReason);
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| }
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| FName UCommonUIExtensions::SuspendInputForPlayer(ULocalPlayer* LocalPlayer, FName SuspendReason)
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| {
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| if (UCommonInputSubsystem* CommonInputSubsystem = UCommonInputSubsystem::Get(LocalPlayer))
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| {
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| InputSuspensions++;
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| FName SuspendToken = SuspendReason;
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| SuspendToken.SetNumber(InputSuspensions);
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| CommonInputSubsystem->SetInputTypeFilter(ECommonInputType::MouseAndKeyboard, SuspendToken, true);
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| CommonInputSubsystem->SetInputTypeFilter(ECommonInputType::Gamepad, SuspendToken, true);
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| CommonInputSubsystem->SetInputTypeFilter(ECommonInputType::Touch, SuspendToken, true);
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| return SuspendToken;
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| }
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| return NAME_None;
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| }
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| void UCommonUIExtensions::ResumeInputForPlayer(APlayerController* PlayerController, FName SuspendToken)
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| {
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| ResumeInputForPlayer(PlayerController ? PlayerController->GetLocalPlayer() : nullptr, SuspendToken);
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| }
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| void UCommonUIExtensions::ResumeInputForPlayer(ULocalPlayer* LocalPlayer, FName SuspendToken)
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| {
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| if (SuspendToken == NAME_None)
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| {
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| return;
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| }
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| if (UCommonInputSubsystem* CommonInputSubsystem = UCommonInputSubsystem::Get(LocalPlayer))
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| {
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| CommonInputSubsystem->SetInputTypeFilter(ECommonInputType::MouseAndKeyboard, SuspendToken, false);
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| CommonInputSubsystem->SetInputTypeFilter(ECommonInputType::Gamepad, SuspendToken, false);
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| CommonInputSubsystem->SetInputTypeFilter(ECommonInputType::Touch, SuspendToken, false);
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| }
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| }
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