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| #include "PrimaryGameLayout.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 "Kismet/GameplayStatics.h"
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| #include "LogCommonGame.h"
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| #include "Widgets/CommonActivatableWidgetContainer.h"
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| #include UE_INLINE_GENERATED_CPP_BY_NAME(PrimaryGameLayout)
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| class UObject;
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| UPrimaryGameLayout* UPrimaryGameLayout::GetPrimaryGameLayoutForPrimaryPlayer(const UObject* WorldContextObject)
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| {
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| UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(WorldContextObject);
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| APlayerController* PlayerController = GameInstance->GetPrimaryPlayerController(false);
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| return GetPrimaryGameLayout(PlayerController);
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| }
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| UPrimaryGameLayout* UPrimaryGameLayout::GetPrimaryGameLayout(APlayerController* PlayerController)
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| {
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| return PlayerController ? GetPrimaryGameLayout(Cast<UCommonLocalPlayer>(PlayerController->Player)) : nullptr;
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| }
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| UPrimaryGameLayout* UPrimaryGameLayout::GetPrimaryGameLayout(ULocalPlayer* LocalPlayer)
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| {
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| if (LocalPlayer)
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| {
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| const UCommonLocalPlayer* CommonLocalPlayer = CastChecked<UCommonLocalPlayer>(LocalPlayer);
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| if (const UGameInstance* GameInstance = CommonLocalPlayer->GetGameInstance())
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| {
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| if (UGameUIManagerSubsystem* UIManager = GameInstance->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(CommonLocalPlayer))
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| {
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| return RootLayout;
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| }
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| }
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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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| UPrimaryGameLayout::UPrimaryGameLayout(const FObjectInitializer& ObjectInitializer)
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| : Super(ObjectInitializer)
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| {
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| }
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| void UPrimaryGameLayout::SetIsDormant(bool InDormant)
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| {
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| if (bIsDormant != InDormant)
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| {
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| const ULocalPlayer* LP = GetOwningLocalPlayer();
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| const int32 PlayerId = LP ? LP->GetControllerId() : -1;
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| const TCHAR* OldDormancyStr = bIsDormant ? TEXT("Dormant") : TEXT("Not-Dormant");
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| const TCHAR* NewDormancyStr = InDormant ? TEXT("Dormant") : TEXT("Not-Dormant");
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| const TCHAR* PrimaryPlayerStr = LP && LP->IsPrimaryPlayer() ? TEXT("[Primary]") : TEXT("[Non-Primary]");
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| UE_LOG(LogCommonGame, Display, TEXT("%s PrimaryGameLayout Dormancy changed for [%d] from [%s] to [%s]"), PrimaryPlayerStr, PlayerId, OldDormancyStr, NewDormancyStr);
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| bIsDormant = InDormant;
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| OnIsDormantChanged();
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| }
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| }
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| void UPrimaryGameLayout::OnIsDormantChanged()
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| {
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| }
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| void UPrimaryGameLayout::RegisterLayer(FGameplayTag LayerTag, UCommonActivatableWidgetContainerBase* LayerWidget)
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| {
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| if (!IsDesignTime())
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| {
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| LayerWidget->OnTransitioningChanged.AddUObject(this, &UPrimaryGameLayout::OnWidgetStackTransitioning);
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| LayerWidget->SetTransitionDuration(0.0);
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| Layers.Add(LayerTag, LayerWidget);
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| }
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| }
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| void UPrimaryGameLayout::OnWidgetStackTransitioning(UCommonActivatableWidgetContainerBase* Widget, bool bIsTransitioning)
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| {
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| if (bIsTransitioning)
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| {
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| const FName SuspendToken = UCommonUIExtensions::SuspendInputForPlayer(GetOwningLocalPlayer(), TEXT("GlobalStackTransion"));
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| SuspendInputTokens.Add(SuspendToken);
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| }
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| else
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| {
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| if (ensure(SuspendInputTokens.Num() > 0))
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| {
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| const FName SuspendToken = SuspendInputTokens.Pop();
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| UCommonUIExtensions::ResumeInputForPlayer(GetOwningLocalPlayer(), SuspendToken);
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| }
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| }
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| }
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| void UPrimaryGameLayout::FindAndRemoveWidgetFromLayer(UCommonActivatableWidget* ActivatableWidget)
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| {
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| for (const auto& LayerKVP : Layers)
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| {
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| LayerKVP.Value->RemoveWidget(*ActivatableWidget);
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| }
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| }
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| UCommonActivatableWidgetContainerBase* UPrimaryGameLayout::GetLayerWidget(FGameplayTag LayerName)
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| {
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| return Layers.FindRef(LayerName);
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| }
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