unitysamples / LyraStarterGame /Source /LyraGame /GameFeatures /GameFeatureAction_AddInputContextMapping.h
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class AActor; | |
| class UInputMappingContext; | |
| class UPlayer; | |
| class APlayerController; | |
| struct FComponentRequestHandle; | |
| USTRUCT() | |
| struct FInputMappingContextAndPriority | |
| { | |
| GENERATED_BODY() | |
| UPROPERTY(EditAnywhere, Category="Input", meta=(AssetBundles="Client,Server")) | |
| TSoftObjectPtr<UInputMappingContext> InputMapping; | |
| // Higher priority input mappings will be prioritized over mappings with a lower priority. | |
| UPROPERTY(EditAnywhere, Category="Input") | |
| int32 Priority = 0; | |
| /** If true, then this mapping context will be registered with the settings when this game feature action is registered. */ | |
| UPROPERTY(EditAnywhere, Category="Input") | |
| bool bRegisterWithSettings = true; | |
| }; | |
| /** | |
| * Adds InputMappingContext to local players' EnhancedInput system. | |
| * Expects that local players are set up to use the EnhancedInput system. | |
| */ | |
| UCLASS(MinimalAPI, meta = (DisplayName = "Add Input Mapping")) | |
| class UGameFeatureAction_AddInputContextMapping final : public UGameFeatureAction_WorldActionBase | |
| { | |
| GENERATED_BODY() | |
| public: | |
| //~UGameFeatureAction interface | |
| virtual void OnGameFeatureRegistering() override; | |
| virtual void OnGameFeatureActivating(FGameFeatureActivatingContext& Context) override; | |
| virtual void OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) override; | |
| virtual void OnGameFeatureUnregistering() override; | |
| //~End of UGameFeatureAction interface | |
| //~UObject interface | |
| virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override; | |
| //~End of UObject interface | |
| UPROPERTY(EditAnywhere, Category="Input") | |
| TArray<FInputMappingContextAndPriority> InputMappings; | |
| private: | |
| struct FPerContextData | |
| { | |
| TArray<TSharedPtr<FComponentRequestHandle>> ExtensionRequestHandles; | |
| TArray<TWeakObjectPtr<APlayerController>> ControllersAddedTo; | |
| }; | |
| TMap<FGameFeatureStateChangeContext, FPerContextData> ContextData; | |
| /** Delegate for when the game instance is changed to register IMC's */ | |
| FDelegateHandle RegisterInputContextMappingsForGameInstanceHandle; | |
| /** Registers owned Input Mapping Contexts to the Input Registry Subsystem. Also binds onto the start of GameInstances and the adding/removal of Local Players. */ | |
| void RegisterInputMappingContexts(); | |
| /** Registers owned Input Mapping Contexts to the Input Registry Subsystem for a specified GameInstance. This also gets called by a GameInstance Start. */ | |
| void RegisterInputContextMappingsForGameInstance(UGameInstance* GameInstance); | |
| /** Registers owned Input Mapping Contexts to the Input Registry Subsystem for a specified Local Player. This also gets called when a Local Player is added. */ | |
| void RegisterInputMappingContextsForLocalPlayer(ULocalPlayer* LocalPlayer); | |
| /** Unregisters owned Input Mapping Contexts from the Input Registry Subsystem. Also unbinds from the start of GameInstances and the adding/removal of Local Players. */ | |
| void UnregisterInputMappingContexts(); | |
| /** Unregisters owned Input Mapping Contexts from the Input Registry Subsystem for a specified GameInstance. */ | |
| void UnregisterInputContextMappingsForGameInstance(UGameInstance* GameInstance); | |
| /** Unregisters owned Input Mapping Contexts from the Input Registry Subsystem for a specified Local Player. This also gets called when a Local Player is removed. */ | |
| void UnregisterInputMappingContextsForLocalPlayer(ULocalPlayer* LocalPlayer); | |
| //~UGameFeatureAction_WorldActionBase interface | |
| virtual void AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext) override; | |
| //~End of UGameFeatureAction_WorldActionBase interface | |
| void Reset(FPerContextData& ActiveData); | |
| void HandleControllerExtension(AActor* Actor, FName EventName, FGameFeatureStateChangeContext ChangeContext); | |
| void AddInputMappingForPlayer(UPlayer* Player, FPerContextData& ActiveData); | |
| void RemoveInputMapping(APlayerController* PlayerController, FPerContextData& ActiveData); | |
| }; | |