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All Rights Reserved. + +#include "ShooterTestAsyncMessageTestActor.h" + +#include "AudioThread.h" +#include "Async/Async.h" +#include "AsyncMessageBindingOptions.h" +#include "AsyncGameplayMessageSystem.h" +#include "AsyncMessageWorldSubsystem.h" +#include "AsyncMessageSystemLogs.h" +#include "Components/StaticMeshComponent.h" +#include "NativeGameplayTags.h" +#include "TimerManager.h" + +UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Red, "Change.Color.Red") +UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Green, "Change.Color.Green") +UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Blue, "Change.Color.Blue") +UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Async_Test, "Async.Message.Test") +UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Test_Heavy, "Tests.HeavyMessage") +UE_DEFINE_GAMEPLAY_TAG(Message_Tag_Test_HeavySubmessage, "Tests.HeavyMessage.SubMessage") + +static FAsyncMessageId Message_ChangeColor_Red = { Message_Tag_Red }; +static FAsyncMessageId Message_ChangeColor_Green = { Message_Tag_Green}; +static FAsyncMessageId Message_ChangeColor_Blue = { Message_Tag_Blue }; + +static FAsyncMessageId Message_Async_Test = { Message_Tag_Async_Test }; + +/////////////////////////////////////////////////////////////// +// AAsyncColorChangeBroadcastActor + +AAsyncColorChangeBroadcastActor::AAsyncColorChangeBroadcastActor(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + ColorMessageToBroadcast = Message_ChangeColor_Red; +} + +void AAsyncColorChangeBroadcastActor::BeginPlay() +{ + Super::BeginPlay(); + + SpawnBackgroundTask(); + + SpawnGameplayTagBroadcaster(); +} + +void AAsyncColorChangeBroadcastActor::SpawnBackgroundTask() +{ + TWeakObjectPtr WeakThis(this); + + // Queue a message from a non-game thread, a normal thread from the task pool in this case + AsyncTask(ENamedThreads::AnyNormalThreadNormalTask, [WeakThis]() + { + if (!WeakThis.IsValid()) + { + return; + } + + if (TSharedPtr Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(WeakThis->GetWorld())) + { + // Queue a color change message + Sys.Get()->QueueMessageForBroadcast(WeakThis->ColorMessageToBroadcast, TStructView(WeakThis->ColorChangeData)); + } + + WeakThis->NumBroadcasts++; + }); + + // Set up a timer to spawn a new background task every second + GetWorld()->GetTimerManager().SetTimer(StartBackgroundTaskTimerHandle, + FTimerDelegate::CreateWeakLambda(this, [this]() + { + SpawnBackgroundTask(); + }), 1.0f, false, ColorMessageBroadcastFrequency); +} + +void AAsyncColorChangeBroadcastActor::SpawnGameplayTagBroadcaster() +{ + if (!GameplayTagToBroadcastA.IsValid() && !GameplayTagToBroadcastB.IsValid()) + { + return; + } + + TWeakObjectPtr WeakWorld = GetWorld(); + TWeakObjectPtr WeakThis = this; + + // Set up a timer to spawn a new background task. This will queue the message on the game thread + GetWorld()->GetTimerManager().SetTimer(GameplayTagSpawner, + FTimerDelegate::CreateWeakLambda(this, [WeakWorld, WeakThis]() + { + if (!WeakThis.IsValid()) + { + return; + } + + // Queue the gameplay tag message a for broadcast + if (TSharedPtr Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(WeakWorld.Get())) + { + if (WeakThis->GameplayTagToBroadcastA.IsValid()) + { + Sys->QueueMessageForBroadcast(WeakThis->GameplayTagToBroadcastA); + } + + if (WeakThis->GameplayTagToBroadcastB.IsValid()) + { + Sys->QueueMessageForBroadcast(WeakThis->GameplayTagToBroadcastB); + } + } + }), 1.0f, true, GameplayTagBroadcastFrequency); +} + +/////////////////////////////////////////////////////////////// +// AColorChangingTestListener + +AColorChangingTestListener::AColorChangingTestListener(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + MeshComp = CreateDefaultSubobject(TEXT("ColorChangingMesh")); + SetRootComponent(MeshComp); + + // We will be overriding the materials on this mesh to change their color, so make some dynamic instances of the material + for (int32 MatIdx = 0; MatIdx < MeshComp->GetNumMaterials(); ++MatIdx) + { + MeshComp->CreateDynamicMaterialInstance(MatIdx); + } +} + +void AColorChangingTestListener::BeginPlay() +{ + Super::BeginPlay(); + + if (TSharedPtr Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(GetWorld())) + { + // Listen to ALL color messages + BoundHandle_ColorParent = Sys->BindListener( + Message_ChangeColor_Red.GetParentMessageId(), + TWeakObjectPtr(this), + &ThisClass::HandleAnyColorChange); + } + + if (bShouldSpawnTaskOnOtherThread) + { + SetupNamedThreadListener(); + } + + PreviousColorBoundTo = FMath::RandRange(0, 2); + + SetupColorListener(); +} + +void AColorChangingTestListener::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + Super::EndPlay(EndPlayReason); + + ResetListenerToColor(); + + if (TSharedPtr Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(GetWorld())) + { + Sys->UnbindListener(BoundHandle_ColorParent); + } +} + +void AColorChangingTestListener::SetupColorListener() +{ + if (TSharedPtr Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(GetWorld())) + { + const FAsyncMessageId MessageToListenFor = GetColorChangeToListenTo(); + + FAsyncMessageBindingOptions Opts = {}; + + // Listen to the color messages + BoundHandle_Color = Sys->BindListener( + MessageToListenFor, + TWeakObjectPtr(this), + &ThisClass::HandleColorChange, + Opts); + } +} + +void AColorChangingTestListener::ResetListenerToColor() +{ + if (TSharedPtr Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(GetWorld())) + { + Sys->UnbindListener(BoundHandle_Color); + BoundHandle_Color = FAsyncMessageHandle::Invalid; + } +} + +void AColorChangingTestListener::SetupNamedThreadListener() +{ + check(bShouldSpawnTaskOnOtherThread); + + // We want to receive our event on the RHI thread + FAsyncMessageBindingOptions Opts = {}; + Opts.SetNamedThreads(ENamedThreads::RHIThread); + + if (TSharedPtr Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(GetWorld())) + { + Sys->BindListener(Message_Async_Test, [](const FAsyncMessage& Message) + { + // Ensure that we are actually geting our message on the thread we have requested to + const uint32 CurrentThread = FPlatformTLS::GetCurrentThreadId(); + ensure(CurrentThread == Message.GetThreadQueuedFromThreadId()); + + UE_LOG(LogAsyncMessageSystem, Verbose, TEXT("Successfully received message on RHI thread")); + }, Opts); + } + + // Wait 5 seconds, and then spawn an async task on the background thread to queue the message + const float NextDelay = 5.0f; + + TWeakObjectPtr WeakWorld = GetWorld(); + + // Set up a timer to spawn a new background task every second + GetWorld()->GetTimerManager().SetTimer(BackgroundQueueMessageHandle, + FTimerDelegate::CreateWeakLambda(this, [WeakWorld]() + { + // Spawn an async task to queue an message, on a background thread + AsyncTask(ENamedThreads::RHIThread, [WeakWorld]() + { + if (TSharedPtr Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(WeakWorld.Get())) + { + Sys->QueueMessageForBroadcast(Message_Async_Test); + } + }); + + // loop every 1 second + }), 1.0f, true, NextDelay); +} + +void AColorChangingTestListener::HandleColorChange(const FAsyncMessage& Message) +{ + TRACE_CPUPROFILER_EVENT_SCOPE(AColorChangingTestListener::HandleColorChange); + + ensure(IsInGameThread() || IsInParallelGameThread()); + + // Some specific color change here + const FColorChangingMessage* Data = Message.GetPayloadData(); + if (!Data) + { + ensure(false); + return; + } + + // Change the dynamic material param colors + FLinearColor Col = Data->DesiredColorToChange; + MeshComp->SetColorParameterValueOnMaterials(MaterialColorParamName, Col); + + // If we are listening for a specific message already, don't attempt to rebind + if (OverrideMessageBinding.IsValid()) + { + return; + } + + // Stop listening for the color that we just got + ResetListenerToColor(); + + // And start listening to a new fancy color message + SetupColorListener(); +} + +void AColorChangingTestListener::HandleAnyColorChange(const FAsyncMessage& Message) +{ + TRACE_CPUPROFILER_EVENT_SCOPE(AColorChangingTestListener::HandleAnyColorChange); + + ensure(IsInGameThread() || IsInParallelGameThread()); + + const FColorChangingMessage* Data = Message.GetPayloadData(); + if (!Data) + { + ensure(false); + return; + } + + const uint32 MyThread = FPlatformTLS::GetCurrentThreadId(); + + // Any time there is a color change, rotate the actor a bit + AddActorLocalRotation(FRotator(0.0, 0.0, 10.0)); +} + +const FAsyncMessageId AColorChangingTestListener::GetColorChangeToListenTo() +{ + // If you have specified a specific color to listen for let you do so here + if (OverrideMessageBinding.IsValid()) + { + return OverrideMessageBinding; + } + + // Increment to the next color + PreviousColorBoundTo = FMath::WrapExclusive(++PreviousColorBoundTo, 0, 3); + + int32 IndexToBindTo = PreviousColorBoundTo; + + if (IndexToBindTo == 0) + { + return Message_ChangeColor_Red; + } + else if (IndexToBindTo == 1) + { + return Message_ChangeColor_Green; + } + else if (IndexToBindTo == 2) + { + return Message_ChangeColor_Blue; + } + + return Message_ChangeColor_Blue; +} + +AHeavyPerformanceBroadcastor::AHeavyPerformanceBroadcastor(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + MeshComp = CreateDefaultSubobject(TEXT("RootMeshComp")); + SetRootComponent(MeshComp); + + MessagePayloadToQueue = FInstancedStruct::Make(FTestHeavyMessage{}); + + // The tick function is TG_PrePhysics by default + // Tick this actor every time pre-physics + PrimaryActorTick.bCanEverTick = true; + PrimaryActorTick.TickGroup = CustomTickGroup; +} + +void AHeavyPerformanceBroadcastor::Tick(float DeltaSeconds) +{ + Super::Tick(DeltaSeconds); + + QueueMessage(); +} + +void AHeavyPerformanceBroadcastor::QueueMessage() +{ + TSharedPtr Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(GetWorld()); + if (!Sys) + { + return; + } + + for (int32 i = 0; i < NumberOfTimesToQueue; ++i) + { + // Queue a color change message + Sys->QueueMessageForBroadcast(MessageToQueue, MessagePayloadToQueue); + } +} + +AHeavyPerformanceListener::AHeavyPerformanceListener(const FObjectInitializer& ObjectInitializer) +{ + MeshComp = CreateDefaultSubobject(TEXT("ListenerRootMeshComp")); + SetRootComponent(MeshComp); + MeshComp->SetMobility(EComponentMobility::Movable); +} + +void AHeavyPerformanceListener::BeginPlay() +{ + Super::BeginPlay(); + + SetupListener(); +} + +void AHeavyPerformanceListener::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + Super::EndPlay(EndPlayReason); + + RemoveListener(); +} + +void AHeavyPerformanceListener::HandleMessage(const FAsyncMessage& Message) +{ + const FTestHeavyMessage* Data = Message.GetPayloadData(); + + if (!Data) + { + ensure(false); + return; + } + + // Rotate the actor a little itsy bitsy, just to replicate doing some kind of simple gameplay work. + AddActorLocalRotation(Data->AmountToRotate); +} + +void AHeavyPerformanceListener::SetupListener() +{ + check(!ListenerHandle.IsValid()); + TSharedPtr Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(GetWorld()); + if (!Sys) + { + return; + } + + FAsyncMessageBindingOptions BindingOpts = {}; + BindingOpts.SetTickGroup(GroupToListenFor); + + ListenerHandle = Sys->BindListener( + MessageToListenFor, + TWeakObjectPtr(this), + &AHeavyPerformanceListener::HandleMessage, + BindingOpts); + + ensure(ListenerHandle.IsValid()); +} + +void AHeavyPerformanceListener::RemoveListener() +{ + if (!ListenerHandle.IsValid()) + { + return; + } + + TSharedPtr Sys = UAsyncMessageWorldSubsystem::GetSharedMessageSystem(GetWorld()); + if (!Sys) + { + return; + } + + Sys->UnbindListener(ListenerHandle); +} diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestAsyncMessageTestActor.h b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestAsyncMessageTestActor.h new file mode 100644 index 0000000000000000000000000000000000000000..b7d555c659ceb788bc0123304ecf6b8bd180b28e --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestAsyncMessageTestActor.h @@ -0,0 +1,196 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "AsyncMessageHandle.h" +#include "AsyncMessageId.h" +#include "Components/ActorComponent.h" +#include "GameFramework/Actor.h" +#include "GameplayTagContainer.h" +#include "StructUtils/InstancedStruct.h" +#include "ShooterTestAsyncMessageTestActor.generated.h" + +struct FAsyncMessage; +class UStaticMeshComponent; + +USTRUCT(BlueprintType) +struct FColorChangingMessage +{ + GENERATED_BODY() + + UPROPERTY(BlueprintReadOnly, EditAnywhere, Category="Test") + FLinearColor DesiredColorToChange = FLinearColor::Red; +}; + +/** + * A test actor which will spawn a task outside of the game thread to + * broadcast different color messages + */ +UCLASS(BlueprintType) +class AAsyncColorChangeBroadcastActor : public AActor +{ + GENERATED_BODY() +public: + + AAsyncColorChangeBroadcastActor(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + virtual void BeginPlay() override; + + void SpawnBackgroundTask(); + + void SpawnGameplayTagBroadcaster(); + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Test") + TInstancedStruct ColorChangeData; + + UPROPERTY(EditAnywhere, Category="Test") + FAsyncMessageId ColorMessageToBroadcast; + + UPROPERTY(EditAnywhere, Category="Test") + FGameplayTag GameplayTagToBroadcastA; + + UPROPERTY(EditAnywhere, Category="Test") + FGameplayTag GameplayTagToBroadcastB; + + UPROPERTY(BlueprintReadOnly, Category="Test") + int32 NumBroadcasts = 0; + + UPROPERTY(EditAnywhere, Category="Test") + float ColorMessageBroadcastFrequency = 3.0f; + + UPROPERTY(EditAnywhere, Category="Test") + float GameplayTagBroadcastFrequency = 3.0f; + + FTimerHandle StartBackgroundTaskTimerHandle; + + FTimerHandle GameplayTagSpawner; +}; + +/** + * An actor which will change the color of its static mesh + * in response to an async message that it listens to + */ +UCLASS(BlueprintType) +class AColorChangingTestListener : public AActor +{ + GENERATED_BODY() +public: + + AColorChangingTestListener(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + + virtual void BeginPlay() override; + virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + + void HandleColorChange(const FAsyncMessage& Message); + + void HandleAnyColorChange(const FAsyncMessage& Message); + + const FAsyncMessageId GetColorChangeToListenTo(); + + void SetupColorListener(); + void ResetListenerToColor(); + void SetupNamedThreadListener(); + + UPROPERTY(EditAnywhere, Category="Test") + TObjectPtr MeshComp; + + UPROPERTY(EditAnywhere, Category="Test") + FName MaterialColorParamName = "ChangeColorParam"; + + UPROPERTY(EditAnywhere, Category="Test") + FAsyncMessageId OverrideMessageBinding; + + UPROPERTY(EditAnywhere, Category="Test") + FGameplayTag TagToBindTo; + + UPROPERTY(EditAnywhere, Category="Test") + bool bListenForParentTag = false; + + // Test receiving and binding messages on another thread + UPROPERTY(EditAnywhere, Category="Test") + bool bShouldSpawnTaskOnOtherThread = false; + + FTimerHandle BackgroundQueueMessageHandle; + + FAsyncMessageHandle BoundHandle_Color; + + FAsyncMessageHandle BoundHandle_ColorParent; + + int32 PreviousColorBoundTo = -1; +}; + + +USTRUCT(BlueprintType) +struct FTestHeavyMessage +{ + GENERATED_BODY() + + UPROPERTY(BlueprintReadOnly, EditAnywhere, Category="Test") + FLinearColor DesiredColorToChange = FLinearColor::Red; + + UPROPERTY(BlueprintReadWrite, EditAnywhere, Category="Test") + FRotator AmountToRotate; +}; + + +/** + * This is an actor which will queue a message for broadcast every single tick. + */ +UCLASS(BlueprintType) +class AHeavyPerformanceBroadcastor : public AActor +{ + GENERATED_BODY() + + AHeavyPerformanceBroadcastor(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + +public: + virtual void Tick(float DeltaSeconds) override; + + void QueueMessage(); + + UPROPERTY(EditAnywhere, Category="Test") + TObjectPtr MeshComp; + + UPROPERTY(EditAnywhere, Category="Test") + FAsyncMessageId MessageToQueue; + + UPROPERTY(EditAnywhere, Category="Test") + FInstancedStruct MessagePayloadToQueue; + + UPROPERTY(EditAnywhere, Category="Test", meta=(UIMin=1)) + int32 NumberOfTimesToQueue = 1; + + UPROPERTY(EditAnywhere, Category="Test") + TEnumAsByte CustomTickGroup = TG_PrePhysics; +}; + + +UCLASS(BlueprintType) +class AHeavyPerformanceListener : public AActor +{ + GENERATED_BODY() + + AHeavyPerformanceListener(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); + +public: + + virtual void BeginPlay() override; + virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + + UPROPERTY(EditAnywhere, Category="Test") + TObjectPtr MeshComp; + + UPROPERTY(EditAnywhere, Category="Test") + FAsyncMessageId MessageToListenFor; + + UPROPERTY(EditAnywhere, Category="Test") + TEnumAsByte GroupToListenFor = ETickingGroup::TG_PostPhysics; + +private: + + void HandleMessage(const FAsyncMessage& Message); + void SetupListener(); + void RemoveListener(); + + FAsyncMessageHandle ListenerHandle; +}; \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsActorAnimationTests.cpp b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsActorAnimationTests.cpp new file mode 100644 index 0000000000000000000000000000000000000000..884301d3f25cb7186a7683d86d04cca68b887943 --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsActorAnimationTests.cpp @@ -0,0 +1,187 @@ +// Copyright Epic Games, Inc.All Rights Reserved. + +#include "Utilities/ShooterTestsActorTest.h" + +#if WITH_AUTOMATION_TESTS + +#include "Helpers/CQTestAssetFilterBuilder.h" +#include "Helpers/CQTestAssetHelper.h" + +#include "Engine/DataAsset.h" +#include "Equipment/LyraEquipmentManagerComponent.h" +#include "Equipment/LyraPickupDefinition.h" +#include "Misc/Paths.h" +#include "ObjectBuilder.h" +#include "Weapons/LyraWeaponInstance.h" +#include "Weapons/LyraWeaponSpawner.h" + +/** + * Creates a standalone test object using the name from the first parameter, in the case `InputCrouchAnimationTest`, which inherits from `ShooterTestsActorAnimationTest` to provide us our testing functionality. + * The second parameter specifies the category and subcategories used for displaying within the UI + * + * Note that this test uses the ACTOR_ANIMATION_TEST macro, which is defined in `/Utilities/ShooterTestsActorTest.h`, to inherit from a base class with user-defined variables and methods. Reference that document for more information. + * + * The test object will test animation playback during specific inputs while crouched. All variables are reset after each test iteration. + * + * The test makes use of the `TestCommandBuilder` to queue up latent commands to be executed on every Tick of the Engine/Editor + * `Do` and `Then` steps will execute within a single tick + * `Until` steps will keep executing each tick until the predicate has evaluated to true or the timeout period has elapsed. The latter will fail the test. + * + * Each TEST_METHOD will register with the `InputCrouchAnimationTest` test object and has the variables and methods from `InputCrouchAnimationTest` available for use. + */ +ACTOR_ANIMATION_TEST(InputCrouchAnimationTest, "Project.Functional Tests.ShooterTests.Actor.Animation") +{ + // Make a call to our base Constructor to set the name of the level to load + InputCrouchAnimationTest() : ShooterTestsActorAnimationTest(TEXT("L_ShooterTest_Basic")) + { + } + + /** + * Run before each TEST_METHOD to load our level, initialize our Player, and Player components needed for the tests before to execute successfully. + * The test also makes sure that the Player is playing a crouching idle animation after toggling the Player's crouched state. + * If an ASSERT_THAT fails at any point, the TEST_METHODS will also fail as this means that our test prerequisites were not setup + * + * Note that because we're derived from a user-defined base class, that we will also call our base `Setup`. It's importanrt to know that `BEFORE_EACH` is a macro that wraps around `virtual void Setup() override` + */ + BEFORE_EACH() + { + ShooterTestsActorAnimationTest::Setup(); + + TestCommandBuilder + .Do([this]() { GetExpectedAnimation(FShooterTestsAnimationTestHelper::PistolCrouchIdleAnimationName); }) + .Then([this]() { PawnActions->ToggleCrouch(); }) + .Until([this]() { return AnimationTestHelper.IsAnimationPlaying(PlayerMesh, ExpectedAnimation); }); + } + + /** + * Each test is registered with the name of the type of movement being tested and checks both the expected animation and the input action used to trigger the animation + * Due to the nature of the test being the same with the exception of the animation name and the input action, we have a helper method implemented in from our base class being used + */ + TEST_METHOD(PlayerCrouched_ForwardMovement) + { + TestInputActionAnimation(FShooterTestsAnimationTestHelper::PistolCrouchWalkForwardAnimationName, [this]() { PawnActions->MoveForward(); }); + } + + TEST_METHOD(PlayerCrouched_BackwardMovement) + { + TestInputActionAnimation(FShooterTestsAnimationTestHelper::PistolCrouchWalkBackwardAnimationName, [this]() { PawnActions->MoveBackward(); }); + } + + TEST_METHOD(PlayerCrouched_StrafeLeftMovement) + { + TestInputActionAnimation(FShooterTestsAnimationTestHelper::PistolCrouchStrafeLeftAnimationName, [this]() { PawnActions->StrafeLeft(); }); + } + + TEST_METHOD(PlayerCrouched_StrafeRightMovement) + { + TestInputActionAnimation(FShooterTestsAnimationTestHelper::PistolCrouchStrafeRightAnimationName, [this]() { PawnActions->StrafeRight(); }); + } + + TEST_METHOD(PlayerCrouched_RotateLeftMovement) + { + TestInputActionAnimation(FShooterTestsAnimationTestHelper::PistolCrouchRotateLeftAnimationName, [this]() { PawnActions->RotateLeft(); }); + } + + TEST_METHOD(PlayerCrouched_RotateRightMovement) + { + TestInputActionAnimation(FShooterTestsAnimationTestHelper::PistolCrouchRotateRightAnimationName, [this]() { PawnActions->RotateRight(); }); + } +}; + +/** + * Creates a standalone test object using the name from the first parameter, in the case `WeaponMeleeAnimationTest`, that inherits from `ShooterTestsActorAnimationTest` to provide us our testing functionality. + * The second parameter specifies the category and subcategories used for displaying within the UI + * The third parameter specifies the flags as to what context the test will run in and the filter to be applied for the test to appear in the UI + * + * Note that this test uses the ACTOR_ANIMATION_TEST macro, which is defined in `/Utilities/ShooterTestsActorTest.h`, to inherit from a base class with user-defined variables and methods. Reference that document for more information. + * This is a test which will be run in the Editor context as this test spawns objects based on Blueprints found on the local filesystem. Assets require to be cooked along the game to run in the game/client + * + * The test object will test spawning weapons for the Player to equip. Test will also verify that the proper melee animation is triggered for the respective input and equipped weapon. All variables are reset after each test iteration. + * The test makes use of the `TestCommandBuilder` to queue up latent commands to be executed on every Tick of the Engine/Editor + * `StartWhen` steps will keep executing each tick until the predicate has evaluated to true or the timeout period has elapsed. The latter will fail the test. + * + * Each TEST_METHOD will register with the `WeaponMeleeAnimationTest` test object and has the variables and methods from `WeaponMeleeAnimationTest` available for use. + */ +ACTOR_ANIMATION_TEST_WITH_FLAGS(WeaponMeleeAnimationTest, "Project.Functional Tests.ShooterTests.Actor.Animation", EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter) +{ + ALyraWeaponSpawner* WeaponSpawnerPad{ nullptr }; + + // Make a call to our base Constructor to set the name of the level to load + WeaponMeleeAnimationTest() : ShooterTestsActorAnimationTest(TEXT("L_ShooterTest_Basic")) + { + } + + // Checks to see if the specified Weapon is currently equipped by the player + bool IsCurrentlyEquippedWeapon(const FString& WeaponName) + { + if (ULyraEquipmentManagerComponent* EquipmentManager = Player->FindComponentByClass()) + { + if (ULyraWeaponInstance* WeaponInstance = EquipmentManager->GetFirstInstanceOfType()) + { + const bool bIsWeaponEquipped = IsValid(WeaponInstance) && IsValid(WeaponInstance->GetInstigator()); + return bIsWeaponEquipped && WeaponInstance->GetClass()->GetName().Equals(WeaponName); + } + } + + return false; + } + + // Spawns the weapon pad with the appropriate weapon to be picked up by the Player + void SpawnWeaponSpawnerPad(const FString& WeaponDataAsset) + { + // Generate our DataAsset filter used to find our weapon assets + FARFilter DataAssetFilter = CQTestAssetHelper::FAssetFilterBuilder() + .WithClassPath(UDataAsset::StaticClass()->GetClassPathName()) + .IncludeRecursiveClasses() + .Build(); + + UClass* WeaponSpawnerPadBp = CQTestAssetHelper::GetBlueprintClass(TEXT("B_WeaponSpawner")); + ASSERT_THAT(IsNotNull(WeaponSpawnerPadBp)); + + UObject* WeaponData = CQTestAssetHelper::FindDataBlueprint(DataAssetFilter, WeaponDataAsset); + ASSERT_THAT(IsNotNull(WeaponData)); + ULyraWeaponPickupDefinition* WeaponDefinition = Cast(WeaponData); + ASSERT_THAT(IsNotNull(WeaponDefinition)); + + WeaponSpawnerPad = &TObjectBuilder(*Spawner, WeaponSpawnerPadBp) + .SetParam("WeaponDefinition", WeaponDefinition) + .Spawn(Player->GetTransform()); + + ASSERT_THAT(IsNotNull(WeaponSpawnerPad)); + } + + // Waits until the weapon is spawned and equipped + void EquipSpawnedWeapon(const FString& WeaponName) + { + FString WeaponDataAsset = FString::Printf(TEXT("WeaponPickupData_%s"), *WeaponName); + FString EquippedWeaponInstanceName = FString::Printf(TEXT("B_WeaponInstance_%s_C"), *WeaponName); + SpawnWeaponSpawnerPad(WeaponDataAsset); + + TestCommandBuilder + .StartWhen([this, EquippedWeaponInstanceName = MoveTemp(EquippedWeaponInstanceName)]() { return IsCurrentlyEquippedWeapon(EquippedWeaponInstanceName); }); + } + + /** + * Each test is registered with the name of the type of movement being tested and checks both the expected animation and the input action used to trigger the animation + * Due to the nature of the test being the same with the exception of the animation name and the input action, we use helper methods to implement the steps + */ + TEST_METHOD(WeaponMelee_Pistol) + { + EquipSpawnedWeapon(TEXT("Pistol")); + TestInputActionAnimation(FShooterTestsAnimationTestHelper::PistolMeleeAnimationName, [this]() { PawnActions->PerformMelee(); }); + } + + TEST_METHOD(WeaponMelee_Rifle) + { + EquipSpawnedWeapon(TEXT("Rifle")); + TestInputActionAnimation(FShooterTestsAnimationTestHelper::RifleMeleeAnimationName, [this]() { PawnActions->PerformMelee(); }); + } + + TEST_METHOD(WeaponMelee_Shotgun) + { + EquipSpawnedWeapon(TEXT("Shotgun")); + TestInputActionAnimation(FShooterTestsAnimationTestHelper::ShotgunMeleeAnimationName, [this]() { PawnActions->PerformMelee(); }); + } +}; + +#endif // WITH_AUTOMATION_TESTS \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsActorNetworkTests.cpp b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsActorNetworkTests.cpp new file mode 100644 index 0000000000000000000000000000000000000000..100ac634681b1c327d6a5c92ebdde80931bbdeef --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsActorNetworkTests.cpp @@ -0,0 +1,117 @@ +// Copyright Epic Games, Inc.All Rights Reserved. + +#include "Utilities/ShooterTestsActorNetworkTest.h" + +#if ENABLE_SHOOTERTESTS_NETWORK_TEST + +/** + * Creates a standalone test object using the name from the first parameter, in the case `InputAnimationTest`, which inherits from `ShooterTestsActorAnimationNetworkTest` to provide us our testing functionality. + * The second parameter specifies the category and subcategories used for displaying within the UI + * + * Note that this test uses the ACTOR_ANIMATION_NETWORK_TEST macro, which is defined in `/Utilities/ShooterTestsNetworkTest.h`, to inherit from a base class with user-defined variables and methods. Reference that document for more information. + * + * The test object will test animation playback during specific inputs while in a networked session. All variables are reset after each test iteration. + * + * The test makes use of the `TestCommandBuilder` to queue up latent commands to be executed on every Tick of the Engine/Editor + * Because of the nature of a network session having a server and client, the `FShooterTestsNetworkComponent` handles splitting up the commands between the Server and Client PIE sessions. + * `ThenServer` and `ThenClient` steps will execute within a single tick on the server or client + * `UntilServer` and `UntilClient` steps will keep executing each tick on the server or client until the predicate has evaluated to true or the timeout period has elapsed. The latter will fail the test. + * + * Each TEST_METHOD will register with the `InputAnimationTest` test object and has the variables and methods from `InputAnimationTest` available for use. + */ + +ACTOR_ANIMATION_NETWORK_TEST(InputAnimationTest, "Project.Functional Tests.ShooterTests.Actor.Replication") +{ + // Make a call to our base Constructor to set level to load + InputAnimationTest() : ShooterTestsActorAnimationNetworkTest(TEXT("/ShooterTests/Maps/L_ShooterTest_Basic")) + { + } + + /** + * Each test is registered with the name of the type of player being tested and checks both the expected animation and the input action used to trigger the animation + * If a test is focusing on the Server Player, the test name will be prefixed with `ServerPlayer`. Similarly, the Client Player tests are prefixed as `ClientPlayer` + * If a test is set to be performed on both the Server and CLient Players, then the prefix will be `NetworkPlayers` + * Helper methods are provided within `ShooterTestsActorNetworkTest` to help streamline with the repeated functionality of performing inputs and fetching and testing animations on either the Server or Clients + */ + TEST_METHOD(NetworkPlayers_Jump) + { + FShooterTestsActorInputTestHelper::InputActionType Input = FShooterTestsActorInputTestHelper::InputActionType::Jump; + + // Test animation and input for the client instance + FetchAnimationAssetForClientPlayer(FShooterTestsAnimationTestHelper::PistolJumpAnimationName); + PerformInputOnClientPlayer(Input); + IsClientPlayerAnimationPlayingOnAllClients(); + + // Test animation and input for the server instance + FetchAnimationAssetForServerPlayer(FShooterTestsAnimationTestHelper::PistolJumpAnimationName); + PerformInputOnServerPlayer(Input); + IsServerPlayerAnimationPlayingOnAllClients(); + } + + TEST_METHOD(ServerPlayer_MannyMovement) + { + // Map of the animations and their corresponding inputs to be tested against in the loop below. + // Note that due to how the level is laid out, the server player spawns at the first found player location, while the client spawns to the next of them to avoid immediate collisions. + // We take the spawn into account and have the server player test their directional movements by going left before going to the right to allow for some additional buffer before the animation starts playing. + TMap MovementAnimations + { + { FShooterTestsAnimationTestHelper::MannyPistolJogForwardAnimationName, FShooterTestsActorInputTestHelper::InputActionType::MoveForward }, + { FShooterTestsAnimationTestHelper::MannyPistolJogBackwardAnimationName, FShooterTestsActorInputTestHelper::InputActionType::MoveBackward }, + { FShooterTestsAnimationTestHelper::MannyPistolStrafeLeftAnimationName, FShooterTestsActorInputTestHelper::InputActionType::StrafeLeft }, + { FShooterTestsAnimationTestHelper::MannyPistolStrafeRightAnimationName, FShooterTestsActorInputTestHelper::InputActionType::StrafeRight }, + }; + + for (const TPair& MovementAnimation : MovementAnimations) + { + const FString& AnimationName = MovementAnimation.Key; + FShooterTestsActorInputTestHelper::InputActionType Input = MovementAnimation.Value; + + FetchAnimationAssetForServerPlayer(AnimationName); + PerformInputOnServerPlayer(Input); + IsServerPlayerAnimationPlayingOnAllClients(); + StopAllInputsOnServerPlayer(); + } + } + + TEST_METHOD(ClientPlayer_QuinnMovement) + { + // Map of the animations and their corresponding inputs to be tested against in the loop below. + // Note that due to how the level is laid out, the server player spawns at the first found player location, while the client spawns to the next of them to avoid immediate collisions. + // We take the spawn into account and have the client player test their directional movements by going right before going to the left to allow for some additional buffer before the animation starts playing. + TMap MovementAnimations + { + { FShooterTestsAnimationTestHelper::QuinnPistolJogForwardAnimationName, FShooterTestsActorInputTestHelper::InputActionType::MoveForward }, + { FShooterTestsAnimationTestHelper::QuinnPistolJogBackwardAnimationName, FShooterTestsActorInputTestHelper::InputActionType::MoveBackward }, + { FShooterTestsAnimationTestHelper::QuinnPistolStrafeRightAnimationName, FShooterTestsActorInputTestHelper::InputActionType::StrafeRight }, + { FShooterTestsAnimationTestHelper::QuinnPistolStrafeLeftAnimationName, FShooterTestsActorInputTestHelper::InputActionType::StrafeLeft }, + }; + + for (const TPair& MovementAnimation : MovementAnimations) + { + const FString& AnimationName = MovementAnimation.Key; + FShooterTestsActorInputTestHelper::InputActionType Input = MovementAnimation.Value; + + FetchAnimationAssetForClientPlayer(AnimationName); + PerformInputOnClientPlayer(Input); + IsClientPlayerAnimationPlayingOnAllClients(); + StopAllInputsOnClientPlayer(); + } + } + + TEST_METHOD(NetworkPlayers_Crouch) + { + FShooterTestsActorInputTestHelper::InputActionType Input = FShooterTestsActorInputTestHelper::InputActionType::Crouch; + + // Test animation and input for the client instance + FetchAnimationAssetForClientPlayer(FShooterTestsAnimationTestHelper::PistolCrouchIdleAnimationName); + PerformInputOnClientPlayer(Input); + IsClientPlayerAnimationPlayingOnAllClients(); + + // Test animation and input for the server instance + FetchAnimationAssetForServerPlayer(FShooterTestsAnimationTestHelper::PistolCrouchIdleAnimationName); + PerformInputOnServerPlayer(Input); + IsServerPlayerAnimationPlayingOnAllClients(); + } +}; + +#endif // ENABLE_SHOOTERTESTS_NETWORK_TEST \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsDevicePropertyTester.cpp b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsDevicePropertyTester.cpp new file mode 100644 index 0000000000000000000000000000000000000000..eb2408ed8d0ae86139c506e3c1732f4cddb2d790 --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsDevicePropertyTester.cpp @@ -0,0 +1,68 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "ShooterTestsDevicePropertyTester.h" +#include "GameFramework/InputDeviceSubsystem.h" +#include "GameFramework/Pawn.h" +#include "Components/CapsuleComponent.h" +#include "Components/PrimitiveComponent.h" +#include "Components/StaticMeshComponent.h" + +DEFINE_LOG_CATEGORY_STATIC(LogShooterTestDeviceProperty, Log, All); + +AShooterTestsDevicePropertyTester::AShooterTestsDevicePropertyTester() +{ + RootComponent = CollisionVolume = CreateDefaultSubobject(TEXT("CollisionVolume")); + CollisionVolume->InitCapsuleSize(80.f, 80.f); + CollisionVolume->OnComponentBeginOverlap.AddDynamic(this, &AShooterTestsDevicePropertyTester::OnOverlapBegin); + CollisionVolume->OnComponentEndOverlap.AddDynamic(this, &AShooterTestsDevicePropertyTester::OnEndOverlap); + + PlatformMesh = CreateDefaultSubobject(TEXT("PlatformMesh")); + PlatformMesh->SetupAttachment(RootComponent); +} + +void AShooterTestsDevicePropertyTester::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepHitResult) +{ + if (const APawn* Pawn = Cast(OtherActor)) + { + ApplyDeviceProperties(Pawn->GetPlatformUserId()); + } +} + +void AShooterTestsDevicePropertyTester::OnEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex) +{ + if (const APawn* Character = Cast(OtherActor)) + { + RemoveDeviceProperties(); + } +} + +void AShooterTestsDevicePropertyTester::ApplyDeviceProperties(const FPlatformUserId UserId) +{ + if (!UserId.IsValid()) + { + UE_LOG(LogShooterTestDeviceProperty, Error, TEXT("Cannot apply device properties to an invalid Platform User!")); + return; + } + + if (UInputDeviceSubsystem* System = UInputDeviceSubsystem::Get()) + { + FActivateDevicePropertyParams Params = {}; + Params.UserId = UserId; + + for (TSubclassOf DevicePropClass : DeviceProperties) + { + ActivePropertyHandles.Emplace(System->ActivateDevicePropertyOfClass(DevicePropClass, Params)); + } + } +} + +void AShooterTestsDevicePropertyTester::RemoveDeviceProperties() +{ + // Remove any device properties that have been applied + if (UInputDeviceSubsystem* InputDeviceSubsystem = UInputDeviceSubsystem::Get()) + { + InputDeviceSubsystem->RemoveDevicePropertyHandles(ActivePropertyHandles); + } + + ActivePropertyHandles.Empty(); +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsDevicePropertyTester.h b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsDevicePropertyTester.h new file mode 100644 index 0000000000000000000000000000000000000000..2fad7854006f57e81b1057327a40d6f0d3f139ac --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsDevicePropertyTester.h @@ -0,0 +1,53 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/Actor.h" +#include "GameFramework/InputDevicePropertyHandle.h" +#include "ShooterTestsDevicePropertyTester.generated.h" + +class UInputDeviceProperty; +class UCapsuleComponent; +class UPrimitiveComponent; +class UStaticMeshComponent; +struct FHitResult; + +/** This tester will apply device properties to a Player Controller on overlap, and remove them once overlap ends. */ +UCLASS(Blueprintable, BlueprintType) +class AShooterTestsDevicePropertyTester : public AActor +{ + GENERATED_BODY() + +public: + + AShooterTestsDevicePropertyTester(); + + /** Device properties to apply on overlap with a player controller. */ + UPROPERTY(EditAnywhere, Category = "Device Property") + TArray> DeviceProperties; + + /** The volume that will trigger device properties to be added and removed on overlap */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Device Property") + TObjectPtr CollisionVolume; + + /** A little mesh to make this collision volume visible */ + UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Device Property") + TObjectPtr PlatformMesh; + + UFUNCTION(BlueprintCallable, Category = "Device Property") + void ApplyDeviceProperties(const FPlatformUserId UserId); + + UFUNCTION(BlueprintCallable, Category = "Device Property") + void RemoveDeviceProperties(); + +private: + + UFUNCTION() + void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepHitResult); + + UFUNCTION() + void OnEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex); + + UPROPERTY(Transient) + TSet ActivePropertyHandles; +}; \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsMapTests.cpp b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsMapTests.cpp new file mode 100644 index 0000000000000000000000000000000000000000..f3db046747c966e7802f54765b53908d565f4ff5 --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsMapTests.cpp @@ -0,0 +1,123 @@ +// Copyright Epic Games, Inc.All Rights Reserved. + +#include "CQTest.h" + +#if WITH_AUTOMATION_TESTS + +#include "AbilitySystem/LyraAbilitySystemComponent.h" +#include "AbilitySystem/Attributes/LyraHealthSet.h" +#include "Character/LyraCharacter.h" +#include "Character/LyraHealthComponent.h" +#include "Components/MapTestSpawner.h" +#include "Helpers/CQTestAssetHelper.h" +#include "LyraGameplayTags.h" +#include "ObjectBuilder.h" +#include "System/LyraAssetManager.h" +#include "System/LyraGameData.h" + +/** + * Creates a standalone test object using the name from the first parameter, in the case `AbilitySpawnerMapTest`, which inherits from `TTest` to provide us our testing functionality. + * The second parameter specifies the category and subcategories used for displaying within the UI + * The third parameter specifies the flags as to what context the test will run in and the filter to be applied for the test to appear in the UI + * + * Note that this is a test which will be run in the Editor context as this test spawns objects based on Blueprints found on the local filesystem. Assets require to be cooked along the game to run in the game/client + * + * The test object will test gameplay ability behaviors applied to the Player. All variables are reset after each test iteration. + * + * The test makes use of the `TestCommandBuilder` to queue up latent commands to be executed on every Tick of the Engine/Editor + * `Do` and `Then` steps will execute within a single tick + * `StartWhen` and `Until` steps will keep executing each tick until the predicate has evaluated to true or the timeout period has elapsed. The latter will fail the test. + * + * Each TEST_METHOD will register with the `AbilitySpawnerMapTest` test object and has the variables and methods from `AbilitySpawnerMapTest` available for use. +*/ +TEST_CLASS_WITH_FLAGS(AbilitySpawnerMapTest, "Project.Functional Tests.ShooterTests.GameplayAbility", EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter) +{ + TUniquePtr Spawner; + + ALyraCharacter* Player{ nullptr }; + AActor* GameplayEffectPad{ nullptr }; + ULyraAbilitySystemComponent* AbilitySystemComponent{ nullptr }; + const ULyraHealthSet* HealthSet{ nullptr }; + + // Fetches the GameplayEffect which will trigger and apply the damage specified to the player + void DoDamageToPlayer(double Damage) + { + const TSubclassOf DamageEffect = ULyraAssetManager::GetSubclass(ULyraGameData::Get().DamageGameplayEffect_SetByCaller); + FGameplayEffectSpecHandle SpecHandle = AbilitySystemComponent->MakeOutgoingSpec(DamageEffect, 1.0, AbilitySystemComponent->MakeEffectContext()); + ASSERT_THAT(IsTrue(SpecHandle.IsValid())); + SpecHandle.Data->SetSetByCallerMagnitude(LyraGameplayTags::SetByCaller_Damage, Damage); + FActiveGameplayEffectHandle Handle = AbilitySystemComponent->ApplyGameplayEffectSpecToSelf(*SpecHandle.Data.Get()); + ASSERT_THAT(IsTrue(Handle.WasSuccessfullyApplied())); + } + + // Attempts to spawn a gameplay pad with a specified effect + void SpawnGameplayPad(const FString& EffectName) + { + UClass* DesiredEffect = CQTestAssetHelper::GetBlueprintClass(EffectName); + ASSERT_THAT(IsNotNull(DesiredEffect)); + + UClass* GameplayEffectPadBp = CQTestAssetHelper::GetBlueprintClass(TEXT("BP_GameplayEffectPad")); + ASSERT_THAT(IsNotNull(GameplayEffectPadBp)); + + GameplayEffectPad = &TObjectBuilder(*Spawner, GameplayEffectPadBp) + .SetParam("GameplayEffectToApply", DesiredEffect) + .Spawn(Player->GetTransform()); + + ASSERT_THAT(IsNotNull(GameplayEffectPad)); + } + + // Checks to see if the player has been damaged + bool IsPlayerDamaged() + { + return HealthSet->GetHealth() < HealthSet->GetMaxHealth(); + } + + /** + * Run before each TEST_METHOD to load our level, initialize our Player, and Player components needed for the tests before to execute successfully. + * If an ASSERT_THAT fails at any point, the TEST_METHODS will also fail as this means that our test prerequisites were not setup + */ + BEFORE_EACH() + { + const FString LevelName = TEXT("L_ShooterTest_Basic"); + + TOptional PackagePath = CQTestAssetHelper::FindAssetPackagePathByName(LevelName); + ASSERT_THAT(IsTrue(PackagePath.IsSet(), "Could not find the level package.")); + Spawner = MakeUnique(PackagePath.GetValue(), LevelName); + Spawner->AddWaitUntilLoadedCommand(TestRunner); + + const FTimespan LoadingScreenTimeout = FTimespan::FromSeconds(30); + TestCommandBuilder + .StartWhen([this]() { return nullptr != Spawner->FindFirstPlayerPawn(); }, LoadingScreenTimeout) + .Do([this]() { + Player = CastChecked(Spawner->FindFirstPlayerPawn()); + AbilitySystemComponent = Player->GetLyraAbilitySystemComponent(); + ASSERT_THAT(IsNotNull(AbilitySystemComponent)); + + HealthSet = AbilitySystemComponent->GetSetChecked(); + ASSERT_THAT(IsTrue(HealthSet->GetHealth() > 0)); + ASSERT_THAT(IsTrue(HealthSet->GetHealth() == HealthSet->GetMaxHealth())); + }); + } + + // Tests to verify that the Player is able to get damaged + TEST_METHOD(PlayerOnDamageSpawner_Eventually_LosesHealth) + { + TestCommandBuilder + .StartWhen([this]() { return !AbilitySystemComponent->HasMatchingGameplayTag(TAG_Gameplay_DamageImmunity); }) + .Then([this]() { SpawnGameplayPad(TEXT("GE_GameplayEffectPad_Damage")); }) + .Until([this]() { return IsPlayerDamaged(); }); + } + + // Tests to verify that the Player is able to get recover after being damaged + TEST_METHOD(PlayerMissingHealth_OnHealSpawner_RestoresHealth) + { + TestCommandBuilder + .StartWhen([this]() { return !AbilitySystemComponent->HasMatchingGameplayTag(TAG_Gameplay_DamageImmunity); }) + .Then([this]() { DoDamageToPlayer(10.0); }) + .Until([this]() { return IsPlayerDamaged(); }) + .Then([this]() { SpawnGameplayPad(TEXT("GE_GameplayEffectPad_Heal")); }) + .Until([this]() { return !IsPlayerDamaged(); }); + } +}; + +#endif // WITH_AUTOMATION_TESTS \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsRuntimeModule.cpp b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsRuntimeModule.cpp new file mode 100644 index 0000000000000000000000000000000000000000..435158925452518ea033e15f95542cc069b6154c --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/ShooterTestsRuntimeModule.cpp @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Modules/ModuleInterface.h" +#include "Modules/ModuleManager.h" + +class FShooterTestsRuntimeModule : public IModuleInterface +{ +public: + + /** IModuleInterface implementation */ + virtual void StartupModule() override {} + virtual void ShutdownModule() override {} +}; + +IMPLEMENT_MODULE(FShooterTestsRuntimeModule, ShooterTestsRuntime) \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsActorNetworkTest.h b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsActorNetworkTest.h new file mode 100644 index 0000000000000000000000000000000000000000..ce44dbd639102f94682eba42f29a2c8eb52bfa6c --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsActorNetworkTest.h @@ -0,0 +1,216 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "ShooterTestsNetworkComponent.h" + +#if ENABLE_SHOOTERTESTS_NETWORK_TEST + +#include "CQTest.h" +#include "Tests/AutomationEditorCommon.h" +#include "Utilities/ShooterTestsAnimationTestHelper.h" + +/** + * Implementation of our base class used to share functionality of loading a level and players over a network. + * Inherits from `TTest` to provide us our testing functionality. + * Takes in an optional templated typename for the `FShooterTestsActorTestHelper` object and all possible inherited objects. + * + * Implements functionality to load a level, specified as parameters in the Constructor, and verifies that both the server and client Players are completely spawned within the game world during the `Setup` + * + * Makes use of the `TestCommandBuilder` to queue up latent commands to be executed on every Tick of the Engine/Editor + * `Then` steps will execute within a single tick + * `Until` steps will keep executing each tick until the predicate has evaluated to true or the timeout period has elapsed. The latter will fail the test. + * Each step is defined and implemented to handle latent commands on both the server and client states. + */ +template +struct ShooterTestsBaseActorNetworkTest : public TTest +{ + /** Let this object know about our templated parent's variables */ + using TTest::TestRunner; + using TTest::Assert; + using TTest::TestCommandBuilder; + + /** + * Construct the Actor Network Test. + * + * @param InMapName - The full package path of the map to load. + */ + ShooterTestsBaseActorNetworkTest(const FString& InMapName) : MapName(InMapName) + { + static_assert(std::is_convertible_v, "NetworkActorType must derive from FShooterTestsActorTestHelper"); + } + + /** Setup the test by loading in the specified level and making sure that both the server and client Lyra players are fully spawned in before continuing. */ + virtual void Setup() override + { + FAutomationEditorCommonUtils::LoadMap(MapName); + + Network + .Start() + .PrepareAndWaitForServerPlayerSpawn() + .PrepareAndWaitForClientPlayerSpawn() + .FetchConnectedPlayerOnServer() + .FetchConnectedPlayerOnClient(); + } + + /** Networking component which handles our client/server latent commands. */ + FShooterTestsNetworkComponent Network{ TestRunner, TestCommandBuilder, TestRunner->bInitializing }; + + /** Map package name that will be loaded for testing. */ + FString MapName; +}; + +/** + * Implementation of our base class used to share functionality of loading a level and players over a network. + * Inherits from `ShooterTestsActorBaseTest` to provide us our testing functionality and to handle our initial World setup. + * Specifies the `NetworkActorType` to be of type `FShooterTestsActorInputTestHelper` which has extra functionality for Input handling. + * + * Apart from loading our level and Players from the base `ShooterTestsBaseActorNetworkTest` object, will set up the FShooterTestsPawnTestActions object for input handling. + * FShooterTestsPawnTestActions is a user-defined input handling object which derives from CQTest's `FInputTestActions` in order to specify Input Actions around what is available to our Player. + * + * Makes use of the `TestCommandBuilder` to queue up latent commands to be executed on every Tick of the Engine/Editor + * `Then` steps will execute within a single tick + * `Until` steps will keep executing each tick until the predicate has evaluated to true or the timeout period has elapsed. The latter will fail the test. + * Each step is defined and implemented to handle latent commands on both the server and client states. + */ +template +struct ShooterTestsActorAnimationNetworkTest : public ShooterTestsBaseActorNetworkTest +{ + /** Let this object know about our templated parent's variables */ + using ShooterTestsBaseActorNetworkTest::Network; + using TTest::TestRunner; + using TTest::Assert; + using TTest::TestCommandBuilder; + + /** + * Construct the Actor Network Test. + * + * @param MapName - The full package path of the map to load. + */ + ShooterTestsActorAnimationNetworkTest(const FString& InMapName) : ShooterTestsBaseActorNetworkTest(InMapName) + { + } + + /** + * Search for a UAnimationAssest for the server player and verify that the animation exists on the connected client. + * + * @param AnimationName - Name of the animation to search for. + * + * @note This method will set the `ExpectedAnimation` to the found UAnimationAssest. + */ + void FetchAnimationAssetForServerPlayer(const FString& AnimationName) + { + FString ServerDescription = FString::Format(TEXT("Fetching animation asset '{0}' from the server player."), { AnimationName }); + FString ClientDescription = FString::Format(TEXT("Validating animation asset '{0}' from the connected player on the client."), { AnimationName }); + + Network + .ThenServer(*ServerDescription, [this, AnimationName](FShooterTestsNetworkState& ServerState) { + ExpectedAnimation = AnimationTestHelper.FindAnimationAsset(ServerState.LocalPlayer->GetSkeletalMeshComponent(), AnimationName); + ASSERT_THAT(IsNotNull(ExpectedAnimation, TEXT("No animation found in player."))); + }) + .ThenClient(*ClientDescription, [this](FShooterTestsNetworkState& ClientState) { + FString AnimationName = ExpectedAnimation->GetName(); + UAnimationAsset* AnimationAsset = AnimationTestHelper.FindAnimationAsset(ClientState.NetworkPlayer->GetSkeletalMeshComponent(), AnimationName); + ASSERT_THAT(IsNotNull(AnimationAsset, TEXT("No animation found in connected player."))); + }); + } + + /** + * Search for a UAnimationAssest for the client player and verify that the animation exists on the connected client. + * + * @param AnimationName - Name of the animation to search for. + * + * @note This method will set the `ExpectedAnimation` to the found UAnimationAssest. + */ + void FetchAnimationAssetForClientPlayer(const FString& AnimationName) + { + FString ServerDescription = FString::Format(TEXT("Fetching animation asset '{0}' from the connected player on the server."), { AnimationName }); + FString ClientDescription = FString::Format(TEXT("Validating animation asset '{0}' on the local client player."), { AnimationName }); + + Network + .ThenServer(*ServerDescription, [this, AnimationName](FShooterTestsNetworkState& ServerState) { + ExpectedAnimation = AnimationTestHelper.FindAnimationAsset(ServerState.NetworkPlayer->GetSkeletalMeshComponent(), AnimationName); + ASSERT_THAT(IsNotNull(ExpectedAnimation, TEXT("No animation found in player."))); + }) + .ThenClient(*ClientDescription, [this](FShooterTestsNetworkState& ClientState) { + FString AnimationName = ExpectedAnimation->GetName(); + UAnimationAsset* AnimationAsset = AnimationTestHelper.FindAnimationAsset(ClientState.LocalPlayer->GetSkeletalMeshComponent(), AnimationName); + ASSERT_THAT(IsNotNull(AnimationAsset, TEXT("No animation found in player."))); + }); + } + + /** + * Perform an input on the server's Lyra character. + * + * @param Type - Type of input to be performed. + */ + void PerformInputOnServerPlayer(FShooterTestsActorInputTestHelper::InputActionType Type) + { + Network.ThenServer(TEXT("Performing the input action on the local server player."), [this, Type](FShooterTestsNetworkState& ServerState) { + ServerState.LocalPlayer->PerformInput(Type); + }); + } + + /** + * Perform an input on the client's Lyra character. + * + * @param Type - Type of input to be performed. + */ + void PerformInputOnClientPlayer(FShooterTestsActorInputTestHelper::InputActionType Type) + { + Network.ThenClient(TEXT("Performing input action on the local client player."), [this, Type](FShooterTestsNetworkState& ClientState) { + ClientState.LocalPlayer->PerformInput(Type); + }); + } + + /** Stops any actively running inputs on the server's Lyra character. */ + void StopAllInputsOnServerPlayer() + { + Network.ThenServer(TEXT("Stopping all input actions on the local server player."), [this](FShooterTestsNetworkState& ServerState) { + ServerState.LocalPlayer->StopAllInput(); + }); + } + + /** Stops any actively running inputs on the client's Lyra character. */ + void StopAllInputsOnClientPlayer() + { + Network.ThenClient(TEXT("Stopping all input actions on the local client player."), [this](FShooterTestsNetworkState& ClientState) { + ClientState.LocalPlayer->StopAllInput(); + }); + } + + /** Check that the Lyra character representing the server player has the expected animation playing on all PIE sessions. */ + void IsServerPlayerAnimationPlayingOnAllClients() + { + Network + .UntilServer(TEXT("Check if the local player on the server is playing the expected animation."), [this](FShooterTestsNetworkState& ServerState) { + return AnimationTestHelper.IsAnimationPlaying(ServerState.LocalPlayer->GetSkeletalMeshComponent(), ExpectedAnimation); + }) + .UntilClient(TEXT("Check if the connected player on the client is playing the expected animation."), [this](FShooterTestsNetworkState& ClientState) { + return AnimationTestHelper.IsAnimationPlaying(ClientState.NetworkPlayer->GetSkeletalMeshComponent(), ExpectedAnimation); + }); + } + + /** Check that the Lyra character representing the client player has the expected animation playing on all PIE sessions. */ + void IsClientPlayerAnimationPlayingOnAllClients() + { + Network + .UntilClient(TEXT("Check if the local player on the client is playing the expected animation."), [this](FShooterTestsNetworkState& ClientState) { + return AnimationTestHelper.IsAnimationPlaying(ClientState.LocalPlayer->GetSkeletalMeshComponent(), ExpectedAnimation); + }) + .UntilServer(TEXT("Check if the connected player on the server is playing the expected animation."), [this](FShooterTestsNetworkState& ServerState) { + return AnimationTestHelper.IsAnimationPlaying(ServerState.NetworkPlayer->GetSkeletalMeshComponent(), ExpectedAnimation); + }); + } + + /** Animation helper object. */ + FShooterTestsAnimationTestHelper AnimationTestHelper; + + /** Reference to our animation asset. */ + UAnimationAsset* ExpectedAnimation{ nullptr }; +}; + +/** Macro to quickly create network tests based on the above test object to only run within the Editor. */ +#define ACTOR_ANIMATION_NETWORK_TEST(_ClassName, _TestDir) TEST_CLASS_WITH_BASE_AND_FLAGS(_ClassName, _TestDir, ShooterTestsActorAnimationNetworkTest, EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter) + +#endif // ENABLE_SHOOTERTESTS_NETWORK_TEST \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsActorTest.h b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsActorTest.h new file mode 100644 index 0000000000000000000000000000000000000000..94942ccf89f5afa913207b33e4827d3e6436b4d5 --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsActorTest.h @@ -0,0 +1,219 @@ +// Copyright Epic Games, Inc.All Rights Reserved. + +#pragma once + +#include "CQTest.h" + +#if WITH_AUTOMATION_TESTS + +#include "AbilitySystem/LyraAbilitySystemComponent.h" +#include "Character/LyraCharacter.h" +#include "Components/MapTestSpawner.h" +#include "Components/SkeletalMeshComponent.h" +#include "GameModes/LyraExperienceManagerComponent.h" +#include "Helpers/CQTestAssetHelper.h" +#include "ShooterTestsAnimationTestHelper.h" +#include "ShooterTestsInputTestHelper.h" + +/** + * Implementation of our base class used to share functionality of sharing a Pawn and a level for tests. + * Inherits from `TTest` to provide us our testing functionality. + * + * Implements functionality to load a level, specified as parameters in the Constructor, and verifies that the Player is completely spawned within the game world during the `Setup` + * + * Makes use of the `TestCommandBuilder` to queue up latent commands to be executed on every Tick of the Engine/Editor + * `Then` steps will execute within a single tick + * 'StartWhen` and `Until` steps will keep executing each tick until the predicate has evaluated to true or the timeout period has elapsed. The latter will fail the test. + */ +template +struct ShooterTestsActorBaseTest : public TTest +{ + /** Let this object know about our templated parent's variables */ + using TTest::TestRunner; + using TTest::Assert; + using TTest::TestCommandBuilder; + + /** + * Construct the Base Actor Test. + * + * @param MapName - Name of the map. + */ + ShooterTestsActorBaseTest(const FString& MapName) + { + // Don't load assets during initialization + if (TestRunner->bInitializing) + { + return; + } + + TOptional PackagePath = CQTestAssetHelper::FindAssetPackagePathByName(MapName); + ASSERT_THAT(IsTrue(PackagePath.IsSet(), "Could not find the map package.")); + Spawner = MakeUnique(PackagePath.GetValue(), MapName); + } + + /** + * Check to make sure that the specified world has fully loaded. + * + * @return true if the world is fully loaded. + * + * @note Method is expected to be used within the `Until` latent command to then wait until the world has loaded. + */ + bool HasWorldLoaded() + { + UWorld& World = Spawner->GetWorld(); + AGameStateBase* GameState = World.GetGameState(); + if (GameState == nullptr) + { + return false; + } + + ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass(); + if (ExperienceComponent == nullptr) + { + return false; + } + + return ExperienceComponent->IsExperienceLoaded(); + } + + /** Get our Lyra Player Pawn and all associated systems and functionality needed for our Player. */ + virtual void PreparePlayerPawn() + { + Player = Cast(Spawner->FindFirstPlayerPawn()); + ASSERT_THAT(IsNotNull(Player)); + + AbilitySystemComponent = Player->GetLyraAbilitySystemComponent(); + ASSERT_THAT(IsNotNull(AbilitySystemComponent)); + + GameplayCueCharacterSpawnTag = FGameplayTag::RequestGameplayTag(TEXT("GameplayCue.Character.Spawn"), false); + ASSERT_THAT(IsTrue(GameplayCueCharacterSpawnTag.IsValid())); + } + + /** + * Functionality used to check if the Player is fully spawned into the game world. + * + * @return true if the GameplayEffect 'GE_SpawnIn' is no longer active as this effect blocks player input. + */ + virtual bool IsPlayerPawnFullySpawned() + { + bool bIsCurrentlySpawning = AbilitySystemComponent->IsGameplayCueActive(GameplayCueCharacterSpawnTag); + return !bIsCurrentlySpawning; + } + + /** Setup the test by loading in the specified level and making sure that the Lyra player is fully spawned in before continuing. */ + virtual void Setup() override + { + ASSERT_THAT(IsNotNull(Spawner)); + Spawner->AddWaitUntilLoadedCommand(TestRunner); + + const FTimespan LoadingScreenTimeout = FTimespan::FromSeconds(30); + TestCommandBuilder + .StartWhen([this]() { return HasWorldLoaded(); }, LoadingScreenTimeout) + .Until([this]() { return nullptr != Spawner->FindFirstPlayerPawn(); }) + .Then([this]() { PreparePlayerPawn(); }) + .Until([this]() { return IsPlayerPawnFullySpawned(); }); + } + + /** Reference to our player in the level. */ + ALyraCharacter* Player{ nullptr }; + + /** Object to handle loading of our desired level. */ + TUniquePtr Spawner{ nullptr }; + + /** Reference to the player's ability system component. */ + ULyraAbilitySystemComponent* AbilitySystemComponent{ nullptr }; + + /** Reference to the player's spawning gameplay effect. */ + FGameplayTag GameplayCueCharacterSpawnTag; +}; + +/** + * Implementation of our base class used to share functionality of sharing a Pawn and a level for tests. + * Inherits from `ShooterTestsActorBaseTest` to provide us our testing functionality and to handle our initial World setup. + * + * Apart from loading our level and Player from the base `ShooterTestsActorBaseTest` object, will fetch the Player's SkeletalMesh component and sets up the FShooterTestsPawnTestActions object for input handling. + * The SkeletalMesh component is what handles animations for the Player and is used to query against for active animations + * FShooterTestsPawnTestActions is a user-defined input handling object which derives from CQTest's `FInputTestActions` in order to specify Input Actions around what is available to our Player. + * + * Makes use of the `TestCommandBuilder` to queue up latent commands to be executed on every Tick of the Engine/Editor + * `Do` steps will execute within a single tick + * `Until` steps will keep executing each tick until the predicate has evaluated to true or the timeout period has elapsed. The latter will fail the test. + */ +template +struct ShooterTestsActorAnimationTest : public ShooterTestsActorBaseTest +{ + /** Let this object know about our templated parent's variables */ + using ShooterTestsActorBaseTest::Assert; + using ShooterTestsActorBaseTest::TestCommandBuilder; + using ShooterTestsActorBaseTest::Player; + + /** + * Construct the Actor Animation Test. + * + * @param MapName - Name of the map. + */ + ShooterTestsActorAnimationTest(const FString& MapName) : ShooterTestsActorBaseTest(MapName) { } + + /** + * Calls the parent method to get our Lyra Player Pawn and all associated systems and functionality needed for our Player before setting up functionality needed for input handling and animations. + * + * @see ShooterTestsActorBaseTest::PreparePlayerPawn() + */ + void PreparePlayerPawn() override + { + ShooterTestsActorBaseTest::PreparePlayerPawn(); + ASSERT_THAT(IsTrue(IsValid(Player), TEXT("Player Pawn has not been set"))); + + PawnActions = MakeUnique(Player); + + UActorComponent* ActorComponent = Player->GetComponentByClass(USkeletalMeshComponent::StaticClass()); + ASSERT_THAT(IsTrue(IsValid(ActorComponent), TEXT("Cannot find SkeletalMeshComponent from Player"))); + + PlayerMesh = Cast(ActorComponent); + ASSERT_THAT(IsTrue(IsValid(PlayerMesh), TEXT("Cannot cast component to SkeletalMeshComponent"))); + } + + /** + * Get our expected animation to test against. + * @note Will assert if the animation cannot be found within the SkeletalMesh + */ + void GetExpectedAnimation(const FString& AnimationName) + { + ExpectedAnimation = AnimationTestHelper.FindAnimationAsset(PlayerMesh, AnimationName); + ASSERT_THAT(IsTrue(IsValid(ExpectedAnimation), FString::Format(TEXT("Cannot find animation '{0}'"), { AnimationName }))); + } + + /** + * Tests to see if the expected animation is playing after performing our InputAction. + * + * @param AnimationName - Name of the animation asset to test against. + * @param InputAction - Function of the Input actions to run which will trigger the animation. + */ + void TestInputActionAnimation(const FString& AnimationName, TFunction InputAction) + { + GetExpectedAnimation(AnimationName); + TestCommandBuilder + .Do(InputAction) + .Until([this]() { return AnimationTestHelper.IsAnimationPlaying(PlayerMesh, ExpectedAnimation); }); + } + + /** Animation helper object. */ + FShooterTestsAnimationTestHelper AnimationTestHelper; + + /** Reference to the player's skeletal mesh component. */ + USkeletalMeshComponent* PlayerMesh{ nullptr }; + + /** Reference to our animation asset. */ + UAnimationAsset* ExpectedAnimation{ nullptr }; + + /** Object which performs input actions. */ + TUniquePtr PawnActions{ nullptr }; +}; + +/** Macro to quickly create tests based on the above test object. */ +#define ACTOR_ANIMATION_TEST(_ClassName, _TestDir) TEST_CLASS_WITH_BASE(_ClassName, _TestDir, ShooterTestsActorAnimationTest) + +/** Macro to quickly create tests based on the above test object with custom flags. */ +#define ACTOR_ANIMATION_TEST_WITH_FLAGS(_ClassName, _TestDir, _Flags) TEST_CLASS_WITH_BASE_AND_FLAGS(_ClassName, _TestDir, ShooterTestsActorAnimationTest, _Flags) + +#endif // WITH_AUTOMATION_TESTS \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsActorTestHelper.cpp b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsActorTestHelper.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c95664984c7aeddf4c0efbc409f7aa4a9977b87d --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsActorTestHelper.cpp @@ -0,0 +1,72 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "ShooterTestsActorTestHelper.h" + +#include "Character/LyraCharacter.h" +#include "Components/SkeletalMeshComponent.h" + +FShooterTestsActorTestHelper::FShooterTestsActorTestHelper(APawn* Pawn) +{ + checkf(Pawn, TEXT("Pawn is invalid.")); + + LyraCharacter = Cast(Pawn); + checkf(LyraCharacter, TEXT("Cannot cast Pawn to a Lyra Character.")); + + UActorComponent* ActorComponent = LyraCharacter->GetComponentByClass(USkeletalMeshComponent::StaticClass()); + checkf(ActorComponent, TEXT("Cannot find SkeletalMeshComponent from the LyraCharacter.")); + + SkeletalMeshComponent = Cast(ActorComponent); + checkf(SkeletalMeshComponent, TEXT("Cannot cast component to SkeletalMeshComponent.")); + + AbilitySystemComponent = LyraCharacter->GetLyraAbilitySystemComponent(); + checkf(AbilitySystemComponent, TEXT("Lyra Character does not have a valid AbilitySystemComponent.")); + + const FName CharacterSpawn = TEXT("GameplayCue.Character.Spawn"); + GameplayCueCharacterSpawnTag = FGameplayTag::RequestGameplayTag(CharacterSpawn, true); +} + +bool FShooterTestsActorTestHelper::IsPawnFullySpawned() +{ + bool bIsCurrentlySpawning = AbilitySystemComponent->IsGameplayCueActive(GameplayCueCharacterSpawnTag); + return !bIsCurrentlySpawning; +} + +FShooterTestsActorInputTestHelper::FShooterTestsActorInputTestHelper(APawn* Pawn) : FShooterTestsActorTestHelper(Pawn) +{ + PawnActions = MakeUnique(Pawn); +} + +void FShooterTestsActorInputTestHelper::PerformInput(InputActionType Type) +{ + switch (Type) + { + case InputActionType::Crouch: + PawnActions->ToggleCrouch(); + break; + case InputActionType::Melee: + PawnActions->PerformMelee(); + break; + case InputActionType::Jump: + PawnActions->PerformJump(); + break; + case InputActionType::MoveForward: + PawnActions->MoveForward(); + break; + case InputActionType::MoveBackward: + PawnActions->MoveBackward(); + break; + case InputActionType::StrafeLeft: + PawnActions->StrafeLeft(); + break; + case InputActionType::StrafeRight: + PawnActions->StrafeRight(); + break; + default: + checkNoEntry(); + } +} + +void FShooterTestsActorInputTestHelper::StopAllInput() +{ + PawnActions->StopAllActions(); +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsActorTestHelper.h b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsActorTestHelper.h new file mode 100644 index 0000000000000000000000000000000000000000..1b01141ffc4e3d7cb8c24a76cc8ce9a2f6a81723 --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsActorTestHelper.h @@ -0,0 +1,94 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "AbilitySystem/LyraAbilitySystemComponent.h" +#include "ShooterTestsInputTestHelper.h" + +class ALyraCharacter; +class USkeletalMeshComponent; + +/// Class which consolidates the Lyra Actor information that is shared amongst tests. +class FShooterTestsActorTestHelper +{ +public: + /** + * Construct the Actor Test Helper object + * + * @param Pawn - Pointer to a Pawn + */ + explicit FShooterTestsActorTestHelper(APawn* Pawn); + + /** + * Checks to see if the current actor is fully spawned in the level and ready to be used. + * + * @return true is the player is spawned and usable, otherwise false + */ + bool IsPawnFullySpawned(); + + /** + * Gets the Lyra character which was associated with the Pawn used during the construction of the object. + * + * @return constant pointer to the LyraCharacter + */ + const ALyraCharacter* GetLyraCharacter() const { return LyraCharacter; } + + /** + * Gets the skeletal mesh component of the associated Lyra Character. + * + * @return pointer to the SkeletalMeshComponent + */ + USkeletalMeshComponent* GetSkeletalMeshComponent() const { return SkeletalMeshComponent; } + +private: + /** Reference to our player in the level. */ + ALyraCharacter* LyraCharacter{ nullptr }; + + /** Reference to the player's skeletal mesh component. */ + USkeletalMeshComponent* SkeletalMeshComponent; + + /** Reference to the player's ability system component. */ + ULyraAbilitySystemComponent* AbilitySystemComponent{ nullptr }; + + /** Reference to the player's spawning gameplay effect. */ + FGameplayTag GameplayCueCharacterSpawnTag; +}; + +/** + * Inherited from FShooterTestsActorTestHelper, adds FShooterTestsPawnTestActions to be used for interacting with the Lyra player and triggering animations. + * + * @see FShooterTestsActorTestHelper + */ +class FShooterTestsActorInputTestHelper : public FShooterTestsActorTestHelper +{ +public: + /** Defines the available input actions that can be performed. */ + enum class InputActionType : uint8_t + { + Crouch, + Melee, + Jump, + MoveForward, + MoveBackward, + StrafeLeft, + StrafeRight, + }; + + explicit FShooterTestsActorInputTestHelper(APawn* Pawn); + + /** + * Simulates input triggers on the Lyra character. + * + * @param Type - InputActionType used to specify which input to perform. + */ + void PerformInput(InputActionType Type); + + /** + * Stops all actively running inputs. + */ + void StopAllInput(); + +private: + /** Object which handles interfacing with the Enhanced Input System to perform input actions. */ + TUniquePtr PawnActions; +}; \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsAnimationTestHelper.cpp b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsAnimationTestHelper.cpp new file mode 100644 index 0000000000000000000000000000000000000000..f325e8961ffdefefd34265e92ceb99e8536d6feb --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsAnimationTestHelper.cpp @@ -0,0 +1,98 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "ShooterTestsAnimationTestHelper.h" + +#include "Animation/AnimInstance.h" +#include "Animation/AnimInstanceProxy.h" +#include "Animation/AnimMontage.h" +#include "Components/SkeletalMeshComponent.h" +#include "Engine/SkeletalMesh.h" +#include "UObject/UObjectIterator.h" + +namespace +{ + +bool IsExpectedAnimationPlaying(const UAnimationAsset* ExpectedAnimation, const TArray& Records) +{ + for (int32 PlayerIndex = 0; PlayerIndex < Records.Num(); ++PlayerIndex) + { + const FAnimTickRecord& TickRecord = Records[PlayerIndex]; + if (TickRecord.SourceAsset == ExpectedAnimation) + { + return true; + } + } + + return false; +} + +} //anonymous + +UAnimationAsset* FShooterTestsAnimationTestHelper::FindAnimationAsset(USkeletalMeshComponent* SkeletalMeshComponent, const FString& AnimationName) +{ + check(SkeletalMeshComponent); + + if (const USkeletalMesh* SkeletalMesh = SkeletalMeshComponent->GetSkeletalMeshAsset()) + { + if (const USkeleton* Skeleton = SkeletalMesh->GetSkeleton()) + { + for (TObjectIterator Itr; Itr; ++Itr) + { + UAnimationAsset* AnimationAsset = (*Itr); + if (!IsValid(AnimationAsset)) + { + continue; + } + + if (Skeleton == AnimationAsset->GetSkeleton() && AnimationAsset->GetName().Equals(AnimationName)) + { + return AnimationAsset; + } + } + } + } + + return nullptr; +} + +bool FShooterTestsAnimationTestHelper::IsAnimationPlaying(USkeletalMeshComponent* SkeletalMeshComponent, const UAnimationAsset* ExpectedAnimation) +{ + check(SkeletalMeshComponent); + + bool bIsAnimationPlaying = false; + SkeletalMeshComponent->ForEachAnimInstance([&ExpectedAnimation, &bIsAnimationPlaying](UAnimInstance* AnimInstance) + { + // Early out if we found our animation from a prior AnimInstance + if (bIsAnimationPlaying) + { + return; + } + + FAnimMontageInstance* AnimMontageInstance = AnimInstance->GetActiveMontageInstance(); + if (AnimMontageInstance && AnimMontageInstance->IsPlaying() && IsValid(AnimMontageInstance->Montage)) + { + bIsAnimationPlaying = AnimMontageInstance->Montage == ExpectedAnimation; + } + else + { + const FAnimInstanceProxy::FSyncGroupMap& SyncGroupMap = AnimInstance->GetSyncGroupMapRead(); + const TArray& UngroupedActivePlayers = AnimInstance->GetUngroupedActivePlayersRead(); + for (const auto& SyncGroupPair : SyncGroupMap) + { + const FAnimGroupInstance& SyncGroup = SyncGroupPair.Value; + if (SyncGroup.ActivePlayers.Num() > 0) + { + if (SyncGroup.GroupLeaderIndex != -1) + { + bIsAnimationPlaying = IsExpectedAnimationPlaying(ExpectedAnimation, SyncGroup.ActivePlayers); + return; + } + } + } + + bIsAnimationPlaying = IsExpectedAnimationPlaying(ExpectedAnimation, UngroupedActivePlayers); + } + }); + + return bIsAnimationPlaying; +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsAnimationTestHelper.h b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsAnimationTestHelper.h new file mode 100644 index 0000000000000000000000000000000000000000..b5a6ce947634b89e86e866412e4252dd977d5b7d --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsAnimationTestHelper.h @@ -0,0 +1,62 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Animation/AnimationAsset.h" + +class UAnimationAsset; +class USkeletalMeshComponent; + +/// Class to work with animations within a SkeletalMeshComponent +class FShooterTestsAnimationTestHelper +{ +public: + // Movement animations with the Pistol equipped for Manny + inline static const FString MannyPistolJogForwardAnimationName = TEXT("MM_Pistol_Jog_Fwd"); + inline static const FString MannyPistolJogBackwardAnimationName = TEXT("MM_Pistol_Jog_Bwd"); + inline static const FString MannyPistolStrafeLeftAnimationName = TEXT("MM_Pistol_Jog_Left"); + inline static const FString MannyPistolStrafeRightAnimationName = TEXT("MM_Pistol_Jog_Right"); + + // Movement animations with the Pistol equipped for Quinn + inline static const FString QuinnPistolJogForwardAnimationName = TEXT("MF_Pistol_Jog_Fwd"); + inline static const FString QuinnPistolJogBackwardAnimationName = TEXT("MF_Pistol_Jog_Bwd"); + inline static const FString QuinnPistolStrafeLeftAnimationName = TEXT("MF_Pistol_Jog_Left"); + inline static const FString QuinnPistolStrafeRightAnimationName = TEXT("MF_Pistol_Jog_Right"); + + // Crouching animations with the Pistol equipped + inline static const FString PistolCrouchIdleAnimationName = TEXT("MM_Pistol_Crouch_Idle"); + inline static const FString PistolCrouchWalkForwardAnimationName = TEXT("MM_Pistol_Crouch_Walk_Fwd"); + inline static const FString PistolCrouchWalkBackwardAnimationName = TEXT("MM_Pistol_Crouch_Walk_Bwd"); + inline static const FString PistolCrouchStrafeLeftAnimationName = TEXT("MM_Pistol_Crouch_Walk_Left"); + inline static const FString PistolCrouchStrafeRightAnimationName = TEXT("MM_Pistol_Crouch_Walk_Right"); + inline static const FString PistolCrouchRotateLeftAnimationName = TEXT("MM_Pistol_Crouch_TurnLeft_90"); + inline static const FString PistolCrouchRotateRightAnimationName = TEXT("MM_Pistol_Crouch_TurnRight_90"); + + // Jumping animations with the Pistol equipped + inline static const FString PistolJumpAnimationName = TEXT("MM_Pistol_Jump_Apex"); + + // Equipped weapon melee animations + inline static const FString PistolMeleeAnimationName = TEXT("AM_MM_Pistol_Melee"); + inline static const FString RifleMeleeAnimationName = TEXT("AM_MM_Rifle_Melee"); + inline static const FString ShotgunMeleeAnimationName = TEXT("AM_MM_Shotgun_Melee"); + + /** + * Find an animation asset within a SkeletalMesh by name. + * + * @param SkeletalMeshComponent - SkeletalMeshComponent to be searched against. + * @param AnimationName - Name of the UAnimationAsset to find. + * + * @return Animation asset reference if found, otherwise nullptr. + */ + UAnimationAsset* FindAnimationAsset(USkeletalMeshComponent* SkeletalMeshComponent, const FString& AnimationName); + + /** + * Check if an animation asset is currently playing. + * + * @param SkeletalMeshComponent - SkeletalMeshComponent to be checked against. + * @param ExpectedAnimation - Expected animation asset. + * + * @return true if animation asset is playing, otherwise false. + */ + bool IsAnimationPlaying(USkeletalMeshComponent* SkeletalMeshComponent, const UAnimationAsset* ExpectedAnimation); +}; \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsInputTestHelper.cpp b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsInputTestHelper.cpp new file mode 100644 index 0000000000000000000000000000000000000000..e4d7f470b836888ad83f8f3033d57e417b10933a --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsInputTestHelper.cpp @@ -0,0 +1,64 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "ShooterTestsInputTestHelper.h" + +void FShooterTestsPawnTestActions::ToggleCrouch() +{ + PerformAction(FToggleCrouchTestAction{}); +} + +void FShooterTestsPawnTestActions::PerformMelee() +{ + PerformAction(FMeleeTestAction{}); +} + +void FShooterTestsPawnTestActions::PerformJump() +{ + PerformAction(FJumpTestAction{}); +} + +void FShooterTestsPawnTestActions::MoveForward() +{ + PerformAxisAction(FMoveForwardTestAction{}); +} + +void FShooterTestsPawnTestActions::MoveBackward() +{ + PerformAxisAction(FMoveBackwardTestAction{}); +} + +void FShooterTestsPawnTestActions::StrafeLeft() +{ + PerformAxisAction(FStrafeLeftTestAction{}); +} + +void FShooterTestsPawnTestActions::StrafeRight() +{ + PerformAxisAction(FStrafeRightTestAction{}); +} + +void FShooterTestsPawnTestActions::RotateLeft() +{ + PerformAxisAction(FRotateLeftTestAction{}); +} + +void FShooterTestsPawnTestActions::RotateRight() +{ + PerformAxisAction(FRotateRightTestAction{}); +} + +void FShooterTestsPawnTestActions::PerformAxisAction(TFunction Action) +{ + FDateTime StartTime{ 0 }; + + // Perform move actions over the duration of 5 seconds + PerformAction(Action, [this, StartTime]() mutable -> bool { + if (StartTime.GetTicks() == 0) + { + StartTime = FDateTime::UtcNow(); + } + + FTimespan Elapsed = FDateTime::UtcNow() - StartTime; + return Elapsed >= FTimespan::FromSeconds(5.0); + }); +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsInputTestHelper.h b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsInputTestHelper.h new file mode 100644 index 0000000000000000000000000000000000000000..f92715a4f815a7e609e2af433bfe505f510a84db --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsInputTestHelper.h @@ -0,0 +1,169 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/InputTestActions.h" +#include "Misc/DateTime.h" + +/** + * Input action to handle the Lyra player's crouch action. + * + * @note Crouching is handled by a button press which is a boolean value. + */ +struct FToggleCrouchTestAction : public FTestAction +{ + FToggleCrouchTestAction() + { + InputActionName = TEXT("IA_Crouch"); + InputActionValue = FInputActionValue(true); + } +}; + +/** + * Input action to handle the Lyra player's melee action. + * + * @note Melee is handled by a button press which is a boolean value. + */ +struct FMeleeTestAction : public FTestAction +{ + FMeleeTestAction() + { + InputActionName = TEXT("IA_Melee"); + InputActionValue = FInputActionValue(true); + } +}; + +/** + * Input action to handle the Lyra player's jump action. + * + * @note Jump is handled by a button press which is a boolean value. + */ +struct FJumpTestAction : public FTestAction +{ + FJumpTestAction() + { + InputActionName = TEXT("IA_Jump"); + InputActionValue = FInputActionValue(true); + } +}; + +/** + * Base input action to handle the Lyra player's movement. + * + * @note Movement is setup as a 2D axis with the X-axis handling strafing and the Y-axis handling moving forward/backward. + * @note Derived objects below will handle movement direction along a particular axis + */ +struct FMoveTestAction : public FTestAction +{ + FMoveTestAction(const FInputActionValue& InInputActionValue) + { + InputActionName = TEXT("IA_Move"); + InputActionValue = InInputActionValue; + } +}; + +/** + * Base input action to handle the Lyra player's look (rotation). + * + * @note Rotation is setup as a 2D axis + * @note Derived objects below will handle rotation along a particular axis + */ +struct FLookTestAction : public FTestAction +{ + FLookTestAction(const FInputActionValue& InInputActionValue) + { + InputActionName = TEXT("IA_Look_Mouse"); + InputActionValue = InInputActionValue; + } +}; + +/** Movement input action to move the Lyra player forward. */ +struct FMoveForwardTestAction : public FMoveTestAction +{ + FMoveForwardTestAction() : FMoveTestAction(FVector2D(0.0f, 1.0f)) + { + } +}; + +/** Movement input action to move the Lyra player backward. */ +struct FMoveBackwardTestAction : public FMoveTestAction +{ + FMoveBackwardTestAction() : FMoveTestAction(FVector2D(0.0f, -1.0f)) + { + } +}; + +/** Movement input action to strafe the Lyra player to the left. */ +struct FStrafeLeftTestAction : public FMoveTestAction +{ + FStrafeLeftTestAction() : FMoveTestAction(FVector2D(-1.0f, 0.0f)) + { + } +}; + +/** Movement input action to strafe the Lyra player to the right. */ +struct FStrafeRightTestAction : public FMoveTestAction +{ + FStrafeRightTestAction() : FMoveTestAction(FVector2D(1.0f, 0.0f)) + { + } +}; + +/** Rotation input action to rotate the Lyra player to the left. */ +struct FRotateLeftTestAction : public FLookTestAction +{ + FRotateLeftTestAction() : FLookTestAction(FVector2D(-1.0f, 0.0f)) + { + } +}; + +/** Rotation input action to rotate the Lyra player to the right. */ +struct FRotateRightTestAction : public FLookTestAction +{ + FRotateRightTestAction() : FLookTestAction(FVector2D(1.0f, 0.0f)) + { + } +}; + +/** + * Inherited InputTestAction used for testing our button and axis interactions for the Lyra player. + * + * @see FInputTestActions + */ +class FShooterTestsPawnTestActions : public FInputTestActions +{ +public: + /** + * Construct our Input actions object. + * + * @param Pawn - Pawn which will have the input actions applied against. + */ + explicit FShooterTestsPawnTestActions(APawn* Pawn) : FInputTestActions(Pawn) + { + } + + /** Simulate a button press for our crouch action. */ + void ToggleCrouch(); + + /** Simulate a button press for our melee action. */ + void PerformMelee(); + + /** Simulate a button press for our jump action. */ + void PerformJump(); + + /** Simulates player movement input actions. */ + void MoveForward(); + void MoveBackward(); + + /** Simulates player strafing input actions. */ + void StrafeLeft(); + void StrafeRight(); + + /** Simulates player look/rotation input actions. */ + void RotateLeft(); + void RotateRight(); + +private: + /** Method to perform any of our axis based actions over the span of 5 seconds. */ + void PerformAxisAction(TFunction Action); +}; \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsNetworkComponent.h b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsNetworkComponent.h new file mode 100644 index 0000000000000000000000000000000000000000..0696cb7fcff1e6dfa912a3249f05ffdb7f2cd1d8 --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/Private/Utilities/ShooterTestsNetworkComponent.h @@ -0,0 +1,495 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#define ENABLE_SHOOTERTESTS_NETWORK_TEST WITH_EDITOR && (WITH_DEV_AUTOMATION_TESTS || WITH_PERF_AUTOMATION_TESTS) + +#if ENABLE_SHOOTERTESTS_NETWORK_TEST + +#include "Character/LyraCharacter.h" +#include "Commands/TestCommandBuilder.h" +#include "Editor/UnrealEdEngine.h" +#include "Engine/LocalPlayer.h" +#include "Engine/NetConnection.h" +#include "GameModes/LyraExperienceManagerComponent.h" +#include "GameModes/LyraGameMode.h" +#include "Kismet/GameplayStatics.h" +#include "LevelEditor.h" +#include "Modules/ModuleManager.h" +#include "Settings/LevelEditorPlaySettings.h" +#include "ShooterTestsActorTestHelper.h" +#include "UnrealEdGlobals.h" + +class FShooterTestsActorInputTestHelper; + +/** + * Struct which handles the PIE session's world and player information. + * Both the server and client will keep a reference to their own respective state which will be tested against. + * + * @see FPIENetworkComponentState + */ +template +struct FShooterTestsNetworkState +{ + /** Reference to the session's world. */ + UWorld* World = nullptr; + + /** Reference to the local player in the world. */ + TUniquePtr LocalPlayer{ nullptr }; + + /** Reference to the network player in the world. */ + TUniquePtr NetworkPlayer{ nullptr }; +}; + +/** + * Component which acts as a latent command manager for networked PIE sessions. + * The component stores a FShooterTestsNetworkState object for each server and client PIE session and uses the state to access player or world information within the latent command. + * + * @see FPIENetworkComponent + */ +template +class FShooterTestsNetworkComponent +{ +public: + /** + * Construct the Network Component. + * + * @param InTestRunner - Pointer to the TestRunner used for test reporting. + * @param InCommandBuilder - Reference to the latent command manager. + * + * @see FPIENetworkComponent + */ + FShooterTestsNetworkComponent(FAutomationTestBase* InTestRunner, FTestCommandBuilder& InCommandBuilder, bool bIsInitializing) + : TestRunner(InTestRunner), CommandBuilder(&InCommandBuilder) + { + static_assert(std::is_convertible_v, "NetworkActorType must derive from FShooterTestsActorTestHelper"); + + // Check if the framework is initializing to avoid premature creation of the network states + if (bIsInitializing) + { + return; + } + + ServerState = MakeUnique>(); + ClientState = MakeUnique>(); + } + + /** + * Initializes the network by starting PIE for both the server and client and handles setting up the network connections. + * + * @return a reference to this + * + * @note Must be called prior to use in order to initialize the client and server states + */ + FShooterTestsNetworkComponent& Start() + { + checkf(!bIsRunning, TEXT("Network Component cannot be started when already running.")); + + CommandBuilder->Do(TEXT("Starting Network Component server"), [this] { return StartPie(); }) + .Until(TEXT("Collect PIE Worlds"), [this]() { return CollectPieWorlds(); }, LoadingScreenTimeout) + .Until(TEXT("Await connections"), [this]() { return AwaitConnections(); }) + .Then(TEXT("Server running"), [this]() { bIsRunning = true; }) + .OnTearDown(TEXT("TearDown Network Component"), [this]() { TearDown(); }); + + return *this; + } + + /** + * Add a latent command to be executed on the server. + * + * @param Description - Description of the latent command + * @param Action - Latent command to be queued + * + * @return a reference to this + */ + FShooterTestsNetworkComponent& ThenServer(const TCHAR* Description, TFunction&)> Action) + { + CommandBuilder->Do(Description, [this, Action] { Action(*ServerState); }); + return *this; + } + + /** + * Add a latent command to be executed on the client. + * + * @param Description - Description of the latent command + * @param Action - Latent command to be queued + * + * @return a reference to this + */ + FShooterTestsNetworkComponent& ThenClient(const TCHAR* Description, TFunction&)> Action) + { + CommandBuilder->Do(Description, [this, Action]() { Action(*ClientState); }); + return *this; + } + + /** + * Add a latent command to be executed until completion or timed out on the server. + * + * @param Description - Description of the latent command + * @param Action - Latent command to be queued + * @param Timeout - Duration that the latent command can execute before reporting an error + * + * @return a reference to this + */ + FShooterTestsNetworkComponent& UntilServer(const TCHAR* Description, TFunction&)> Query, FTimespan Timeout = FTimespan::FromSeconds(10)) + { + CommandBuilder->Until(Description, [this, Query]() { return Query(*ServerState); }, Timeout); + return *this; + } + + /** + * Add a latent command to be executed until completion or timed out on the client. + * + * @param Description - Description of the latent command + * @param Action - Latent command to be queued + * @param Timeout - Duration that the latent command can execute for before reporting an error + * + * @return a reference to this + */ + FShooterTestsNetworkComponent& UntilClient(const TCHAR* Description, TFunction&)> Query, FTimespan Timeout = FTimespan::FromSeconds(10)) + { + CommandBuilder->Until(Description, [this, Query]() { return Query(*ClientState); }, Timeout); + return *this; + } + + /** + * Finds the local player on the server and waits until the player is fully spawned in. + * + * @return a reference to this + */ + FShooterTestsNetworkComponent& PrepareAndWaitForServerPlayerSpawn() + { + WaitForLocalPlayerSpawn(*ServerState); + return *this; + } + + /** + * Finds the local player on the client and waits until the player is fully spawned in. + * + * @return a reference to this + */ + FShooterTestsNetworkComponent& PrepareAndWaitForClientPlayerSpawn() + { + WaitForLocalPlayerSpawn(*ClientState); + return *this; + } + + /** + * Finds the connected client player on the server. + * + * @return a reference to this + */ + FShooterTestsNetworkComponent& FetchConnectedPlayerOnServer() + { + CommandBuilder->Do(TEXT("Fetch the connected client pawn"), [this]() { FetchConnectedPlayer(*ServerState); }); + return *this; + } + + /** + * Finds the connected server player on the client. + * + * @return a reference to this + */ + FShooterTestsNetworkComponent& FetchConnectedPlayerOnClient() + { + CommandBuilder->Do(TEXT("Fetch the connected server pawn"), [this]() { FetchConnectedPlayer(*ClientState); }); + return *this; + } + +private: + /** Setup settings for a network session and start PIE sessions for both the server and client with the network settings applied. */ + void StartPie() + { + if (bIsRunning) + { + TestRunner->AddError(TEXT("Network Component cannot be started when already running.")); + return; + } + + ULevelEditorPlaySettings* PlaySettings = NewObject(); + PlaySettings->SetPlayNetMode(PIE_ListenServer); + + // The listen server counts as a client, so we need to add one more to get a real client as well + PlaySettings->SetPlayNumberOfClients(ClientCount + 1); + + PlaySettings->bLaunchSeparateServer = false; + PlaySettings->GameGetsMouseControl = false; + PlaySettings->SetRunUnderOneProcess(true); + + FLevelEditorModule& LevelEditorModule = FModuleManager::Get().GetModuleChecked(TEXT("LevelEditor")); + + FRequestPlaySessionParams SessionParams; + SessionParams.WorldType = EPlaySessionWorldType::PlayInEditor; + SessionParams.DestinationSlateViewport = LevelEditorModule.GetFirstActiveViewport(); + SessionParams.EditorPlaySettings = PlaySettings; + SessionParams.GameModeOverride = ALyraGameMode::StaticClass(); + + GUnrealEd->RequestPlaySession(SessionParams); + GUnrealEd->StartQueuedPlaySessionRequest(); + } + + /** + * Fetch all of the worlds that will be used for the networked session. + * + * @return true if an error was encountered or if the PIE sessions were created with the correct network settings, false otherwise. + * + * @note Method is expected to be used within the `Until` latent command to then wait until the worlds are ready for use. + */ + bool CollectPieWorlds() + { + const TIndirectArray& WorldContexts = GEngine->GetWorldContexts(); + UWorld* ServerWorld = nullptr; + UWorld* ClientWorld = nullptr; + + for (const FWorldContext& WorldContext : WorldContexts) + { + if (WorldContext.WorldType != EWorldType::PIE) + { + continue; + } + + UWorld* World = WorldContext.World(); + if (!IsValid(World) || !IsValid(World->GetNetDriver())) + { + continue; + } + + if (World->GetNetDriver()->IsServer()) + { + ServerWorld = World; + } + else if (ClientWorld == nullptr) + { + ClientWorld = World; + } + else + { + TestRunner->AddError(TEXT("Found extra PIE session that could impact test behavior.")); + return true; + } + } + if (ServerWorld == nullptr || ClientWorld == nullptr) + { + return false; + } + + const int32 ClientLocalPort = ClientWorld->GetNetDriver()->GetLocalAddr()->GetPort(); + TObjectPtr* ServerConnection = ServerWorld->GetNetDriver()->ClientConnections.FindByPredicate([ClientLocalPort](UNetConnection* ClientConnection) { + return ClientConnection->GetRemoteAddr()->GetPort() == ClientLocalPort; + }); + + if (ServerConnection == nullptr) + { + TestRunner->AddError(TEXT("Connection to server was not successful.")); + return true; + } + + ServerState->World = ServerWorld; + ClientState->World = ClientWorld; + + return true; + } + + /** + * Go through all of the client connections to make sure they are connected and ready. + * + * @return true if an error was encountered or if the connections all have a valid controller, false otherwise. + * + * @note Method is expected to be used within the `Until` latent command to then wait until the worlds are ready for use. + */ + bool AwaitConnections() + { + if (!IsValid(ServerState->World)) + { + TestRunner->AddError(TEXT("Failed to initialize Network Component.")); + return true; + } + if (ServerState->World->GetNetDriver()->ClientConnections.Num() != ClientCount) + { + return false; + } + + for (UNetConnection* ClientConnection : ServerState->World->GetNetDriver()->ClientConnections) + { + if (ClientConnection->ViewTarget == nullptr) + { + return false; + } + } + + return true; + } + + /** Tear down the PIE sessions used by the Network Component. */ + void TearDown() + { + GUnrealEd->RequestEndPlayMap(); + bIsRunning = false; + } + + /** + * Check to make sure that the specified world has fully loaded. + * + * @param World - Pointer to the World instance. + * + * @return true if the world has been loaded, false otherwise. + * + * @note Method is expected to be used within the `Until` latent command to then wait until the world has loaded. + */ + bool HasWorldLoaded(const UWorld* World) + { + if (!IsValid(World)) + { + return false; + } + + AGameStateBase* GameState = World->GetGameState(); + if (GameState == nullptr) + { + return false; + } + + ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass(); + if (ExperienceComponent == nullptr) + { + return false; + } + + return ExperienceComponent->IsExperienceLoaded(); + } + + /** + * Check to make sure that the specified world has a valid local player. + * + * @param World - Pointer to the World instance where the local player will be fetched from. + * + * @return true if the Actor associated with the local player has been loaded, false otherwise. + * + * @note Method is expected to be used within the `Until` latent command to then wait until the Actor has been loaded into the world. + */ + bool HasValidLocalPlayer(const UWorld* World) + { + if (!IsValid(World)) + { + return false; + } + + ULocalPlayer* LocalPlayer = World->GetFirstLocalPlayerFromController(); + if (!IsValid(LocalPlayer)) + { + return false; + } + + APlayerController* PlayerController = LocalPlayer->GetPlayerController(nullptr); + if (PlayerController == nullptr) + { + return false; + } + + return IsValid(PlayerController->GetPawn()); + } + + /** + * Get the local player for the current World. + * + * @param NetworkState - Reference to the network state which will store the local Player + * @param OutError - Reference to a string for error capturing + * + * @return true if the local player was found and saved within the provided NetworkState, otherwise false and the error will be provided within OutError + */ + bool FetchLocalPlayer(FShooterTestsNetworkState& NetworkState, FString& OutError) + { + if (!IsValid(NetworkState.World)) + { + OutError = TEXT("World for the provided network state is invalid and cannot be used to fetch a local player."); + return false; + } + + ULocalPlayer* LocalPlayer = NetworkState.World->GetFirstLocalPlayerFromController(); + if (!IsValid(LocalPlayer)) + { + OutError = TEXT("Local Player was not found for the current network state."); + return false; + } + + APlayerController* PlayerController = LocalPlayer->GetPlayerController(nullptr); + if (PlayerController == nullptr) + { + OutError = TEXT("Player Controller is not valid for the local player within the provided network state."); + return false; + } + + NetworkState.LocalPlayer = MakeUnique(PlayerController->GetPawn()); + return true; + } + + /** + * Get the connected player for the current world + * + * @param NetworkState - Reference to the network state of the Local Player + */ + void FetchConnectedPlayer(FShooterTestsNetworkState& NetworkState) + { + const ALyraCharacter* RegisteredPlayer = NetworkState.LocalPlayer->GetLyraCharacter(); + + TArray Pawns; + UGameplayStatics::GetAllActorsOfClass(NetworkState.World, ALyraCharacter::StaticClass(), Pawns); + for (AActor* Pawn : Pawns) + { + ALyraCharacter* Player = Cast(Pawn); + if (Player == nullptr) + { + continue; + } + if (Player != RegisteredPlayer && !Player->GetName().Equals(RegisteredPlayer->GetName())) + { + NetworkState.NetworkPlayer = MakeUnique(Player); + return; + } + } + } + + /** + * Wait for the local player to be loaded and fully spawned in the level. + * + * @param NetworkState - Reference to the network state of the Local Player + */ + void WaitForLocalPlayerSpawn(FShooterTestsNetworkState& NetworkState) + { + CommandBuilder->StartWhen(TEXT("Check if world is loaded"), [this, &NetworkState]() { return HasWorldLoaded(NetworkState.World); }, LoadingScreenTimeout) + .Until(TEXT("Check if player is loaded"), [this, &NetworkState]() { return HasValidLocalPlayer(NetworkState.World); }) + .Then(TEXT("Prepare player"), [this, &NetworkState]() { + FString Error; + const bool bWasPlayerFound = FetchLocalPlayer(NetworkState, Error); + TestRunner->AddErrorIfFalse(bWasPlayerFound, Error); + }) + .Until(TEXT("Wait until player is fully spawned"), [this, &NetworkState]() { return NetworkState.LocalPlayer->IsPawnFullySpawned(); }); + } + + /** Running state of the Network Component. */ + bool bIsRunning = false; + + /** + * Number of clients the Network Component will initialize for. + * + * @note This does not include the listen server as part of the number of actual clients. + */ + const int32 ClientCount{ 1 }; + + /** Duration to allow for the Lyra loading screen. */ + const FTimespan LoadingScreenTimeout = FTimespan::FromSeconds(30); + + /** Server's network state. */ + TUniquePtr> ServerState{ nullptr }; + + /** Client's network state. */ + TUniquePtr> ClientState{ nullptr }; + + /** Pointer to the current test. */ + FAutomationTestBase* TestRunner{ nullptr }; + + /** Pointer to the latent command manager. */ + FTestCommandBuilder* CommandBuilder{ nullptr }; +}; + +#endif // ENABLE_SHOOTERTESTS_NETWORK_TEST \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/ShooterTestsRuntime.Build.cs b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/ShooterTestsRuntime.Build.cs new file mode 100644 index 0000000000000000000000000000000000000000..3c25740c2fad9d1333ed1454e7477c4d1e1cbac6 --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/ShooterTests/Source/ShooterTestsRuntime/ShooterTestsRuntime.Build.cs @@ -0,0 +1,49 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class ShooterTestsRuntime : ModuleRules +{ + public ShooterTestsRuntime(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange( + new string[] + { + "Core", + "LyraGame", + "GameplayTags", + "GameplayAbilities", + "ModularGameplay", + "AsyncMessageSystem" + // ... add other public dependencies that you statically link with here ... + } + ); + + //PrivateIncludePathModuleNames.AddRange(new string[]{"AsyncMessageSystem"}); + + PrivateDependencyModuleNames.AddRange( + new string[] + { + "CoreUObject", + "Engine", + "InputCore", + "EnhancedInput", + "CQTest", + "CQTestEnhancedInput", + // ... add private dependencies that you statically link with here ... + } + ); + + if (Target.bBuildEditor) + { + PrivateDependencyModuleNames.AddRange( + new string[] { + "EngineSettings", + "LevelEditor", + "UnrealEd" + }); + } + } +} diff --git a/LyraStarterGame/Plugins/GameFeatures/TopDownArena/Binaries/Win64/UnrealEditor.modules b/LyraStarterGame/Plugins/GameFeatures/TopDownArena/Binaries/Win64/UnrealEditor.modules new file mode 100644 index 0000000000000000000000000000000000000000..e2535a0eac08da518ee084cb8ca1d5ec9afb112d --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/TopDownArena/Binaries/Win64/UnrealEditor.modules @@ -0,0 +1,7 @@ +{ + "BuildId": "43139311", + "Modules": + { + "TopDownArenaRuntime": "UnrealEditor-TopDownArenaRuntime.dll" + } +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameFeatures/TopDownArena/Config/Tags/TopDownArenaTags.ini b/LyraStarterGame/Plugins/GameFeatures/TopDownArena/Config/Tags/TopDownArenaTags.ini new file mode 100644 index 0000000000000000000000000000000000000000..a24b5802094691b9708d5fadadaf0bc30bbdc8e7 --- /dev/null +++ b/LyraStarterGame/Plugins/GameFeatures/TopDownArena/Config/Tags/TopDownArenaTags.ini @@ -0,0 +1,9 @@ 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a/LyraStarterGame/Plugins/GameFeatures/TopDownArena/Content/Game/Powerups/GE_Stat_FireRange.uasset b/LyraStarterGame/Plugins/GameFeatures/TopDownArena/Content/Game/Powerups/GE_Stat_FireRange.uasset new file mode 100644 index 0000000000000000000000000000000000000000..f35ca70cccc540aae4a08eff641b6a0b87d77fa7 Binary files /dev/null and b/LyraStarterGame/Plugins/GameFeatures/TopDownArena/Content/Game/Powerups/GE_Stat_FireRange.uasset differ diff --git a/LyraStarterGame/Plugins/GameFeatures/TopDownArena/Content/Game/Powerups/GE_Stat_MoveSpeed.uasset b/LyraStarterGame/Plugins/GameFeatures/TopDownArena/Content/Game/Powerups/GE_Stat_MoveSpeed.uasset new file mode 100644 index 0000000000000000000000000000000000000000..ad37ebdf00364689610056fb540aa5da0ddcfb90 Binary files /dev/null and b/LyraStarterGame/Plugins/GameFeatures/TopDownArena/Content/Game/Powerups/GE_Stat_MoveSpeed.uasset differ diff --git a/LyraStarterGame/Plugins/GameSettings/Binaries/Win64/UnrealEditor.modules b/LyraStarterGame/Plugins/GameSettings/Binaries/Win64/UnrealEditor.modules new file mode 100644 index 0000000000000000000000000000000000000000..6c4dd1358c86b0cec7e33aeade9ce65ba6c2a178 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Binaries/Win64/UnrealEditor.modules @@ -0,0 +1,7 @@ +{ + "BuildId": "43139311", + "Modules": + { + "GameSettings": "UnrealEditor-GameSettings.dll" + } +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameSettings/Source/GameSettings.Build.cs b/LyraStarterGame/Plugins/GameSettings/Source/GameSettings.Build.cs new file mode 100644 index 0000000000000000000000000000000000000000..207e14adf420bac242ae71093fbdb5fc521181ac --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/GameSettings.Build.cs @@ -0,0 +1,43 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class GameSettings : ModuleRules +{ + public GameSettings(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange( + new string[] + { + "Core", + "CoreUObject", + "InputCore", + "Engine", + "Slate", + "SlateCore", + "UMG", + "CommonInput", + "CommonUI", + "GameplayTags" + } + ); + + + PrivateDependencyModuleNames.AddRange( + new string[] + { + "ApplicationCore", + "PropertyPath" + } + ); + + + DynamicallyLoadedModuleNames.AddRange( + new string[] + { + } + ); + } +} diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/DataSource/GameSettingDataSourceDynamic.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/DataSource/GameSettingDataSourceDynamic.cpp new file mode 100644 index 0000000000000000000000000000000000000000..bfb0627dc03a9e631cec927b7e04d261f9fbb585 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/DataSource/GameSettingDataSourceDynamic.cpp @@ -0,0 +1,40 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "DataSource/GameSettingDataSourceDynamic.h" + +#include "Engine/LocalPlayer.h" + +//-------------------------------------- +// FGameSettingDataSourceDynamic +//-------------------------------------- + +FGameSettingDataSourceDynamic::FGameSettingDataSourceDynamic(const TArray& InDynamicPath) + : DynamicPath(InDynamicPath) +{ +} + +bool FGameSettingDataSourceDynamic::Resolve(ULocalPlayer* InLocalPlayer) +{ + return DynamicPath.Resolve(InLocalPlayer); +} + +FString FGameSettingDataSourceDynamic::GetValueAsString(ULocalPlayer* InLocalPlayer) const +{ + FString OutStringValue; + + const bool bSuccess = PropertyPathHelpers::GetPropertyValueAsString(InLocalPlayer, DynamicPath, OutStringValue); + ensure(bSuccess); + + return OutStringValue; +} + +void FGameSettingDataSourceDynamic::SetValue(ULocalPlayer* InLocalPlayer, const FString& InStringValue) +{ + const bool bSuccess = PropertyPathHelpers::SetPropertyValueFromString(InLocalPlayer, DynamicPath, InStringValue); + ensure(bSuccess); +} + +FString FGameSettingDataSourceDynamic::ToString() const +{ + return DynamicPath.ToString(); +} diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/EditCondition/WhenPlatformHasTrait.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/EditCondition/WhenPlatformHasTrait.cpp new file mode 100644 index 0000000000000000000000000000000000000000..acfaedd93a58c1e6ce36192ac39dec3e50022807 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/EditCondition/WhenPlatformHasTrait.cpp @@ -0,0 +1,76 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "EditCondition/WhenPlatformHasTrait.h" + +#include "CommonUIVisibilitySubsystem.h" + +#define LOCTEXT_NAMESPACE "GameSetting" + +TSharedRef FWhenPlatformHasTrait::KillIfMissing(FGameplayTag InVisibilityTag, const FString& InKillReason) +{ + check(InVisibilityTag.IsValid()); + check(!InKillReason.IsEmpty()); + + TSharedRef Result = MakeShared(); + Result->VisibilityTag = InVisibilityTag; + Result->KillReason = InKillReason; + Result->bTagDesired = true; + + return Result; +} + +TSharedRef FWhenPlatformHasTrait::DisableIfMissing(FGameplayTag InVisibilityTag, const FText& InDisableReason) +{ + check(InVisibilityTag.IsValid()); + check(!InDisableReason.IsEmpty()); + + TSharedRef Result = MakeShared(); + Result->VisibilityTag = InVisibilityTag; + Result->DisableReason = InDisableReason; + Result->bTagDesired = true; + + return Result; +} + +TSharedRef FWhenPlatformHasTrait::KillIfPresent(FGameplayTag InVisibilityTag, const FString& InKillReason) +{ + check(InVisibilityTag.IsValid()); + check(!InKillReason.IsEmpty()); + + TSharedRef Result = MakeShared(); + Result->VisibilityTag = InVisibilityTag; + Result->KillReason = InKillReason; + Result->bTagDesired = false; + + return Result; +} + +TSharedRef FWhenPlatformHasTrait::DisableIfPresent(FGameplayTag InVisibilityTag, const FText& InDisableReason) +{ + check(InVisibilityTag.IsValid()); + check(!InDisableReason.IsEmpty()); + + TSharedRef Result = MakeShared(); + Result->VisibilityTag = InVisibilityTag; + Result->DisableReason = InDisableReason; + Result->bTagDesired = false; + + return Result; +} + +void FWhenPlatformHasTrait::GatherEditState(const ULocalPlayer* InLocalPlayer, FGameSettingEditableState& InOutEditState) const +{ + if (UCommonUIVisibilitySubsystem::GetChecked(InLocalPlayer)->HasVisibilityTag(VisibilityTag) != bTagDesired) + { + if (KillReason.IsEmpty()) + { + InOutEditState.Disable(DisableReason); + } + else + { + InOutEditState.Kill(KillReason); + } + } +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/EditCondition/WhenPlayingAsPrimaryPlayer.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/EditCondition/WhenPlayingAsPrimaryPlayer.cpp new file mode 100644 index 0000000000000000000000000000000000000000..811089f3ccec65e44004616cd41e22284a49e533 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/EditCondition/WhenPlayingAsPrimaryPlayer.cpp @@ -0,0 +1,23 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "EditCondition/WhenPlayingAsPrimaryPlayer.h" + +#include "Engine/LocalPlayer.h" + +#define LOCTEXT_NAMESPACE "GameSetting" + +TSharedRef FWhenPlayingAsPrimaryPlayer::Get() +{ + static TSharedRef Instance = MakeShared(); + return Instance; +} + +void FWhenPlayingAsPrimaryPlayer::GatherEditState(const ULocalPlayer* InLocalPlayer, FGameSettingEditableState& InOutEditState) const +{ + if (!InLocalPlayer->IsPrimaryPlayer()) + { + InOutEditState.Disable(LOCTEXT("OnlyPrimaryPlayerEditable", "Can only be changed by the primary player.")); + } +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSetting.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSetting.cpp new file mode 100644 index 0000000000000000000000000000000000000000..291a82e6bcb18b411c9668f54ce293dc2a944755 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSetting.cpp @@ -0,0 +1,337 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameSetting.h" +#include "Framework/Text/ITextDecorator.h" +#include "Framework/Text/RichTextMarkupProcessing.h" +#include "Engine/LocalPlayer.h" +#include "HAL/IConsoleManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSetting) + +#define LOCTEXT_NAMESPACE "GameSetting" + +#define UE_CAN_SHOW_SETTINGS_DEBUG_INFO (!UE_BUILD_SHIPPING) + +namespace GameSettingsConsoleVars +{ +#if UE_CAN_SHOW_SETTINGS_DEBUG_INFO + int32 ShowDebugInfoMode = -1; + + static FAutoConsoleVariableRef CVarGameSettingsShowDebugInfo( + TEXT("GameSettings.ShowDebugInfo"), + ShowDebugInfoMode, + TEXT("Should we show the developer name and class as part of dynamic details?\n") + TEXT(" -1: Default (enabled in editor, disabled in -game or cooked builds)\n") + TEXT(" 0: Never show it\n") + TEXT(" 1: Always show it\n") + TEXT("\n") + TEXT(" Note: Shipping builds always disable this"), + ECVF_Default); +#endif +} + + +//-------------------------------------- +// UGameSetting +//-------------------------------------- + +void UGameSetting::Initialize(ULocalPlayer* InLocalPlayer) +{ + // If we've already gotten this local player we're already initialized. + if (LocalPlayer == InLocalPlayer) + { + return; + } + + LocalPlayer = InLocalPlayer; + + //TODO: GameSettings + //LocalPlayer->OnPlayerLoggedIn().AddUObject(this, &UGameSetting::RefreshEditableState, true); + +#if !UE_BUILD_SHIPPING + ensureAlwaysMsgf(DevName != NAME_None, TEXT("You must provide a DevName for the setting.")); + ensureAlwaysMsgf(!DisplayName.IsEmpty(), TEXT("You must provide a DisplayName for settings.")); +#endif + + for (const TSharedRef& EditCondition : EditConditions) + { + EditCondition->Initialize(LocalPlayer); + } + + // If there are any child settings go ahead and initialize them as well. + for (UGameSetting* Setting : GetChildSettings()) + { + Setting->Initialize(LocalPlayer); + } + + Startup(); +} + +void UGameSetting::Startup() +{ + StartupComplete(); +} + +void UGameSetting::StartupComplete() +{ + ensureMsgf(!bReady, TEXT("StartupComplete called twice.")); + + if (!bReady) + { + bReady = true; + OnInitialized(); + } +} + +void UGameSetting::Apply() +{ + OnApply(); + + // Run through any edit conditions and let them know things changed. + for (const TSharedRef& EditCondition : EditConditions) + { + EditCondition->SettingApplied(LocalPlayer, this); + } + + OnSettingAppliedEvent.Broadcast(this); +} + +void UGameSetting::OnInitialized() +{ + ensureMsgf(bReady, TEXT("OnInitialized called directly instead of via StartupComplete.")); + EditableStateCache = ComputeEditableState(); +} + +void UGameSetting::OnApply() +{ + // No-Op by default. +} + +UWorld* UGameSetting::GetWorld() const +{ + return LocalPlayer ? LocalPlayer->GetWorld() : nullptr; +} + +void UGameSetting::SetSettingParent(UGameSetting* InSettingParent) +{ + SettingParent = InSettingParent; +} + +FGameSettingEditableState UGameSetting::ComputeEditableState() const +{ + FGameSettingEditableState EditState; + + // Does this setting itself have any special rules? + OnGatherEditState(EditState); + + // Run through any edit conditions + for (const TSharedRef& EditCondition : EditConditions) + { + EditCondition->GatherEditState(LocalPlayer, EditState); + } + + return EditState; +} + +void UGameSetting::OnGatherEditState(FGameSettingEditableState& InOutEditState) const +{ + +} + +const FString& UGameSetting::GetDescriptionPlainText() const +{ + RefreshPlainText(); + return AutoGenerated_DescriptionPlainText; +} + +void UGameSetting::RefreshPlainText() const +{ + //TODO: GameSettings + // TODO NDarnell Settings - Will need to recache if the language changes. + + if (bRefreshPlainSearchableText) + { + TArray ActualResultsArray; + FString ActualOutput; + FDefaultRichTextMarkupParser::GetStaticInstance()->Process(ActualResultsArray, DescriptionRichText.ToString(), ActualOutput); + + AutoGenerated_DescriptionPlainText.Reset(); + for (const FTextLineParseResults& Line : ActualResultsArray) + { + for (const FTextRunParseResults& Run : Line.Runs) + { + if (Run.Name.IsEmpty()) + { + AutoGenerated_DescriptionPlainText.Append(ActualOutput.Mid(Run.OriginalRange.BeginIndex, Run.OriginalRange.Len())); + } + else if (!Run.ContentRange.IsEmpty()) + { + AutoGenerated_DescriptionPlainText.Append(ActualOutput.Mid(Run.ContentRange.BeginIndex, Run.ContentRange.Len())); + } + } + } + + bRefreshPlainSearchableText = false; + } +} + +void UGameSetting::NotifySettingChanged(EGameSettingChangeReason Reason) +{ + OnSettingChanged(Reason); + + // Run through any edit conditions and let them know things changed. + for (const TSharedRef& EditCondition : EditConditions) + { + EditCondition->SettingChanged(LocalPlayer, this, Reason); + } + + if (!bOnSettingChangedEventGuard) + { + TGuardValue Guard(bOnSettingChangedEventGuard, true); + OnSettingChangedEvent.Broadcast(this, Reason); + } +} + +void UGameSetting::OnSettingChanged(EGameSettingChangeReason Reason) +{ + // No-Op +} + +void UGameSetting::AddEditCondition(const TSharedRef& InEditCondition) +{ + EditConditions.Add(InEditCondition); + + InEditCondition->OnEditConditionChangedEvent.AddUObject(this, &ThisClass::RefreshEditableState); +} + +void UGameSetting::AddEditDependency(UGameSetting* DependencySetting) +{ + if (ensure(DependencySetting)) + { + DependencySetting->OnSettingChangedEvent.AddUObject(this, &ThisClass::HandleEditDependencyChanged); + DependencySetting->OnSettingEditConditionChangedEvent.AddUObject(this, &ThisClass::HandleEditDependencyChanged); + } +} + +void UGameSetting::RefreshEditableState(bool bNotifyEditConditionsChanged) +{ + // The LocalPlayer may be destroyed out from under us, if that happens, + // we need to ignore attempts to refresh the editable state. + if (!LocalPlayer) + { + return; + } + + //TODO: GameSettings + //// We should wait until the player is fully logged in before trying to refresh settings. + //if (!LocalPlayer->IsLoggedIn()) + //{ + // return; + //} + + if (!bOnEditConditionsChangedEventGuard) + { + TGuardValue Guard(bOnEditConditionsChangedEventGuard, true); + + EditableStateCache = ComputeEditableState(); + + if (bNotifyEditConditionsChanged) + { + NotifyEditConditionsChanged(); + } + } +} + +void UGameSetting::NotifyEditConditionsChanged() +{ + OnEditConditionsChanged(); + + OnSettingEditConditionChangedEvent.Broadcast(this); +} + +void UGameSetting::OnEditConditionsChanged() +{ + +} + +void UGameSetting::HandleEditDependencyChanged(UGameSetting* DependencySetting) +{ + OnDependencyChanged(); + RefreshEditableState(); +} + +void UGameSetting::HandleEditDependencyChanged(UGameSetting* DependencySetting, EGameSettingChangeReason Reason) +{ + OnDependencyChanged(); + RefreshEditableState(); + + if (Reason != EGameSettingChangeReason::DependencyChanged) + { + NotifySettingChanged(EGameSettingChangeReason::DependencyChanged); + } +} + +void UGameSetting::OnDependencyChanged() +{ + +} + +FText UGameSetting::GetDynamicDetails() const +{ + if (!LocalPlayer) + { + return FText::GetEmpty(); + } + + FText DynamicDetailsText = DynamicDetails.IsBound() ? DynamicDetails.Execute(*LocalPlayer) : FText::GetEmpty(); + +#if UE_CAN_SHOW_SETTINGS_DEBUG_INFO + if ((GameSettingsConsoleVars::ShowDebugInfoMode == 1) || ((GameSettingsConsoleVars::ShowDebugInfoMode == -1) && GIsEditor)) + { + const FString DevSettingDetails = FString::Printf(TEXT("%sDevName: %s\nClass: %s"), + DynamicDetailsText.IsEmpty() ? TEXT("") : TEXT("\n"), + *DevName.ToString(), + *GetClass()->GetName()); + + DynamicDetailsText = FText::Format(LOCTEXT("DevDynamicDetailsFormat", "{0}{1}"), + DynamicDetailsText, + FText::FromString(DevSettingDetails)); + } +#endif + + return DynamicDetailsText; +} + +FText UGameSetting::GetDynamicDetailsInternal() const +{ + return FText::GetEmpty(); +} + +UGameSetting::FStringCultureCache::FStringCultureCache(TFunction InStringGetter) + : Culture(FInternationalization::Get().GetCurrentCulture()) + , StringGetter(InStringGetter) +{ + StringCache = StringGetter(); +} + +void UGameSetting::FStringCultureCache::Invalidate() +{ + StringCache = StringGetter(); + Culture = FInternationalization::Get().GetCurrentCulture(); +} + +FString UGameSetting::FStringCultureCache::Get() const +{ + if (Culture == FInternationalization::Get().GetCurrentCulture()) + { + return StringCache; + } + + StringCache = StringGetter(); + Culture = FInternationalization::Get().GetCurrentCulture(); + + return StringCache; +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingAction.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingAction.cpp new file mode 100644 index 0000000000000000000000000000000000000000..b4e8bfbe270a05d06d0f0a77213ac7ffac874480 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingAction.cpp @@ -0,0 +1,54 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameSettingAction.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingAction) + +#define LOCTEXT_NAMESPACE "GameSetting" + +//-------------------------------------- +// UGameSettingAction +//-------------------------------------- + +UGameSettingAction::UGameSettingAction() +{ + +} + +void UGameSettingAction::OnInitialized() +{ + Super::OnInitialized(); + +#if !UE_BUILD_SHIPPING + ensureMsgf(HasCustomAction() || NamedAction.IsValid(), TEXT("Action settings need either a custom action or a named action.")); + ensureMsgf(!ActionText.IsEmpty(), TEXT("You must provide a ActionText for settings with actions.")); + ensureMsgf(!DescriptionRichText.IsEmpty(), TEXT("You must provide a description for settings with actions.")); +#endif +} + +void UGameSettingAction::SetCustomAction(TFunction InAction) +{ + CustomAction = UGameSettingCustomAction::CreateLambda([InAction](UGameSetting* /*Setting*/, ULocalPlayer* InLocalPlayer) { + InAction(InLocalPlayer); + }); +} + +void UGameSettingAction::ExecuteAction() +{ + if (HasCustomAction()) + { + CustomAction.ExecuteIfBound(this, LocalPlayer); + } + else + { + OnExecuteNamedActionEvent.Broadcast(this, NamedAction); + } + + if (bDirtyAction) + { + NotifySettingChanged(EGameSettingChangeReason::Change); + } +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingCollection.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingCollection.cpp new file mode 100644 index 0000000000000000000000000000000000000000..6d834234c94705be6383196fa56017db9ef315fe --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingCollection.cpp @@ -0,0 +1,123 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameSettingCollection.h" +#include "Templates/Casts.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingCollection) + +#define LOCTEXT_NAMESPACE "GameSetting" + +//-------------------------------------- +// UGameSettingCollection +//-------------------------------------- + +UGameSettingCollection::UGameSettingCollection() +{ + +} + +void UGameSettingCollection::AddSetting(UGameSetting* Setting) +{ +#if !UE_BUILD_SHIPPING + ensureAlwaysMsgf(Setting->GetSettingParent() == nullptr, TEXT("This setting already has a parent!")); + ensureAlwaysMsgf(!Settings.Contains(Setting), TEXT("This collection already includes this setting!")); +#endif + + Settings.Add(Setting); + Setting->SetSettingParent(this); + + if (LocalPlayer) + { + Setting->Initialize(LocalPlayer); + } +} + +TArray UGameSettingCollection::GetChildCollections() const +{ + TArray CollectionSettings; + + for (UGameSetting* ChildSetting : Settings) + { + if (UGameSettingCollection* ChildCollection = Cast(ChildSetting)) + { + CollectionSettings.Add(ChildCollection); + } + } + + return CollectionSettings; +} + +void UGameSettingCollection::GetSettingsForFilter(const FGameSettingFilterState& FilterState, TArray& InOutSettings) const +{ + for (UGameSetting* ChildSetting : Settings) + { + // If the child setting is a collection, only add it to the set if it has any visible children. + if (Cast(ChildSetting)) + { + if (FilterState.DoesSettingPassFilter(*ChildSetting)) + { + InOutSettings.Add(ChildSetting); + } + } + else if (UGameSettingCollection* ChildCollection = Cast(ChildSetting)) + { + TArray ChildSettings; + ChildCollection->GetSettingsForFilter(FilterState, ChildSettings); + + if (ChildSettings.Num() > 0) + { + // Don't add the root setting to the returned items, it's the container of N-possible + // other settings and containers we're actually displaying right now. + if (!FilterState.IsSettingInRootList(ChildSetting)) + { + InOutSettings.Add(ChildSetting); + } + + InOutSettings.Append(ChildSettings); + } + } + else + { + if (FilterState.DoesSettingPassFilter(*ChildSetting)) + { + InOutSettings.Add(ChildSetting); + } + } + } +} + +//-------------------------------------- +// UGameSettingCollectionPage +//-------------------------------------- + +UGameSettingCollectionPage::UGameSettingCollectionPage() +{ +} + +void UGameSettingCollectionPage::OnInitialized() +{ + Super::OnInitialized(); + +#if !UE_BUILD_SHIPPING + ensureAlwaysMsgf(!NavigationText.IsEmpty(), TEXT("You must provide a NavigationText for this setting.")); + ensureAlwaysMsgf(!DescriptionRichText.IsEmpty(), TEXT("You must provide a description for new page collections.")); +#endif +} + +void UGameSettingCollectionPage::GetSettingsForFilter(const FGameSettingFilterState& FilterState, TArray& InOutSettings) const +{ + // If we're including nested pages, call the super and dump them all, otherwise, we pretend we have none for the filtering. + // because our settings are displayed on another page. + if (FilterState.bIncludeNestedPages || FilterState.IsSettingInRootList(this)) + { + Super::GetSettingsForFilter(FilterState, InOutSettings); + } +} + +void UGameSettingCollectionPage::ExecuteNavigation() +{ + OnExecuteNavigationEvent.Broadcast(this); +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingFilterState.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingFilterState.cpp new file mode 100644 index 0000000000000000000000000000000000000000..41daa1c46f68a8597d0771345a218fc85b4672be --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingFilterState.cpp @@ -0,0 +1,152 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameSettingFilterState.h" +#include "GameSetting.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingFilterState) + +#define LOCTEXT_NAMESPACE "GameSetting" + +class FSettingFilterExpressionContext : public ITextFilterExpressionContext +{ +public: + explicit FSettingFilterExpressionContext(const UGameSetting& InSetting) : Setting(InSetting) {} + + virtual bool TestBasicStringExpression(const FTextFilterString& InValue, const ETextFilterTextComparisonMode InTextComparisonMode) const override + { + return TextFilterUtils::TestBasicStringExpression(Setting.GetDescriptionPlainText(), InValue, InTextComparisonMode); + } + + virtual bool TestComplexExpression(const FName& InKey, const FTextFilterString& InValue, const ETextFilterComparisonOperation InComparisonOperation, const ETextFilterTextComparisonMode InTextComparisonMode) const override + { + return false; + } + +private: + /** Setting being filtered. */ + const UGameSetting& Setting; +}; + +//-------------------------------------- +// FGameSettingFilterState +//-------------------------------------- + +FGameSettingFilterState::FGameSettingFilterState() + : SearchTextEvaluator(ETextFilterExpressionEvaluatorMode::BasicString) +{ +} + +void FGameSettingFilterState::AddSettingToRootList(UGameSetting* InSetting) +{ + SettingAllowList.Add(InSetting); + SettingRootList.Add(InSetting); +} + +void FGameSettingFilterState::AddSettingToAllowList(UGameSetting* InSetting) +{ + SettingAllowList.Add(InSetting); +} + +void FGameSettingFilterState::SetSearchText(const FString& InSearchText) +{ + SearchTextEvaluator.SetFilterText(FText::FromString(InSearchText)); +} + +bool FGameSettingFilterState::DoesSettingPassFilter(const UGameSetting& InSetting) const +{ + const FGameSettingEditableState& EditableState = InSetting.GetEditState(); + + if (!bIncludeHidden && !EditableState.IsVisible()) + { + return false; + } + + if (!bIncludeDisabled && !EditableState.IsEnabled()) + { + return false; + } + + if (!bIncludeResetable && !EditableState.IsResetable()) + { + return false; + } + + // Are we filtering settings? + if (SettingAllowList.Num() > 0) + { + if (!SettingAllowList.Contains(&InSetting)) + { + bool bAllowed = false; + const UGameSetting* NextSetting = &InSetting; + while (const UGameSetting* Parent = NextSetting->GetSettingParent()) + { + if (SettingAllowList.Contains(Parent)) + { + bAllowed = true; + break; + } + + NextSetting = Parent; + } + + if (!bAllowed) + { + return false; + } + } + } + + // TODO more filters... + + // Always search text last, it's generally the most expensive filter. + if (!SearchTextEvaluator.TestTextFilter(FSettingFilterExpressionContext(InSetting))) + { + return false; + } + + return true; +} + +//-------------------------------------- +// FGameSettingsEditableState +//-------------------------------------- + +void FGameSettingEditableState::Hide(const FString& DevReason) +{ +#if !UE_BUILD_SHIPPING + ensureAlwaysMsgf(!DevReason.IsEmpty(), TEXT("To hide a setting, you must provide a developer reason.")); +#endif + + bVisible = false; + +#if !UE_BUILD_SHIPPING + HiddenReasons.Add(DevReason); +#endif +} + +void FGameSettingEditableState::Disable(const FText& Reason) +{ +#if !UE_BUILD_SHIPPING + ensureAlwaysMsgf(!Reason.IsEmpty(), TEXT("To disable a setting, you must provide a reason that we can show players.")); +#endif + + bEnabled = false; + DisabledReasons.Add(Reason); +} + +void FGameSettingEditableState::DisableOption(const FString& Option) +{ +#if !UE_BUILD_SHIPPING + ensureAlwaysMsgf(!DisabledOptions.Contains(Option), TEXT("You've already disabled this option.")); +#endif + + DisabledOptions.Add(Option); +} + +void FGameSettingEditableState::UnableToReset() +{ + bResetable = false; +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingValue.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingValue.cpp new file mode 100644 index 0000000000000000000000000000000000000000..5f25cc3ca0204f58791db44a0218a97992a0519c --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingValue.cpp @@ -0,0 +1,31 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameSettingValue.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingValue) + +#define LOCTEXT_NAMESPACE "GameSetting" + +//-------------------------------------- +// UGameSettingValue +//-------------------------------------- + +UGameSettingValue::UGameSettingValue() +{ + // Values will report to analytics. + bReportAnalytics = true; +} + +void UGameSettingValue::OnInitialized() +{ + Super::OnInitialized(); + +#if !UE_BUILD_SHIPPING + ensureAlwaysMsgf(!DescriptionRichText.IsEmpty() || DynamicDetails.IsBound(), TEXT("You must provide a description or it must specify a dynamic details function for settings with values.")); +#endif + + StoreInitial(); +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingValueDiscrete.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingValueDiscrete.cpp new file mode 100644 index 0000000000000000000000000000000000000000..48f10c23f55c4f91a9f0b245a0b17a45c598b252 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingValueDiscrete.cpp @@ -0,0 +1,36 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameSettingValueDiscrete.h" + + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingValueDiscrete) + +#define LOCTEXT_NAMESPACE "GameSetting" + +//-------------------------------------- +// UGameSettingValueDiscrete +//-------------------------------------- + +UGameSettingValueDiscrete::UGameSettingValueDiscrete() +{ + +} + +FString UGameSettingValueDiscrete::GetAnalyticsValue() const +{ + const TArray Options = GetDiscreteOptions(); + const int32 CurrentOptionIndex = GetDiscreteOptionIndex(); + if (Options.IsValidIndex(CurrentOptionIndex)) + { + const FString* SourceString = FTextInspector::GetSourceString(Options[CurrentOptionIndex]); + if (SourceString) + { + return *SourceString; + } + } + + return TEXT(""); +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingValueDiscreteDynamic.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingValueDiscreteDynamic.cpp new file mode 100644 index 0000000000000000000000000000000000000000..9145f1efd0ebc4ac601a12b9fe2e8ea0ed3a37e5 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingValueDiscreteDynamic.cpp @@ -0,0 +1,258 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameSettingValueDiscreteDynamic.h" +#include "DataSource/GameSettingDataSource.h" +#include "UObject/WeakObjectPtr.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingValueDiscreteDynamic) + +#define LOCTEXT_NAMESPACE "GameSettingValueDiscreteDynamic" + +////////////////////////////////////////////////////////////////////////// +// UGameSettingValueDiscreteDynamic +////////////////////////////////////////////////////////////////////////// + +UGameSettingValueDiscreteDynamic::UGameSettingValueDiscreteDynamic() +{ +} + +void UGameSettingValueDiscreteDynamic::SetDynamicGetter(const TSharedRef& InGetter) +{ + Getter = InGetter; +} + +void UGameSettingValueDiscreteDynamic::SetDynamicSetter(const TSharedRef& InSetter) +{ + Setter = InSetter; +} + +void UGameSettingValueDiscreteDynamic::SetDefaultValueFromString(FString InOptionValue) +{ + DefaultValue = InOptionValue; +} + +void UGameSettingValueDiscreteDynamic::AddDynamicOption(FString InOptionValue, FText InOptionText) +{ +#if !UE_BUILD_SHIPPING + ensureAlwaysMsgf(!OptionValues.Contains(InOptionValue), TEXT("You already added this option InOptionValue: %s InOptionText %s."), *InOptionValue, *InOptionText.ToString()); +#endif + + OptionValues.Add(InOptionValue); + OptionDisplayTexts.Add(InOptionText); +} + +void UGameSettingValueDiscreteDynamic::RemoveDynamicOption(FString InOptionValue) +{ + const int32 Index = OptionValues.IndexOfByKey(InOptionValue); + if (Index != INDEX_NONE) + { + OptionValues.RemoveAt(Index); + OptionDisplayTexts.RemoveAt(Index); + } +} + +const TArray& UGameSettingValueDiscreteDynamic::GetDynamicOptions() +{ + return OptionValues; +} + +bool UGameSettingValueDiscreteDynamic::HasDynamicOption(const FString& InOptionValue) +{ + return OptionValues.Contains(InOptionValue); +} + +FString UGameSettingValueDiscreteDynamic::GetValueAsString() const +{ + return Getter->GetValueAsString(LocalPlayer); +} + +void UGameSettingValueDiscreteDynamic::SetValueFromString(FString InStringValue) +{ + SetValueFromString(InStringValue, EGameSettingChangeReason::Change); +} + +void UGameSettingValueDiscreteDynamic::SetValueFromString(FString InStringValue, EGameSettingChangeReason Reason) +{ + check(Setter); + Setter->SetValue(LocalPlayer, InStringValue); + + NotifySettingChanged(Reason); +} + +bool UGameSettingValueDiscreteDynamic::AreOptionsEqual(const FString& InOptionA, const FString& InOptionB) const +{ + return InOptionA == InOptionB; +} + +void UGameSettingValueDiscreteDynamic::OnInitialized() +{ +#if !UE_BUILD_SHIPPING + ensureAlways(Getter); + ensureAlwaysMsgf(Getter->Resolve(LocalPlayer), TEXT("%s: %s did not resolve, are all functions and properties valid, and are they UFunctions/UProperties? Does the getter function have no parameters?"), *GetDevName().ToString(), *Getter->ToString()); + ensureAlways(Setter); + ensureAlwaysMsgf(Setter->Resolve(LocalPlayer), TEXT("%s: %s did not resolve, are all functions and properties valid, and are they UFunctions/UProperties? Does the setting function have exactly one parameter?"), *GetDevName().ToString(), *Setter->ToString()); +#endif + + Super::OnInitialized(); +} + +void UGameSettingValueDiscreteDynamic::Startup() +{ + // Should I also do something with Setter? + check(Getter); + Getter->Startup(LocalPlayer, FSimpleDelegate::CreateUObject(this, &ThisClass::OnDataSourcesReady)); +} + +void UGameSettingValueDiscreteDynamic::OnDataSourcesReady() +{ + StartupComplete(); +} + +void UGameSettingValueDiscreteDynamic::StoreInitial() +{ + InitialValue = GetValueAsString(); +} + +void UGameSettingValueDiscreteDynamic::ResetToDefault() +{ + if (DefaultValue.IsSet()) + { + SetValueFromString(DefaultValue.GetValue(), EGameSettingChangeReason::ResetToDefault); + } +} + +void UGameSettingValueDiscreteDynamic::RestoreToInitial() +{ + SetValueFromString(InitialValue, EGameSettingChangeReason::RestoreToInitial); +} + +void UGameSettingValueDiscreteDynamic::SetDiscreteOptionByIndex(int32 Index) +{ + if (ensure(OptionValues.IsValidIndex(Index))) + { + SetValueFromString(OptionValues[Index]); + } +} + +int32 UGameSettingValueDiscreteDynamic::GetDiscreteOptionIndex() const +{ + const FString CurrentValue = GetValueAsString(); + const int32 Index = OptionValues.IndexOfByPredicate([this, CurrentValue](const FString& InOption) { + return AreOptionsEqual(CurrentValue, InOption); + }); + + // If we can't find the correct index, send the default index. + if (Index == INDEX_NONE) + { + return GetDiscreteOptionDefaultIndex(); + } + + return Index; +} + +int32 UGameSettingValueDiscreteDynamic::GetDiscreteOptionDefaultIndex() const +{ + if (DefaultValue.IsSet()) + { + return OptionValues.IndexOfByPredicate([this](const FString& InOption) { + return AreOptionsEqual(DefaultValue.GetValue(), InOption); + }); + } + + return INDEX_NONE; +} + +TArray UGameSettingValueDiscreteDynamic::GetDiscreteOptions() const +{ + const TArray& DisabledOptions = GetEditState().GetDisabledOptions(); + + if (DisabledOptions.Num() > 0) + { + TArray AllowedOptions; + + for (int32 OptionIndex = 0; OptionIndex < OptionValues.Num(); ++OptionIndex) + { + if (!DisabledOptions.Contains(OptionValues[OptionIndex])) + { + AllowedOptions.Add(OptionDisplayTexts[OptionIndex]); + } + } + + return AllowedOptions; + } + + return OptionDisplayTexts; +} + +////////////////////////////////////////////////////////////////////////// +// UGameSettingValueDiscreteDynamic_Bool +////////////////////////////////////////////////////////////////////////// + +UGameSettingValueDiscreteDynamic_Bool::UGameSettingValueDiscreteDynamic_Bool() +{ + AddDynamicOption(TEXT("false"), LOCTEXT("OFF", "OFF")); + AddDynamicOption(TEXT("true"), LOCTEXT("ON", "ON")); +} + +void UGameSettingValueDiscreteDynamic_Bool::SetTrueText(const FText& InText) +{ + // We remove and then re-add it, so that by changing the true/false text you can also control the order they appear. + RemoveDynamicOption(TEXT("true")); + AddDynamicOption(TEXT("true"), InText); +} + +void UGameSettingValueDiscreteDynamic_Bool::SetFalseText(const FText& InText) +{ + // We remove and then re-add it, so that by changing the true/false text you can also control the order they appear. + RemoveDynamicOption(TEXT("false")); + AddDynamicOption(TEXT("false"), InText); +} + +void UGameSettingValueDiscreteDynamic_Bool::SetDefaultValue(bool Value) +{ + DefaultValue = LexToString(Value); +} + +////////////////////////////////////////////////////////////////////////// +// UGameSettingValueDiscreteDynamic_Number +////////////////////////////////////////////////////////////////////////// + +UGameSettingValueDiscreteDynamic_Number::UGameSettingValueDiscreteDynamic_Number() +{ + +} + +void UGameSettingValueDiscreteDynamic_Number::OnInitialized() +{ + Super::OnInitialized(); + + ensure(OptionValues.Num() > 0); +} + +////////////////////////////////////////////////////////////////////////// +// UGameSettingValueDiscreteDynamic_Enum +////////////////////////////////////////////////////////////////////////// + +UGameSettingValueDiscreteDynamic_Enum::UGameSettingValueDiscreteDynamic_Enum() +{ + +} + +void UGameSettingValueDiscreteDynamic_Enum::OnInitialized() +{ + Super::OnInitialized(); + + ensure(OptionValues.Num() > 0); +} + +////////////////////////////////////////////////////////////////////////// +// UGameSettingValueDiscreteDynamic_Color +////////////////////////////////////////////////////////////////////////// + +UGameSettingValueDiscreteDynamic_Color::UGameSettingValueDiscreteDynamic_Color() +{ + +} + + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingValueScalar.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingValueScalar.cpp new file mode 100644 index 0000000000000000000000000000000000000000..ff5d0fb7197ba2bf71301bee476a24c036cec996 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingValueScalar.cpp @@ -0,0 +1,30 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameSettingValueScalar.h" + + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingValueScalar) + +#define LOCTEXT_NAMESPACE "GameSetting" + +//-------------------------------------- +// UGameSettingValueScalar +//-------------------------------------- + +UGameSettingValueScalar::UGameSettingValueScalar() +{ + +} + +void UGameSettingValueScalar::SetValueNormalized(double NormalizedValue) +{ + SetValue(FMath::GetMappedRangeValueClamped(TRange(0, 1), GetSourceRange(), NormalizedValue)); +} + +double UGameSettingValueScalar::GetValueNormalized() const +{ + return FMath::GetMappedRangeValueClamped(GetSourceRange(), TRange(0, 1), GetValue()); +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingValueScalarDynamic.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingValueScalarDynamic.cpp new file mode 100644 index 0000000000000000000000000000000000000000..45671543d6e71932a51a67c3478360fd6887ac53 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingValueScalarDynamic.cpp @@ -0,0 +1,216 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameSettingValueScalarDynamic.h" + +#include "DataSource/GameSettingDataSource.h" +#include "UObject/WeakObjectPtr.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingValueScalarDynamic) + +#define LOCTEXT_NAMESPACE "GameSetting" + +////////////////////////////////////////////////////////////////////////// +// SettingScalarFormats +////////////////////////////////////////////////////////////////////////// + +static FText PercentFormat = LOCTEXT("PercentFormat", "{0}%"); + +FSettingScalarFormatFunction UGameSettingValueScalarDynamic::Raw([](double SourceValue, double NormalizedValue) { + return FText::AsNumber(SourceValue); +}); + +FSettingScalarFormatFunction UGameSettingValueScalarDynamic::RawOneDecimal([](double SourceValue, double NormalizedValue) { + FNumberFormattingOptions FormattingOptions; + FormattingOptions.MinimumIntegralDigits = 1; + FormattingOptions.MinimumFractionalDigits = 1; + FormattingOptions.MaximumFractionalDigits = 1; + return FText::AsNumber(SourceValue, &FormattingOptions); +}); + +FSettingScalarFormatFunction UGameSettingValueScalarDynamic::RawTwoDecimals([](double SourceValue, double NormalizedValue) { + FNumberFormattingOptions FormattingOptions; + FormattingOptions.MinimumIntegralDigits = 1; + FormattingOptions.MinimumFractionalDigits = 2; + FormattingOptions.MaximumFractionalDigits = 2; + return FText::AsNumber(SourceValue, &FormattingOptions); +}); + +FSettingScalarFormatFunction UGameSettingValueScalarDynamic::SourceAsInteger([](double SourceValue, double NormalizedValue) { + FNumberFormattingOptions FormattingOptions; + FormattingOptions.MinimumIntegralDigits = 1; + FormattingOptions.MinimumFractionalDigits = 0; + FormattingOptions.MaximumFractionalDigits = 0; + return FText::AsNumber(SourceValue, &FormattingOptions); +}); + +FSettingScalarFormatFunction UGameSettingValueScalarDynamic::ZeroToOnePercent([](double SourceValue, double NormalizedValue) { + return FText::Format(PercentFormat, (int32)FMath::RoundHalfFromZero(100.0 * NormalizedValue)); +}); + +FSettingScalarFormatFunction UGameSettingValueScalarDynamic::ZeroToOnePercent_OneDecimal([](double SourceValue, double NormalizedValue) { + const FNumberFormattingOptions& FormattingOptions = GetOneDecimalFormattingOptions(); + const double NormalizedValueTo100_0 = FMath::RoundHalfFromZero(1000.0 * NormalizedValue); + return FText::Format(PercentFormat, FText::AsNumber(NormalizedValueTo100_0 / 10.0, &FormattingOptions)); +}); + +const FNumberFormattingOptions& UGameSettingValueScalarDynamic::GetOneDecimalFormattingOptions() +{ + static FNumberFormattingOptions FormattingOptions; + FormattingOptions.MinimumFractionalDigits = 1; + FormattingOptions.MaximumFractionalDigits = 1; + + return FormattingOptions; +} + +FSettingScalarFormatFunction UGameSettingValueScalarDynamic::SourceAsPercent1([](double SourceValue, double NormalizedValue) { + return FText::Format(PercentFormat, (int32)FMath::RoundHalfFromZero(100.0 * SourceValue)); +}); + +FSettingScalarFormatFunction UGameSettingValueScalarDynamic::SourceAsPercent100([](double SourceValue, double NormalizedValue) { + return FText::Format(PercentFormat, (int32)FMath::RoundHalfFromZero(SourceValue)); +}); + +////////////////////////////////////////////////////////////////////////// +// UGameSettingValueScalarDynamic +////////////////////////////////////////////////////////////////////////// + +UGameSettingValueScalarDynamic::UGameSettingValueScalarDynamic() +{ +} + +void UGameSettingValueScalarDynamic::Startup() +{ + // Should I also do something with Setter? + Getter->Startup(LocalPlayer, FSimpleDelegate::CreateUObject(this, &ThisClass::OnDataSourcesReady)); +} + +void UGameSettingValueScalarDynamic::OnDataSourcesReady() +{ + StartupComplete(); +} + +void UGameSettingValueScalarDynamic::OnInitialized() +{ +#if !UE_BUILD_SHIPPING + ensureAlwaysMsgf(DisplayFormat, TEXT("%s: Has no DisplayFormat set. Please call SetDisplayFormat."), *GetDevName().ToString()); +#endif + +#if !UE_BUILD_SHIPPING + ensureAlways(Getter); + ensureAlwaysMsgf(Getter->Resolve(LocalPlayer), TEXT("%s: %s did not resolve, are all functions and properties valid, and are they UFunctions/UProperties?"), *GetDevName().ToString(), *Getter->ToString()); + ensureAlways(Setter); + ensureAlwaysMsgf(Setter->Resolve(LocalPlayer), TEXT("%s: %s did not resolve, are all functions and properties valid, and are they UFunctions/UProperties?"), *GetDevName().ToString(), *Setter->ToString()); +#endif + + Super::OnInitialized(); +} + +void UGameSettingValueScalarDynamic::StoreInitial() +{ + InitialValue = GetValue(); +} + +void UGameSettingValueScalarDynamic::ResetToDefault() +{ + if (DefaultValue.IsSet()) + { + SetValue(DefaultValue.GetValue(), EGameSettingChangeReason::ResetToDefault); + } +} + +void UGameSettingValueScalarDynamic::RestoreToInitial() +{ + SetValue(InitialValue, EGameSettingChangeReason::RestoreToInitial); +} + +void UGameSettingValueScalarDynamic::SetDynamicGetter(const TSharedRef& InGetter) +{ + Getter = InGetter; +} + +void UGameSettingValueScalarDynamic::SetDynamicSetter(const TSharedRef& InSetter) +{ + Setter = InSetter; +} + +void UGameSettingValueScalarDynamic::SetDefaultValue(double InValue) +{ + DefaultValue = InValue; +} + +void UGameSettingValueScalarDynamic::SetDisplayFormat(FSettingScalarFormatFunction InDisplayFormat) +{ + DisplayFormat = InDisplayFormat; +} + +void UGameSettingValueScalarDynamic::SetSourceRangeAndStep(const TRange& InRange, double InStep) +{ + SourceRange = InRange; + SourceStep = InStep; +} + +void UGameSettingValueScalarDynamic::SetMinimumLimit(const TOptional& InMinimum) +{ + Minimum = InMinimum; +} + +void UGameSettingValueScalarDynamic::SetMaximumLimit(const TOptional& InMaximum) +{ + Maximum = InMaximum; +} + +double UGameSettingValueScalarDynamic::GetValue() const +{ + const FString OutValue = Getter->GetValueAsString(LocalPlayer); + + double Value; + LexFromString(Value, *OutValue); + + return Value; +} + +TRange UGameSettingValueScalarDynamic::GetSourceRange() const +{ + return SourceRange; +} + +double UGameSettingValueScalarDynamic::GetSourceStep() const +{ + return SourceStep; +} + +TOptional UGameSettingValueScalarDynamic::GetDefaultValue() const +{ + return DefaultValue; +} + +void UGameSettingValueScalarDynamic::SetValue(double InValue, EGameSettingChangeReason Reason) +{ + InValue = FMath::RoundHalfFromZero(InValue / SourceStep); + InValue = InValue * SourceStep; + + if (Minimum.IsSet()) + { + InValue = FMath::Max(Minimum.GetValue(), InValue); + } + + if (Maximum.IsSet()) + { + InValue = FMath::Min(Maximum.GetValue(), InValue); + } + + const FString StringValue = LexToString(InValue); + Setter->SetValue(LocalPlayer, StringValue); + + NotifySettingChanged(Reason); +} + +FText UGameSettingValueScalarDynamic::GetFormattedText() const +{ + const double SourceValue = GetValue(); + const double NormalizedValue = GetValueNormalized(); + + return DisplayFormat(SourceValue, NormalizedValue); +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingsModule.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingsModule.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a41f8b638a3d535f093d231cfced16a658b6dd93 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/GameSettingsModule.cpp @@ -0,0 +1,32 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Modules/ModuleManager.h" + +/** + * Implements the FGameSettingsModule module. + */ +class FGameSettingsModule : public IModuleInterface +{ +public: + FGameSettingsModule(); + virtual void StartupModule() override; + virtual void ShutdownModule() override; + +private: + +}; + + +FGameSettingsModule::FGameSettingsModule() +{ +} + +void FGameSettingsModule::StartupModule() +{ +} + +void FGameSettingsModule::ShutdownModule() +{ +} + +IMPLEMENT_MODULE(FGameSettingsModule, GameSettings); diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Registry/GameSettingRegistry.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/Registry/GameSettingRegistry.cpp new file mode 100644 index 0000000000000000000000000000000000000000..37d5b965b2fa525f46c4e418dd87a8b95d165a7f --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Registry/GameSettingRegistry.cpp @@ -0,0 +1,168 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameSettingRegistry.h" + +#include "GameSettingCollection.h" +#include "GameSettingAction.h" +#include "UObject/WeakObjectPtr.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingRegistry) + +#define LOCTEXT_NAMESPACE "GameSetting" + +//-------------------------------------- +// UGameSettingRegistry +//-------------------------------------- + +UGameSettingRegistry::UGameSettingRegistry() +{ +} + +void UGameSettingRegistry::Initialize(ULocalPlayer* InLocalPlayer) +{ + OwningLocalPlayer = InLocalPlayer; + OnInitialize(InLocalPlayer); + + //UGameFeaturesSubsystem +} + +void UGameSettingRegistry::Regenerate() +{ + for (UGameSetting* Setting : RegisteredSettings) + { + Setting->MarkAsGarbage(); + } + RegisteredSettings.Reset(); + TopLevelSettings.Reset(); + + OnInitialize(OwningLocalPlayer); +} + +bool UGameSettingRegistry::IsFinishedInitializing() const +{ + bool bReady = true; + for (UGameSetting* Setting : RegisteredSettings) + { + if (!Setting->IsReady()) + { + bReady = false; + break; + } + } + + return bReady; +} + +void UGameSettingRegistry::SaveChanges() +{ + +} + +void UGameSettingRegistry::GetSettingsForFilter(const FGameSettingFilterState& FilterState, TArray& InOutSettings) +{ + TArray RootSettings; + if (FilterState.GetSettingRootList().Num() > 0) + { + RootSettings.Append(FilterState.GetSettingRootList()); + } + else + { + RootSettings.Append(TopLevelSettings); + } + + for (UGameSetting* TopLevelSetting : RootSettings) + { + if (const UGameSettingCollection* TopLevelCollection = Cast(TopLevelSetting)) + { + TopLevelCollection->GetSettingsForFilter(FilterState, InOutSettings); + } + else + { + if (FilterState.DoesSettingPassFilter(*TopLevelSetting)) + { + InOutSettings.Add(TopLevelSetting); + } + } + } +} + +UGameSetting* UGameSettingRegistry::FindSettingByDevName(const FName& SettingDevName) +{ + for (UGameSetting* Setting : RegisteredSettings) + { + if (Setting->GetDevName() == SettingDevName) + { + return Setting; + } + } + + return nullptr; +} + +void UGameSettingRegistry::RegisterSetting(UGameSetting* InSetting) +{ + if (InSetting) + { + TopLevelSettings.Add(InSetting); + InSetting->SetRegistry(this); + RegisterInnerSettings(InSetting); + } +} + +void UGameSettingRegistry::RegisterInnerSettings(UGameSetting* InSetting) +{ + InSetting->OnSettingChangedEvent.AddUObject(this, &ThisClass::HandleSettingChanged); + InSetting->OnSettingAppliedEvent.AddUObject(this, &ThisClass::HandleSettingApplied); + InSetting->OnSettingEditConditionChangedEvent.AddUObject(this, &ThisClass::HandleSettingEditConditionsChanged); + + // Not a fan of this, but it makes sense to aggregate action events for simplicity. + if (UGameSettingAction* ActionSetting = Cast(InSetting)) + { + ActionSetting->OnExecuteNamedActionEvent.AddUObject(this, &ThisClass::HandleSettingNamedAction); + } + // Not a fan of this, but it makes sense to aggregate navigation events for simplicity. + else if (UGameSettingCollectionPage* NewPageCollection = Cast(InSetting)) + { + NewPageCollection->OnExecuteNavigationEvent.AddUObject(this, &ThisClass::HandleSettingNavigation); + } + +#if !UE_BUILD_SHIPPING + ensureAlwaysMsgf(!RegisteredSettings.Contains(InSetting), TEXT("This setting has already been registered!")); + ensureAlwaysMsgf(nullptr == RegisteredSettings.FindByPredicate([&InSetting](UGameSetting* ExistingSetting) { return InSetting->GetDevName() == ExistingSetting->GetDevName(); }), TEXT("A setting with this DevName has already been registered! DevNames must be unique within a registry.")); +#endif + + RegisteredSettings.Add(InSetting); + + for (UGameSetting* ChildSetting : InSetting->GetChildSettings()) + { + RegisterInnerSettings(ChildSetting); + } +} + +void UGameSettingRegistry::HandleSettingApplied(UGameSetting* Setting) +{ + OnSettingApplied(Setting); +} + +void UGameSettingRegistry::HandleSettingChanged(UGameSetting* Setting, EGameSettingChangeReason Reason) +{ + OnSettingChangedEvent.Broadcast(Setting, Reason); +} + +void UGameSettingRegistry::HandleSettingEditConditionsChanged(UGameSetting* Setting) +{ + OnSettingEditConditionChangedEvent.Broadcast(Setting); +} + +void UGameSettingRegistry::HandleSettingNamedAction(UGameSetting* Setting, FGameplayTag GameSettings_Action_Tag) +{ + OnSettingNamedActionEvent.Broadcast(Setting, GameSettings_Action_Tag); +} + +void UGameSettingRegistry::HandleSettingNavigation(UGameSetting* Setting) +{ + OnExecuteNavigationEvent.Broadcast(Setting); +} + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Registry/GameSettingRegistryChangeTracker.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/Registry/GameSettingRegistryChangeTracker.cpp new file mode 100644 index 0000000000000000000000000000000000000000..840ee4d2f6c78098cff5f71fe4040dc334f27411 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Registry/GameSettingRegistryChangeTracker.cpp @@ -0,0 +1,102 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameSettingRegistryChangeTracker.h" + +#include "GameSettingRegistry.h" +#include "GameSettingValue.h" + +#define LOCTEXT_NAMESPACE "GameSetting" + +FGameSettingRegistryChangeTracker::FGameSettingRegistryChangeTracker() +{ +} + +FGameSettingRegistryChangeTracker::~FGameSettingRegistryChangeTracker() +{ + if (UGameSettingRegistry* StrongRegistry = Registry.Get()) + { + StrongRegistry->OnSettingChangedEvent.RemoveAll(this); + } +} + +void FGameSettingRegistryChangeTracker::WatchRegistry(UGameSettingRegistry* InRegistry) +{ + ClearDirtyState(); + StopWatchingRegistry(); + + if (Registry.Get() != InRegistry) + { + Registry = InRegistry; + InRegistry->OnSettingChangedEvent.AddRaw(this, &FGameSettingRegistryChangeTracker::HandleSettingChanged); + } +} + +void FGameSettingRegistryChangeTracker::StopWatchingRegistry() +{ + if (UGameSettingRegistry* StrongRegistry = Registry.Get()) + { + StrongRegistry->OnSettingChangedEvent.RemoveAll(this); + Registry.Reset(); + } +} + +void FGameSettingRegistryChangeTracker::ClearDirtyState() +{ + ensure(!bRestoringSettings); + if (bRestoringSettings) + { + return; + } + + bSettingsChanged = false; + DirtySettings.Reset(); +} + +void FGameSettingRegistryChangeTracker::ApplyChanges() +{ + for (auto Entry : DirtySettings) + { + if (UGameSettingValue* SettingValue = Cast(Entry.Value)) + { + SettingValue->Apply(); + SettingValue->StoreInitial(); + } + } + + ClearDirtyState(); +} + +void FGameSettingRegistryChangeTracker::RestoreToInitial() +{ + ensure(!bRestoringSettings); + if (bRestoringSettings) + { + return; + } + + { + TGuardValue LocalGuard(bRestoringSettings, true); + for (auto Entry : DirtySettings) + { + if (UGameSettingValue* SettingValue = Cast(Entry.Value)) + { + SettingValue->RestoreToInitial(); + } + } + } + + ClearDirtyState(); +} + +void FGameSettingRegistryChangeTracker::HandleSettingChanged(UGameSetting* Setting, EGameSettingChangeReason Reason) +{ + if (bRestoringSettings) + { + return; + } + + bSettingsChanged = true; + DirtySettings.Add(FObjectKey(Setting), Setting); +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingDetailExtension.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingDetailExtension.cpp new file mode 100644 index 0000000000000000000000000000000000000000..480ebf789b36095bc49244189f9a4b111ed11d7c --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingDetailExtension.cpp @@ -0,0 +1,30 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Widgets/GameSettingDetailExtension.h" + +#include "GameSetting.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingDetailExtension) + +void UGameSettingDetailExtension::SetSetting(UGameSetting* InSetting) +{ + NativeSettingAssigned(InSetting); +} + +void UGameSettingDetailExtension::NativeSettingAssigned(UGameSetting* InSetting) +{ + if (Setting) + { + Setting->OnSettingChangedEvent.RemoveAll(this); + } + + Setting = InSetting; + Setting->OnSettingChangedEvent.AddUObject(this, &ThisClass::NativeSettingValueChanged); + + OnSettingAssigned(InSetting); +} + +void UGameSettingDetailExtension::NativeSettingValueChanged(UGameSetting* InSetting, EGameSettingChangeReason Reason) +{ + OnSettingValueChanged(InSetting); +} diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingDetailView.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingDetailView.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c61cde790c353a0f86159e70575265843e5eadbd --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingDetailView.cpp @@ -0,0 +1,193 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + + +#include "Widgets/GameSettingDetailView.h" + +#include "CommonRichTextBlock.h" +#include "CommonTextBlock.h" +#include "Components/VerticalBox.h" +#include "Components/VerticalBoxSlot.h" +#include "Engine/AssetManager.h" +#include "Engine/StreamableManager.h" +#include "GameSetting.h" +#include "Widgets/GameSettingDetailExtension.h" +#include "Widgets/GameSettingVisualData.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingDetailView) + +#define LOCTEXT_NAMESPACE "GameSetting" + +UGameSettingDetailView::UGameSettingDetailView(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) + , ExtensionWidgetPool(*this) +{ +} + +void UGameSettingDetailView::ReleaseSlateResources(bool bReleaseChildren) +{ + Super::ReleaseSlateResources(bReleaseChildren); + + ExtensionWidgetPool.ReleaseAllSlateResources(); +} + +void UGameSettingDetailView::NativeOnInitialized() +{ + Super::NativeOnInitialized(); + + if (!IsDesignTime()) + { + FillSettingDetails(nullptr); + } +} + +void UGameSettingDetailView::NativeConstruct() +{ + Super::NativeConstruct(); +} + +void UGameSettingDetailView::FillSettingDetails(UGameSetting* InSetting) +{ + // Ignore requests to show the same setting multiple times in a row. + if (InSetting && InSetting == CurrentSetting) + { + return; + } + + CurrentSetting = InSetting; + + if (Text_SettingName) + { + Text_SettingName->SetText(InSetting ? InSetting->GetDisplayName() : FText::GetEmpty()); + } + + if (RichText_Description) + { + RichText_Description->SetText(InSetting ? InSetting->GetDescriptionRichText() : FText::GetEmpty()); + } + + if (RichText_DynamicDetails) + { + const FText DynamicDetails = InSetting ? InSetting->GetDynamicDetails() : FText::GetEmpty(); + RichText_DynamicDetails->SetText(DynamicDetails); + RichText_DynamicDetails->SetVisibility(DynamicDetails.IsEmpty() ? ESlateVisibility::Collapsed : ESlateVisibility::HitTestInvisible); + } + + if (RichText_WarningDetails) + { + if (InSetting && !InSetting->GetWarningRichText().IsEmpty()) + { + const FText WarningText = FText::Format(LOCTEXT("WarningReasonLine", " {0}"), InSetting->GetWarningRichText()); + RichText_WarningDetails->SetText(WarningText); + RichText_WarningDetails->SetVisibility(ESlateVisibility::HitTestInvisible); + } + else + { + RichText_WarningDetails->SetText(FText::GetEmpty()); + RichText_WarningDetails->SetVisibility(ESlateVisibility::Collapsed); + } + + } + + if (RichText_DisabledDetails) + { + TArray DisabledDetailLines; + + if (InSetting) + { + FGameSettingEditableState EditableState = InSetting->GetEditState(); + + if (!EditableState.IsEnabled()) + { + for (FText Reason : EditableState.GetDisabledReasons()) + { + DisabledDetailLines.Add(FText::Format(LOCTEXT("DisabledReasonLine", " {0}"), Reason)); + } + } + + if (EditableState.GetDisabledOptions().Num() > 0) + { + DisabledDetailLines.Add(LOCTEXT("DisabledOptionReasonLine", " There are fewer options than available due to Parental Controls.")); + } + } + + RichText_DisabledDetails->SetText(FText::Join(FText::FromString(TEXT("\n")), DisabledDetailLines)); + RichText_DisabledDetails->SetVisibility(DisabledDetailLines.Num() == 0 ? ESlateVisibility::Collapsed : ESlateVisibility::HitTestInvisible); + } + + if (Box_DetailsExtension) + { + // First release the widgets back into the pool. + for (UWidget* ChildExtension : Box_DetailsExtension->GetAllChildren()) + { + ExtensionWidgetPool.Release(Cast(ChildExtension)); + } + + // Remove the widgets from their container. + Box_DetailsExtension->ClearChildren(); + + if (InSetting) + { + TArray> ExtensionClassPtrs; + if (VisualData) + { + ExtensionClassPtrs = VisualData->GatherDetailExtensions(InSetting); + } + + if (StreamingHandle.IsValid()) + { + StreamingHandle->CancelHandle(); + } + + bool bEverythingAlreadyLoaded = true; + + TArray ExtensionPaths; + ExtensionPaths.Reserve(ExtensionClassPtrs.Num()); + for (TSoftClassPtr SoftClassPtr : ExtensionClassPtrs) + { + bEverythingAlreadyLoaded &= SoftClassPtr.IsValid(); + ExtensionPaths.Add(SoftClassPtr.ToSoftObjectPath()); + } + + if (bEverythingAlreadyLoaded) + { + for (TSoftClassPtr SoftClassPtr : ExtensionClassPtrs) + { + CreateDetailsExtension(InSetting, SoftClassPtr.Get()); + } + + ExtensionWidgetPool.ReleaseInactiveSlateResources(); + } + else + { + TWeakObjectPtr SettingPtr = InSetting; + + StreamingHandle = UAssetManager::GetStreamableManager().RequestAsyncLoad( + MoveTemp(ExtensionPaths), + FStreamableDelegate::CreateWeakLambda(this, [this, SettingPtr, ExtensionClassPtrs] { + for (TSoftClassPtr SoftClassPtr : ExtensionClassPtrs) + { + CreateDetailsExtension(SettingPtr.Get(), SoftClassPtr.Get()); + } + + ExtensionWidgetPool.ReleaseInactiveSlateResources(); + } + )); + } + } + } +} + +void UGameSettingDetailView::CreateDetailsExtension(UGameSetting* InSetting, TSubclassOf ExtensionClass) +{ + if (InSetting && ExtensionClass) + { + if (UGameSettingDetailExtension* Extension = ExtensionWidgetPool.GetOrCreateInstance(ExtensionClass)) + { + Extension->SetSetting(InSetting); + UVerticalBoxSlot* ExtensionSlot = Box_DetailsExtension->AddChildToVerticalBox(Extension); + ExtensionSlot->SetHorizontalAlignment(HAlign_Fill); + } + } +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingListEntry.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingListEntry.cpp new file mode 100644 index 0000000000000000000000000000000000000000..1ef2cb2e3b7d1c12c06f29c3b629cca1b9dd444e --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingListEntry.cpp @@ -0,0 +1,369 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Widgets/GameSettingListEntry.h" + +#include "AnalogSlider.h" +#include "CommonInputSubsystem.h" +#include "CommonInputTypeEnum.h" +#include "CommonTextBlock.h" +#include "GameSettingAction.h" +#include "GameSettingCollection.h" +#include "GameSettingValueDiscrete.h" +#include "GameSettingValueScalar.h" +#include "Widgets/Misc/GameSettingRotator.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingListEntry) + +class SWidget; +struct FGeometry; + +#define LOCTEXT_NAMESPACE "GameSetting" + +////////////////////////////////////////////////////////////////////////// +// UGameSettingListEntryBase +////////////////////////////////////////////////////////////////////////// + +void UGameSettingListEntryBase::SetSetting(UGameSetting* InSetting) +{ + Setting = InSetting; + Setting->OnSettingEditConditionChangedEvent.AddUObject(this, &ThisClass::HandleEditConditionChanged); + Setting->OnSettingChangedEvent.AddUObject(this, &ThisClass::HandleSettingChanged); + + HandleEditConditionChanged(Setting); +} + +void UGameSettingListEntryBase::SetDisplayNameOverride(const FText& OverrideName) +{ + DisplayNameOverride = OverrideName; +} + +void UGameSettingListEntryBase::NativeOnEntryReleased() +{ + StopAllAnimations(); + + if (Background) + { + Background->StopAllAnimations(); + } + + if (ensure(Setting)) + { + Setting->OnSettingEditConditionChangedEvent.RemoveAll(this); + Setting->OnSettingChangedEvent.RemoveAll(this); + } + + Setting = nullptr; +} + +void UGameSettingListEntryBase::HandleSettingChanged(UGameSetting* InSetting, EGameSettingChangeReason Reason) +{ + if (!bSuspendChangeUpdates) + { + OnSettingChanged(); + } +} + +void UGameSettingListEntryBase::OnSettingChanged() +{ + // No-Op +} + +void UGameSettingListEntryBase::HandleEditConditionChanged(UGameSetting* InSetting) +{ + const FGameSettingEditableState EditableState = Setting->GetEditState(); + RefreshEditableState(EditableState); +} + +void UGameSettingListEntryBase::RefreshEditableState(const FGameSettingEditableState& InEditableState) +{ + // No-Op +} + +FReply UGameSettingListEntryBase::NativeOnFocusReceived(const FGeometry& InGeometry, const FFocusEvent& InFocusEvent) +{ + const UCommonInputSubsystem* InputSubsystem = GetInputSubsystem(); + if (InputSubsystem && InputSubsystem->GetCurrentInputType() == ECommonInputType::Gamepad) + { + if (UWidget* PrimaryFocus = GetPrimaryGamepadFocusWidget()) + { + TSharedPtr WidgetToFocus = PrimaryFocus->GetCachedWidget(); + if (WidgetToFocus.IsValid()) + { + return FReply::Handled().SetUserFocus(WidgetToFocus.ToSharedRef(), InFocusEvent.GetCause()); + } + } + } + + return FReply::Unhandled(); +} + +////////////////////////////////////////////////////////////////////////// +// UGameSettingListEntry_Setting +////////////////////////////////////////////////////////////////////////// + +void UGameSettingListEntry_Setting::SetSetting(UGameSetting* InSetting) +{ + Super::SetSetting(InSetting); + + Text_SettingName->SetText(DisplayNameOverride.IsEmpty() ? Setting->GetDisplayName() : DisplayNameOverride); + Text_SettingName->SetVisibility(InSetting->GetDisplayNameVisibility()); +} + +////////////////////////////////////////////////////////////////////////// +// UGameSettingListEntrySetting_Discrete +////////////////////////////////////////////////////////////////////////// + +void UGameSettingListEntrySetting_Discrete::SetSetting(UGameSetting* InSetting) +{ + DiscreteSetting = Cast(InSetting); + + Super::SetSetting(InSetting); + + Refresh(); +} + +void UGameSettingListEntrySetting_Discrete::Refresh() +{ + if (ensure(DiscreteSetting)) + { + const TArray Options = DiscreteSetting->GetDiscreteOptions(); + ensure(Options.Num() > 0); + + Rotator_SettingValue->PopulateTextLabels(Options); + Rotator_SettingValue->SetSelectedItem(DiscreteSetting->GetDiscreteOptionIndex()); + Rotator_SettingValue->SetDefaultOption(DiscreteSetting->GetDiscreteOptionDefaultIndex()); + } +} + +void UGameSettingListEntrySetting_Discrete::RefreshEditableState(const FGameSettingEditableState& InEditableState) +{ + Super::RefreshEditableState(InEditableState); + + const bool bLocalIsEnabled = InEditableState.IsEnabled(); + Button_Decrease->SetIsEnabled(bLocalIsEnabled); + Rotator_SettingValue->SetIsEnabled(bLocalIsEnabled); + Button_Increase->SetIsEnabled(bLocalIsEnabled); + Panel_Value->SetIsEnabled(bLocalIsEnabled); +} + +void UGameSettingListEntrySetting_Discrete::NativeOnInitialized() +{ + Super::NativeOnInitialized(); + + Rotator_SettingValue->OnRotatedEvent.AddUObject(this, &ThisClass::HandleRotatorChangedValue); + Button_Decrease->OnClicked().AddUObject(this, &ThisClass::HandleOptionDecrease); + Button_Increase->OnClicked().AddUObject(this, &ThisClass::HandleOptionIncrease); +} + +void UGameSettingListEntrySetting_Discrete::NativeOnEntryReleased() +{ + Super::NativeOnEntryReleased(); + + DiscreteSetting = nullptr; +} + +void UGameSettingListEntrySetting_Discrete::HandleOptionDecrease() +{ + //TODO NDarnell Doing this through the UI feels wrong, should use Setting directly. + Rotator_SettingValue->ShiftTextLeft(); + DiscreteSetting->SetDiscreteOptionByIndex(Rotator_SettingValue->GetSelectedIndex()); +} + +void UGameSettingListEntrySetting_Discrete::HandleOptionIncrease() +{ + //TODO NDarnell Doing this through the UI feels wrong, should use Setting directly. + Rotator_SettingValue->ShiftTextRight(); + DiscreteSetting->SetDiscreteOptionByIndex(Rotator_SettingValue->GetSelectedIndex()); +} + +void UGameSettingListEntrySetting_Discrete::HandleRotatorChangedValue(int32 Value, bool bUserInitiated) +{ + if (bUserInitiated) + { + DiscreteSetting->SetDiscreteOptionByIndex(Value); + } +} + +void UGameSettingListEntrySetting_Discrete::OnSettingChanged() +{ + Refresh(); +} + +void UGameSettingListEntrySetting_Discrete::HandleEditConditionChanged(UGameSetting* InSetting) +{ + Super::HandleEditConditionChanged(InSetting); + + Refresh(); +} + + +////////////////////////////////////////////////////////////////////////// +// UGameSettingListEntrySetting_Scalar +////////////////////////////////////////////////////////////////////////// + +void UGameSettingListEntrySetting_Scalar::SetSetting(UGameSetting* InSetting) +{ + ScalarSetting = Cast(InSetting); + + Super::SetSetting(InSetting); + + Refresh(); +} + +void UGameSettingListEntrySetting_Scalar::Refresh() +{ + if (ensure(ScalarSetting)) + { + const float Value = ScalarSetting->GetValueNormalized(); + + Slider_SettingValue->SetValue(Value); + Slider_SettingValue->SetStepSize(ScalarSetting->GetNormalizedStepSize()); + Text_SettingValue->SetText(ScalarSetting->GetFormattedText()); + + TOptional DefaultValue = ScalarSetting->GetDefaultValueNormalized(); + OnDefaultValueChanged(DefaultValue.IsSet() ? DefaultValue.GetValue() : -1.0); + + OnValueChanged(Value); + } +} + +void UGameSettingListEntrySetting_Scalar::OnSettingChanged() +{ + Refresh(); +} + +void UGameSettingListEntrySetting_Scalar::NativeOnInitialized() +{ + Super::NativeOnInitialized(); + + Slider_SettingValue->OnValueChanged.AddDynamic(this, &ThisClass::HandleSliderValueChanged); + + Slider_SettingValue->OnMouseCaptureEnd.AddDynamic(this, &ThisClass::HandleSliderCaptureEnded); + Slider_SettingValue->OnControllerCaptureEnd.AddDynamic(this, &ThisClass::HandleSliderCaptureEnded); +} + +void UGameSettingListEntrySetting_Scalar::NativeOnEntryReleased() +{ + Super::NativeOnEntryReleased(); + + ScalarSetting = nullptr; +} + +void UGameSettingListEntrySetting_Scalar::HandleSliderValueChanged(float Value) +{ + TGuardValue Suspend(bSuspendChangeUpdates, true); + + if (ensure(ScalarSetting)) + { + ScalarSetting->SetValueNormalized(Value); + Value = ScalarSetting->GetValueNormalized(); + + Slider_SettingValue->SetValue(Value); + Text_SettingValue->SetText(ScalarSetting->GetFormattedText()); + + OnValueChanged(Value); + } +} + +void UGameSettingListEntrySetting_Scalar::HandleSliderCaptureEnded() +{ + TGuardValue Suspend(bSuspendChangeUpdates, true); + + //commit? +} + +void UGameSettingListEntrySetting_Scalar::RefreshEditableState(const FGameSettingEditableState& InEditableState) +{ + Super::RefreshEditableState(InEditableState); + + const bool bLocalIsEnabled = InEditableState.IsEnabled(); + Slider_SettingValue->SetIsEnabled(bLocalIsEnabled); + Panel_Value->SetIsEnabled(bLocalIsEnabled); +} + +////////////////////////////////////////////////////////////////////////// +// UGameSettingListEntrySetting_Action +////////////////////////////////////////////////////////////////////////// + +void UGameSettingListEntrySetting_Action::SetSetting(UGameSetting* InSetting) +{ + Super::SetSetting(InSetting); + + ActionSetting = Cast(InSetting); + if (ensure(ActionSetting)) + { + OnSettingAssigned(ActionSetting->GetActionText()); + } +} + +void UGameSettingListEntrySetting_Action::NativeOnInitialized() +{ + Super::NativeOnInitialized(); + + Button_Action->OnClicked().AddUObject(this, &ThisClass::HandleActionButtonClicked); +} + +void UGameSettingListEntrySetting_Action::NativeOnEntryReleased() +{ + Super::NativeOnEntryReleased(); + + ActionSetting = nullptr; +} + +void UGameSettingListEntrySetting_Action::RefreshEditableState(const FGameSettingEditableState& InEditableState) +{ + Super::RefreshEditableState(InEditableState); + + const bool bLocalIsEnabled = InEditableState.IsEnabled(); + Button_Action->SetIsEnabled(bLocalIsEnabled); +} + +void UGameSettingListEntrySetting_Action::HandleActionButtonClicked() +{ + ActionSetting->ExecuteAction(); +} + +////////////////////////////////////////////////////////////////////////// +// UGameSettingListEntrySetting_Navigation +////////////////////////////////////////////////////////////////////////// + +void UGameSettingListEntrySetting_Navigation::SetSetting(UGameSetting* InSetting) +{ + CollectionSetting = Cast(InSetting); + + Super::SetSetting(InSetting); + + if (ensure(CollectionSetting)) + { + OnSettingAssigned(CollectionSetting->GetNavigationText()); + } +} + +void UGameSettingListEntrySetting_Navigation::NativeOnInitialized() +{ + Super::NativeOnInitialized(); + + Button_Navigate->OnClicked().AddUObject(this, &ThisClass::HandleNavigationButtonClicked); +} + +void UGameSettingListEntrySetting_Navigation::NativeOnEntryReleased() +{ + Super::NativeOnEntryReleased(); + + CollectionSetting = nullptr; +} + +void UGameSettingListEntrySetting_Navigation::RefreshEditableState(const FGameSettingEditableState& InEditableState) +{ + Super::RefreshEditableState(InEditableState); + + const bool bLocalIsEnabled = InEditableState.IsEnabled(); + Button_Navigate->SetIsEnabled(bLocalIsEnabled); +} + +void UGameSettingListEntrySetting_Navigation::HandleNavigationButtonClicked() +{ + CollectionSetting->ExecuteNavigation(); +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingListView.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingListView.cpp new file mode 100644 index 0000000000000000000000000000000000000000..51941301e1df732b7defea16fd166970b8c84113 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingListView.cpp @@ -0,0 +1,88 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Widgets/GameSettingListView.h" +#include "Widgets/GameSettingListEntry.h" +#include "Widgets/GameSettingVisualData.h" + + +#include "GameSettingCollection.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingListView) + +#if WITH_EDITOR +#include "Editor/WidgetCompilerLog.h" +#endif + +#define LOCTEXT_NAMESPACE "GameSetting" + +UGameSettingListView::UGameSettingListView(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +#if WITH_EDITOR + +void UGameSettingListView::ValidateCompiledDefaults(IWidgetCompilerLog& InCompileLog) const +{ + Super::ValidateCompiledDefaults(InCompileLog); + + if (!VisualData) + { + InCompileLog.Error(FText::Format(FText::FromString("{0} has no VisualData defined."), FText::FromString(GetName()))); + } +} + +#endif + +UUserWidget& UGameSettingListView::OnGenerateEntryWidgetInternal(UObject* Item, TSubclassOf DesiredEntryClass, const TSharedRef& OwnerTable) +{ + UGameSetting* SettingItem = Cast(Item); + + TSubclassOf SettingEntryClass = TSubclassOf(DesiredEntryClass); + if (VisualData) + { + if (const TSubclassOf EntryClassSetting = VisualData->GetEntryForSetting(SettingItem)) + { + SettingEntryClass = EntryClassSetting; + } + else + { + //UE_LOG(LogGameSettings, Error, TEXT("UGameSettingListView: No Entry Class Found!")); + } + } + else + { + //UE_LOG(LogGameSettings, Error, TEXT("UGameSettingListView: No VisualData Defined!")); + } + + UGameSettingListEntryBase& EntryWidget = GenerateTypedEntry(SettingEntryClass, OwnerTable); + + if (!IsDesignTime()) + { + if (const FText* Override = NameOverrides.Find(SettingItem->GetDevName())) + { + EntryWidget.SetDisplayNameOverride(*Override); + } + + EntryWidget.SetSetting(SettingItem); + } + + return EntryWidget; +} + +bool UGameSettingListView::OnIsSelectableOrNavigableInternal(UObject* SelectedItem) +{ + if (const UGameSettingCollection* CollectionItem = Cast(SelectedItem)) + { + return CollectionItem->IsSelectable(); + } + + return true; +} + +void UGameSettingListView::AddNameOverride(const FName& DevName, const FText& OverrideName) +{ + NameOverrides.Add(DevName, OverrideName); +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingPanel.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingPanel.cpp new file mode 100644 index 0000000000000000000000000000000000000000..b437d8b1ee445322168d6dadad5e9dfec8a35b5c --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingPanel.cpp @@ -0,0 +1,279 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Widgets/GameSettingPanel.h" + +#include "CommonInputSubsystem.h" +#include "CommonInputTypeEnum.h" +#include "GameSettingRegistry.h" +#include "Widgets/GameSettingDetailView.h" +#include "Widgets/GameSettingListView.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingPanel) + +class SWidget; +struct FFocusEvent; +struct FGeometry; + +UGameSettingPanel::UGameSettingPanel() +{ + SetIsFocusable(true); +} + +void UGameSettingPanel::NativeOnInitialized() +{ + Super::NativeOnInitialized(); + + ListView_Settings->OnItemIsHoveredChanged().AddUObject(this, &ThisClass::HandleSettingItemHoveredChanged); + ListView_Settings->OnItemSelectionChanged().AddUObject(this, &ThisClass::HandleSettingItemSelectionChanged); +} + +void UGameSettingPanel::NativeConstruct() +{ + Super::NativeConstruct(); + + UnregisterRegistryEvents(); + RegisterRegistryEvents(); +} + +void UGameSettingPanel::NativeDestruct() +{ + Super::NativeDestruct(); + + UnregisterRegistryEvents(); +} + +FReply UGameSettingPanel::NativeOnFocusReceived(const FGeometry& InGeometry, const FFocusEvent& InFocusEvent) +{ + const UCommonInputSubsystem* InputSubsystem = GetInputSubsystem(); + if (InputSubsystem && InputSubsystem->GetCurrentInputType() == ECommonInputType::Gamepad) + { + if (TSharedPtr PrimarySlateWidget = ListView_Settings->GetCachedWidget()) + { + ListView_Settings->NavigateToIndex(0); + ListView_Settings->SetSelectedIndex(0); + + return FReply::Handled(); + } + } + + return FReply::Unhandled(); +} + +void UGameSettingPanel::SetRegistry(UGameSettingRegistry* InRegistry) +{ + if (Registry != InRegistry) + { + UnregisterRegistryEvents(); + + if (RefreshHandle.IsValid()) + { + FTSTicker::GetCoreTicker().RemoveTicker(RefreshHandle); + } + + Registry = InRegistry; + + RegisterRegistryEvents(); + + RefreshSettingsList(); + } +} + +void UGameSettingPanel::RegisterRegistryEvents() +{ + if (Registry) + { + Registry->OnSettingEditConditionChangedEvent.AddUObject(this, &ThisClass::HandleSettingEditConditionsChanged); + Registry->OnSettingNamedActionEvent.AddUObject(this, &ThisClass::HandleSettingNamedAction); + Registry->OnExecuteNavigationEvent.AddUObject(this, &ThisClass::HandleSettingNavigation); + } +} + +void UGameSettingPanel::UnregisterRegistryEvents() +{ + if (Registry) + { + Registry->OnSettingEditConditionChangedEvent.RemoveAll(this); + Registry->OnSettingNamedActionEvent.RemoveAll(this); + Registry->OnExecuteNavigationEvent.RemoveAll(this); + } +} + +void UGameSettingPanel::SetFilterState(const FGameSettingFilterState& InFilterState, bool bClearNavigationStack) +{ + FilterState = InFilterState; + + if (bClearNavigationStack) + { + FilterNavigationStack.Reset(); + } + + RefreshSettingsList(); +} + +bool UGameSettingPanel::CanPopNavigationStack() const +{ + return FilterNavigationStack.Num() > 0; +} + +void UGameSettingPanel::PopNavigationStack() +{ + if (FilterNavigationStack.Num() > 0) + { + FilterState = FilterNavigationStack.Pop(); + RefreshSettingsList(); + } +} + +void UGameSettingPanel::HandleSettingNavigation(UGameSetting* Setting) +{ + if (VisibleSettings.Contains(Setting)) + { + FilterNavigationStack.Push(FilterState); + + FGameSettingFilterState NewPageFilterState; + NewPageFilterState.AddSettingToRootList(Setting); + SetFilterState(NewPageFilterState, false); + } +} + +TArray UGameSettingPanel::GetSettingsWeCanResetToDefault() const +{ + TArray AvailableSettings; + + if (ensure(Registry->IsFinishedInitializing())) + { + // We want to get all available settings on this "screen" so we include the same allowlist, but ignore + FGameSettingFilterState AllAvailableFilter = FilterState; + AllAvailableFilter.bIncludeDisabled = true; + AllAvailableFilter.bIncludeHidden = true; + AllAvailableFilter.bIncludeResetable = false; + AllAvailableFilter.bIncludeNestedPages = false; + + Registry->GetSettingsForFilter(AllAvailableFilter, AvailableSettings); + } + + return AvailableSettings; +} + +void UGameSettingPanel::RefreshSettingsList() +{ + if (RefreshHandle.IsValid()) + { + return; + } + + RefreshHandle = FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateWeakLambda(this, [this](float DeltaTime) + { + QUICK_SCOPE_CYCLE_COUNTER(STAT_UGameSettingPanel_RefreshSettingsList); + + if (Registry->IsFinishedInitializing()) + { + VisibleSettings.Reset(); + Registry->GetSettingsForFilter(FilterState, MutableView(VisibleSettings)); + + ListView_Settings->SetListItems(VisibleSettings); + + RefreshHandle.Reset(); + + int32 IndexToSelect = 0; + if (DesiredSelectionPostRefresh != NAME_None) + { + for (int32 SettingIdx = 0; SettingIdx < VisibleSettings.Num(); ++SettingIdx) + { + UGameSetting* Setting = VisibleSettings[SettingIdx]; + if (Setting->GetDevName() == DesiredSelectionPostRefresh) + { + IndexToSelect = SettingIdx; + break; + } + } + DesiredSelectionPostRefresh = NAME_None; + } + + // If the list directly has the focus, instead of a child widget, then it's likely the panel and items + // were not yet available when we received focus, so lets go ahead and focus the first item now. + //if (HasUserFocus(GetOwningPlayer())) + if (bAdjustListViewPostRefresh) + { + ListView_Settings->NavigateToIndex(IndexToSelect); + ListView_Settings->SetSelectedIndex(IndexToSelect); + } + + bAdjustListViewPostRefresh = true; + + // finally, refresh the editable state, but only once. + for (int32 SettingIdx = 0; SettingIdx < VisibleSettings.Num(); ++SettingIdx) + { + if (UGameSetting* Setting = VisibleSettings[SettingIdx]) + { + Setting->RefreshEditableState(false); + } + } + + return false; + } + + return true; + })); +} + +void UGameSettingPanel::HandleSettingItemHoveredChanged(UObject* Item, bool bHovered) +{ + UGameSetting* Setting = bHovered ? Cast(Item) : ToRawPtr(LastHoveredOrSelectedSetting); + if (bHovered && Setting) + { + LastHoveredOrSelectedSetting = Setting; + } + + FillSettingDetails(Setting); +} + +void UGameSettingPanel::HandleSettingItemSelectionChanged(UObject* Item) +{ + UGameSetting* Setting = Cast(Item); + if (Setting) + { + LastHoveredOrSelectedSetting = Setting; + } + + FillSettingDetails(Cast(Item)); +} + +void UGameSettingPanel::FillSettingDetails(UGameSetting* InSetting) +{ + if (Details_Settings) + { + Details_Settings->FillSettingDetails(InSetting); + } + + OnFocusedSettingChanged.Broadcast(InSetting); +} + +void UGameSettingPanel::HandleSettingNamedAction(UGameSetting* Setting, FGameplayTag GameSettings_Action_Tag) +{ + BP_OnExecuteNamedAction.Broadcast(Setting, GameSettings_Action_Tag); +} + +void UGameSettingPanel::HandleSettingEditConditionsChanged(UGameSetting* Setting) +{ + const bool bWasSettingVisible = VisibleSettings.Contains(Setting); + const bool bIsSettingVisible = Setting->GetEditState().IsVisible(); + + if (bIsSettingVisible != bWasSettingVisible) + { + bAdjustListViewPostRefresh = Setting->GetAdjustListViewPostRefresh(); + RefreshSettingsList(); + } +} + +void UGameSettingPanel::SelectSetting(const FName& SettingDevName) +{ + DesiredSelectionPostRefresh = SettingDevName; + RefreshSettingsList(); +} + +UGameSetting* UGameSettingPanel::GetSelectedSetting() const +{ + return Cast(ListView_Settings->GetSelectedItem()); +} + diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingScreen.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingScreen.cpp new file mode 100644 index 0000000000000000000000000000000000000000..e99cc5bad408c11eab2b4f306e414fb80d54aeb6 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingScreen.cpp @@ -0,0 +1,136 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Widgets/GameSettingScreen.h" + +#include "GameSettingCollection.h" +#include "Widgets/GameSettingPanel.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingScreen) + +class UWidget; + +#define LOCTEXT_NAMESPACE "GameSetting" + +void UGameSettingScreen::NativeOnInitialized() +{ + Super::NativeOnInitialized(); +} + +void UGameSettingScreen::NativeOnActivated() +{ + Super::NativeOnActivated(); + + ChangeTracker.WatchRegistry(Registry); + + OnSettingsDirtyStateChanged(HaveSettingsBeenChanged()); +} + +void UGameSettingScreen::NativeOnDeactivated() +{ + Super::NativeOnDeactivated(); +} + +UGameSettingRegistry* UGameSettingScreen::GetOrCreateRegistry() +{ + if (Registry == nullptr) + { + UGameSettingRegistry* NewRegistry = this->CreateRegistry(); + NewRegistry->OnSettingChangedEvent.AddUObject(this, &ThisClass::HandleSettingChanged); + + Settings_Panel->SetRegistry(NewRegistry); + + Registry = NewRegistry; + } + + return Registry; +} + +UWidget* UGameSettingScreen::NativeGetDesiredFocusTarget() const +{ + if (UWidget* Target = BP_GetDesiredFocusTarget()) + { + return Target; + } + + return Settings_Panel; +} + +void UGameSettingScreen::ApplyChanges() +{ + if (ChangeTracker.HaveSettingsBeenChanged()) + { + ChangeTracker.ApplyChanges(); + ClearDirtyState(); + Registry->SaveChanges(); + } +} + +void UGameSettingScreen::CancelChanges() +{ + ChangeTracker.RestoreToInitial(); + ClearDirtyState(); +} + +void UGameSettingScreen::ClearDirtyState() +{ + ChangeTracker.ClearDirtyState(); + + OnSettingsDirtyStateChanged(false); +} + +bool UGameSettingScreen::AttemptToPopNavigation() +{ + if (Settings_Panel->CanPopNavigationStack()) + { + Settings_Panel->PopNavigationStack(); + return true; + } + + return false; +} + +UGameSettingCollection* UGameSettingScreen::GetSettingCollection(FName SettingDevName, bool& HasAnySettings) +{ + HasAnySettings = false; + + if (UGameSettingCollection* Collection = GetRegistry()->FindSettingByDevNameChecked(SettingDevName)) + { + TArray InOutSettings; + + FGameSettingFilterState FilterState; + Collection->GetSettingsForFilter(FilterState, InOutSettings); + + HasAnySettings = InOutSettings.Num() > 0; + + return Collection; + } + + return nullptr; +} + +void UGameSettingScreen::NavigateToSetting(FName SettingDevName) +{ + NavigateToSettings({SettingDevName}); +} + +void UGameSettingScreen::NavigateToSettings(const TArray& SettingDevNames) +{ + FGameSettingFilterState FilterState; + + for (const FName SettingDevName : SettingDevNames) + { + if (UGameSetting* Setting = GetRegistry()->FindSettingByDevNameChecked(SettingDevName)) + { + FilterState.AddSettingToRootList(Setting); + } + } + + Settings_Panel->SetFilterState(FilterState); +} + +void UGameSettingScreen::HandleSettingChanged(UGameSetting* Setting, EGameSettingChangeReason Reason) +{ + OnSettingsDirtyStateChanged(true); +} + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingVisualData.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingVisualData.cpp new file mode 100644 index 0000000000000000000000000000000000000000..2aad0895c8e5695b5bbe22bccf92d570ecf3a6f7 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/GameSettingVisualData.cpp @@ -0,0 +1,86 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Widgets/GameSettingVisualData.h" + +#include "GameSetting.h" +#include "Widgets/GameSettingListEntry.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingVisualData) + +TSubclassOf UGameSettingVisualData::GetEntryForSetting(UGameSetting* InSetting) +{ + if (InSetting == nullptr) + { + return TSubclassOf(); + } + + // Check if there's a custom logic for finding this setting's visual element + TSubclassOf CustomEntry = GetCustomEntryForSetting(InSetting); + if (CustomEntry) + { + return CustomEntry; + } + + // Check if there's a specific entry widget for a setting by name. Hopefully this is super rare. + { + TSubclassOf EntryWidgetClassPtr = EntryWidgetForName.FindRef(InSetting->GetDevName()); + if (EntryWidgetClassPtr) + { + return EntryWidgetClassPtr; + } + } + + // Finally check to see if there's an entry for this setting following the classes we have entries for. + // we use the super chain of the setting classes to find the most applicable entry widget for this class + // of setting. + for (UClass* Class = InSetting->GetClass(); Class; Class = Class->GetSuperClass()) + { + if (TSubclassOf SettingClass = TSubclassOf(Class)) + { + TSubclassOf EntryWidgetClassPtr = EntryWidgetForClass.FindRef(SettingClass); + if (EntryWidgetClassPtr) + { + return EntryWidgetClassPtr; + } + } + } + + return TSubclassOf(); +} + +TArray> UGameSettingVisualData::GatherDetailExtensions(UGameSetting* InSetting) +{ + TArray> Extensions; + + // Find extensions by setting name + FGameSettingNameExtensions* ExtensionsWithName = ExtensionsForName.Find(InSetting->GetDevName()); + if (ExtensionsWithName) + { + Extensions.Append(ExtensionsWithName->Extensions); + if (!ExtensionsWithName->bIncludeClassDefaultExtensions) + { + return Extensions; + } + } + + // Find extensions for it using the super chain of the setting so that we get any + // class based extensions for this setting. + for (UClass* Class = InSetting->GetClass(); Class; Class = Class->GetSuperClass()) + { + if (TSubclassOf SettingClass = TSubclassOf(Class)) + { + FGameSettingClassExtensions* ExtensionForClass = ExtensionsForClasses.Find(SettingClass); + if (ExtensionForClass) + { + Extensions.Append(ExtensionForClass->Extensions); + } + } + } + + return Extensions; +} + +TSubclassOf UGameSettingVisualData::GetCustomEntryForSetting(UGameSetting* InSetting) +{ + return TSubclassOf(); +} diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/IGameSettingActionInterface.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/IGameSettingActionInterface.cpp new file mode 100644 index 0000000000000000000000000000000000000000..3d0baeda4f8ff8273486017090b3263fa987aec0 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/IGameSettingActionInterface.cpp @@ -0,0 +1,11 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Widgets/IGameSettingActionInterface.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(IGameSettingActionInterface) + +UGameSettingActionInterface::UGameSettingActionInterface(FObjectInitializer const&) +{ + +} + diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Misc/GameSettingPressAnyKey.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Misc/GameSettingPressAnyKey.cpp new file mode 100644 index 0000000000000000000000000000000000000000..d56986611fc499ab271cf6c41627bb011bbf3a2b --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Misc/GameSettingPressAnyKey.cpp @@ -0,0 +1,149 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Widgets/Misc/GameSettingPressAnyKey.h" + +#include "Framework/Application/IInputProcessor.h" +#include "Framework/Application/SlateApplication.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingPressAnyKey) + +class ICursor; + +class FSettingsPressAnyKeyInputPreProcessor : public IInputProcessor +{ +public: + FSettingsPressAnyKeyInputPreProcessor() + { + + } + + virtual void Tick(const float DeltaTime, FSlateApplication& SlateApp, TSharedRef Cursor) override { } + + virtual bool HandleKeyUpEvent(FSlateApplication& SlateApp, const FKeyEvent& InKeyEvent) override + { + HandleKey(InKeyEvent.GetKey()); + return true; + } + + virtual bool HandleKeyDownEvent(FSlateApplication& SlateApp, const FKeyEvent& InKeyEvent) override + { + return true; + } + + virtual bool HandleMouseButtonDoubleClickEvent(FSlateApplication& SlateApp, const FPointerEvent& MouseEvent) override + { + HandleKey(MouseEvent.GetEffectingButton()); + return true; + } + + virtual bool HandleMouseButtonDownEvent(FSlateApplication& SlateApp, const FPointerEvent& MouseEvent) override + { + return true; + } + + virtual bool HandleMouseButtonUpEvent(FSlateApplication& SlateApp, const FPointerEvent& MouseEvent) override + { + HandleKey(MouseEvent.GetEffectingButton()); + return true; + } + + virtual bool HandleMouseWheelOrGestureEvent(FSlateApplication& SlateApp, const FPointerEvent& InWheelEvent, const FPointerEvent* InGestureEvent) override + { + if (InWheelEvent.GetWheelDelta() != 0) + { + const FKey Key = InWheelEvent.GetWheelDelta() < 0 ? EKeys::MouseScrollDown : EKeys::MouseScrollUp; + HandleKey(Key); + } + return true; + } + + DECLARE_MULTICAST_DELEGATE(FSettingsPressAnyKeyInputPreProcessorCanceled); + FSettingsPressAnyKeyInputPreProcessorCanceled OnKeySelectionCanceled; + + DECLARE_MULTICAST_DELEGATE_OneParam(FSettingsPressAnyKeyInputPreProcessorKeySelected, FKey); + FSettingsPressAnyKeyInputPreProcessorKeySelected OnKeySelected; + +private: + void HandleKey(const FKey& Key) + { + // Cancel this process if it's Escape, Touch, or a gamepad key. + if (Key == EKeys::LeftCommand || Key == EKeys::RightCommand) + { + // Ignore + } + else if (Key == EKeys::Escape || Key.IsTouch() || Key.IsGamepadKey()) + { + OnKeySelectionCanceled.Broadcast(); + } + else + { + OnKeySelected.Broadcast(Key); + } + } +}; + +UGameSettingPressAnyKey::UGameSettingPressAnyKey(const FObjectInitializer& Initializer) + : Super(Initializer) +{ +} + +void UGameSettingPressAnyKey::NativeOnActivated() +{ + Super::NativeOnActivated(); + + bKeySelected = false; + + InputProcessor = MakeShared(); + InputProcessor->OnKeySelected.AddUObject(this, &ThisClass::HandleKeySelected); + InputProcessor->OnKeySelectionCanceled.AddUObject(this, &ThisClass::HandleKeySelectionCanceled); + FSlateApplication::Get().RegisterInputPreProcessor(InputProcessor, 0); +} + +void UGameSettingPressAnyKey::NativeOnDeactivated() +{ + Super::NativeOnDeactivated(); + + if (FSlateApplication::IsInitialized()) + { + FSlateApplication::Get().UnregisterInputPreProcessor(InputProcessor); + } +} + +void UGameSettingPressAnyKey::HandleKeySelected(FKey InKey) +{ + if (!bKeySelected) + { + bKeySelected = true; + Dismiss([this, InKey]() { + OnKeySelected.Broadcast(InKey); + }); + } +} + +void UGameSettingPressAnyKey::HandleKeySelectionCanceled() +{ + if (!bKeySelected) + { + bKeySelected = true; + Dismiss([this]() { + OnKeySelectionCanceled.Broadcast(); + }); + } +} + +void UGameSettingPressAnyKey::Dismiss(TFunction PostDismissCallback) +{ + // We delay a tick so that we're done processing input. + FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateWeakLambda(this, [this, PostDismissCallback](float DeltaTime) + { + QUICK_SCOPE_CYCLE_COUNTER(STAT_UGameSettingPressAnyKey_Dismiss); + + FSlateApplication::Get().UnregisterInputPreProcessor(InputProcessor); + + DeactivateWidget(); + + PostDismissCallback(); + + return false; + })); +} diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Misc/GameSettingRotator.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Misc/GameSettingRotator.cpp new file mode 100644 index 0000000000000000000000000000000000000000..cdf408319b6303d64c94a2486055f9e73ef80471 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Misc/GameSettingRotator.cpp @@ -0,0 +1,16 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Widgets/Misc/GameSettingRotator.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameSettingRotator) + +UGameSettingRotator::UGameSettingRotator(const FObjectInitializer& Initializer) + : Super(Initializer) +{ +} + +void UGameSettingRotator::SetDefaultOption(int32 DefaultOptionIndex) +{ + BP_OnDefaultOptionSpecified(DefaultOptionIndex); +} + diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Misc/KeyAlreadyBoundWarning.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Misc/KeyAlreadyBoundWarning.cpp new file mode 100644 index 0000000000000000000000000000000000000000..cb4ce28b9a97c816677472f690aabf23090a4711 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Misc/KeyAlreadyBoundWarning.cpp @@ -0,0 +1,14 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Widgets/Misc/KeyAlreadyBoundWarning.h" +#include "Components/TextBlock.h" + +void UKeyAlreadyBoundWarning::SetWarningText(const FText& InText) +{ + WarningText->SetText(InText); +} + +void UKeyAlreadyBoundWarning::SetCancelText(const FText& InText) +{ + CancelText->SetText(InText); +} diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/GameResponsivePanel.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/GameResponsivePanel.cpp new file mode 100644 index 0000000000000000000000000000000000000000..479f18aaa86640d3000259913125bb96286b993c --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/GameResponsivePanel.cpp @@ -0,0 +1,90 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameResponsivePanel.h" +#include "GameResponsivePanelSlot.h" +#include "Widgets/Responsive/SGameResponsivePanel.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameResponsivePanel) + +#define LOCTEXT_NAMESPACE "GameSetting" + +///////////////////////////////////////////////////// +// UGameResponsivePanel + +UGameResponsivePanel::UGameResponsivePanel(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + bIsVariable = false; + SetVisibility(ESlateVisibility::SelfHitTestInvisible); +} + +void UGameResponsivePanel::ReleaseSlateResources(bool bReleaseChildren) +{ + Super::ReleaseSlateResources(bReleaseChildren); + + MyGameResponsivePanel.Reset(); +} + +UClass* UGameResponsivePanel::GetSlotClass() const +{ + return UGameResponsivePanelSlot::StaticClass(); +} + +void UGameResponsivePanel::OnSlotAdded(UPanelSlot* InSlot) +{ + // Add the child to the live canvas if it already exists + if ( MyGameResponsivePanel.IsValid() ) + { + CastChecked(InSlot)->BuildSlot(MyGameResponsivePanel.ToSharedRef()); + } +} + +void UGameResponsivePanel::OnSlotRemoved(UPanelSlot* InSlot) +{ + // Remove the widget from the live slot if it exists. + if ( MyGameResponsivePanel.IsValid() && InSlot->Content) + { + TSharedPtr Widget = InSlot->Content->GetCachedWidget(); + if ( Widget.IsValid() ) + { + MyGameResponsivePanel->RemoveSlot(Widget.ToSharedRef()); + } + } +} + +UGameResponsivePanelSlot* UGameResponsivePanel::AddChildToGameResponsivePanel(UWidget* Content) +{ + return Cast( Super::AddChild(Content) ); +} + +TSharedRef UGameResponsivePanel::RebuildWidget() +{ + MyGameResponsivePanel = SNew(SGameResponsivePanel); + + MyGameResponsivePanel->EnableVerticalStacking(bCanStackVertically); + + for ( UPanelSlot* PanelSlot : Slots ) + { + if ( UGameResponsivePanelSlot* TypedSlot = Cast(PanelSlot) ) + { + TypedSlot->Parent = this; + TypedSlot->BuildSlot(MyGameResponsivePanel.ToSharedRef()); + } + } + + return MyGameResponsivePanel.ToSharedRef(); +} + +#if WITH_EDITOR + +const FText UGameResponsivePanel::GetPaletteCategory() +{ + return LOCTEXT("Panel", "Panel"); +} + +#endif + +///////////////////////////////////////////////////// + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/GameResponsivePanel.h b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/GameResponsivePanel.h new file mode 100644 index 0000000000000000000000000000000000000000..ea0da2ddfb7c40bf07bc4a8d9bf95e0629f6b399 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/GameResponsivePanel.h @@ -0,0 +1,52 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/PanelWidget.h" +#include "GameResponsivePanel.generated.h" + +class UGameResponsivePanelSlot; + +/** + * Allows widgets to be laid out in a flow horizontally. + * + * * Many Children + * * Flow Horizontal + */ +UCLASS() +class UGameResponsivePanel : public UPanelWidget +{ + GENERATED_UCLASS_BODY() + + /** */ + UFUNCTION(BlueprintCallable, Category="Widget") + UGameResponsivePanelSlot* AddChildToGameResponsivePanel(UWidget* Content); + +#if WITH_EDITOR + // UWidget interface + virtual const FText GetPaletteCategory() override; + // End UWidget interface +#endif + + virtual void ReleaseSlateResources(bool bReleaseChildren) override; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Behavior") + bool bCanStackVertically = true; + +protected: + + // UPanelWidget + virtual UClass* GetSlotClass() const override; + virtual void OnSlotAdded(UPanelSlot* Slot) override; + virtual void OnSlotRemoved(UPanelSlot* Slot) override; + // End UPanelWidget + +protected: + + TSharedPtr MyGameResponsivePanel; + +protected: + // UWidget interface + virtual TSharedRef RebuildWidget() override; + // End of UWidget interface +}; diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/GameResponsivePanelSlot.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/GameResponsivePanelSlot.cpp new file mode 100644 index 0000000000000000000000000000000000000000..8e6e2a8868fb54ead90ff1ad5f3eff5ec0fd88d9 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/GameResponsivePanelSlot.cpp @@ -0,0 +1,37 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameResponsivePanelSlot.h" + +#include "Components/Widget.h" +#include "Widgets/Responsive/SGameResponsivePanel.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(GameResponsivePanelSlot) + +///////////////////////////////////////////////////// +// UGameResponsivePanelSlot + +UGameResponsivePanelSlot::UGameResponsivePanelSlot(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + Slot = nullptr; +} + +void UGameResponsivePanelSlot::ReleaseSlateResources(bool bReleaseChildren) +{ + Super::ReleaseSlateResources(bReleaseChildren); + + Slot = nullptr; +} + +void UGameResponsivePanelSlot::BuildSlot(TSharedRef GameResponsivePanel) +{ + Slot = &GameResponsivePanel->AddSlot() + [ + Content == nullptr ? SNullWidget::NullWidget : Content->TakeWidget() + ]; +} + +void UGameResponsivePanelSlot::SynchronizeProperties() +{ +} + diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/GameResponsivePanelSlot.h b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/GameResponsivePanelSlot.h new file mode 100644 index 0000000000000000000000000000000000000000..7a363d326741cbd4408db19c3dd8e79b7d946780 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/GameResponsivePanelSlot.h @@ -0,0 +1,32 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/PanelSlot.h" +#include "SGameResponsivePanel.h" + +#include "GameResponsivePanelSlot.generated.h" + +class UObject; + +UCLASS() +class UGameResponsivePanelSlot : public UPanelSlot +{ + GENERATED_UCLASS_BODY() + +public: + + +public: + + void BuildSlot(TSharedRef GameResponsivePanel); + + // UPanelSlot interface + virtual void SynchronizeProperties() override; + // End of UPanelSlot interface + + virtual void ReleaseSlateResources(bool bReleaseChildren) override; + +private: + SGameResponsivePanel::FSlot* Slot; +}; diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/SGameResponsivePanel.cpp b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/SGameResponsivePanel.cpp new file mode 100644 index 0000000000000000000000000000000000000000..acd1660d5fb6fe0cf29f5bad52e36b4ef2ddff02 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/SGameResponsivePanel.cpp @@ -0,0 +1,164 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "SGameResponsivePanel.h" + +#include "Framework/Application/SlateApplication.h" +#include "HAL/PlatformApplicationMisc.h" +#include "Layout/ArrangedChildren.h" +#include "Widgets/SViewport.h" + +#define LOCTEXT_NAMESPACE "GameSetting" + +//TODO Nick Darnell +// Hello. It appears you've discovered this widget. +// This widget currently isn't being generally used. I'm prototyping out some +// ideas for settings. Talk to me. + +SGameResponsivePanel::SGameResponsivePanel() + : InnerGrid(SNew(SGridPanel)) +{ + SetCanTick(false); + bCanSupportFocus = false; + bHasCustomPrepass = true; + bHasRelativeLayoutScale = true; + bCanWrapVertically = true; +} + +void SGameResponsivePanel::Construct(const FArguments& InArgs) +{ + ChildSlot + [ + InnerGrid + ]; +} + +SGridPanel::FSlot& SGameResponsivePanel::AddSlot() +{ + SGridPanel::FSlot* Slot; + InnerGrid->AddSlot(InnerGrid->GetChildren()->Num(), 0) + .Expose(Slot); + InnerSlots.Add(Slot); + + RefreshLayout(); + + return *Slot; +} + +int32 SGameResponsivePanel::RemoveSlot(const TSharedRef& SlotWidget) +{ + for (int32 SlotIdx = 0; SlotIdx < InnerSlots.Num(); ++SlotIdx) + { + if (SlotWidget == InnerSlots[SlotIdx]->GetWidget()) + { + InnerSlots.RemoveAt(SlotIdx); + break; + } + } + + return InnerGrid->RemoveSlot(SlotWidget); +} + +void SGameResponsivePanel::ClearChildren() +{ + InnerGrid->ClearChildren(); +} + +void SGameResponsivePanel::EnableVerticalStacking(const bool bCanVerticallyWrap) +{ + bCanWrapVertically = bCanVerticallyWrap; +} + +bool SGameResponsivePanel::CustomPrepass(float LayoutScaleMultiplier) +{ + RefreshResponsiveness(); + return true; +} + +void SGameResponsivePanel::OnArrangeChildren(const FGeometry& AllottedGeometry, FArrangedChildren& ArrangedChildren) const +{ + ArrangedChildren.AddWidget(AllottedGeometry.MakeChild( + ChildSlot.GetWidget(), + FVector2D(0, 0), + AllottedGeometry.GetLocalSize() / Scale, + Scale + )); +} + +FVector2D SGameResponsivePanel::ComputeDesiredSize(float InLayoutScale) const +{ + return SCompoundWidget::ComputeDesiredSize(InLayoutScale) * Scale; +} + +float SGameResponsivePanel::GetRelativeLayoutScale(int32 ChildIndex, float LayoutScaleMultiplier) const +{ + return Scale; +} + +bool SGameResponsivePanel::ShouldWrap() const +{ + if (PhysialScreenSize.IsZero() || !bCanWrapVertically) + { + return false; + } + + return (PhysialScreenSize.X < 7); +} + +void SGameResponsivePanel::RefreshResponsiveness() +{ + PhysialScreenSize = FVector2D(0, 0); + + TSharedPtr GameViewport = FSlateApplication::Get().GetGameViewport(); + if (GameViewport.IsValid()) + { + TSharedPtr ViewportInterface = GameViewport->GetViewportInterface().Pin(); + if (ViewportInterface.IsValid()) + { + const FIntPoint ViewportSize = ViewportInterface->GetSize(); + + int32 ScreenDensity = 0; + FPlatformApplicationMisc::GetPhysicalScreenDensity(ScreenDensity); + + if (ScreenDensity != 0) + { + PhysialScreenSize = ViewportSize / (float)ScreenDensity; + } + } + } + + const bool bShouldWrap = ShouldWrap(); + const float NewScale = bShouldWrap ? 1.5f : 1.0f; + if (!FMath::IsNearlyEqual(NewScale, Scale)) + { + Scale = NewScale; + RefreshLayout(); + Invalidate(EInvalidateWidgetReason::Prepass); + } +} + +void SGameResponsivePanel::RefreshLayout() +{ + const bool bShouldWrap = ShouldWrap(); + + InnerGrid->ClearFill(); + + for (int32 SlotIdx = 0; SlotIdx < InnerSlots.Num(); ++SlotIdx) + { + InnerSlots[SlotIdx]->SetColumn(bShouldWrap ? 0 : SlotIdx); + InnerSlots[SlotIdx]->SetRow(bShouldWrap ? SlotIdx : 0); + + if (!bShouldWrap) + { + InnerGrid->SetColumnFill(SlotIdx, 1.0f); + } + } + + if (bShouldWrap) + { + InnerGrid->SetColumnFill(0, 1.0f); + } +} + +///////////////////////////////////////////////////// + +#undef LOCTEXT_NAMESPACE diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/SGameResponsivePanel.h b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/SGameResponsivePanel.h new file mode 100644 index 0000000000000000000000000000000000000000..e62575a32a4f5fbfc8da0d147693c31abe8186cf --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Private/Widgets/Responsive/SGameResponsivePanel.h @@ -0,0 +1,81 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Widgets/Layout/SGridPanel.h" +#include "Widgets/SCompoundWidget.h" + +class FArrangedChildren; +class SWidget; +struct FGeometry; + +class SGameResponsivePanel : public SCompoundWidget +{ +public: + + typedef SGridPanel::FSlot FSlot; + +public: + + SLATE_BEGIN_ARGS(SGameResponsivePanel) + { + _Visibility = EVisibility::SelfHitTestInvisible; + } + + SLATE_END_ARGS() + +public: + + SGameResponsivePanel(); + + /** + * Construct this widget + * + * @param InArgs The declaration data for this widget + */ + void Construct(const FArguments& InArgs); + + /** + * Adds a content slot. + * + * @return The added slot. + */ + FSlot& AddSlot(); + + /** + * Removes a particular content slot. + * + * @param SlotWidget The widget in the slot to remove. + */ + int32 RemoveSlot(const TSharedRef& SlotWidget); + + /** + * Removes all slots from the panel. + */ + void ClearChildren(); + + void EnableVerticalStacking(const bool bCanVerticallyWrap); + +protected: + // Begin SWidget overrides. + virtual bool CustomPrepass(float LayoutScaleMultiplier) override; + virtual FVector2D ComputeDesiredSize(float) const override; + virtual float GetRelativeLayoutScale(int32 ChildIndex, float LayoutScaleMultiplier) const override; + virtual void OnArrangeChildren(const FGeometry& AllottedGeometry, FArrangedChildren& ArrangedChildren) const; + // End SWidget overrides. + + bool ShouldWrap() const; + + void RefreshResponsiveness(); + void RefreshLayout(); + +protected: + + TSharedRef InnerGrid; + TArray InnerSlots; + + FVector2D PhysialScreenSize = FVector2D(0, 0); + float Scale = 1; + + uint8 bCanWrapVertically : 1; +}; diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/DataSource/GameSettingDataSource.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/DataSource/GameSettingDataSource.h new file mode 100644 index 0000000000000000000000000000000000000000..ba276495c639ceedf4f7a2fd3b5ce8fba51e0433 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/DataSource/GameSettingDataSource.h @@ -0,0 +1,31 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Delegates/Delegate.h" + +class ULocalPlayer; + +//-------------------------------------- +// FGameSettingDataSource +//-------------------------------------- + +class FGameSettingDataSource : public TSharedFromThis +{ +public: + virtual ~FGameSettingDataSource() { } + + /** + * Some settings may take an async amount of time to finish initializing. The settings system will wait + * for all settings to be ready before showing the setting. + */ + virtual void Startup(ULocalPlayer* InLocalPlayer, FSimpleDelegate StartupCompleteCallback) { StartupCompleteCallback.ExecuteIfBound(); } + + virtual bool Resolve(ULocalPlayer* InContext) = 0; + + virtual FString GetValueAsString(ULocalPlayer* InContext) const = 0; + + virtual void SetValue(ULocalPlayer* InContext, const FString& Value) = 0; + + virtual FString ToString() const = 0; +}; diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/DataSource/GameSettingDataSourceDynamic.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/DataSource/GameSettingDataSourceDynamic.h new file mode 100644 index 0000000000000000000000000000000000000000..862d72c0420d8135e5d4368c659f1bbcd9231197 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/DataSource/GameSettingDataSourceDynamic.h @@ -0,0 +1,33 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSettingDataSource.h" +#include "PropertyPathHelpers.h" + +#define UE_API GAMESETTINGS_API + +class ULocalPlayer; + +//-------------------------------------- +// FGameSettingDataSourceDynamic +//-------------------------------------- + +class FGameSettingDataSourceDynamic : public FGameSettingDataSource +{ +public: + UE_API FGameSettingDataSourceDynamic(const TArray& InDynamicPath); + + UE_API virtual bool Resolve(ULocalPlayer* InLocalPlayer) override; + + UE_API virtual FString GetValueAsString(ULocalPlayer* InLocalPlayer) const override; + + UE_API virtual void SetValue(ULocalPlayer* InLocalPlayer, const FString& Value) override; + + UE_API virtual FString ToString() const override; + +private: + FCachedPropertyPath DynamicPath; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/EditCondition/WhenCondition.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/EditCondition/WhenCondition.h new file mode 100644 index 0000000000000000000000000000000000000000..9a658fa83cbb63328806bff4afeb260bd45bccd4 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/EditCondition/WhenCondition.h @@ -0,0 +1,27 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSettingFilterState.h" + +class FWhenCondition : public FGameSettingEditCondition +{ +public: + FWhenCondition(TFunction&& InInlineEditCondition) + : InlineEditCondition(InInlineEditCondition) + { + } + + virtual void GatherEditState(const ULocalPlayer* InLocalPlayer, FGameSettingEditableState& InOutEditState) const override + { + InlineEditCondition(InLocalPlayer, InOutEditState); + } + + virtual FString ToString() const override + { + return TEXT("Inline Edit Condition"); + } + +private: + TFunction InlineEditCondition; +}; diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/EditCondition/WhenPlatformHasTrait.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/EditCondition/WhenPlatformHasTrait.h new file mode 100644 index 0000000000000000000000000000000000000000..9d3f653cd0843e0a63ac029fba1050df056c47d4 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/EditCondition/WhenPlatformHasTrait.h @@ -0,0 +1,37 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSettingFilterState.h" +#include "GameplayTagContainer.h" + +#define UE_API GAMESETTINGS_API + +class ULocalPlayer; + +////////////////////////////////////////////////////////////////////// +// FWhenPlatformHasTrait + +// Edit condition for game settings that checks CommonUI's platform traits +// to determine whether or not to show a setting +class FWhenPlatformHasTrait : public FGameSettingEditCondition +{ +public: + static UE_API TSharedRef KillIfMissing(FGameplayTag InVisibilityTag, const FString& InKillReason); + static UE_API TSharedRef DisableIfMissing(FGameplayTag InVisibilityTag, const FText& InDisableReason); + + static UE_API TSharedRef KillIfPresent(FGameplayTag InVisibilityTag, const FString& InKillReason); + static UE_API TSharedRef DisableIfPresent(FGameplayTag InVisibilityTag, const FText& InDisableReason); + + //~FGameSettingEditCondition interface + UE_API virtual void GatherEditState(const ULocalPlayer* InLocalPlayer, FGameSettingEditableState& InOutEditState) const override; + //~End of FGameSettingEditCondition interface + +private: + FGameplayTag VisibilityTag; + bool bTagDesired; + FString KillReason; + FText DisableReason; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/EditCondition/WhenPlayingAsPrimaryPlayer.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/EditCondition/WhenPlayingAsPrimaryPlayer.h new file mode 100644 index 0000000000000000000000000000000000000000..2828500367300392879644ae16700c976597fbc4 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/EditCondition/WhenPlayingAsPrimaryPlayer.h @@ -0,0 +1,20 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSettingFilterState.h" + +#define UE_API GAMESETTINGS_API + +class ULocalPlayer; + + +class FWhenPlayingAsPrimaryPlayer : public FGameSettingEditCondition +{ +public: + static UE_API TSharedRef Get(); + + UE_API virtual void GatherEditState(const ULocalPlayer* InLocalPlayer, FGameSettingEditableState& InOutEditState) const override; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSetting.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSetting.h new file mode 100644 index 0000000000000000000000000000000000000000..504b66022a17f0076866e055c51192d05124cdf4 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSetting.h @@ -0,0 +1,257 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameplayTagContainer.h" +#include "Components/SlateWrapperTypes.h" +#include "GameSettingFilterState.h" +#include "GameplayTagContainer.h" + +#include "GameSetting.generated.h" + +#define UE_API GAMESETTINGS_API + +class ULocalPlayer; +class UGameSettingRegistry; + +//-------------------------------------- +// UGameSetting +//-------------------------------------- + +DECLARE_DELEGATE_RetVal_OneParam(FText, FGetGameSettingsDetails, ULocalPlayer& /*InLocalPlayer*/); + +/** + * + */ +UCLASS(MinimalAPI, Abstract, BlueprintType) +class UGameSetting : public UObject +{ + GENERATED_BODY() + +public: + UGameSetting() { } + +public: + DECLARE_EVENT_TwoParams(UGameSetting, FOnSettingChanged, UGameSetting* /*InSetting*/, EGameSettingChangeReason /*InChangeReason*/); + DECLARE_EVENT_OneParam(UGameSetting, FOnSettingApplied, UGameSetting* /*InSetting*/); + DECLARE_EVENT_OneParam(UGameSetting, FOnSettingEditConditionChanged, UGameSetting* /*InSetting*/); + + FOnSettingChanged OnSettingChangedEvent; + FOnSettingApplied OnSettingAppliedEvent; + FOnSettingEditConditionChanged OnSettingEditConditionChangedEvent; + +public: + + /** + * Gets the non-localized developer name for this setting. This should remain constant, and represent a + * unique identifier for this setting inside this settings registry. + */ + UFUNCTION(BlueprintCallable) + FName GetDevName() const { return DevName; } + void SetDevName(const FName& Value) { DevName = Value; } + + bool GetAdjustListViewPostRefresh() const { return bAdjustListViewPostRefresh; } + void SetAdjustListViewPostRefresh(const bool Value) { bAdjustListViewPostRefresh = Value; } + + UFUNCTION(BlueprintCallable) + FText GetDisplayName() const { return DisplayName; } + void SetDisplayName(const FText& Value) { DisplayName = Value; } +#if !UE_BUILD_SHIPPING + void SetDisplayName(const FString& Value) { SetDisplayName(FText::FromString(Value)); } +#endif + UFUNCTION(BlueprintCallable) + ESlateVisibility GetDisplayNameVisibility() { return DisplayNameVisibility; } + void SetNameDisplayVisibility(ESlateVisibility InVisibility) { DisplayNameVisibility = InVisibility; } + + UFUNCTION(BlueprintCallable) + FText GetDescriptionRichText() const { return DescriptionRichText; } + void SetDescriptionRichText(const FText& Value) { DescriptionRichText = Value; InvalidateSearchableText(); } +#if !UE_BUILD_SHIPPING + /** This version is for cheats and other non-shipping items, that don't need to localize their text. We don't permit this in shipping to prevent unlocalized text being introduced. */ + void SetDescriptionRichText(const FString& Value) { SetDescriptionRichText(FText::FromString(Value)); } +#endif + + UFUNCTION(BlueprintCallable) + const FGameplayTagContainer& GetTags() const { return Tags; } + void AddTag(const FGameplayTag& TagToAdd) { Tags.AddTag(TagToAdd); } + + void SetRegistry(UGameSettingRegistry* InOwningRegistry) { OwningRegistry = InOwningRegistry; } + + /** Gets the searchable plain text for the description. */ + UE_API const FString& GetDescriptionPlainText() const; + + /** Initializes the setting, giving it the owning local player. Containers automatically initialize settings added to them. */ + UE_API void Initialize(ULocalPlayer* InLocalPlayer); + + /** Gets the owning local player for this setting - which all initialized settings will have. */ + ULocalPlayer* GetOwningLocalPlayer() const { return LocalPlayer; } + + /** Set the dynamic details callback, we query this when building the description panel. This text is not searchable.*/ + void SetDynamicDetails(const FGetGameSettingsDetails& InDynamicDetails) { DynamicDetails = InDynamicDetails; } + + /** + * Gets the dynamic details about this setting. This may be information like, how many refunds are remaining + * on their account, or the account number. + */ + UFUNCTION(BlueprintCallable) + UE_API FText GetDynamicDetails() const; + + UFUNCTION(BlueprintCallable) + FText GetWarningRichText() const { return WarningRichText; } + void SetWarningRichText(const FText& Value) { WarningRichText = Value; InvalidateSearchableText(); } +#if !UE_BUILD_SHIPPING + /** This version is for cheats and other non-shipping items, that don't need to localize their text. We don't permit this in shipping to prevent unlocalized text being introduced. */ + void SetWarningRichText(const FString& Value) { SetWarningRichText(FText::FromString(Value)); } +#endif + + /** + * Gets the edit state of this property based on the current state of its edit conditions as well as any additional + * filter state. + */ + const FGameSettingEditableState& GetEditState() const { return EditableStateCache; } + + /** Adds a new edit condition to this setting, allowing you to control the visibility and edit-ability of this setting. */ + UE_API void AddEditCondition(const TSharedRef& InEditCondition); + + /** Add setting dependency, if these settings change, we'll re-evaluate edit conditions for this setting. */ + UE_API void AddEditDependency(UGameSetting* DependencySetting); + + /** The parent object that owns the setting, in most cases the collection, but for top level settings the registry. */ + UE_API void SetSettingParent(UGameSetting* InSettingParent); + UGameSetting* GetSettingParent() const { return SettingParent; } + + /** Should this setting be reported to analytics. */ + bool GetIsReportedToAnalytics() const { return bReportAnalytics; } + void SetIsReportedToAnalytics(bool bReport) { bReportAnalytics = bReport; } + + /** Gets the analytics value for this setting. */ + virtual FString GetAnalyticsValue() const { return TEXT(""); } + + /** + * Some settings may take an async amount of time to finish initializing. The settings system will wait + * for all settings to be ready before showing the setting. + */ + bool IsReady() const { return bReady; } + + /** + * Any setting can have children, this is so we can allow for the possibility of "collections" or "actions" that + * are not directly visible to the user, but are set by some means and need to have initial and restored values. + * In that case, you would likely have internal settings inside an action subclass that is set on another screen, + * but never directly listed on the settings panel. + */ + virtual TArray GetChildSettings() { return TArray(); } + + /** + * Refresh the editable state of the setting and notify that the state has changed so that any UI currently + * examining this setting is updated with the new options, or whatever. + */ + UE_API void RefreshEditableState(bool bNotifyEditConditionsChanged = true); + + /** + * We expect settings to change the live value immediately, but occasionally there are special settings + * that go are immediately stored to a temporary location but we don't actually apply them until later + * like selecting a new resolution. + */ + UE_API void Apply(); + + /** Gets the current world of the local player that owns these settings. */ + UE_API virtual UWorld* GetWorld() const override; + +protected: + /** */ + UE_API virtual void Startup(); + UE_API void StartupComplete(); + + UE_API virtual void OnInitialized(); + UE_API virtual void OnApply(); + UE_API virtual void OnGatherEditState(FGameSettingEditableState& InOutEditState) const; + UE_API virtual void OnDependencyChanged(); + + /** */ + UE_API virtual FText GetDynamicDetailsInternal() const; + + /** */ + UE_API void HandleEditDependencyChanged(UGameSetting* DependencySetting, EGameSettingChangeReason Reason); + UE_API void HandleEditDependencyChanged(UGameSetting* DependencySetting); + + /** Regenerates the plain searchable text if it has been dirtied. */ + UE_API void RefreshPlainText() const; + void InvalidateSearchableText() { bRefreshPlainSearchableText = true; } + + /** Notify that the setting changed */ + UE_API void NotifySettingChanged(EGameSettingChangeReason Reason); + UE_API virtual void OnSettingChanged(EGameSettingChangeReason Reason); + + /** Notify that the settings edit conditions changed. This may mean it's now invisible, or disabled, or possibly that the options have changed in some meaningful way. */ + UE_API void NotifyEditConditionsChanged(); + UE_API virtual void OnEditConditionsChanged(); + + /** */ + UE_API FGameSettingEditableState ComputeEditableState() const; + +protected: + + UPROPERTY(Transient) + TObjectPtr LocalPlayer; + + UPROPERTY(Transient) + TObjectPtr SettingParent; + + UPROPERTY(Transient) + TObjectPtr OwningRegistry; + + FName DevName; + FText DisplayName; + ESlateVisibility DisplayNameVisibility = ESlateVisibility::SelfHitTestInvisible; + FText DescriptionRichText; + FText WarningRichText; + + /** A collection of tags for the settings. These can just be arbitrary flags used by the UI to do different things. */ + FGameplayTagContainer Tags; + + FGetGameSettingsDetails DynamicDetails; + + /** Any edit conditions for this setting. */ + TArray> EditConditions; + + class FStringCultureCache + { + FStringCultureCache(TFunction InStringGetter); + + void Invalidate(); + + FString Get() const; + + private: + mutable FString StringCache; + mutable FCultureRef Culture; + TFunction StringGetter; + }; + + /** When the text changes, we invalidate the searchable text. */ + mutable bool bRefreshPlainSearchableText = true; + /** When we set the rich text for a setting, we automatically generate the plain text. */ + mutable FString AutoGenerated_DescriptionPlainText; + + /** Report as part of analytics, by default no setting reports, except GameSettingValues. */ + bool bReportAnalytics = false; + +private: + + /** Most settings are immediately ready, but some may require startup time before it's safe to call their functions. */ + bool bReady = false; + + /** Prevent re-entrancy problems when announcing a setting has changed. */ + bool bOnSettingChangedEventGuard = false; + + /** Prevent re-entrancy problems when announcing a setting has changed edit conditions. */ + bool bOnEditConditionsChangedEventGuard = false; + + /** */ + bool bAdjustListViewPostRefresh = true; + + /** We cache the editable state of a setting when it changes rather than reprocessing it any time it's needed. */ + FGameSettingEditableState EditableStateCache; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingAction.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingAction.h new file mode 100644 index 0000000000000000000000000000000000000000..7eb5a204b88c133712888830d65aa8509e9f1111 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingAction.h @@ -0,0 +1,70 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSetting.h" + +#include "GameSettingAction.generated.h" + +#define UE_API GAMESETTINGS_API + +//-------------------------------------- +// UGameSettingAction +//-------------------------------------- + +class ULocalPlayer; + +DECLARE_DELEGATE_TwoParams(UGameSettingCustomAction, UGameSetting* /*Setting*/, ULocalPlayer* /*LocalPlayer*/) + +/** + * + */ +UCLASS(MinimalAPI) +class UGameSettingAction : public UGameSetting +{ + GENERATED_BODY() + +public: + UE_API UGameSettingAction(); + +public: + + DECLARE_EVENT_TwoParams(UGameSettingAction, FOnExecuteNamedAction, UGameSetting* /*Setting*/, FGameplayTag /*GameSettings_Action_Tag*/); + FOnExecuteNamedAction OnExecuteNamedActionEvent; + +public: + + FText GetActionText() const { return ActionText; } + void SetActionText(FText Value) { ActionText = Value; } +#if !UE_BUILD_SHIPPING + void SetActionText(const FString& Value) { SetActionText(FText::FromString(Value)); } +#endif + + FGameplayTag GetNamedAction() const { return NamedAction; } + void SetNamedAction(FGameplayTag Value) { NamedAction = Value; } + + bool HasCustomAction() const { return CustomAction.IsBound(); } + void SetCustomAction(UGameSettingCustomAction InAction) { CustomAction = InAction; } + UE_API void SetCustomAction(TFunction InAction); + + /** + * By default actions don't dirty the settings, since the majority of them either do things you can't + * revert, or they're things like show the credits or Eula. However if that's not true, set this flag + * to true to fire the change event when this action is fired. + */ + void SetDoesActionDirtySettings(bool Value) { bDirtyAction = Value; } + + UE_API virtual void ExecuteAction(); + +protected: + /** UGameSettingValue */ + UE_API virtual void OnInitialized() override; + +protected: + FText ActionText; + FGameplayTag NamedAction; + UGameSettingCustomAction CustomAction; + bool bDirtyAction = false; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingCollection.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingCollection.h new file mode 100644 index 0000000000000000000000000000000000000000..1a2d911265772dae0df7816f58ea2f4656bc4d82 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingCollection.h @@ -0,0 +1,73 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSetting.h" + +#include "GameSettingCollection.generated.h" + +#define UE_API GAMESETTINGS_API + +struct FGameSettingFilterState; + +//-------------------------------------- +// UGameSettingCollection +//-------------------------------------- + +UCLASS(MinimalAPI) +class UGameSettingCollection : public UGameSetting +{ + GENERATED_BODY() + +public: + UE_API UGameSettingCollection(); + + virtual TArray GetChildSettings() override { return Settings; } + UE_API TArray GetChildCollections() const; + + UE_API void AddSetting(UGameSetting* Setting); + UE_API virtual void GetSettingsForFilter(const FGameSettingFilterState& FilterState, TArray& InOutSettings) const; + + virtual bool IsSelectable() const { return false; } + +protected: + /** The settings owned by this collection. */ + UPROPERTY(Transient) + TArray> Settings; +}; + +//-------------------------------------- +// UGameSettingCollectionPage +//-------------------------------------- + +UCLASS(MinimalAPI) +class UGameSettingCollectionPage : public UGameSettingCollection +{ + GENERATED_BODY() + +public: + + DECLARE_EVENT_OneParam(UGameSettingCollectionPage, FOnExecuteNavigation, UGameSetting* /*Setting*/); + FOnExecuteNavigation OnExecuteNavigationEvent; + +public: + UE_API UGameSettingCollectionPage(); + + FText GetNavigationText() const { return NavigationText; } + void SetNavigationText(FText Value) { NavigationText = Value; } +#if !UE_BUILD_SHIPPING + void SetNavigationText(const FString& Value) { SetNavigationText(FText::FromString(Value)); } +#endif + + UE_API virtual void OnInitialized() override; + UE_API virtual void GetSettingsForFilter(const FGameSettingFilterState& FilterState, TArray& InOutSettings) const override; + virtual bool IsSelectable() const override { return true; } + + /** */ + UE_API void ExecuteNavigation(); + +private: + FText NavigationText; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingFilterState.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingFilterState.h new file mode 100644 index 0000000000000000000000000000000000000000..fef8bc3cc664d674ca100c3913750755e2f68f32 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingFilterState.h @@ -0,0 +1,201 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Misc/TextFilterExpressionEvaluator.h" + +#include "UObject/ObjectPtr.h" +#include "GameSettingFilterState.generated.h" + +#define UE_API GAMESETTINGS_API + +class ULocalPlayer; +class UGameSetting; +class UGameSettingCollection; + +/** Why did the setting change? */ +enum class EGameSettingChangeReason : uint8 +{ + Change, + DependencyChanged, + ResetToDefault, + RestoreToInitial, +}; + +/** + * The filter state is intended to be any and all filtering we support. + */ +USTRUCT() +struct FGameSettingFilterState +{ + GENERATED_BODY() + +public: + + UE_API FGameSettingFilterState(); + + UPROPERTY() + bool bIncludeDisabled = true; + + UPROPERTY() + bool bIncludeHidden = false; + + UPROPERTY() + bool bIncludeResetable = true; + + UPROPERTY() + bool bIncludeNestedPages = false; + +public: + UE_API void SetSearchText(const FString& InSearchText); + + UE_API bool DoesSettingPassFilter(const UGameSetting& InSetting) const; + + UE_API void AddSettingToRootList(UGameSetting* InSetting); + UE_API void AddSettingToAllowList(UGameSetting* InSetting); + + bool IsSettingInAllowList(const UGameSetting* InSetting) const + { + return SettingAllowList.Contains(InSetting); + } + + const TArray& GetSettingRootList() const { return SettingRootList; } + bool IsSettingInRootList(const UGameSetting* InSetting) const + { + return SettingRootList.Contains(InSetting); + } + +private: + FTextFilterExpressionEvaluator SearchTextEvaluator; + + UPROPERTY() + TArray> SettingRootList; + + // If this is non-empty, then only settings in here are allowed + UPROPERTY() + TArray> SettingAllowList; +}; + +/** + * Editable state captures the current visibility and enabled state of a setting. As well + * as the reasons it got into that state. + */ +class FGameSettingEditableState +{ +public: + FGameSettingEditableState() + : bVisible(true) + , bEnabled(true) + , bResetable(true) + , bHideFromAnalytics(false) + { + } + + bool IsVisible() const { return bVisible; } + bool IsEnabled() const { return bEnabled; } + bool IsResetable() const { return bResetable; } + bool IsHiddenFromAnalytics() const { return bHideFromAnalytics; } + const TArray& GetDisabledReasons() const { return DisabledReasons; } + +#if !UE_BUILD_SHIPPING + const TArray& GetHiddenReasons() const { return HiddenReasons; } +#endif + + const TArray& GetDisabledOptions() const { return DisabledOptions; } + + /** Hides the setting, you don't have to provide a user facing reason, but you do need to specify a developer reason. */ + UE_API void Hide(const FString& DevReason); + + /** Disables the setting, you need to provide a reason you disabled this setting. */ + UE_API void Disable(const FText& Reason); + + /** Discrete Options that should be hidden from the user. Currently used only by Parental Controls. */ + UE_API void DisableOption(const FString& Option); + + template + void DisableEnumOption(EnumType InEnumValue) + { + DisableOption(StaticEnum()->GetNameStringByValue((int64)InEnumValue)); + } + + /** + * Prevents the setting from being reset if the user resets the settings on the screen to their defaults. + */ + UE_API void UnableToReset(); + + /** + * Hide from analytics, you may want to do this if for example, we just want to prevent noise, such as platform + * specific edit conditions where it doesn't make sense to report settings for platforms where they don't exist. + */ + void HideFromAnalytics() { bHideFromAnalytics = true; } + + /** Hides it in every way possible. Hides it visually. Marks it as Immutable for being reset. Hides it from analytics. */ + void Kill(const FString& DevReason) + { + Hide(DevReason); + HideFromAnalytics(); + UnableToReset(); + } + +private: + uint8 bVisible : 1; + uint8 bEnabled : 1; + uint8 bResetable : 1; + uint8 bHideFromAnalytics : 1; + + TArray DisabledOptions; + + TArray DisabledReasons; + +#if !UE_BUILD_SHIPPING + TArray HiddenReasons; +#endif +}; + +/** + * Edit conditions can monitor the state of the game or of other settings and adjust the + * visibility. + */ +class FGameSettingEditCondition : public TSharedFromThis +{ +public: + FGameSettingEditCondition() { } + virtual ~FGameSettingEditCondition() { } + + DECLARE_EVENT_OneParam(FGameSettingEditCondition, FOnEditConditionChanged, bool); + FOnEditConditionChanged OnEditConditionChangedEvent; + + /** Broadcasts Event*/ + void BroadcastEditConditionChanged() + { + OnEditConditionChangedEvent.Broadcast(true); + } + + /** Called during the setting Initialization */ + virtual void Initialize(const ULocalPlayer* InLocalPlayer) + { + } + + /** Called when the setting is 'applied'. */ + virtual void SettingApplied(const ULocalPlayer* InLocalPlayer, UGameSetting* Setting) const + { + } + + /** Called when the setting is changed. */ + virtual void SettingChanged(const ULocalPlayer* InLocalPlayer, UGameSetting* Setting, EGameSettingChangeReason Reason) const + { + } + + /** + * Called when the setting needs to re-evaluate edit state. Usually this is in response to a + * dependency changing, or if this edit condition emits an OnEditConditionChangedEvent. + */ + virtual void GatherEditState(const ULocalPlayer* InLocalPlayer, FGameSettingEditableState& InOutEditState) const + { + } + + /** Generate useful debugging text for this edit condition. Helpful when things don't work as expected. */ + virtual FString ToString() const { return TEXT(""); } +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingRegistry.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingRegistry.h new file mode 100644 index 0000000000000000000000000000000000000000..dad75352fc891a07793443f085c1c39a8fc9a5bb --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingRegistry.h @@ -0,0 +1,93 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSetting.h" +#include "Templates/Casts.h" + +#include "GameSettingRegistry.generated.h" + +#define UE_API GAMESETTINGS_API + +struct FGameplayTag; + +//-------------------------------------- +// UGameSettingRegistry +//-------------------------------------- + +class ULocalPlayer; +struct FGameSettingFilterState; + +enum class EGameSettingChangeReason : uint8; + +/** + * + */ +UCLASS(MinimalAPI, Abstract, BlueprintType) +class UGameSettingRegistry : public UObject +{ + GENERATED_BODY() + +public: + DECLARE_EVENT_TwoParams(UGameSettingRegistry, FOnSettingChanged, UGameSetting*, EGameSettingChangeReason); + DECLARE_EVENT_OneParam(UGameSettingRegistry, FOnSettingEditConditionChanged, UGameSetting*); + + FOnSettingChanged OnSettingChangedEvent; + FOnSettingEditConditionChanged OnSettingEditConditionChangedEvent; + + DECLARE_EVENT_TwoParams(UGameSettingRegistry, FOnSettingNamedActionEvent, UGameSetting* /*Setting*/, FGameplayTag /*GameSettings_Action_Tag*/); + FOnSettingNamedActionEvent OnSettingNamedActionEvent; + + /** Navigate to the child settings of the provided setting. */ + DECLARE_EVENT_OneParam(UGameSettingRegistry, FOnExecuteNavigation, UGameSetting* /*Setting*/); + FOnExecuteNavigation OnExecuteNavigationEvent; + +public: + UE_API UGameSettingRegistry(); + + UE_API void Initialize(ULocalPlayer* InLocalPlayer); + + UE_API virtual void Regenerate(); + + UE_API virtual bool IsFinishedInitializing() const; + + UE_API virtual void SaveChanges(); + + UE_API void GetSettingsForFilter(const FGameSettingFilterState& FilterState, TArray& InOutSettings); + + UE_API UGameSetting* FindSettingByDevName(const FName& SettingDevName); + + template + T* FindSettingByDevNameChecked(const FName& SettingDevName) + { + T* Setting = Cast(FindSettingByDevName(SettingDevName)); + check(Setting); + return Setting; + } + +protected: + UE_API virtual void OnInitialize(ULocalPlayer* InLocalPlayer) PURE_VIRTUAL(, ) + + virtual void OnSettingApplied(UGameSetting* Setting) { } + + UE_API void RegisterSetting(UGameSetting* InSetting); + UE_API void RegisterInnerSettings(UGameSetting* InSetting); + + // Internal event handlers. + UE_API void HandleSettingChanged(UGameSetting* Setting, EGameSettingChangeReason Reason); + UE_API void HandleSettingApplied(UGameSetting* Setting); + UE_API void HandleSettingEditConditionsChanged(UGameSetting* Setting); + UE_API void HandleSettingNamedAction(UGameSetting* Setting, FGameplayTag GameSettings_Action_Tag); + UE_API void HandleSettingNavigation(UGameSetting* Setting); + + UPROPERTY(Transient) + TArray> TopLevelSettings; + + UPROPERTY(Transient) + TArray> RegisteredSettings; + + UPROPERTY(Transient) + TObjectPtr OwningLocalPlayer; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingRegistryChangeTracker.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingRegistryChangeTracker.h new file mode 100644 index 0000000000000000000000000000000000000000..d5675fc1a15154e6114f2fca3fa7442ad0e809a7 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingRegistryChangeTracker.h @@ -0,0 +1,47 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "UObject/ObjectKey.h" +#include "UObject/WeakObjectPtrTemplates.h" + +#define UE_API GAMESETTINGS_API + +enum class EGameSettingChangeReason : uint8; + +class UGameSetting; +class UGameSettingRegistry; +struct FObjectKey; + +/** + * + */ +class FGameSettingRegistryChangeTracker : public FNoncopyable +{ +public: + UE_API FGameSettingRegistryChangeTracker(); + UE_API ~FGameSettingRegistryChangeTracker(); + + UE_API void WatchRegistry(UGameSettingRegistry* InRegistry); + UE_API void StopWatchingRegistry(); + + UE_API void ApplyChanges(); + + UE_API void RestoreToInitial(); + + UE_API void ClearDirtyState(); + + bool IsRestoringSettings() const { return bRestoringSettings; } + bool HaveSettingsBeenChanged() const { return bSettingsChanged; } + +private: + UE_API void HandleSettingChanged(UGameSetting* Setting, EGameSettingChangeReason Reason); + + bool bSettingsChanged = false; + bool bRestoringSettings = false; + + TWeakObjectPtr Registry; + TMap> DirtySettings; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingValue.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingValue.h new file mode 100644 index 0000000000000000000000000000000000000000..140a7c6396c7696073e0b6ffbe9139a47d45b3e5 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingValue.h @@ -0,0 +1,42 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSetting.h" + +#include "GameSettingValue.generated.h" + +#define UE_API GAMESETTINGS_API + +class UObject; + +//-------------------------------------- +// UGameSettingValue +//-------------------------------------- + +/** + * The base class for all settings that are conceptually a value, that can be + * changed, and thus reset or restored to their initial value. + */ +UCLASS(MinimalAPI, Abstract) +class UGameSettingValue : public UGameSetting +{ + GENERATED_BODY() + +public: + UE_API UGameSettingValue(); + + /** Stores an initial value for the setting. This will be called on initialize, but should also be called if you 'apply' the setting. */ + UE_API virtual void StoreInitial() PURE_VIRTUAL(, ); + + /** Resets the property to the default. */ + UE_API virtual void ResetToDefault() PURE_VIRTUAL(, ); + + /** Restores the setting to the initial value, this is the value when you open the settings before making any tweaks. */ + UE_API virtual void RestoreToInitial() PURE_VIRTUAL(, ); + +protected: + UE_API virtual void OnInitialized() override; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingValueDiscrete.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingValueDiscrete.h new file mode 100644 index 0000000000000000000000000000000000000000..1ab3716440d34425ffb1aa100f32834ea18170ed --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingValueDiscrete.h @@ -0,0 +1,38 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSettingValue.h" + +#include "GameSettingValueDiscrete.generated.h" + +#define UE_API GAMESETTINGS_API + +class UObject; +struct FFrame; + +UCLASS(MinimalAPI, Abstract) +class UGameSettingValueDiscrete : public UGameSettingValue +{ + GENERATED_BODY() + +public: + UE_API UGameSettingValueDiscrete(); + + /** UGameSettingValueDiscrete */ + UE_API virtual void SetDiscreteOptionByIndex(int32 Index) PURE_VIRTUAL(,); + + UFUNCTION(BlueprintCallable) + UE_API virtual int32 GetDiscreteOptionIndex() const PURE_VIRTUAL(,return INDEX_NONE;); + + /** Optional */ + UFUNCTION(BlueprintCallable) + virtual int32 GetDiscreteOptionDefaultIndex() const { return INDEX_NONE; } + + UFUNCTION(BlueprintCallable) + UE_API virtual TArray GetDiscreteOptions() const PURE_VIRTUAL(,return TArray();); + + UE_API virtual FString GetAnalyticsValue() const; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingValueDiscreteDynamic.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingValueDiscreteDynamic.h new file mode 100644 index 0000000000000000000000000000000000000000..7bad753ad5d25b6b8666043f4f8a49f2cfeb7f6e --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingValueDiscreteDynamic.h @@ -0,0 +1,263 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSettingValueDiscrete.h" + +#include "GameSettingValueDiscreteDynamic.generated.h" + +#define UE_API GAMESETTINGS_API + +class FGameSettingDataSource; +enum class EGameSettingChangeReason : uint8; + +struct FContentControlsRules; + +////////////////////////////////////////////////////////////////////////// +// UGameSettingValueDiscreteDynamic +////////////////////////////////////////////////////////////////////////// + +UCLASS(MinimalAPI) +class UGameSettingValueDiscreteDynamic : public UGameSettingValueDiscrete +{ + GENERATED_BODY() + +public: + UE_API UGameSettingValueDiscreteDynamic(); + + /** UGameSettingValue */ + UE_API virtual void Startup() override; + UE_API virtual void StoreInitial() override; + UE_API virtual void ResetToDefault() override; + UE_API virtual void RestoreToInitial() override; + + /** UGameSettingValueDiscrete */ + UE_API virtual void SetDiscreteOptionByIndex(int32 Index) override; + UE_API virtual int32 GetDiscreteOptionIndex() const override; + UE_API virtual int32 GetDiscreteOptionDefaultIndex() const override; + UE_API virtual TArray GetDiscreteOptions() const override; + + /** UGameSettingValueDiscreteDynamic */ + UE_API void SetDynamicGetter(const TSharedRef& InGetter); + UE_API void SetDynamicSetter(const TSharedRef& InSetter); + UE_API void SetDefaultValueFromString(FString InOptionValue); + UE_API void AddDynamicOption(FString InOptionValue, FText InOptionText); + UE_API void RemoveDynamicOption(FString InOptionValue); + UE_API const TArray& GetDynamicOptions(); + + UE_API bool HasDynamicOption(const FString& InOptionValue); + + UE_API FString GetValueAsString() const; + UE_API void SetValueFromString(FString InStringValue); + +protected: + UE_API void SetValueFromString(FString InStringValue, EGameSettingChangeReason Reason); + + /** UGameSettingValue */ + UE_API virtual void OnInitialized() override; + + UE_API void OnDataSourcesReady(); + + UE_API bool AreOptionsEqual(const FString& InOptionA, const FString& InOptionB) const; + +protected: + TSharedPtr Getter; + TSharedPtr Setter; + + TOptional DefaultValue; + FString InitialValue; + + TArray OptionValues; + TArray OptionDisplayTexts; +}; + +////////////////////////////////////////////////////////////////////////// +// UGameSettingValueDiscreteDynamic_Bool +////////////////////////////////////////////////////////////////////////// + +UCLASS(MinimalAPI) +class UGameSettingValueDiscreteDynamic_Bool : public UGameSettingValueDiscreteDynamic +{ + GENERATED_BODY() + +public: + UE_API UGameSettingValueDiscreteDynamic_Bool(); + +public: + UE_API void SetDefaultValue(bool Value); + + UE_API void SetTrueText(const FText& InText); + UE_API void SetFalseText(const FText& InText); + +#if !UE_BUILD_SHIPPING + void SetTrueText(const FString& Value) { SetTrueText(FText::FromString(Value)); } + void SetFalseText(const FString& Value) { SetFalseText(FText::FromString(Value)); } +#endif +}; + +////////////////////////////////////////////////////////////////////////// +// UGameSettingValueDiscreteDynamic_Number +////////////////////////////////////////////////////////////////////////// + +UCLASS(MinimalAPI) +class UGameSettingValueDiscreteDynamic_Number : public UGameSettingValueDiscreteDynamic +{ + GENERATED_BODY() + +public: + UE_API UGameSettingValueDiscreteDynamic_Number(); + +public: + template + void SetDefaultValue(NumberType InValue) + { + SetDefaultValueFromString(LexToString(InValue)); + } + + template + void AddOption(NumberType InValue, const FText& InOptionText) + { + AddDynamicOption(LexToString(InValue), InOptionText); + } + + template + NumberType GetValue() const + { + const FString ValueString = GetValueAsString(); + + NumberType OutValue; + LexFromString(OutValue, *ValueString); + + return OutValue; + } + + template + void SetValue(NumberType InValue) + { + SetValueFromString(LexToString(InValue)); + } + +protected: + /** UGameSettingValue */ + UE_API virtual void OnInitialized() override; +}; + +////////////////////////////////////////////////////////////////////////// +// UGameSettingValueDiscreteDynamic_Enum +////////////////////////////////////////////////////////////////////////// + +UCLASS(MinimalAPI) +class UGameSettingValueDiscreteDynamic_Enum : public UGameSettingValueDiscreteDynamic +{ + GENERATED_BODY() + +public: + UE_API UGameSettingValueDiscreteDynamic_Enum(); + +public: + template + void SetDefaultValue(EnumType InEnumValue) + { + const FString StringValue = StaticEnum()->GetNameStringByValue((int64)InEnumValue); + SetDefaultValueFromString(StringValue); + } + + template + void AddEnumOption(EnumType InEnumValue, const FText& InOptionText) + { + const FString StringValue = StaticEnum()->GetNameStringByValue((int64)InEnumValue); + AddDynamicOption(StringValue, InOptionText); + } + + template + EnumType GetValue() const + { + const FString Value = GetValueAsString(); + return (EnumType)StaticEnum()->GetValueByNameString(Value); + } + + template + void SetValue(EnumType InEnumValue) + { + const FString StringValue = StaticEnum()->GetNameStringByValue((int64)InEnumValue); + SetValueFromString(StringValue); + } + +protected: + /** UGameSettingValue */ + UE_API virtual void OnInitialized() override; +}; + +////////////////////////////////////////////////////////////////////////// +// UGameSettingValueDiscreteDynamic_Color +////////////////////////////////////////////////////////////////////////// + +UCLASS(MinimalAPI) +class UGameSettingValueDiscreteDynamic_Color : public UGameSettingValueDiscreteDynamic +{ + GENERATED_BODY() + +public: + UE_API UGameSettingValueDiscreteDynamic_Color(); + +public: + void SetDefaultValue(FLinearColor InColor) + { + SetDefaultValueFromString(InColor.ToString()); + } + + void AddColorOption(FLinearColor InColor) + { + const FColor SRGBColor = InColor.ToFColor(true); + AddDynamicOption(InColor.ToString(), FText::FromString(FString::Printf(TEXT("#%02X%02X%02X"), SRGBColor.R, SRGBColor.G, SRGBColor.B))); + } + + FLinearColor GetValue() const + { + const FString Value = GetValueAsString(); + + FLinearColor ColorValue; + bool bSuccess = ColorValue.InitFromString(Value); + ensure(bSuccess); + + return ColorValue; + } + + void SetValue(FLinearColor InColor) + { + SetValueFromString(InColor.ToString()); + } +}; + +////////////////////////////////////////////////////////////////////////// +// UGameSettingValueDiscreteDynamic_Vector2D +////////////////////////////////////////////////////////////////////////// + +UCLASS(MinimalAPI) +class UGameSettingValueDiscreteDynamic_Vector2D : public UGameSettingValueDiscreteDynamic +{ + GENERATED_BODY() + +public: + + UGameSettingValueDiscreteDynamic_Vector2D() { } + + void SetDefaultValue(const FVector2D& InValue) + { + SetDefaultValueFromString(InValue.ToString()); + } + + FVector2D GetValue() const + { + FVector2D ValueVector; + ValueVector.InitFromString(GetValueAsString()); + return ValueVector; + } + + void SetValue(const FVector2D& InValue) + { + SetValueFromString(InValue.ToString()); + } +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingValueScalar.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingValueScalar.h new file mode 100644 index 0000000000000000000000000000000000000000..2a1e6ab9f1ac09f7517b2b3ae4d8aae2430be751 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingValueScalar.h @@ -0,0 +1,55 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSettingValue.h" +#include "Math/Range.h" + +#include "GameSettingValueScalar.generated.h" + +#define UE_API GAMESETTINGS_API + +class UObject; + +UCLASS(MinimalAPI, abstract) +class UGameSettingValueScalar : public UGameSettingValue +{ + GENERATED_BODY() + +public: + UE_API UGameSettingValueScalar(); + + UE_API void SetValueNormalized(double NormalizedValue); + UE_API double GetValueNormalized() const; + + TOptional GetDefaultValueNormalized() const + { + TOptional DefaultValue = GetDefaultValue(); + if (DefaultValue.IsSet()) + { + return FMath::GetMappedRangeValueClamped(GetSourceRange(), TRange(0, 1), DefaultValue.GetValue()); + } + return TOptional(); + } + + UE_API virtual TOptional GetDefaultValue() const PURE_VIRTUAL(, return TOptional();); + UE_API virtual void SetValue(double Value, EGameSettingChangeReason Reason = EGameSettingChangeReason::Change) PURE_VIRTUAL(, ); + UE_API virtual double GetValue() const PURE_VIRTUAL(, return 0;); + UE_API virtual TRange GetSourceRange() const PURE_VIRTUAL(, return TRange();); + UE_API virtual double GetSourceStep() const PURE_VIRTUAL(, return 0.01;); + double GetNormalizedStepSize() const + { + TRange SourceRange = GetSourceRange(); + return GetSourceStep() / FMath::Abs(SourceRange.GetUpperBoundValue() - SourceRange.GetLowerBoundValue()); + } + UE_API virtual FText GetFormattedText() const PURE_VIRTUAL(, return FText::GetEmpty();); + + virtual FString GetAnalyticsValue() const override + { + return LexToString(GetValue()); + } + +protected: +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingValueScalarDynamic.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingValueScalarDynamic.h new file mode 100644 index 0000000000000000000000000000000000000000..8a2cb962ab8a675a3d61adf230db390a9601f597 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/GameSettingValueScalarDynamic.h @@ -0,0 +1,107 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSettingValueScalar.h" + +#include "GameSettingValueScalarDynamic.generated.h" + +#define UE_API GAMESETTINGS_API + +struct FNumberFormattingOptions; + +class FGameSettingDataSource; +class UObject; + +////////////////////////////////////////////////////////////////////////// +// UGameSettingValueScalarDynamic +////////////////////////////////////////////////////////////////////////// + +typedef TFunction FSettingScalarFormatFunction; + +UCLASS(MinimalAPI) +class UGameSettingValueScalarDynamic : public UGameSettingValueScalar +{ + GENERATED_BODY() + +public: + static UE_API FSettingScalarFormatFunction Raw; + static UE_API FSettingScalarFormatFunction RawOneDecimal; + static UE_API FSettingScalarFormatFunction RawTwoDecimals; + static UE_API FSettingScalarFormatFunction ZeroToOnePercent; + static UE_API FSettingScalarFormatFunction ZeroToOnePercent_OneDecimal; + static UE_API FSettingScalarFormatFunction SourceAsPercent1; + static UE_API FSettingScalarFormatFunction SourceAsPercent100; + static UE_API FSettingScalarFormatFunction SourceAsInteger; +private: + static const FNumberFormattingOptions& GetOneDecimalFormattingOptions(); + +public: + UE_API UGameSettingValueScalarDynamic(); + + /** UGameSettingValue */ + UE_API virtual void Startup() override; + UE_API virtual void StoreInitial() override; + UE_API virtual void ResetToDefault() override; + UE_API virtual void RestoreToInitial() override; + + /** UGameSettingValueScalar */ + UE_API virtual TOptional GetDefaultValue() const override; + UE_API virtual void SetValue(double Value, EGameSettingChangeReason Reason = EGameSettingChangeReason::Change) override; + UE_API virtual double GetValue() const override; + UE_API virtual TRange GetSourceRange() const override; + UE_API virtual double GetSourceStep() const override; + UE_API virtual FText GetFormattedText() const override; + + /** UGameSettingValueDiscreteDynamic */ + UE_API void SetDynamicGetter(const TSharedRef& InGetter); + UE_API void SetDynamicSetter(const TSharedRef& InSetter); + UE_API void SetDefaultValue(double InValue); + + /** */ + UE_API void SetDisplayFormat(FSettingScalarFormatFunction InDisplayFormat); + + /** */ + UE_API void SetSourceRangeAndStep(const TRange& InRange, double InSourceStep); + + /** + * The SetSourceRangeAndStep defines the actual range the numbers could move in, but often + * the true minimum for the user is greater than the minimum source range, so for example, the range + * of some slider might be 0..100, but you want to restrict the slider so that while it shows + * a bar that travels from 0 to 100, the user can't set anything lower than some minimum, e.g. 1. + * That is the Minimum Limit. + */ + UE_API void SetMinimumLimit(const TOptional& InMinimum); + + /** + * The SetSourceRangeAndStep defines the actual range the numbers could move in, but rarely + * the true maximum for the user is less than the maximum source range, so for example, the range + * of some slider might be 0..100, but you want to restrict the slider so that while it shows + * a bar that travels from 0 to 100, the user can't set anything lower than some maximum, e.g. 95. + * That is the Maximum Limit. + */ + UE_API void SetMaximumLimit(const TOptional& InMaximum); + +protected: + /** UGameSettingValue */ + UE_API virtual void OnInitialized() override; + + UE_API void OnDataSourcesReady(); + +protected: + + TSharedPtr Getter; + TSharedPtr Setter; + + TOptional DefaultValue; + double InitialValue = 0; + + TRange SourceRange = TRange(0, 1); + double SourceStep = 0.01; + TOptional Minimum; + TOptional Maximum; + + FSettingScalarFormatFunction DisplayFormat; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingDetailExtension.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingDetailExtension.h new file mode 100644 index 0000000000000000000000000000000000000000..e0f979c33462d36cda06644b4e768c94f150551e --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingDetailExtension.h @@ -0,0 +1,42 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Blueprint/UserWidget.h" + +#include "GameSettingDetailExtension.generated.h" + +#define UE_API GAMESETTINGS_API + +enum class EGameSettingChangeReason : uint8; + +class UGameSetting; +class UObject; + +/** + * + */ +UCLASS(MinimalAPI, Abstract, meta = (Category = "Settings", DisableNativeTick)) +class UGameSettingDetailExtension : public UUserWidget +{ + GENERATED_BODY() + +public: + UE_API void SetSetting(UGameSetting* InSetting); + +protected: + UE_API virtual void NativeSettingAssigned(UGameSetting* InSetting); + UE_API virtual void NativeSettingValueChanged(UGameSetting* InSetting, EGameSettingChangeReason Reason); + + UFUNCTION(BlueprintImplementableEvent) + UE_API void OnSettingAssigned(UGameSetting* InSetting); + + UFUNCTION(BlueprintImplementableEvent) + UE_API void OnSettingValueChanged(UGameSetting* InSetting); + +protected: + UPROPERTY(Transient) + TObjectPtr Setting; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingDetailView.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingDetailView.h new file mode 100644 index 0000000000000000000000000000000000000000..63bdfaa7cbfb60d5276bc4ba12ef0f6e47d0b730 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingDetailView.h @@ -0,0 +1,74 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Blueprint/UserWidgetPool.h" + +#include "GameSettingDetailView.generated.h" + +#define UE_API GAMESETTINGS_API + +class UCommonRichTextBlock; +class UCommonTextBlock; +class UGameSetting; +class UGameSettingDetailExtension; +class UGameSettingVisualData; +class UObject; +class UVerticalBox; +struct FStreamableHandle; + +/** + * + */ +UCLASS(MinimalAPI, Abstract) +class UGameSettingDetailView : public UUserWidget +{ + GENERATED_BODY() +public: + UE_API UGameSettingDetailView(const FObjectInitializer& ObjectInitializer); + + UE_API void FillSettingDetails(UGameSetting* InSetting); + + //UVisual interface + UE_API virtual void ReleaseSlateResources(bool bReleaseChildren) override; + //~ End UVisual Interface + +protected: + UE_API virtual void NativeConstruct() override; + UE_API virtual void NativeOnInitialized() override; + + UE_API void CreateDetailsExtension(UGameSetting* InSetting, TSubclassOf ExtensionClass); + +protected: + UPROPERTY(EditAnywhere) + TObjectPtr VisualData; + + UPROPERTY(Transient) + FUserWidgetPool ExtensionWidgetPool; + + UPROPERTY(Transient) + TObjectPtr CurrentSetting; + + TSharedPtr StreamingHandle; + +private: // Bound Widgets + UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Text_SettingName; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr RichText_Description; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr RichText_DynamicDetails; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr RichText_WarningDetails; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr RichText_DisabledDetails; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Box_DetailsExtension; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingListEntry.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingListEntry.h new file mode 100644 index 0000000000000000000000000000000000000000..abaad8b50b6f949939728d84233e5396e3064312 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingListEntry.h @@ -0,0 +1,246 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Blueprint/IUserObjectListEntry.h" +#include "CommonUserWidget.h" + +#include "GameSettingListEntry.generated.h" + +#define UE_API GAMESETTINGS_API + +class FGameSettingEditableState; +enum class EGameSettingChangeReason : uint8; + +class UAnalogSlider; +class UCommonButtonBase; +class UCommonTextBlock; +class UGameSetting; +class UGameSettingAction; +class UGameSettingCollectionPage; +class UGameSettingRotator; +class UGameSettingValueDiscrete; +class UGameSettingValueScalar; +class UObject; +class UPanelWidget; +class UUserWidget; +class UWidget; +struct FFocusEvent; +struct FFrame; +struct FGeometry; + +////////////////////////////////////////////////////////////////////////// +// UAthenaChallengeListEntry +////////////////////////////////////////////////////////////////////////// + +UCLASS(MinimalAPI, Abstract, NotBlueprintable, meta = (Category = "Settings", DisableNativeTick)) +class UGameSettingListEntryBase : public UCommonUserWidget, public IUserObjectListEntry +{ + GENERATED_BODY() + +public: + UE_API virtual void SetSetting(UGameSetting* InSetting); + UE_API virtual void SetDisplayNameOverride(const FText& OverrideName); + +protected: + UE_API virtual void NativeOnEntryReleased() override; + UE_API virtual void OnSettingChanged(); + UE_API virtual void HandleEditConditionChanged(UGameSetting* InSetting); + UE_API virtual void RefreshEditableState(const FGameSettingEditableState& InEditableState); + +protected: + // Focus transitioning to subwidgets for the gamepad + UE_API virtual FReply NativeOnFocusReceived(const FGeometry& InGeometry, const FFocusEvent& InFocusEvent) override; + + UFUNCTION(BlueprintImplementableEvent) + UE_API UWidget* GetPrimaryGamepadFocusWidget(); + +protected: + bool bSuspendChangeUpdates = false; + + UPROPERTY() + TObjectPtr Setting; + + FText DisplayNameOverride = FText::GetEmpty(); + +private: + void HandleSettingChanged(UGameSetting* InSetting, EGameSettingChangeReason Reason); + + UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Background; +}; + + +////////////////////////////////////////////////////////////////////////// +// UGameSettingListEntry_Setting +////////////////////////////////////////////////////////////////////////// + +UCLASS(MinimalAPI, Abstract, Blueprintable, meta = (Category = "Settings", DisableNativeTick)) +class UGameSettingListEntry_Setting : public UGameSettingListEntryBase +{ + GENERATED_BODY() + +public: + UE_API virtual void SetSetting(UGameSetting* InSetting) override; + +private: // Bound Widgets + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Text_SettingName; +}; + + +////////////////////////////////////////////////////////////////////////// +// UGameSettingListEntrySetting_Discrete +////////////////////////////////////////////////////////////////////////// + +UCLASS(MinimalAPI, Abstract, Blueprintable, meta = (Category = "Settings", DisableNativeTick)) +class UGameSettingListEntrySetting_Discrete : public UGameSettingListEntry_Setting +{ + GENERATED_BODY() + +public: + UE_API virtual void SetSetting(UGameSetting* InSetting) override; + +protected: + UE_API virtual void NativeOnInitialized() override; + UE_API virtual void NativeOnEntryReleased() override; + + UE_API void HandleOptionDecrease(); + UE_API void HandleOptionIncrease(); + UE_API void HandleRotatorChangedValue(int32 Value, bool bUserInitiated); + + UE_API void Refresh(); + UE_API virtual void OnSettingChanged() override; + UE_API virtual void HandleEditConditionChanged(UGameSetting* InSetting) override; + UE_API virtual void RefreshEditableState(const FGameSettingEditableState& InEditableState) override; + +protected: + UPROPERTY() + TObjectPtr DiscreteSetting; + +private: // Bound Widgets + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Panel_Value; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Rotator_SettingValue; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Button_Decrease; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Button_Increase; +}; + +////////////////////////////////////////////////////////////////////////// +// UGameSettingListEntrySetting_Scalar +////////////////////////////////////////////////////////////////////////// + +UCLASS(MinimalAPI, Abstract, Blueprintable, meta = (Category = "Settings", DisableNativeTick)) +class UGameSettingListEntrySetting_Scalar : public UGameSettingListEntry_Setting +{ + GENERATED_BODY() + +public: + UE_API virtual void SetSetting(UGameSetting* InSetting) override; + +protected: + UE_API void Refresh(); + UE_API virtual void NativeOnInitialized() override; + UE_API virtual void NativeOnEntryReleased() override; + UE_API virtual void OnSettingChanged() override; + + UFUNCTION() + UE_API void HandleSliderValueChanged(float Value); + UFUNCTION() + UE_API void HandleSliderCaptureEnded(); + + UFUNCTION(BlueprintImplementableEvent) + UE_API void OnValueChanged(float Value); + + UFUNCTION(BlueprintImplementableEvent) + UE_API void OnDefaultValueChanged(float DefaultValue); + + UE_API virtual void RefreshEditableState(const FGameSettingEditableState& InEditableState) override; + +protected: + UPROPERTY() + TObjectPtr ScalarSetting; + +private: // Bound Widgets + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Panel_Value; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Slider_SettingValue; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Text_SettingValue; +}; + + +////////////////////////////////////////////////////////////////////////// +// UGameSettingListEntrySetting_Action +////////////////////////////////////////////////////////////////////////// + +UCLASS(MinimalAPI, Abstract, Blueprintable, meta = (Category = "Settings", DisableNativeTick)) +class UGameSettingListEntrySetting_Action : public UGameSettingListEntry_Setting +{ + GENERATED_BODY() + +public: + UE_API virtual void SetSetting(UGameSetting* InSetting) override; + +protected: + UE_API virtual void NativeOnInitialized() override; + UE_API virtual void NativeOnEntryReleased() override; + UE_API virtual void RefreshEditableState(const FGameSettingEditableState& InEditableState) override; + + UE_API void HandleActionButtonClicked(); + + UFUNCTION(BlueprintImplementableEvent) + UE_API void OnSettingAssigned(const FText& ActionText); + +protected: + UPROPERTY() + TObjectPtr ActionSetting; + +private: // Bound Widgets + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Button_Action; +}; + +////////////////////////////////////////////////////////////////////////// +// UGameSettingListEntrySetting_Navigation +////////////////////////////////////////////////////////////////////////// + +UCLASS(MinimalAPI, Abstract, Blueprintable, meta = (Category = "Settings", DisableNativeTick)) +class UGameSettingListEntrySetting_Navigation : public UGameSettingListEntry_Setting +{ + GENERATED_BODY() + +public: + UE_API virtual void SetSetting(UGameSetting* InSetting) override; + +protected: + UE_API virtual void NativeOnInitialized() override; + UE_API virtual void NativeOnEntryReleased() override; + UE_API virtual void RefreshEditableState(const FGameSettingEditableState& InEditableState) override; + + UE_API void HandleNavigationButtonClicked(); + + UFUNCTION(BlueprintImplementableEvent) + UE_API void OnSettingAssigned(const FText& ActionText); + +protected: + UPROPERTY() + TObjectPtr CollectionSetting; + +private: // Bound Widgets + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Button_Navigate; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingListView.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingListView.h new file mode 100644 index 0000000000000000000000000000000000000000..ed2fa5701ecb5789a654f23d5b31265a6833894f --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingListView.h @@ -0,0 +1,46 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/ListView.h" + +#include "GameSettingListView.generated.h" + +#define UE_API GAMESETTINGS_API + +class STableViewBase; + +class UGameSettingCollection; +class ULocalPlayer; +class UGameSettingVisualData; + +/** + * List of game settings. Every entry widget needs to extend from GameSettingListEntryBase. + */ +UCLASS(MinimalAPI, meta = (EntryClass = GameSettingListEntryBase)) +class UGameSettingListView : public UListView +{ + GENERATED_BODY() + +public: + UE_API UGameSettingListView(const FObjectInitializer& ObjectInitializer); + + UE_API void AddNameOverride(const FName& DevName, const FText& OverrideName); + +#if WITH_EDITOR + UE_API virtual void ValidateCompiledDefaults(IWidgetCompilerLog& InCompileLog) const override; +#endif + +protected: + UE_API virtual UUserWidget& OnGenerateEntryWidgetInternal(UObject* Item, TSubclassOf DesiredEntryClass, const TSharedRef& OwnerTable) override; + UE_API virtual bool OnIsSelectableOrNavigableInternal(UObject* SelectedItem) override; + +protected: + UPROPERTY(EditAnywhere) + TObjectPtr VisualData; + +private: + TMap NameOverrides; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingPanel.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingPanel.h new file mode 100644 index 0000000000000000000000000000000000000000..dadd89cabd3f4134011d42d35fa309a4cefdf038 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingPanel.h @@ -0,0 +1,117 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonUserWidget.h" +#include "Containers/Ticker.h" +#include "GameSettingFilterState.h" +#include "GameplayTagContainer.h" +#include "Misc/ExpressionParserTypesFwd.h" + +#include "GameSettingPanel.generated.h" + +#define UE_API GAMESETTINGS_API + +class UGameSetting; +class UGameSettingDetailView; +class UGameSettingListView; +class UGameSettingRegistry; +class UObject; +struct FFocusEvent; +struct FGeometry; + +DECLARE_MULTICAST_DELEGATE_OneParam(FOnFocusedSettingChanged, UGameSetting*) + +UCLASS(MinimalAPI, Abstract) +class UGameSettingPanel : public UCommonUserWidget +{ + GENERATED_BODY() + +public: + + UE_API UGameSettingPanel(); + UE_API virtual void NativeOnInitialized() override; + UE_API virtual void NativeConstruct() override; + UE_API virtual void NativeDestruct() override; + + // Focus transitioning to subwidgets for the gamepad + UE_API virtual FReply NativeOnFocusReceived(const FGeometry& InGeometry, const FFocusEvent& InFocusEvent) override; + + /** */ + UE_API void SetRegistry(UGameSettingRegistry* InRegistry); + + /** Sets the filter for this panel, restricting which settings are available currently. */ + UE_API void SetFilterState(const FGameSettingFilterState& InFilterState, bool bClearNavigationStack = true); + + /** Gets the currently visible and available settings based on the filter state. */ + TArray GetVisibleSettings() const { return VisibleSettings; } + + /** Can we pop the current navigation stack */ + UE_API bool CanPopNavigationStack() const; + + /** Pop the navigation stack */ + UE_API void PopNavigationStack(); + + /** + * Gets the set of settings that are potentially available on this screen. + * MAY CONTAIN INVISIBLE SETTINGS. + * DOES NOT INCLUDED NESTED PAGES. + */ + UE_API TArray GetSettingsWeCanResetToDefault() const; + + UE_API void SelectSetting(const FName& SettingDevName); + UE_API UGameSetting* GetSelectedSetting() const; + + UE_API void RefreshSettingsList(); + + FOnFocusedSettingChanged OnFocusedSettingChanged; + +protected: + UE_API void RegisterRegistryEvents(); + UE_API void UnregisterRegistryEvents(); + + UE_API void HandleSettingItemHoveredChanged(UObject* Item, bool bHovered); + UE_API void HandleSettingItemSelectionChanged(UObject* Item); + UE_API void FillSettingDetails(UGameSetting* InSetting); + UE_API void HandleSettingNamedAction(UGameSetting* Setting, FGameplayTag GameSettings_Action_Tag); + UE_API void HandleSettingNavigation(UGameSetting* Setting); + UE_API void HandleSettingEditConditionsChanged(UGameSetting* Setting); + +private: + + UPROPERTY(Transient) + TObjectPtr Registry; + + UPROPERTY(Transient) + TArray> VisibleSettings; + + UPROPERTY(Transient) + TObjectPtr LastHoveredOrSelectedSetting; + + UPROPERTY(Transient) + FGameSettingFilterState FilterState; + + UPROPERTY(Transient) + TArray FilterNavigationStack; + + FName DesiredSelectionPostRefresh; + + bool bAdjustListViewPostRefresh = true; + +private: // Bound Widgets + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr ListView_Settings; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Details_Settings; + +private: + DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnExecuteNamedActionBP, UGameSetting*, Setting, FGameplayTag, Action); + UPROPERTY(BlueprintAssignable, Category = Events, meta = (DisplayName = "On Execute Named Action")) + FOnExecuteNamedActionBP BP_OnExecuteNamedAction; + +private: + FTSTicker::FDelegateHandle RefreshHandle; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingScreen.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingScreen.h new file mode 100644 index 0000000000000000000000000000000000000000..be59b9134ff27e6fd33db56e75611b9d4f0d1333 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingScreen.h @@ -0,0 +1,85 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonActivatableWidget.h" +#include "GameSettingRegistry.h" +#include "GameSettingRegistryChangeTracker.h" + +#include "GameSettingScreen.generated.h" + +#define UE_API GAMESETTINGS_API + +class UGameSetting; +class UGameSettingCollection; +class UGameSettingPanel; +class UObject; +class UWidget; +struct FFrame; + +enum class EGameSettingChangeReason : uint8; + +/** + * + */ +UCLASS(MinimalAPI, Abstract, meta = (Category = "Settings", DisableNativeTick)) +class UGameSettingScreen : public UCommonActivatableWidget +{ + GENERATED_BODY() +public: + +protected: + UE_API virtual void NativeOnInitialized() override; + UE_API virtual void NativeOnActivated() override; + UE_API virtual void NativeOnDeactivated() override; + UE_API virtual UWidget* NativeGetDesiredFocusTarget() const override; + + UFUNCTION(BlueprintCallable) + UE_API void NavigateToSetting(FName SettingDevName); + + UFUNCTION(BlueprintCallable) + UE_API void NavigateToSettings(const TArray& SettingDevNames); + + UFUNCTION(BlueprintNativeEvent) + UE_API void OnSettingsDirtyStateChanged(bool bSettingsDirty); + virtual void OnSettingsDirtyStateChanged_Implementation(bool bSettingsDirty) { } + + UFUNCTION(BlueprintCallable) + UE_API bool AttemptToPopNavigation(); + + UFUNCTION(BlueprintCallable) + UE_API UGameSettingCollection* GetSettingCollection(FName SettingDevName, bool& HasAnySettings); + +protected: + UE_API virtual UGameSettingRegistry* CreateRegistry() PURE_VIRTUAL(, return nullptr;); + + template + GameSettingRegistryT* GetRegistry() const { return Cast(const_cast(this)->GetOrCreateRegistry()); } + + UFUNCTION(BlueprintCallable) + UE_API virtual void CancelChanges(); + + UFUNCTION(BlueprintCallable) + UE_API virtual void ApplyChanges(); + + UFUNCTION(BlueprintCallable) + bool HaveSettingsBeenChanged() const { return ChangeTracker.HaveSettingsBeenChanged(); } + + UE_API void ClearDirtyState(); + + UE_API void HandleSettingChanged(UGameSetting* Setting, EGameSettingChangeReason Reason); + + FGameSettingRegistryChangeTracker ChangeTracker; + +private: + UE_API UGameSettingRegistry* GetOrCreateRegistry(); + +private: // Bound Widgets + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr Settings_Panel; + + UPROPERTY(Transient) + mutable TObjectPtr Registry; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingVisualData.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingVisualData.h new file mode 100644 index 0000000000000000000000000000000000000000..b4cf9771e29d7189757aa7100078556cd2124e02 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/GameSettingVisualData.h @@ -0,0 +1,70 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DataAsset.h" + +#include "GameSettingVisualData.generated.h" + +#define UE_API GAMESETTINGS_API + +class FName; +class UGameSetting; +class UGameSettingDetailExtension; +class UGameSettingListEntryBase; +class UObject; + +USTRUCT(BlueprintType) +struct FGameSettingClassExtensions +{ + GENERATED_BODY() + +public: + UPROPERTY(EditAnywhere, Category = Extensions) + TArray> Extensions; +}; + +USTRUCT(BlueprintType) +struct FGameSettingNameExtensions +{ + GENERATED_BODY() + +public: + UPROPERTY(EditAnywhere, Category = Extensions) + bool bIncludeClassDefaultExtensions = false; + + UPROPERTY(EditAnywhere, Category = Extensions) + TArray> Extensions; +}; + +/** + * + */ +UCLASS(MinimalAPI, BlueprintType) +class UGameSettingVisualData : public UDataAsset +{ + GENERATED_BODY() + +public: + UE_API TSubclassOf GetEntryForSetting(UGameSetting* InSetting); + + UE_API virtual TArray> GatherDetailExtensions(UGameSetting* InSetting); + +protected: + UE_API virtual TSubclassOf GetCustomEntryForSetting(UGameSetting* InSetting); + +protected: + UPROPERTY(EditDefaultsOnly, Category = ListEntries, meta = (AllowAbstract)) + TMap, TSubclassOf> EntryWidgetForClass; + + UPROPERTY(EditDefaultsOnly, Category = ListEntries, meta = (AllowAbstract)) + TMap> EntryWidgetForName; + + UPROPERTY(EditDefaultsOnly, Category = Extensions, meta = (AllowAbstract)) + TMap, FGameSettingClassExtensions> ExtensionsForClasses; + + UPROPERTY(EditDefaultsOnly, Category = Extensions) + TMap ExtensionsForName; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/IGameSettingActionInterface.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/IGameSettingActionInterface.h new file mode 100644 index 0000000000000000000000000000000000000000..348e889705d3501bacc89a68e8eedabe9b4c248f --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/IGameSettingActionInterface.h @@ -0,0 +1,32 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameplayTagContainer.h" +#include "UObject/Interface.h" + +#include "IGameSettingActionInterface.generated.h" + +#define UE_API GAMESETTINGS_API + +class UGameSetting; +class UObject; +struct FFrame; + +UINTERFACE(MinimalAPI, meta = (BlueprintType)) +class UGameSettingActionInterface : public UInterface +{ + GENERATED_UINTERFACE_BODY() +}; + +class IGameSettingActionInterface +{ + GENERATED_BODY() + +public: + /** */ + UFUNCTION(BlueprintCallable, BlueprintNativeEvent) + UE_API bool ExecuteActionForSetting(FGameplayTag ActionTag, UGameSetting* InSetting); +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/Misc/GameSettingPressAnyKey.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/Misc/GameSettingPressAnyKey.h new file mode 100644 index 0000000000000000000000000000000000000000..e4b45e1d25bef1a40446d9a1d779eca6b3228f9b --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/Misc/GameSettingPressAnyKey.h @@ -0,0 +1,46 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonActivatableWidget.h" + +#include "GameSettingPressAnyKey.generated.h" + +#define UE_API GAMESETTINGS_API + +struct FKey; + +class UObject; + +/** + * + */ +UCLASS(MinimalAPI, Abstract) +class UGameSettingPressAnyKey : public UCommonActivatableWidget +{ + GENERATED_BODY() + +public: + UE_API UGameSettingPressAnyKey(const FObjectInitializer& Initializer); + + DECLARE_EVENT_OneParam(UGameSettingPressAnyKey, FOnKeySelected, FKey); + FOnKeySelected OnKeySelected; + + DECLARE_EVENT(UGameSettingPressAnyKey, FOnKeySelectionCanceled); + FOnKeySelectionCanceled OnKeySelectionCanceled; + +protected: + UE_API virtual void NativeOnActivated() override; + UE_API virtual void NativeOnDeactivated() override; + + UE_API void HandleKeySelected(FKey InKey); + UE_API void HandleKeySelectionCanceled(); + + UE_API void Dismiss(TFunction PostDismissCallback); + +private: + bool bKeySelected = false; + TSharedPtr InputProcessor; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/Misc/GameSettingRotator.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/Misc/GameSettingRotator.h new file mode 100644 index 0000000000000000000000000000000000000000..0c1a8ea50ccb81dd8e4ac507b10968b078c7bfdd --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/Misc/GameSettingRotator.h @@ -0,0 +1,31 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CommonRotator.h" + +#include "GameSettingRotator.generated.h" + +#define UE_API GAMESETTINGS_API + +class UObject; + +/** + * + */ +UCLASS(MinimalAPI, Abstract, meta = (Category = "Settings", DisableNativeTick)) +class UGameSettingRotator : public UCommonRotator +{ + GENERATED_BODY() + +public: + UE_API UGameSettingRotator(const FObjectInitializer& Initializer); + + UE_API void SetDefaultOption(int32 DefaultOptionIndex); + +protected: + UFUNCTION(BlueprintImplementableEvent, Category = Events, meta = (DisplayName = "On Default Option Specified")) + UE_API void BP_OnDefaultOptionSpecified(int32 DefaultOptionIndex); +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/Misc/KeyAlreadyBoundWarning.h b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/Misc/KeyAlreadyBoundWarning.h new file mode 100644 index 0000000000000000000000000000000000000000..76c6c3944909ab48bc4b20ff5b60bc7b121db23a --- /dev/null +++ b/LyraStarterGame/Plugins/GameSettings/Source/Public/Widgets/Misc/KeyAlreadyBoundWarning.h @@ -0,0 +1,34 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameSettingPressAnyKey.h" +#include "KeyAlreadyBoundWarning.generated.h" + +#define UE_API GAMESETTINGS_API + +class UTextBlock; + +/** + * UKeyAlreadyBoundWarning + * Press any key screen with text blocks for warning users when a key is already bound + */ +UCLASS(MinimalAPI, Abstract) +class UKeyAlreadyBoundWarning : public UGameSettingPressAnyKey +{ + GENERATED_BODY() + +public: + UE_API void SetWarningText(const FText& InText); + + UE_API void SetCancelText(const FText& InText); + +protected: + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr WarningText; + + UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true)) + TObjectPtr CancelText; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSettings/Source/README.md b/LyraStarterGame/Plugins/GameSettings/Source/README.md new file mode 100644 index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 diff --git a/LyraStarterGame/Plugins/GameSubtitles/Binaries/Win64/UnrealEditor.modules b/LyraStarterGame/Plugins/GameSubtitles/Binaries/Win64/UnrealEditor.modules new file mode 100644 index 0000000000000000000000000000000000000000..ee3d708c944dd343dec7e5c231b0415f44d86ffd --- /dev/null +++ b/LyraStarterGame/Plugins/GameSubtitles/Binaries/Win64/UnrealEditor.modules @@ -0,0 +1,7 @@ +{ + "BuildId": "43139311", + "Modules": + { + "GameSubtitles": "UnrealEditor-GameSubtitles.dll" + } +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/GameSubtitles/Config/Tags/PluginTags.ini b/LyraStarterGame/Plugins/GameSubtitles/Config/Tags/PluginTags.ini new file mode 100644 index 0000000000000000000000000000000000000000..51e0c29cf38eb64297efd492853f8ca0d85129f3 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSubtitles/Config/Tags/PluginTags.ini @@ -0,0 +1,3 @@ +[/Script/GameplayTags.GameplayTagsList] +GameplayTagList=(Tag="Subtitle.TextColor.White") +GameplayTagList=(Tag="Subtitle.TextColor.Yellow") diff --git a/LyraStarterGame/Plugins/GameSubtitles/Source/GameSubtitles.Build.cs b/LyraStarterGame/Plugins/GameSubtitles/Source/GameSubtitles.Build.cs new file mode 100644 index 0000000000000000000000000000000000000000..b8fb82c49a493718caa0c741561459756aa647ed --- /dev/null +++ b/LyraStarterGame/Plugins/GameSubtitles/Source/GameSubtitles.Build.cs @@ -0,0 +1,48 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class GameSubtitles : ModuleRules +{ + public GameSubtitles(ReadOnlyTargetRules Target) : base(Target) + { + PublicDependencyModuleNames.AddRange( + new string[] + { + "Core", + // ... add other public dependencies that you statically link with here ... + "Overlay", + "UMG", + "MediaAssets", + "MediaUtils", + "GameplayTags" + } + ); + + PublicIncludePathModuleNames.AddRange( + new string[] { + "UMG", + } + ); + + + PrivateDependencyModuleNames.AddRange( + new string[] + { + "CoreUObject", + "Engine", + "Slate", + "SlateCore", + // ... add private dependencies that you statically link with here ... + } + ); + + + DynamicallyLoadedModuleNames.AddRange( + new string[] + { + // ... add any modules that your module loads dynamically here ... + } + ); + } +} diff --git a/LyraStarterGame/Plugins/GameSubtitles/Source/Private/GameSubtitlesModule.cpp b/LyraStarterGame/Plugins/GameSubtitles/Source/Private/GameSubtitlesModule.cpp new file mode 100644 index 0000000000000000000000000000000000000000..0e1071ffff15dbf434647d884d8eb15ac149dd73 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSubtitles/Source/Private/GameSubtitlesModule.cpp @@ -0,0 +1,24 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameplayTagsManager.h" +#include "Misc/Paths.h" +#include "Modules/ModuleManager.h" + +class FGameSubtitlesModule : public IModuleInterface +{ +public: + /** IModuleInterface implementation */ + virtual void StartupModule() override; + virtual void ShutdownModule() override; +}; + +void FGameSubtitlesModule::StartupModule() +{ + UGameplayTagsManager::Get().AddTagIniSearchPath(FPaths::ProjectPluginsDir() / TEXT("GameSubtitles/Config/Tags")); +} + +void FGameSubtitlesModule::ShutdownModule() +{ +} + +IMPLEMENT_MODULE(FGameSubtitlesModule, GameSubtitles) diff --git a/LyraStarterGame/Plugins/GameSubtitles/Source/Private/Players/MediaSubtitlesPlayer.cpp b/LyraStarterGame/Plugins/GameSubtitles/Source/Private/Players/MediaSubtitlesPlayer.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c7fce8daad6e5ba4b06d648d75b50b5d2b140111 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSubtitles/Source/Private/Players/MediaSubtitlesPlayer.cpp @@ -0,0 +1,76 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Players/MediaSubtitlesPlayer.h" + +#include "MediaPlayer.h" +#include "Overlays.h" +#include "Stats/Stats.h" +#include "SubtitleManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(MediaSubtitlesPlayer) + +UMediaSubtitlesPlayer::UMediaSubtitlesPlayer(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) + , MediaPlayer(nullptr) + , bEnabled(false) +{ +} + +void UMediaSubtitlesPlayer::BeginDestroy() +{ + Stop(); + + Super::BeginDestroy(); +} + +void UMediaSubtitlesPlayer::Play() +{ + bEnabled = true; +} + +void UMediaSubtitlesPlayer::Stop() +{ + bEnabled = false; + + // Clear the movie subtitle for this object + FSubtitleManager::GetSubtitleManager()->SetMovieSubtitle(this, TArray()); +} + +void UMediaSubtitlesPlayer::SetSubtitles(UOverlays* Subtitles) +{ + SourceSubtitles = Subtitles; +} + +void UMediaSubtitlesPlayer::BindToMediaPlayer(UMediaPlayer* InMediaPlayer) +{ + MediaPlayer = InMediaPlayer; +} + +void UMediaSubtitlesPlayer::Tick(float DeltaSeconds) +{ + QUICK_SCOPE_CYCLE_COUNTER(STAT_UMediaSubtitlesPlayer_Tick); + + if (bEnabled && SourceSubtitles) + { + UMediaPlayer* MediaPlayerPtr = MediaPlayer.Get(); + if (MediaPlayerPtr) + { + FTimespan CurrentTime = MediaPlayerPtr->GetTime(); + TArray CurrentSubtitles; + SourceSubtitles->GetOverlaysForTime(CurrentTime, CurrentSubtitles); + + TArray SubtitlesText; + for (const FOverlayItem& Subtitle : CurrentSubtitles) + { + SubtitlesText.Add(Subtitle.Text); + } + + FSubtitleManager::GetSubtitleManager()->SetMovieSubtitle(this, SubtitlesText); + } + else + { + Stop(); + } + } +} + diff --git a/LyraStarterGame/Plugins/GameSubtitles/Source/Private/SubtitleDisplaySubsystem.cpp b/LyraStarterGame/Plugins/GameSubtitles/Source/Private/SubtitleDisplaySubsystem.cpp new file mode 100644 index 0000000000000000000000000000000000000000..85ad185e84be262c743b724f1c5df5aa754f308f --- /dev/null +++ b/LyraStarterGame/Plugins/GameSubtitles/Source/Private/SubtitleDisplaySubsystem.cpp @@ -0,0 +1,41 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "SubtitleDisplaySubsystem.h" + +#include "Engine/GameInstance.h" +#include "Engine/LocalPlayer.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(SubtitleDisplaySubsystem) + +class FSubsystemCollectionBase; + +USubtitleDisplaySubsystem* USubtitleDisplaySubsystem::Get(const ULocalPlayer* LocalPlayer) +{ + return LocalPlayer ? LocalPlayer->GetGameInstance()->GetSubsystem() : nullptr; +} + +USubtitleDisplaySubsystem::USubtitleDisplaySubsystem() +{ +} + +void USubtitleDisplaySubsystem::Initialize(FSubsystemCollectionBase& Collection) +{ + +} + +void USubtitleDisplaySubsystem::Deinitialize() +{ + +} + +const FSubtitleFormat& USubtitleDisplaySubsystem::GetSubtitleDisplayOptions() const +{ + return SubtitleFormat; +} + +void USubtitleDisplaySubsystem::SetSubtitleDisplayOptions(const FSubtitleFormat& InOptions) +{ + SubtitleFormat = InOptions; + DisplayFormatChangedEvent.Broadcast(SubtitleFormat); +} + diff --git a/LyraStarterGame/Plugins/GameSubtitles/Source/Private/Widgets/SSubtitleDisplay.cpp b/LyraStarterGame/Plugins/GameSubtitles/Source/Private/Widgets/SSubtitleDisplay.cpp new file mode 100644 index 0000000000000000000000000000000000000000..d8f7fccb92b486d8041021361088ca5f62c09e1c --- /dev/null +++ b/LyraStarterGame/Plugins/GameSubtitles/Source/Private/Widgets/SSubtitleDisplay.cpp @@ -0,0 +1,76 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Widgets/SSubtitleDisplay.h" + +#include "Kismet/GameplayStatics.h" +#include "SubtitleManager.h" +#include "Widgets/Layout/SBorder.h" +#include "Widgets/Text/SRichTextBlock.h" + +struct FSlateBrush; + +void SSubtitleDisplay::Construct(const FArguments& InArgs) +{ + if (!InArgs._ManualSubtitles.Get()) + { + FSubtitleManagerSetSubtitleText& OnSetSubtitleText = FSubtitleManager::GetSubtitleManager()->OnSetSubtitleText(); + OnSetSubtitleText.AddSP(this, &SSubtitleDisplay::HandleSubtitleChanged); + } + + ChildSlot + [ + SAssignNew(Background, SBorder) + .Visibility(EVisibility::Collapsed) + .Padding(FMargin(7.0, 5.0)) + [ + SAssignNew(TextDisplay, SRichTextBlock) + .TextStyle(InArgs._TextStyle) + .Justification(ETextJustify::Center) + .WrapTextAt(InArgs._WrapTextAt) + ] + ]; +} + +SSubtitleDisplay::~SSubtitleDisplay() +{ + FSubtitleManager::GetSubtitleManager()->OnSetSubtitleText().RemoveAll(this); +} + +void SSubtitleDisplay::SetTextStyle(const FTextBlockStyle& InTextStyle) +{ + TextDisplay->SetTextStyle(InTextStyle); +} + +void SSubtitleDisplay::SetBackgroundBrush(const FSlateBrush* InSlateBrush) +{ + Background->SetBorderImage(InSlateBrush); +} + +void SSubtitleDisplay::SetCurrentSubtitleText(const FText& InSubtitleText) +{ + Background->SetVisibility(InSubtitleText.IsEmpty() ? EVisibility::Collapsed : EVisibility::HitTestInvisible); + TextDisplay->SetText(InSubtitleText); +} + +bool SSubtitleDisplay::HasSubtitles() const +{ + return !TextDisplay->GetText().IsEmpty(); +} + +void SSubtitleDisplay::SetWrapTextAt(const TAttribute& InWrapTextAt) +{ + TextDisplay->SetWrapTextAt(InWrapTextAt); +} + +void SSubtitleDisplay::HandleSubtitleChanged(const FText& InSubtitleText) +{ + if (UGameplayStatics::AreSubtitlesEnabled()) + { + Background->SetVisibility(InSubtitleText.IsEmpty() ? EVisibility::Collapsed : EVisibility::HitTestInvisible); + TextDisplay->SetText(InSubtitleText); + } + else + { + Background->SetVisibility(EVisibility::Collapsed); + } +} diff --git a/LyraStarterGame/Plugins/GameSubtitles/Source/Private/Widgets/SubtitleDisplay.cpp b/LyraStarterGame/Plugins/GameSubtitles/Source/Private/Widgets/SubtitleDisplay.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a6ecb2503cd023e6fcff7e140f0c227e8b309c6b --- /dev/null +++ b/LyraStarterGame/Plugins/GameSubtitles/Source/Private/Widgets/SubtitleDisplay.cpp @@ -0,0 +1,135 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Widgets/SubtitleDisplay.h" +#include "Widgets/SSubtitleDisplay.h" + +#include "Engine/GameInstance.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(SubtitleDisplay) + +#if WITH_EDITOR +#include "Editor/WidgetCompilerLog.h" +#endif // WITH_EDITOR + +#define LOCTEXT_NAMESPACE "SubtitleDisplay" + +USubtitleDisplay::USubtitleDisplay(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) + , WrapTextAt(0) // No wrapping by default +{ +} + +bool USubtitleDisplay::HasSubtitles() const +{ + return (SubtitleWidget.IsValid() && SubtitleWidget->HasSubtitles()); +} + +void USubtitleDisplay::SynchronizeProperties() +{ + Super::SynchronizeProperties(); + + RebuildStyle(); + + if (IsDesignTime() || bPreviewMode) + { + SubtitleWidget->SetCurrentSubtitleText(PreviewText); + } +} + +void USubtitleDisplay::ReleaseSlateResources(bool bReleaseChildren) +{ + Super::ReleaseSlateResources(bReleaseChildren); + + SubtitleWidget.Reset(); + + if (USubtitleDisplaySubsystem* SubtitleDisplay = UGameInstance::GetSubsystem(GetGameInstance())) + { + SubtitleDisplay->DisplayFormatChangedEvent.RemoveAll(this); + } +} + +TSharedRef USubtitleDisplay::RebuildWidget() +{ + if (USubtitleDisplaySubsystem* SubtitleDisplay = UGameInstance::GetSubsystem(GetGameInstance())) + { + SubtitleDisplay->DisplayFormatChangedEvent.AddUObject(this, &ThisClass::HandleSubtitleDisplayOptionsChanged); + Format = SubtitleDisplay->GetSubtitleDisplayOptions(); + } + + SubtitleWidget = SNew(SSubtitleDisplay) + .TextStyle(&GeneratedStyle) + .WrapTextAt(WrapTextAt) + .ManualSubtitles(IsDesignTime() || bPreviewMode); + + RebuildStyle(); + + return SubtitleWidget.ToSharedRef(); +} + +void USubtitleDisplay::HandleSubtitleDisplayOptionsChanged(const FSubtitleFormat& InDisplayFormat) +{ + if (SubtitleWidget.IsValid()) + { + Format = InDisplayFormat; + RebuildStyle(); + } +} + +void USubtitleDisplay::RebuildStyle() +{ + GeneratedStyle = FTextBlockStyle(); + + if (Options) + { + GeneratedStyle.Font = Options->Font; + GeneratedStyle.Font.Size = Options->DisplayTextSizes[(int32)Format.SubtitleTextSize]; + GeneratedStyle.ColorAndOpacity = Options->DisplayTextColors[(int32)Format.SubtitleTextColor]; + + switch (Format.SubtitleTextBorder) + { + case ESubtitleDisplayTextBorder::DropShadow: + { + const float ShadowSize = FMath::Max(1.0f, Options->DisplayBorderSize[(int32)ESubtitleDisplayTextBorder::DropShadow] * (float)Format.SubtitleTextSize / 2.0f); + GeneratedStyle.SetShadowOffset(FVector2D(ShadowSize, ShadowSize)); + break; + } + case ESubtitleDisplayTextBorder::Outline: + { + const float OutlineSize = FMath::Max(1.0f, Options->DisplayBorderSize[(int32)ESubtitleDisplayTextBorder::Outline] * (float)Format.SubtitleTextSize); + GeneratedStyle.Font.OutlineSettings.OutlineSize = OutlineSize; + break; + } + case ESubtitleDisplayTextBorder::None: + default: + break; + } + + FLinearColor CurrentBackgroundColor = Options->BackgroundBrush.TintColor.GetSpecifiedColor(); + CurrentBackgroundColor.A = Options->DisplayBackgroundOpacity[(int32)Format.SubtitleBackgroundOpacity]; + GeneratedBackgroundBorder = Options->BackgroundBrush; + GeneratedBackgroundBorder.TintColor = CurrentBackgroundColor; + + if (SubtitleWidget.IsValid()) + { + SubtitleWidget->SetTextStyle(GeneratedStyle); + SubtitleWidget->SetBackgroundBrush(&GeneratedBackgroundBorder); + } + } +} + +#if WITH_EDITOR + +void USubtitleDisplay::ValidateCompiledDefaults(IWidgetCompilerLog& CompileLog) const +{ + Super::ValidateCompiledDefaults(CompileLog); + + if (!Options) + { + CompileLog.Error(FText::Format(LOCTEXT("Error_USubtitleDisplay_MissingOptions", "{0} has no subtitle Options asset specified."), FText::FromString(GetName()))); + } +} + +#endif + +#undef LOCTEXT_NAMESPACE + diff --git a/LyraStarterGame/Plugins/GameSubtitles/Source/Public/Players/MediaSubtitlesPlayer.h b/LyraStarterGame/Plugins/GameSubtitles/Source/Public/Players/MediaSubtitlesPlayer.h new file mode 100644 index 0000000000000000000000000000000000000000..d17a8915808968cdd7eaa169c4c23644c88c94b4 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSubtitles/Source/Public/Players/MediaSubtitlesPlayer.h @@ -0,0 +1,71 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Tickable.h" + +#include "UObject/ObjectPtr.h" +#include "UObject/WeakObjectPtr.h" +#include "MediaSubtitlesPlayer.generated.h" + +#define UE_API GAMESUBTITLES_API + +class UMediaPlayer; +class UOverlays; +struct FFrame; + +/** + * A Game-specific player for media subtitles. This needs to exist next to Media Players + * and have its Play() / Pause() / Stop() methods called at the same time as the media players' + * methods. + */ +UCLASS(MinimalAPI, BlueprintType) +class UMediaSubtitlesPlayer + : public UObject + , public FTickableGameObject +{ + GENERATED_UCLASS_BODY() + +public: + + /** The subtitles to use for this player. */ + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Subtitles Source") + TObjectPtr SourceSubtitles; + +public: + + UE_API virtual void BeginDestroy() override; + + /** Begins playing the currently set subtitles. */ + UFUNCTION(BlueprintCallable, Category="Game Subtitles|Subtitles Player") + UE_API void Play(); + + /** Stops the subtitle player. */ + UFUNCTION(BlueprintCallable, Category="Game Subtitles|Subtitles Player") + UE_API void Stop(); + + /** Sets the source with the new subtitles set. */ + UFUNCTION(BlueprintCallable, Category="Game Subtitles|Subtitles Player") + UE_API void SetSubtitles(UOverlays* Subtitles); + + /** Binds the subtitle playback to the tick of a media player. */ + UFUNCTION(BlueprintCallable, Category="Game Subtitles|Subtitles Player") + UE_API void BindToMediaPlayer(UMediaPlayer* InMediaPlayer); + +public: + + //~ FTickableGameObject interface + UE_API virtual void Tick(float DeltaSeconds) override; + virtual ETickableTickType GetTickableTickType() const override { return (HasAnyFlags(RF_ClassDefaultObject) ? ETickableTickType::Never : ETickableTickType::Always); } + virtual TStatId GetStatId() const override { RETURN_QUICK_DECLARE_CYCLE_STAT(UMediaSubtitlesPlayer, STATGROUP_Tickables); } + +private: + + /** A reference to our media player */ + TWeakObjectPtr MediaPlayer; + + /** Whether the subtitles are currently being displayed */ + bool bEnabled; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSubtitles/Source/Public/SubtitleDisplayOptions.h b/LyraStarterGame/Plugins/GameSubtitles/Source/Public/SubtitleDisplayOptions.h new file mode 100644 index 0000000000000000000000000000000000000000..78317034bb0cf6f5e4c4d978cfa3b912b7ece704 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSubtitles/Source/Public/SubtitleDisplayOptions.h @@ -0,0 +1,81 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "UObject/ObjectMacros.h" +#include "Engine/DataAsset.h" +#include "Fonts/SlateFontInfo.h" +#include "Styling/SlateBrush.h" + +#include "SubtitleDisplayOptions.generated.h" + +UENUM() +enum class ESubtitleDisplayTextSize : uint8 +{ + ExtraSmall, + Small, + Medium, + Large, + ExtraLarge, + ESubtitleDisplayTextSize_MAX +}; + +UENUM() +enum class ESubtitleDisplayTextColor : uint8 +{ + White, + Yellow, + ESubtitleDisplayTextColor_MAX +}; + +UENUM() +enum class ESubtitleDisplayTextBorder : uint8 +{ + None, + Outline, + DropShadow, + ESubtitleDisplayTextBorder_MAX +}; + +UENUM() +enum class ESubtitleDisplayBackgroundOpacity : uint8 +{ + Clear, + Low, + Medium, + High, + Solid, + ESubtitleDisplayBackgroundOpacity_MAX +}; + +/** + * + */ +UCLASS(MinimalAPI, BlueprintType) +class USubtitleDisplayOptions : public UDataAsset +{ + GENERATED_BODY() + +public: + USubtitleDisplayOptions() { } + +public: + UPROPERTY(EditDefaultsOnly, Category = "Display Info") + FSlateFontInfo Font; + + UPROPERTY(EditDefaultsOnly, Category = "Display Info") + int32 DisplayTextSizes[(int32)ESubtitleDisplayTextSize::ESubtitleDisplayTextSize_MAX]; + + UPROPERTY(EditDefaultsOnly, Category = "Display Info") + FLinearColor DisplayTextColors[(int32)ESubtitleDisplayTextColor::ESubtitleDisplayTextColor_MAX]; + + UPROPERTY(EditDefaultsOnly, Category = "Display Info") + float DisplayBorderSize[(int32)ESubtitleDisplayTextBorder::ESubtitleDisplayTextBorder_MAX]; + + UPROPERTY(EditDefaultsOnly, Category = "Display Info") + float DisplayBackgroundOpacity[(int32)ESubtitleDisplayBackgroundOpacity::ESubtitleDisplayBackgroundOpacity_MAX]; + + UPROPERTY(EditDefaultsOnly, Category = "Display Info") + FSlateBrush BackgroundBrush; +}; diff --git a/LyraStarterGame/Plugins/GameSubtitles/Source/Public/SubtitleDisplaySubsystem.h b/LyraStarterGame/Plugins/GameSubtitles/Source/Public/SubtitleDisplaySubsystem.h new file mode 100644 index 0000000000000000000000000000000000000000..92dcc7610752f80676484ef07889a58cff5a883e --- /dev/null +++ b/LyraStarterGame/Plugins/GameSubtitles/Source/Public/SubtitleDisplaySubsystem.h @@ -0,0 +1,72 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Subsystems/GameInstanceSubsystem.h" +#include "SubtitleDisplayOptions.h" + +#include "SubtitleDisplaySubsystem.generated.h" + +#define UE_API GAMESUBTITLES_API + +class FSubsystemCollectionBase; +class ULocalPlayer; +class UObject; + +USTRUCT(BlueprintType) +struct FSubtitleFormat +{ + GENERATED_BODY() + +public: + FSubtitleFormat() + : SubtitleTextSize(ESubtitleDisplayTextSize::Medium) + , SubtitleTextColor(ESubtitleDisplayTextColor::White) + , SubtitleTextBorder(ESubtitleDisplayTextBorder::None) + , SubtitleBackgroundOpacity(ESubtitleDisplayBackgroundOpacity::Medium) + { + } + +public: + UPROPERTY(EditAnywhere, Category = "Display Info") + ESubtitleDisplayTextSize SubtitleTextSize; + + UPROPERTY(EditAnywhere, Category = "Display Info") + ESubtitleDisplayTextColor SubtitleTextColor; + + UPROPERTY(EditAnywhere, Category = "Display Info") + ESubtitleDisplayTextBorder SubtitleTextBorder; + + UPROPERTY(EditAnywhere, Category = "Display Info") + ESubtitleDisplayBackgroundOpacity SubtitleBackgroundOpacity; +}; + +UCLASS(MinimalAPI, DisplayName = "Subtitle Display") +class USubtitleDisplaySubsystem : public UGameInstanceSubsystem +{ + GENERATED_BODY() + +public: + DECLARE_EVENT_OneParam(USubtitleDisplaySubsystem, FDisplayFormatChangedEvent, const FSubtitleFormat& /*DisplayFormat*/); + FDisplayFormatChangedEvent DisplayFormatChangedEvent; + +public: + static UE_API USubtitleDisplaySubsystem* Get(const ULocalPlayer* LocalPlayer); + +public: + UE_API USubtitleDisplaySubsystem(); + + // Begin USubsystem + UE_API virtual void Initialize(FSubsystemCollectionBase& Collection) override; + UE_API virtual void Deinitialize() override; + // End USubsystem + + UE_API void SetSubtitleDisplayOptions(const FSubtitleFormat& InOptions); + UE_API const FSubtitleFormat& GetSubtitleDisplayOptions() const; + +private: + UPROPERTY() + FSubtitleFormat SubtitleFormat; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSubtitles/Source/Public/Widgets/SSubtitleDisplay.h b/LyraStarterGame/Plugins/GameSubtitles/Source/Public/Widgets/SSubtitleDisplay.h new file mode 100644 index 0000000000000000000000000000000000000000..229e854c46f81ce94d35a7c86f355452f7d72171 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSubtitles/Source/Public/Widgets/SSubtitleDisplay.h @@ -0,0 +1,65 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Styling/CoreStyle.h" +#include "Styling/SlateTypes.h" +#include "Styling/SlateWidgetStyleAsset.h" +#include "Styling/SlateWidgetStyleContainerBase.h" +#include "Widgets/SCompoundWidget.h" +#include "Widgets/Accessibility/SlateWidgetAccessibleTypes.h" + +#define UE_API GAMESUBTITLES_API + +class FText; +struct FSlateBrush; + +/** + * A widget that's used for displaying a subtitle somewhere on the viewport + */ +class SSubtitleDisplay : public SCompoundWidget +{ +public: + + SLATE_BEGIN_ARGS(SSubtitleDisplay) + : _TextStyle( &FCoreStyle::Get().GetWidgetStyle("NormalText") ) + , _WrapTextAt(0.f) + , _ManualSubtitles(false) + {} + + SLATE_STYLE_ARGUMENT( FTextBlockStyle, TextStyle ) + + /** Whether text wraps onto a new line when it's length exceeds this width; if this value is zero or negative, no wrapping occurs. */ + SLATE_ATTRIBUTE( float, WrapTextAt ) + + SLATE_ATTRIBUTE(bool, ManualSubtitles ) + + SLATE_END_ARGS() + + UE_API ~SSubtitleDisplay(); + + UE_API void Construct( const FArguments& InArgs ); + + UE_API void SetTextStyle(const FTextBlockStyle& InTextStyle); + + UE_API void SetBackgroundBrush(const FSlateBrush* InSlateBrush); + + UE_API void SetCurrentSubtitleText(const FText& SubtitleText); + + UE_API bool HasSubtitles() const; + + /** See WrapTextAt attribute */ + UE_API void SetWrapTextAt(const TAttribute& InWrapTextAt); + +private: + void HandleSubtitleChanged(const FText& SubtitleText); + +private: + + TSharedPtr Background; + + /** The actual widget that will display the subtitle text */ + TSharedPtr TextDisplay; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameSubtitles/Source/Public/Widgets/SubtitleDisplay.h b/LyraStarterGame/Plugins/GameSubtitles/Source/Public/Widgets/SubtitleDisplay.h new file mode 100644 index 0000000000000000000000000000000000000000..bfbd876b99a23df355b6b078cc65ddb960b54f62 --- /dev/null +++ b/LyraStarterGame/Plugins/GameSubtitles/Source/Public/Widgets/SubtitleDisplay.h @@ -0,0 +1,78 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/Widget.h" +#include "Styling/SlateTypes.h" +#include "SubtitleDisplaySubsystem.h" + +#include "SubtitleDisplay.generated.h" + +#define UE_API GAMESUBTITLES_API + +class USubtitleDisplayOptions; + +struct FSubtitleFormat; + +UCLASS(MinimalAPI, BlueprintType, Blueprintable, meta = (DisableNativeTick)) +class USubtitleDisplay : public UWidget +{ + GENERATED_UCLASS_BODY() + +public: + UPROPERTY(EditAnywhere, Category = "Display Info") + FSubtitleFormat Format; + + UPROPERTY(EditAnywhere, Category = "Display Info") + TObjectPtr Options; + + // Whether text wraps onto a new line when it's length exceeds this width; if this value is zero or negative, no wrapping occurs. + UPROPERTY(EditAnywhere, Category="Display Info") + float WrapTextAt; + + UFUNCTION(BlueprintCallable, Category = Subtitles, Meta = (Tooltip = "True if there are subtitles currently. False if the subtitle text is empty.")) + UE_API bool HasSubtitles() const; + + /** Preview text to be displayed when designing the widget */ + UPROPERTY(EditAnywhere, Category="Preview") + bool bPreviewMode; + + /** Preview text to be displayed when designing the widget */ + UPROPERTY(EditAnywhere, Category="Preview") + FText PreviewText; + +public: + + // UWidget Public Interface + UE_API virtual void SynchronizeProperties() override; + UE_API virtual void ReleaseSlateResources(bool bReleaseChildren) override; +#if WITH_EDITOR + UE_API virtual void ValidateCompiledDefaults(class IWidgetCompilerLog& CompileLog) const; +#endif + // End UWidget Public Interface + +protected: + + // UWidget Protected Interface + UE_API virtual TSharedRef RebuildWidget() override; + // End UWidget Protected Interface + + UE_API void HandleSubtitleDisplayOptionsChanged(const FSubtitleFormat& InDisplayFormat); + +private: + + void RebuildStyle(); + +private: + + UPROPERTY(Transient) + FTextBlockStyle GeneratedStyle; + + UPROPERTY(Transient) + FSlateBrush GeneratedBackgroundBorder; + + /** The actual widget for displaying subtitle data */ + TSharedPtr SubtitleWidget; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageNodes/GameplayMessageNodes.Build.cs b/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageNodes/GameplayMessageNodes.Build.cs new file mode 100644 index 0000000000000000000000000000000000000000..f254546d41cfb93cb2c958d26812eee314e10fb9 --- /dev/null +++ b/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageNodes/GameplayMessageNodes.Build.cs @@ -0,0 +1,43 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class GameplayMessageNodes : ModuleRules +{ + public GameplayMessageNodes(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; + + PrivateDependencyModuleNames.AddRange( + new string[] + { + "Core", + "CoreUObject", + "Engine", + "KismetCompiler", + "PropertyEditor", + "GameplayMessageRuntime", + "UnrealEd" + } + ); + + PublicDependencyModuleNames.AddRange( + new string[] + { + "BlueprintGraph", + } + ); + + PrivateIncludePaths.AddRange( + new string[] + { + } + ); + + PublicIncludePaths.AddRange( + new string[] + { + } + ); + } +} diff --git a/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageRuntime/GameplayMessageRuntime.Build.cs b/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageRuntime/GameplayMessageRuntime.Build.cs new file mode 100644 index 0000000000000000000000000000000000000000..920228ea4d1cee379f4bc596a5c8a2ec81a59380 --- /dev/null +++ b/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageRuntime/GameplayMessageRuntime.Build.cs @@ -0,0 +1,30 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class GameplayMessageRuntime : ModuleRules +{ + public GameplayMessageRuntime(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange( + new string[] + { + "Core", + "Engine", + "GameplayTags" + }); + + PrivateDependencyModuleNames.AddRange( + new string[] + { + "CoreUObject", + }); + + DynamicallyLoadedModuleNames.AddRange( + new string[] + { + }); + } +} diff --git a/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageRuntime/Private/GameFramework/AsyncAction_ListenForGameplayMessage.cpp b/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageRuntime/Private/GameFramework/AsyncAction_ListenForGameplayMessage.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a5be67a1c3e56b8668f615f13b9abeee1ad33cef --- /dev/null +++ b/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageRuntime/Private/GameFramework/AsyncAction_ListenForGameplayMessage.cpp @@ -0,0 +1,110 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "GameFramework/AsyncAction_ListenForGameplayMessage.h" + +#include "Engine/Engine.h" +#include "Engine/World.h" +#include "GameFramework/GameplayMessageSubsystem.h" +#include "UObject/ScriptMacros.h" +#include "UObject/Stack.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(AsyncAction_ListenForGameplayMessage) + +UAsyncAction_ListenForGameplayMessage* UAsyncAction_ListenForGameplayMessage::ListenForGameplayMessages(UObject* WorldContextObject, FGameplayTag Channel, UScriptStruct* PayloadType, EGameplayMessageMatch MatchType) +{ + UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull); + if (!World) + { + return nullptr; + } + + UAsyncAction_ListenForGameplayMessage* Action = NewObject(); + Action->WorldPtr = World; + Action->ChannelToRegister = Channel; + Action->MessageStructType = PayloadType; + Action->MessageMatchType = MatchType; + Action->RegisterWithGameInstance(World); + + return Action; +} + +void UAsyncAction_ListenForGameplayMessage::Activate() +{ + if (UWorld* World = WorldPtr.Get()) + { + if (UGameplayMessageSubsystem::HasInstance(World)) + { + UGameplayMessageSubsystem& Router = UGameplayMessageSubsystem::Get(World); + + TWeakObjectPtr WeakThis(this); + ListenerHandle = Router.RegisterListenerInternal(ChannelToRegister, + [WeakThis](FGameplayTag Channel, const UScriptStruct* StructType, const void* Payload) + { + if (UAsyncAction_ListenForGameplayMessage* StrongThis = WeakThis.Get()) + { + StrongThis->HandleMessageReceived(Channel, StructType, Payload); + } + }, + MessageStructType.Get(), + MessageMatchType); + + return; + } + } + + SetReadyToDestroy(); +} + +void UAsyncAction_ListenForGameplayMessage::SetReadyToDestroy() +{ + ListenerHandle.Unregister(); + + Super::SetReadyToDestroy(); +} + +bool UAsyncAction_ListenForGameplayMessage::GetPayload(int32& OutPayload) +{ + checkNoEntry(); + return false; +} + +DEFINE_FUNCTION(UAsyncAction_ListenForGameplayMessage::execGetPayload) +{ + Stack.MostRecentPropertyAddress = nullptr; + Stack.StepCompiledIn(nullptr); + void* MessagePtr = Stack.MostRecentPropertyAddress; + FStructProperty* StructProp = CastField(Stack.MostRecentProperty); + P_FINISH; + + bool bSuccess = false; + + // Make sure the type we are trying to get through the blueprint node matches the type of the message payload received. + if ((StructProp != nullptr) && (StructProp->Struct != nullptr) && (MessagePtr != nullptr) && (StructProp->Struct == P_THIS->MessageStructType.Get()) && (P_THIS->ReceivedMessagePayloadPtr != nullptr)) + { + StructProp->Struct->CopyScriptStruct(MessagePtr, P_THIS->ReceivedMessagePayloadPtr); + bSuccess = true; + } + + *(bool*)RESULT_PARAM = bSuccess; +} + +void UAsyncAction_ListenForGameplayMessage::HandleMessageReceived(FGameplayTag Channel, const UScriptStruct* StructType, const void* Payload) +{ + if (!MessageStructType.Get() || (MessageStructType.Get() == StructType)) + { + ReceivedMessagePayloadPtr = Payload; + + OnMessageReceived.Broadcast(this, Channel); + + ReceivedMessagePayloadPtr = nullptr; + } + + if (!OnMessageReceived.IsBound()) + { + // If the BP object that created the async node is destroyed, OnMessageReceived will be unbound after calling the broadcast. + // In this case we can safely mark this receiver as ready for destruction. + // Need to support a more proactive mechanism for cleanup FORT-340994 + SetReadyToDestroy(); + } +} + diff --git a/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageRuntime/Public/GameFramework/AsyncAction_ListenForGameplayMessage.h b/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageRuntime/Public/GameFramework/AsyncAction_ListenForGameplayMessage.h new file mode 100644 index 0000000000000000000000000000000000000000..47c16f3cd7810198c213fc2cb3dc8e4f9d212424 --- /dev/null +++ b/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageRuntime/Public/GameFramework/AsyncAction_ListenForGameplayMessage.h @@ -0,0 +1,74 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/CancellableAsyncAction.h" +#include "GameplayMessageSubsystem.h" +#include "GameplayMessageTypes2.h" + +#include "AsyncAction_ListenForGameplayMessage.generated.h" + +#define UE_API GAMEPLAYMESSAGERUNTIME_API + +class UScriptStruct; +class UWorld; +struct FFrame; + +/** + * Proxy object pin will be hidden in K2Node_GameplayMessageAsyncAction. Is used to get a reference to the object triggering the delegate for the follow up call of 'GetPayload'. + * + * @param ActualChannel The actual message channel that we received Payload from (will always start with Channel, but may be more specific if partial matches were enabled) + */ +DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FAsyncGameplayMessageDelegate, UAsyncAction_ListenForGameplayMessage*, ProxyObject, FGameplayTag, ActualChannel); + +UCLASS(MinimalAPI, BlueprintType, meta=(HasDedicatedAsyncNode)) +class UAsyncAction_ListenForGameplayMessage : public UCancellableAsyncAction +{ + GENERATED_BODY() + +public: + /** + * Asynchronously waits for a gameplay message to be broadcast on the specified channel. + * + * @param Channel The message channel to listen for + * @param PayloadType The kind of message structure to use (this must match the same type that the sender is broadcasting) + * @param MatchType The rule used for matching the channel with broadcasted messages + */ + UFUNCTION(BlueprintCallable, Category = Messaging, meta = (WorldContext = "WorldContextObject", BlueprintInternalUseOnly = "true")) + static UE_API UAsyncAction_ListenForGameplayMessage* ListenForGameplayMessages(UObject* WorldContextObject, FGameplayTag Channel, UScriptStruct* PayloadType, EGameplayMessageMatch MatchType = EGameplayMessageMatch::ExactMatch); + + /** + * Attempt to copy the payload received from the broadcasted gameplay message into the specified wildcard. + * The wildcard's type must match the type from the received message. + * + * @param OutPayload The wildcard reference the payload should be copied into + * @return If the copy was a success + */ + UFUNCTION(BlueprintCallable, CustomThunk, Category = "Messaging", meta = (CustomStructureParam = "OutPayload")) + UE_API bool GetPayload(UPARAM(ref) int32& OutPayload); + + DECLARE_FUNCTION(execGetPayload); + + UE_API virtual void Activate() override; + UE_API virtual void SetReadyToDestroy() override; + +public: + /** Called when a message is broadcast on the specified channel. Use GetPayload() to request the message payload. */ + UPROPERTY(BlueprintAssignable) + FAsyncGameplayMessageDelegate OnMessageReceived; + +private: + void HandleMessageReceived(FGameplayTag Channel, const UScriptStruct* StructType, const void* Payload); + +private: + const void* ReceivedMessagePayloadPtr = nullptr; + + TWeakObjectPtr WorldPtr; + FGameplayTag ChannelToRegister; + TWeakObjectPtr MessageStructType = nullptr; + EGameplayMessageMatch MessageMatchType = EGameplayMessageMatch::ExactMatch; + + FGameplayMessageListenerHandle ListenerHandle; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageRuntime/Public/GameFramework/GameplayMessageSubsystem.h b/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageRuntime/Public/GameFramework/GameplayMessageSubsystem.h new file mode 100644 index 0000000000000000000000000000000000000000..0f2ebd9ed9680120e830f8a16bc9f071685f21ae --- /dev/null +++ b/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageRuntime/Public/GameFramework/GameplayMessageSubsystem.h @@ -0,0 +1,240 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameplayMessageTypes2.h" +#include "GameplayTagContainer.h" +#include "Subsystems/GameInstanceSubsystem.h" +#include "UObject/WeakObjectPtr.h" + +#include "GameplayMessageSubsystem.generated.h" + +#define UE_API GAMEPLAYMESSAGERUNTIME_API + +class UGameplayMessageSubsystem; +struct FFrame; + +GAMEPLAYMESSAGERUNTIME_API DECLARE_LOG_CATEGORY_EXTERN(LogGameplayMessageSubsystem, Log, All); + +class UAsyncAction_ListenForGameplayMessage; + +/** + * An opaque handle that can be used to remove a previously registered message listener + * @see UGameplayMessageSubsystem::RegisterListener and UGameplayMessageSubsystem::UnregisterListener + */ +USTRUCT(BlueprintType) +struct FGameplayMessageListenerHandle +{ +public: + GENERATED_BODY() + + FGameplayMessageListenerHandle() {} + + UE_API void Unregister(); + + bool IsValid() const { return ID != 0; } + +private: + UPROPERTY(Transient) + TWeakObjectPtr Subsystem; + + UPROPERTY(Transient) + FGameplayTag Channel; + + UPROPERTY(Transient) + int32 ID = 0; + + FDelegateHandle StateClearedHandle; + + friend UGameplayMessageSubsystem; + + FGameplayMessageListenerHandle(UGameplayMessageSubsystem* InSubsystem, FGameplayTag InChannel, int32 InID) : Subsystem(InSubsystem), Channel(InChannel), ID(InID) {} +}; + +/** + * Entry information for a single registered listener + */ +USTRUCT() +struct FGameplayMessageListenerData +{ + GENERATED_BODY() + + // Callback for when a message has been received + TFunction ReceivedCallback; + + int32 HandleID; + EGameplayMessageMatch MatchType; + + // Adding some logging and extra variables around some potential problems with this + TWeakObjectPtr ListenerStructType = nullptr; + bool bHadValidType = false; +}; + +/** + * This system allows event raisers and listeners to register for messages without + * having to know about each other directly, though they must agree on the format + * of the message (as a USTRUCT() type). + * + * + * You can get to the message router from the game instance: + * UGameInstance::GetSubsystem(GameInstance) + * or directly from anything that has a route to a world: + * UGameplayMessageSubsystem::Get(WorldContextObject) + * + * Note that call order when there are multiple listeners for the same channel is + * not guaranteed and can change over time! + */ +UCLASS(MinimalAPI) +class UGameplayMessageSubsystem : public UGameInstanceSubsystem +{ + GENERATED_BODY() + + friend UAsyncAction_ListenForGameplayMessage; + +public: + + /** + * @return the message router for the game instance associated with the world of the specified object + */ + static UE_API UGameplayMessageSubsystem& Get(const UObject* WorldContextObject); + + /** + * @return true if a valid GameplayMessageRouter subsystem if active in the provided world + */ + static UE_API bool HasInstance(const UObject* WorldContextObject); + + //~USubsystem interface + UE_API virtual void Deinitialize() override; + //~End of USubsystem interface + + /** + * Broadcast a message on the specified channel + * + * @param Channel The message channel to broadcast on + * @param Message The message to send (must be the same type of UScriptStruct expected by the listeners for this channel, otherwise an error will be logged) + */ + template + void BroadcastMessage(FGameplayTag Channel, const FMessageStructType& Message) + { + const UScriptStruct* StructType = TBaseStructure::Get(); + BroadcastMessageInternal(Channel, StructType, &Message); + } + + /** + * Register to receive messages on a specified channel + * + * @param Channel The message channel to listen to + * @param Callback Function to call with the message when someone broadcasts it (must be the same type of UScriptStruct provided by broadcasters for this channel, otherwise an error will be logged) + * + * @return a handle that can be used to unregister this listener (either by calling Unregister() on the handle or calling UnregisterListener on the router) + */ + template + FGameplayMessageListenerHandle RegisterListener(FGameplayTag Channel, TFunction&& Callback, EGameplayMessageMatch MatchType = EGameplayMessageMatch::ExactMatch) + { + auto ThunkCallback = [InnerCallback = MoveTemp(Callback)](FGameplayTag ActualTag, const UScriptStruct* SenderStructType, const void* SenderPayload) + { + InnerCallback(ActualTag, *reinterpret_cast(SenderPayload)); + }; + + const UScriptStruct* StructType = TBaseStructure::Get(); + return RegisterListenerInternal(Channel, ThunkCallback, StructType, MatchType); + } + + /** + * Register to receive messages on a specified channel and handle it with a specified member function + * Executes a weak object validity check to ensure the object registering the function still exists before triggering the callback + * + * @param Channel The message channel to listen to + * @param Object The object instance to call the function on + * @param Function Member function to call with the message when someone broadcasts it (must be the same type of UScriptStruct provided by broadcasters for this channel, otherwise an error will be logged) + * + * @return a handle that can be used to unregister this listener (either by calling Unregister() on the handle or calling UnregisterListener on the router) + */ + template + FGameplayMessageListenerHandle RegisterListener(FGameplayTag Channel, TOwner* Object, void(TOwner::* Function)(FGameplayTag, const FMessageStructType&)) + { + TWeakObjectPtr WeakObject(Object); + return RegisterListener(Channel, + [WeakObject, Function](FGameplayTag Channel, const FMessageStructType& Payload) + { + if (TOwner* StrongObject = WeakObject.Get()) + { + (StrongObject->*Function)(Channel, Payload); + } + }); + } + + /** + * Register to receive messages on a specified channel with extra parameters to support advanced behavior + * The stateful part of this logic should probably be separated out to a separate system + * + * @param Channel The message channel to listen to + * @param Params Structure containing details for advanced behavior + * + * @return a handle that can be used to unregister this listener (either by calling Unregister() on the handle or calling UnregisterListener on the router) + */ + template + FGameplayMessageListenerHandle RegisterListener(FGameplayTag Channel, FGameplayMessageListenerParams& Params) + { + FGameplayMessageListenerHandle Handle; + + // Register to receive any future messages broadcast on this channel + if (Params.OnMessageReceivedCallback) + { + auto ThunkCallback = [InnerCallback = Params.OnMessageReceivedCallback](FGameplayTag ActualTag, const UScriptStruct* SenderStructType, const void* SenderPayload) + { + InnerCallback(ActualTag, *reinterpret_cast(SenderPayload)); + }; + + const UScriptStruct* StructType = TBaseStructure::Get(); + Handle = RegisterListenerInternal(Channel, ThunkCallback, StructType, Params.MatchType); + } + + return Handle; + } + + /** + * Remove a message listener previously registered by RegisterListener + * + * @param Handle The handle returned by RegisterListener + */ + UE_API void UnregisterListener(FGameplayMessageListenerHandle Handle); + +protected: + /** + * Broadcast a message on the specified channel + * + * @param Channel The message channel to broadcast on + * @param Message The message to send (must be the same type of UScriptStruct expected by the listeners for this channel, otherwise an error will be logged) + */ + UFUNCTION(BlueprintCallable, CustomThunk, Category=Messaging, meta=(CustomStructureParam="Message", AllowAbstract="false", DisplayName="Broadcast Message")) + UE_API void K2_BroadcastMessage(FGameplayTag Channel, const int32& Message); + + DECLARE_FUNCTION(execK2_BroadcastMessage); + +private: + // Internal helper for broadcasting a message + UE_API void BroadcastMessageInternal(FGameplayTag Channel, const UScriptStruct* StructType, const void* MessageBytes); + + // Internal helper for registering a message listener + UE_API FGameplayMessageListenerHandle RegisterListenerInternal( + FGameplayTag Channel, + TFunction&& Callback, + const UScriptStruct* StructType, + EGameplayMessageMatch MatchType); + + UE_API void UnregisterListenerInternal(FGameplayTag Channel, int32 HandleID); + +private: + // List of all entries for a given channel + struct FChannelListenerList + { + TArray Listeners; + int32 HandleID = 0; + }; + +private: + TMap ListenerMap; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageRuntime/Public/GameFramework/GameplayMessageTypes2.h b/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageRuntime/Public/GameFramework/GameplayMessageTypes2.h new file mode 100644 index 0000000000000000000000000000000000000000..9d65e20ec5c3e4f4f546aa9776c237bcb041e267 --- /dev/null +++ b/LyraStarterGame/Plugins/GameplayMessageRouter/Source/GameplayMessageRuntime/Public/GameFramework/GameplayMessageTypes2.h @@ -0,0 +1,51 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameplayTagContainer.h" +#include "Kismet/BlueprintFunctionLibrary.h" + +#include "GameplayMessageTypes2.generated.h" + +class UGameplayMessageRouter; + +// Match rule for message listeners +UENUM(BlueprintType) +enum class EGameplayMessageMatch : uint8 +{ + // An exact match will only receive messages with exactly the same channel + // (e.g., registering for "A.B" will match a broadcast of A.B but not A.B.C) + ExactMatch, + + // A partial match will receive any messages rooted in the same channel + // (e.g., registering for "A.B" will match a broadcast of A.B as well as A.B.C) + PartialMatch +}; + +/** + * Struct used to specify advanced behavior when registering a listener for gameplay messages + */ +template +struct FGameplayMessageListenerParams +{ + /** Whether Callback should be called for broadcasts of more derived channels or if it will only be called for exact matches. */ + EGameplayMessageMatch MatchType = EGameplayMessageMatch::ExactMatch; + + /** If bound this callback will trigger when a message is broadcast on the specified channel. */ + TFunction OnMessageReceivedCallback; + + /** Helper to bind weak member function to OnMessageReceivedCallback */ + template + void SetMessageReceivedCallback(TOwner* Object, void(TOwner::* Function)(FGameplayTag, const FMessageStructType&)) + { + TWeakObjectPtr WeakObject(Object); + OnMessageReceivedCallback = [WeakObject, Function](FGameplayTag Channel, const FMessageStructType& Payload) + { + if (TOwner* StrongObject = WeakObject.Get()) + { + (StrongObject->*Function)(Channel, Payload); + } + }; + } +}; + diff --git a/LyraStarterGame/Plugins/LyraExampleContent/Content/MSPresets/MSTextures/BlackPlaceholder.uasset b/LyraStarterGame/Plugins/LyraExampleContent/Content/MSPresets/MSTextures/BlackPlaceholder.uasset new file mode 100644 index 0000000000000000000000000000000000000000..adf6c2111a5367119759258d67a24a35d901212b Binary files /dev/null and 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b/LyraStarterGame/Plugins/LyraExtTool/Source/LyraExtTool/LyraExtTool.Build.cs @@ -0,0 +1,53 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; + +public class LyraExtTool : ModuleRules +{ + public LyraExtTool(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicIncludePaths.AddRange( + new string[] { + // ... add public include paths required here ... + } + ); + + + PrivateIncludePaths.AddRange( + new string[] { + // ... add other private include paths required here ... + } + ); + + + PublicDependencyModuleNames.AddRange( + new string[] + { + "Core", + // ... add other public dependencies that you statically link with here ... + } + ); + + + PrivateDependencyModuleNames.AddRange( + new string[] + { + "CoreUObject", + "Engine", + "Slate", + "SlateCore", + // ... add private dependencies that you statically link with here ... + } + ); + + + DynamicallyLoadedModuleNames.AddRange( + new string[] + { + // ... add any modules that your module loads dynamically here ... + } + ); + } +} diff --git a/LyraStarterGame/Plugins/LyraExtTool/Source/LyraExtTool/Private/BPFunctionLibrary.cpp b/LyraStarterGame/Plugins/LyraExtTool/Source/LyraExtTool/Private/BPFunctionLibrary.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a4cb40e892ab21051aa37d17d0b3d45fc29bce12 --- /dev/null +++ b/LyraStarterGame/Plugins/LyraExtTool/Source/LyraExtTool/Private/BPFunctionLibrary.cpp @@ -0,0 +1,26 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "BPFunctionLibrary.h" + +#include "Engine/StaticMesh.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(BPFunctionLibrary) + +class UMaterialInterface; + +bool UBPFunctionLibrary::ChangeMeshMaterials(TArray Mesh, UMaterialInterface* Material) +{ + + for (int i = 0; i < Mesh.Num(); i++) + { + Mesh[i]->Modify(); + TArray& Mats = Mesh[i]->GetStaticMaterials(); + for (int j = 0; j < Mats.Num(); j++) + { + Mats[j].MaterialInterface = Material; + + } + Mesh[i]->PostEditChange(); + } + return true; +} diff --git a/LyraStarterGame/Plugins/LyraExtTool/Source/LyraExtTool/Private/LyraExtTool.cpp b/LyraStarterGame/Plugins/LyraExtTool/Source/LyraExtTool/Private/LyraExtTool.cpp new file mode 100644 index 0000000000000000000000000000000000000000..a2d17a8874dc6c769da7c8017d16e7251e599536 --- /dev/null +++ b/LyraStarterGame/Plugins/LyraExtTool/Source/LyraExtTool/Private/LyraExtTool.cpp @@ -0,0 +1,22 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "LyraExtTool.h" + +#include "Modules/ModuleManager.h" + +#define LOCTEXT_NAMESPACE "FLyraExtToolModule" + +void FLyraExtToolModule::StartupModule() +{ + // This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module +} + +void FLyraExtToolModule::ShutdownModule() +{ + // This function may be called during shutdown to clean up your module. For modules that support dynamic reloading, + // we call this function before unloading the module. +} + +#undef LOCTEXT_NAMESPACE + +IMPLEMENT_MODULE(FLyraExtToolModule, LyraExtTool) \ No newline at end of file diff --git a/LyraStarterGame/Plugins/LyraExtTool/Source/LyraExtTool/Public/BPFunctionLibrary.h b/LyraStarterGame/Plugins/LyraExtTool/Source/LyraExtTool/Public/BPFunctionLibrary.h new file mode 100644 index 0000000000000000000000000000000000000000..01465913563c8fedee8baa415ff323592a9db326 --- /dev/null +++ b/LyraStarterGame/Plugins/LyraExtTool/Source/LyraExtTool/Public/BPFunctionLibrary.h @@ -0,0 +1,25 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Kismet/BlueprintFunctionLibrary.h" + +#include "BPFunctionLibrary.generated.h" + +class UMaterialInterface; +class UObject; +class UStaticMesh; +struct FFrame; + +/** + * + */ + +UCLASS() +class UBPFunctionLibrary : public UBlueprintFunctionLibrary +{ + GENERATED_BODY() + + UFUNCTION(BlueprintCallable, Category="LyraExt") + static bool ChangeMeshMaterials(TArray Mesh, UMaterialInterface* Material); +}; diff --git a/LyraStarterGame/Plugins/LyraExtTool/Source/LyraExtTool/Public/LyraExtTool.h b/LyraStarterGame/Plugins/LyraExtTool/Source/LyraExtTool/Public/LyraExtTool.h new file mode 100644 index 0000000000000000000000000000000000000000..428f1d16ae298f0ecbbed74811c91a09018fb3ac --- /dev/null +++ b/LyraStarterGame/Plugins/LyraExtTool/Source/LyraExtTool/Public/LyraExtTool.h @@ -0,0 +1,14 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Modules/ModuleInterface.h" + +class FLyraExtToolModule : public IModuleInterface +{ +public: + + /** IModuleInterface implementation */ + virtual void StartupModule() override; + virtual void ShutdownModule() override; +}; diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Binaries/Win64/UnrealEditor.modules b/LyraStarterGame/Plugins/ModularGameplayActors/Binaries/Win64/UnrealEditor.modules new file mode 100644 index 0000000000000000000000000000000000000000..16ee83d9b2a20a1736c18a322e7f31a22d7143f8 --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Binaries/Win64/UnrealEditor.modules @@ -0,0 +1,7 @@ +{ + "BuildId": "43139311", + "Modules": + { + "ModularGameplayActors": "UnrealEditor-ModularGameplayActors.dll" + } +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/ModularGameplayActors.Build.cs b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/ModularGameplayActors.Build.cs new file mode 100644 index 0000000000000000000000000000000000000000..2b2a79062874f7aa121b9dbfbb1ec64ebb1676b4 --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/ModularGameplayActors.Build.cs @@ -0,0 +1,54 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +using UnrealBuildTool; +using System.IO; // for Path + +public class ModularGameplayActors : ModuleRules +{ + public ModularGameplayActors(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicIncludePaths.AddRange( + new string[] { + // ... add public include paths required here ... + } + ); + + + PrivateIncludePaths.AddRange( + new string[] { + // ... add other private include paths required here ... + } + ); + + + PublicDependencyModuleNames.AddRange( + new string[] + { + "Core", + "CoreUObject", + "Engine", + "ModularGameplay", + "AIModule", + // ... add other public dependencies that you statically link with here ... + } + ); + + + PrivateDependencyModuleNames.AddRange( + new string[] + { + // ... add private dependencies that you statically link with here ... + } + ); + + + DynamicallyLoadedModuleNames.AddRange( + new string[] + { + // ... add any modules that your module loads dynamically here ... + } + ); + } +} diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularAIController.cpp b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularAIController.cpp new file mode 100644 index 0000000000000000000000000000000000000000..31405843e126af9a60cbea452ef89ab0f03ed301 --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularAIController.cpp @@ -0,0 +1,27 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "ModularAIController.h" +#include "Components/GameFrameworkComponentManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(ModularAIController) + +void AModularAIController::PreInitializeComponents() +{ + Super::PreInitializeComponents(); + + UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this); +} + +void AModularAIController::BeginPlay() +{ + UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(this, UGameFrameworkComponentManager::NAME_GameActorReady); + + Super::BeginPlay(); +} + +void AModularAIController::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + UGameFrameworkComponentManager::RemoveGameFrameworkComponentReceiver(this); + + Super::EndPlay(EndPlayReason); +} diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularCharacter.cpp b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularCharacter.cpp new file mode 100644 index 0000000000000000000000000000000000000000..554a489b6dbec3d233ec22104d860764955d4425 --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularCharacter.cpp @@ -0,0 +1,28 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "ModularCharacter.h" +#include "Components/GameFrameworkComponentManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(ModularCharacter) + +void AModularCharacter::PreInitializeComponents() +{ + Super::PreInitializeComponents(); + + UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this); +} + +void AModularCharacter::BeginPlay() +{ + UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(this, UGameFrameworkComponentManager::NAME_GameActorReady); + + Super::BeginPlay(); +} + +void AModularCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + UGameFrameworkComponentManager::RemoveGameFrameworkComponentReceiver(this); + + Super::EndPlay(EndPlayReason); +} + diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularGameMode.cpp b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularGameMode.cpp new file mode 100644 index 0000000000000000000000000000000000000000..9f18bbdaaf396d6f10c0b4a414edc7a346d21895 --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularGameMode.cpp @@ -0,0 +1,29 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "ModularGameMode.h" + +#include "ModularGameState.h" +#include "ModularPawn.h" +#include "ModularPlayerController.h" +#include "ModularPlayerState.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(ModularGameMode) + +AModularGameModeBase::AModularGameModeBase(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + GameStateClass = AModularGameStateBase::StaticClass(); + PlayerControllerClass = AModularPlayerController::StaticClass(); + PlayerStateClass = AModularPlayerState::StaticClass(); + DefaultPawnClass = AModularPawn::StaticClass(); +} + +AModularGameMode::AModularGameMode(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ + GameStateClass = AModularGameState::StaticClass(); + PlayerControllerClass = AModularPlayerController::StaticClass(); + PlayerStateClass = AModularPlayerState::StaticClass(); + DefaultPawnClass = AModularPawn::StaticClass(); +} + diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularGameState.cpp b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularGameState.cpp new file mode 100644 index 0000000000000000000000000000000000000000..e2724553273143d49772f78b1fb0b3491124a366 --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularGameState.cpp @@ -0,0 +1,64 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "ModularGameState.h" + +#include "Components/GameFrameworkComponentManager.h" +#include "Components/GameStateComponent.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(ModularGameState) + +void AModularGameStateBase::PreInitializeComponents() +{ + Super::PreInitializeComponents(); + + UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this); +} + +void AModularGameStateBase::BeginPlay() +{ + UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(this, UGameFrameworkComponentManager::NAME_GameActorReady); + + Super::BeginPlay(); +} + +void AModularGameStateBase::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + UGameFrameworkComponentManager::RemoveGameFrameworkComponentReceiver(this); + + Super::EndPlay(EndPlayReason); +} + + +void AModularGameState::PreInitializeComponents() +{ + Super::PreInitializeComponents(); + + UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this); +} + +void AModularGameState::BeginPlay() +{ + UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(this, UGameFrameworkComponentManager::NAME_GameActorReady); + + Super::BeginPlay(); +} + +void AModularGameState::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + UGameFrameworkComponentManager::RemoveGameFrameworkComponentReceiver(this); + + Super::EndPlay(EndPlayReason); +} + +void AModularGameState::HandleMatchHasStarted() +{ + Super::HandleMatchHasStarted(); + + TArray ModularComponents; + GetComponents(ModularComponents); + for (UGameStateComponent* Component : ModularComponents) + { + Component->HandleMatchHasStarted(); + } +} + diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularGameplayActorsModule.cpp b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularGameplayActorsModule.cpp new file mode 100644 index 0000000000000000000000000000000000000000..4b33c76d09343cca93d314eef5331ae224ebcde2 --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularGameplayActorsModule.cpp @@ -0,0 +1,5 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "Modules/ModuleManager.h" + +IMPLEMENT_MODULE(FDefaultModuleImpl, ModularGameplayActors); diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularPawn.cpp b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularPawn.cpp new file mode 100644 index 0000000000000000000000000000000000000000..27b740afd4a45976c4f359f1b8f58ccf35ee4740 --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularPawn.cpp @@ -0,0 +1,27 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "ModularPawn.h" +#include "Components/GameFrameworkComponentManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(ModularPawn) + +void AModularPawn::PreInitializeComponents() +{ + Super::PreInitializeComponents(); + + UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this); +} + +void AModularPawn::BeginPlay() +{ + UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(this, UGameFrameworkComponentManager::NAME_GameActorReady); + + Super::BeginPlay(); +} + +void AModularPawn::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + UGameFrameworkComponentManager::RemoveGameFrameworkComponentReceiver(this); + + Super::EndPlay(EndPlayReason); +} diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularPlayerController.cpp b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularPlayerController.cpp new file mode 100644 index 0000000000000000000000000000000000000000..37d0e9e568805a11c0beedb480e980785827f3d7 --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularPlayerController.cpp @@ -0,0 +1,49 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "ModularPlayerController.h" + +#include "Components/ControllerComponent.h" +#include "Components/GameFrameworkComponentManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(ModularPlayerController) + +void AModularPlayerController::PreInitializeComponents() +{ + Super::PreInitializeComponents(); + + UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this); +} + +void AModularPlayerController::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + UGameFrameworkComponentManager::RemoveGameFrameworkComponentReceiver(this); + + Super::EndPlay(EndPlayReason); +} + +void AModularPlayerController::ReceivedPlayer() +{ + // Player controllers always get assigned a player and can't do much until then + UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(this, UGameFrameworkComponentManager::NAME_GameActorReady); + + Super::ReceivedPlayer(); + + TArray ModularComponents; + GetComponents(ModularComponents); + for (UControllerComponent* Component : ModularComponents) + { + Component->ReceivedPlayer(); + } +} + +void AModularPlayerController::PlayerTick(float DeltaTime) +{ + Super::PlayerTick(DeltaTime); + + TArray ModularComponents; + GetComponents(ModularComponents); + for (UControllerComponent* Component : ModularComponents) + { + Component->PlayerTick(DeltaTime); + } +} diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularPlayerState.cpp b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularPlayerState.cpp new file mode 100644 index 0000000000000000000000000000000000000000..5474ab27194a77b13031cb7bece7401b43f1f4df --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Private/ModularPlayerState.cpp @@ -0,0 +1,56 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "ModularPlayerState.h" + +#include "Components/GameFrameworkComponentManager.h" +#include "Components/PlayerStateComponent.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(ModularPlayerState) + +void AModularPlayerState::PreInitializeComponents() +{ + Super::PreInitializeComponents(); + + UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this); +} + +void AModularPlayerState::BeginPlay() +{ + UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(this, UGameFrameworkComponentManager::NAME_GameActorReady); + + Super::BeginPlay(); +} + +void AModularPlayerState::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + UGameFrameworkComponentManager::RemoveGameFrameworkComponentReceiver(this); + + Super::EndPlay(EndPlayReason); +} + +void AModularPlayerState::Reset() +{ + Super::Reset(); + + TArray ModularComponents; + GetComponents(ModularComponents); + for (UPlayerStateComponent* Component : ModularComponents) + { + Component->Reset(); + } +} + +void AModularPlayerState::CopyProperties(APlayerState* PlayerState) +{ + Super::CopyProperties(PlayerState); + + TInlineComponentArray PlayerStateComponents; + GetComponents(PlayerStateComponents); + for (UPlayerStateComponent* SourcePSComp : PlayerStateComponents) + { + if (UPlayerStateComponent* TargetComp = Cast(static_cast(FindObjectWithOuter(PlayerState, SourcePSComp->GetClass(), SourcePSComp->GetFName())))) + { + SourcePSComp->CopyProperties(TargetComp); + } + } +} diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularAIController.h b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularAIController.h new file mode 100644 index 0000000000000000000000000000000000000000..2fc8b08d6170f5a77593065f46363cdf83bd89ff --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularAIController.h @@ -0,0 +1,27 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "AIController.h" + +#include "ModularAIController.generated.h" + +#define UE_API MODULARGAMEPLAYACTORS_API + +class UObject; + +/** Minimal class that supports extension by game feature plugins */ +UCLASS(MinimalAPI, Blueprintable) +class AModularAIController : public AAIController +{ + GENERATED_BODY() + +public: + //~ Begin AActor Interface + UE_API virtual void PreInitializeComponents() override; + UE_API virtual void BeginPlay() override; + UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + //~ End AActor Interface +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularCharacter.h b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularCharacter.h new file mode 100644 index 0000000000000000000000000000000000000000..bfa29ddf78c77e7185934a4f445a8aba6e3a0687 --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularCharacter.h @@ -0,0 +1,27 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/Character.h" + +#include "ModularCharacter.generated.h" + +#define UE_API MODULARGAMEPLAYACTORS_API + +class UObject; + +/** Minimal class that supports extension by game feature plugins */ +UCLASS(MinimalAPI, Blueprintable) +class AModularCharacter : public ACharacter +{ + GENERATED_BODY() + +public: + //~ Begin AActor Interface + UE_API virtual void PreInitializeComponents() override; + UE_API virtual void BeginPlay() override; + UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + //~ End AActor Interface +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularGameMode.h b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularGameMode.h new file mode 100644 index 0000000000000000000000000000000000000000..f8175e0dfadbf271b44f5d962f860261676174e9 --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularGameMode.h @@ -0,0 +1,33 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/GameMode.h" + +#include "ModularGameMode.generated.h" + +#define UE_API MODULARGAMEPLAYACTORS_API + +class UObject; + +/** Pair this with a ModularGameStateBase */ +UCLASS(MinimalAPI, Blueprintable) +class AModularGameModeBase : public AGameModeBase +{ + GENERATED_BODY() + +public: + UE_API AModularGameModeBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); +}; + +/** Pair this with a ModularGameState */ +UCLASS(MinimalAPI, Blueprintable) +class AModularGameMode : public AGameMode +{ + GENERATED_BODY() + +public: + UE_API AModularGameMode(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularGameState.h b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularGameState.h new file mode 100644 index 0000000000000000000000000000000000000000..ac22b88560f0c16ea012033030be71a3347f6925 --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularGameState.h @@ -0,0 +1,47 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/GameState.h" + +#include "ModularGameState.generated.h" + +#define UE_API MODULARGAMEPLAYACTORS_API + +class UObject; + +/** Pair this with a ModularGameModeBase */ +UCLASS(MinimalAPI, Blueprintable) +class AModularGameStateBase : public AGameStateBase +{ + GENERATED_BODY() + +public: + //~ Begin AActor interface + UE_API virtual void PreInitializeComponents() override; + UE_API virtual void BeginPlay() override; + UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + //~ End AActor interface +}; + + +/** Pair this with a ModularGameState */ +UCLASS(MinimalAPI, Blueprintable) +class AModularGameState : public AGameState +{ + GENERATED_BODY() + +public: + //~ Begin AActor interface + UE_API virtual void PreInitializeComponents() override; + UE_API virtual void BeginPlay() override; + UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + //~ End AActor interface + +protected: + //~ Begin AGameState interface + UE_API virtual void HandleMatchHasStarted() override; + //~ Begin AGameState interface +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularPawn.h b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularPawn.h new file mode 100644 index 0000000000000000000000000000000000000000..ccae59b99b305ab2078f1eef28b09dccf8efc88e --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularPawn.h @@ -0,0 +1,28 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/Pawn.h" + +#include "ModularPawn.generated.h" + +#define UE_API MODULARGAMEPLAYACTORS_API + +class UObject; + +/** Minimal class that supports extension by game feature plugins */ +UCLASS(MinimalAPI, Blueprintable) +class AModularPawn : public APawn +{ + GENERATED_BODY() + +public: + //~ Begin AActor interface + UE_API virtual void PreInitializeComponents() override; + UE_API virtual void BeginPlay() override; + UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + //~ End AActor interface + +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularPlayerController.h b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularPlayerController.h new file mode 100644 index 0000000000000000000000000000000000000000..0412d9a0724ead57da0a7f92174406591f74e401 --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularPlayerController.h @@ -0,0 +1,31 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/PlayerController.h" + +#include "ModularPlayerController.generated.h" + +#define UE_API MODULARGAMEPLAYACTORS_API + +class UObject; + +/** Minimal class that supports extension by game feature plugins */ +UCLASS(MinimalAPI, Blueprintable) +class AModularPlayerController : public APlayerController +{ + GENERATED_BODY() + +public: + //~ Begin AActor interface + UE_API virtual void PreInitializeComponents() override; + UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + //~ End AActor interface + + //~ Begin APlayerController interface + UE_API virtual void ReceivedPlayer() override; + UE_API virtual void PlayerTick(float DeltaTime) override; + //~ End APlayerController interface +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularPlayerState.h b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularPlayerState.h new file mode 100644 index 0000000000000000000000000000000000000000..59f0ee4e5e29f6924aa1d6670b7773f44f7086e1 --- /dev/null +++ b/LyraStarterGame/Plugins/ModularGameplayActors/Source/ModularGameplayActors/Public/ModularPlayerState.h @@ -0,0 +1,35 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "GameFramework/PlayerState.h" + +#include "ModularPlayerState.generated.h" + +#define UE_API MODULARGAMEPLAYACTORS_API + +namespace EEndPlayReason { enum Type : int; } + +class UObject; + +/** Minimal class that supports extension by game feature plugins */ +UCLASS(MinimalAPI, Blueprintable) +class AModularPlayerState : public APlayerState +{ + GENERATED_BODY() + +public: + //~ Begin AActor interface + UE_API virtual void PreInitializeComponents() override; + UE_API virtual void BeginPlay() override; + UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + UE_API virtual void Reset() override; + //~ End AActor interface + +protected: + //~ Begin APlayerState interface + UE_API virtual void CopyProperties(APlayerState* PlayerState); + //~ End APlayerState interface +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/PocketWorlds/Binaries/Win64/UnrealEditor.modules b/LyraStarterGame/Plugins/PocketWorlds/Binaries/Win64/UnrealEditor.modules new file mode 100644 index 0000000000000000000000000000000000000000..7d18ae0ca8a7b01242c7980acd1133dc4289ab71 --- /dev/null +++ b/LyraStarterGame/Plugins/PocketWorlds/Binaries/Win64/UnrealEditor.modules @@ -0,0 +1,7 @@ +{ + "BuildId": "43139311", + "Modules": + { + "PocketWorlds": "UnrealEditor-PocketWorlds.dll" + } +} \ No newline at end of file diff --git a/LyraStarterGame/Plugins/PocketWorlds/Source/Public/PocketCaptureSubsystem.h b/LyraStarterGame/Plugins/PocketWorlds/Source/Public/PocketCaptureSubsystem.h new file mode 100644 index 0000000000000000000000000000000000000000..d7b157708cefd0a07f25f0da7793b04e07e14aa4 --- /dev/null +++ b/LyraStarterGame/Plugins/PocketWorlds/Source/Public/PocketCaptureSubsystem.h @@ -0,0 +1,53 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Containers/Ticker.h" +#include "Subsystems/WorldSubsystem.h" + +#include "PocketCaptureSubsystem.generated.h" + +#define UE_API POCKETWORLDS_API + +template class TSubclassOf; + +class FSubsystemCollectionBase; +class UObject; +class UPocketCapture; +class UPrimitiveComponent; +struct FFrame; + +UCLASS(MinimalAPI, BlueprintType) +class UPocketCaptureSubsystem : public UWorldSubsystem +{ + GENERATED_BODY() + +public: + UE_API UPocketCaptureSubsystem(); + + // Begin USubsystem + UE_API virtual void Initialize(FSubsystemCollectionBase& Collection) override; + UE_API virtual void Deinitialize() override; + // End USubsystem + + UFUNCTION(BlueprintCallable, meta = (DeterminesOutputType = "PocketCaptureClass")) + UE_API UPocketCapture* CreateThumbnailRenderer(TSubclassOf PocketCaptureClass); + + UFUNCTION(BlueprintCallable) + UE_API void DestroyThumbnailRenderer(UPocketCapture* ThumbnailRenderer); + + UE_API void StreamThisFrame(TArray& PrimitiveComponents); + +protected: + UE_API bool Tick(float DeltaTime); + + TArray> StreamNextFrame; + TArray> StreamedLastFrameButNotNext; + +private: + TArray> ThumbnailRenderers; + + FTSTicker::FDelegateHandle TickHandle; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/PocketWorlds/Source/Public/PocketLevel.h b/LyraStarterGame/Plugins/PocketWorlds/Source/Public/PocketLevel.h new file mode 100644 index 0000000000000000000000000000000000000000..2d76547699246c78ad2869aa48dc5f140bddd861 --- /dev/null +++ b/LyraStarterGame/Plugins/PocketWorlds/Source/Public/PocketLevel.h @@ -0,0 +1,35 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Engine/DataAsset.h" + +#include "PocketLevel.generated.h" + +#define UE_API POCKETWORLDS_API + +class UObject; +class UWorld; + +/** + * + */ +UCLASS(MinimalAPI) +class UPocketLevel : public UDataAsset +{ + GENERATED_BODY() + +public: + UE_API UPocketLevel(); + +public: + // The level that will be streamed in for this pocket level. + UPROPERTY(EditAnywhere, Category = "Streaming") + TSoftObjectPtr Level; + + // The bounds of the pocket level so that we can create multiple instances without overlapping each other. + UPROPERTY(EditAnywhere, Category = "Streaming") + FVector Bounds; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/PocketWorlds/Source/Public/PocketLevelInstance.h b/LyraStarterGame/Plugins/PocketWorlds/Source/Public/PocketLevelInstance.h new file mode 100644 index 0000000000000000000000000000000000000000..5adb13260029677f17c9da96a1b8cf733f132f12 --- /dev/null +++ b/LyraStarterGame/Plugins/PocketWorlds/Source/Public/PocketLevelInstance.h @@ -0,0 +1,73 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Math/BoxSphereBounds.h" + +#include "UObject/ObjectPtr.h" +#include "PocketLevelInstance.generated.h" + +#define UE_API POCKETWORLDS_API + +class UPocketLevelSubsystem; + +class ULevelStreamingDynamic; +class ULocalPlayer; +class UPocketLevel; +class UPocketLevelInstance; +class UWorld; +struct FFrame; + +DECLARE_MULTICAST_DELEGATE_OneParam(FPocketLevelInstanceEvent, UPocketLevelInstance*); + +/** + * + */ +UCLASS(MinimalAPI, Within = PocketLevelSubsystem, BlueprintType) +class UPocketLevelInstance : public UObject +{ + GENERATED_BODY() + +public: + UE_API UPocketLevelInstance(); + + UE_API virtual void BeginDestroy() override; + + UE_API void StreamIn(); + UE_API void StreamOut(); + + UE_API FDelegateHandle AddReadyCallback(FPocketLevelInstanceEvent::FDelegate Callback); + UE_API void RemoveReadyCallback(FDelegateHandle CallbackToRemove); + + virtual class UWorld* GetWorld() const override { return World; } + +private: + UE_API bool Initialize(ULocalPlayer* LocalPlayer, UPocketLevel* PocketLevel, FVector SpawnPoint); + + UFUNCTION() + UE_API void HandlePocketLevelLoaded(); + + UFUNCTION() + UE_API void HandlePocketLevelShown(); + +private: + UPROPERTY() + TObjectPtr LocalPlayer; + + UPROPERTY() + TObjectPtr PocketLevel; + + UPROPERTY() + TObjectPtr World; + + UPROPERTY() + TObjectPtr StreamingPocketLevel; + + FPocketLevelInstanceEvent OnReadyEvent; + + FBoxSphereBounds Bounds; + + friend class UPocketLevelSubsystem; +}; + +#undef UE_API diff --git a/LyraStarterGame/Plugins/PocketWorlds/Source/Public/PocketLevelSystem.h b/LyraStarterGame/Plugins/PocketWorlds/Source/Public/PocketLevelSystem.h new file mode 100644 index 0000000000000000000000000000000000000000..11a9f765d8e8a9eb421b0a47516c0d3637b10ab8 --- /dev/null +++ b/LyraStarterGame/Plugins/PocketWorlds/Source/Public/PocketLevelSystem.h @@ -0,0 +1,35 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Subsystems/WorldSubsystem.h" + +#include "PocketLevelSystem.generated.h" + +#define UE_API POCKETWORLDS_API + +class ULocalPlayer; +class UObject; +class UPocketLevel; +class UPocketLevelInstance; + +/** + * + */ +UCLASS(MinimalAPI) +class UPocketLevelSubsystem : public UWorldSubsystem +{ + GENERATED_BODY() + +public: + /** + * + */ + UE_API UPocketLevelInstance* GetOrCreatePocketLevelFor(ULocalPlayer* LocalPlayer, UPocketLevel* PocketLevel, FVector DesiredSpawnPoint); + +private: + UPROPERTY() + TArray> PocketInstances; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/AnimNotify_LyraContextEffects.cpp b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/AnimNotify_LyraContextEffects.cpp new file mode 100644 index 0000000000000000000000000000000000000000..9e89314e04b5beec04cee34bf4b7815a317cab0c --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/AnimNotify_LyraContextEffects.cpp @@ -0,0 +1,227 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + + +#include "AnimNotify_LyraContextEffects.h" +#include "Feedback/ContextEffects/LyraContextEffectsLibrary.h" +#include "LyraContextEffectsInterface.h" +#include "Components/SkeletalMeshComponent.h" +#include "Engine/World.h" +#include "LyraContextEffectsSubsystem.h" +#include "NiagaraFunctionLibrary.h" +#include "Kismet/GameplayStatics.h" +#include "NiagaraSystem.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(AnimNotify_LyraContextEffects) + + + +UAnimNotify_LyraContextEffects::UAnimNotify_LyraContextEffects() +{ +} + +void UAnimNotify_LyraContextEffects::PostLoad() +{ + Super::PostLoad(); +} + +#if WITH_EDITOR +void UAnimNotify_LyraContextEffects::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) +{ + Super::PostEditChangeProperty(PropertyChangedEvent); +} +#endif + +FString UAnimNotify_LyraContextEffects::GetNotifyName_Implementation() const +{ + // If the Effect Tag is valid, pass the string name to the notify name + if (Effect.IsValid()) + { + return Effect.ToString(); + } + + return Super::GetNotifyName_Implementation(); +} + +void UAnimNotify_LyraContextEffects::Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, + const FAnimNotifyEventReference& EventReference) +{ + Super::Notify(MeshComp, Animation, EventReference); + + if (MeshComp) + { + // Make sure both MeshComp and Owning Actor is valid + if (AActor* OwningActor = MeshComp->GetOwner()) + { + // Prepare Trace Data + bool bHitSuccess = false; + FHitResult HitResult; + FCollisionQueryParams QueryParams; + + if (TraceProperties.bIgnoreActor) + { + QueryParams.AddIgnoredActor(OwningActor); + } + + QueryParams.bReturnPhysicalMaterial = true; + + if (bPerformTrace) + { + // If trace is needed, set up Start Location to Attached + FVector TraceStart = bAttached ? MeshComp->GetSocketLocation(SocketName) : MeshComp->GetComponentLocation(); + + // Make sure World is valid + if (UWorld* World = OwningActor->GetWorld()) + { + // Call Line Trace, Pass in relevant properties + bHitSuccess = World->LineTraceSingleByChannel(HitResult, TraceStart, (TraceStart + TraceProperties.EndTraceLocationOffset), + TraceProperties.TraceChannel, QueryParams, FCollisionResponseParams::DefaultResponseParam); + } + } + + // Prepare Contexts in advance + FGameplayTagContainer Contexts; + + // Set up Array of Objects that implement the Context Effects Interface + TArray LyraContextEffectImplementingObjects; + + // Determine if the Owning Actor is one of the Objects that implements the Context Effects Interface + if (OwningActor->Implements()) + { + // If so, add it to the Array + LyraContextEffectImplementingObjects.Add(OwningActor); + } + + // Cycle through Owning Actor's Components and determine if any of them is a Component implementing the Context Effect Interface + for (const auto Component : OwningActor->GetComponents()) + { + if (Component) + { + // If the Component implements the Context Effects Interface, add it to the list + if (Component->Implements()) + { + LyraContextEffectImplementingObjects.Add(Component); + } + } + } + + // Cycle through all objects implementing the Context Effect Interface + for (UObject* LyraContextEffectImplementingObject : LyraContextEffectImplementingObjects) + { + if (LyraContextEffectImplementingObject) + { + // If the object is still valid, Execute the AnimMotionEffect Event on it, passing in relevant data + ILyraContextEffectsInterface::Execute_AnimMotionEffect(LyraContextEffectImplementingObject, + (bAttached ? SocketName : FName("None")), + Effect, MeshComp, LocationOffset, RotationOffset, + Animation, bHitSuccess, HitResult, Contexts, VFXProperties.Scale, + AudioProperties.VolumeMultiplier, AudioProperties.PitchMultiplier); + } + } + +#if WITH_EDITORONLY_DATA + // This is for Anim Editor previewing, it is a deconstruction of the calls made by the Interface and the Subsystem + if (bPreviewInEditor) + { + UWorld* World = OwningActor->GetWorld(); + + // Get the world, make sure it's an Editor Preview World + if (World && World->WorldType == EWorldType::EditorPreview) + { + // Add Preview contexts if necessary + Contexts.AppendTags(PreviewProperties.PreviewContexts); + + // Convert given Surface Type to Context and Add it to the Contexts for this Preview + if (PreviewProperties.bPreviewPhysicalSurfaceAsContext) + { + TEnumAsByte PhysicalSurfaceType = PreviewProperties.PreviewPhysicalSurface; + + if (const ULyraContextEffectsSettings* LyraContextEffectsSettings = GetDefault()) + { + if (const FGameplayTag* SurfaceContextPtr = LyraContextEffectsSettings->SurfaceTypeToContextMap.Find(PhysicalSurfaceType)) + { + FGameplayTag SurfaceContext = *SurfaceContextPtr; + + Contexts.AddTag(SurfaceContext); + } + } + } + + // Libraries are soft referenced, so you will want to try to load them now + // TODO Async Asset Loading + if (UObject* EffectsLibrariesObj = PreviewProperties.PreviewContextEffectsLibrary.TryLoad()) + { + // Check if it is in fact a ULyraContextEffectLibrary type + if (ULyraContextEffectsLibrary* EffectLibrary = Cast(EffectsLibrariesObj)) + { + // Prepare Sounds and Niagara System Arrays + TArray TotalSounds; + TArray TotalNiagaraSystems; + + // Attempt to load the Effect Library content (will cache in Transient data on the Effect Library Asset) + EffectLibrary->LoadEffects(); + + // If the Effect Library is valid and marked as Loaded, Get Effects from it + if (EffectLibrary && EffectLibrary->GetContextEffectsLibraryLoadState() == EContextEffectsLibraryLoadState::Loaded) + { + // Prepare local arrays + TArray Sounds; + TArray NiagaraSystems; + + // Get the Effects + EffectLibrary->GetEffects(Effect, Contexts, Sounds, NiagaraSystems); + + // Append to the accumulating arrays + TotalSounds.Append(Sounds); + TotalNiagaraSystems.Append(NiagaraSystems); + } + + // Cycle through Sounds and call Spawn Sound Attached, passing in relevant data + for (USoundBase* Sound : TotalSounds) + { + UGameplayStatics::SpawnSoundAttached(Sound, MeshComp, (bAttached ? SocketName : FName("None")), LocationOffset, RotationOffset, EAttachLocation::KeepRelativeOffset, + false, AudioProperties.VolumeMultiplier, AudioProperties.PitchMultiplier, 0.0f, nullptr, nullptr, true); + } + + // Cycle through Niagara Systems and call Spawn System Attached, passing in relevant data + for (UNiagaraSystem* NiagaraSystem : TotalNiagaraSystems) + { + UNiagaraFunctionLibrary::SpawnSystemAttached(NiagaraSystem, MeshComp, (bAttached ? SocketName : FName("None")), LocationOffset, + RotationOffset, VFXProperties.Scale, EAttachLocation::KeepRelativeOffset, true, ENCPoolMethod::None, true, true); + } + } + } + + } + } +#endif + + } + } +} + +#if WITH_EDITOR +void UAnimNotify_LyraContextEffects::ValidateAssociatedAssets() +{ + Super::ValidateAssociatedAssets(); +} + +void UAnimNotify_LyraContextEffects::SetParameters(FGameplayTag EffectIn, FVector LocationOffsetIn, FRotator RotationOffsetIn, + FLyraContextEffectAnimNotifyVFXSettings VFXPropertiesIn, FLyraContextEffectAnimNotifyAudioSettings AudioPropertiesIn, + bool bAttachedIn, FName SocketNameIn, bool bPerformTraceIn, FLyraContextEffectAnimNotifyTraceSettings TracePropertiesIn) +{ + Effect = EffectIn; + LocationOffset = LocationOffsetIn; + RotationOffset = RotationOffsetIn; + VFXProperties.Scale = VFXPropertiesIn.Scale; + AudioProperties.PitchMultiplier = AudioPropertiesIn.PitchMultiplier; + AudioProperties.VolumeMultiplier = AudioPropertiesIn.VolumeMultiplier; + bAttached = bAttachedIn; + SocketName = SocketNameIn; + bPerformTrace = bPerformTraceIn; + TraceProperties.EndTraceLocationOffset = TracePropertiesIn.EndTraceLocationOffset; + TraceProperties.TraceChannel = TracePropertiesIn.TraceChannel; + TraceProperties.bIgnoreActor = TracePropertiesIn.bIgnoreActor; + +} +#endif + diff --git a/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/AnimNotify_LyraContextEffects.h b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/AnimNotify_LyraContextEffects.h new file mode 100644 index 0000000000000000000000000000000000000000..3ea25218affc6067cf68e6fab4b0e3fd55cee939 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/AnimNotify_LyraContextEffects.h @@ -0,0 +1,173 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Animation/AnimNotifies/AnimNotify.h" +#include "Chaos/ChaosEngineInterface.h" +#include "GameplayTagContainer.h" +#include "Engine/EngineTypes.h" +#include "AnimNotify_LyraContextEffects.generated.h" + +#define UE_API LYRAGAME_API + +/** + * + */ +USTRUCT(BlueprintType) +struct FLyraContextEffectAnimNotifyVFXSettings +{ + GENERATED_BODY() + + // Scale to spawn the particle system at + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FX) + FVector Scale = FVector(1.0f, 1.0f, 1.0f); + +}; + +/** + * + */ +USTRUCT(BlueprintType) +struct FLyraContextEffectAnimNotifyAudioSettings +{ + GENERATED_BODY() + + // Volume Multiplier + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Sound) + float VolumeMultiplier = 1.0f; + + // Pitch Multiplier + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Sound) + float PitchMultiplier = 1.0f; +}; + + +/** + * + */ +USTRUCT(BlueprintType) +struct FLyraContextEffectAnimNotifyTraceSettings +{ + GENERATED_BODY() + + // Trace Channel + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Trace) + TEnumAsByte TraceChannel = ECollisionChannel::ECC_Visibility; + + // Vector offset from Effect Location + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Trace) + FVector EndTraceLocationOffset = FVector::ZeroVector; + + // Ignore this Actor when getting trace result + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Trace) + bool bIgnoreActor = true; +}; + +/** + * + */ +USTRUCT(BlueprintType) +struct FLyraContextEffectAnimNotifyPreviewSettings +{ + GENERATED_BODY() + + // If true, will attempt to match selected Surface Type to Context Tag via Project Settings + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Preview) + bool bPreviewPhysicalSurfaceAsContext = true; + + // Surface Type + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Preview, meta=(EditCondition="bPreviewPhysicalSurfaceAsContext")) + TEnumAsByte PreviewPhysicalSurface = EPhysicalSurface::SurfaceType_Default; + + // Preview Library + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Preview, meta = (AllowedClasses = "/Script/LyraGame.LyraContextEffectsLibrary")) + FSoftObjectPath PreviewContextEffectsLibrary; + + // Preview Context + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Preview) + FGameplayTagContainer PreviewContexts; +}; + + +/** + * + */ +UCLASS(MinimalAPI, const, hidecategories=Object, CollapseCategories, Config = Game, meta=(DisplayName="Play Context Effects")) +class UAnimNotify_LyraContextEffects : public UAnimNotify +{ + GENERATED_BODY() + +public: + UE_API UAnimNotify_LyraContextEffects(); + + // Begin UObject interface + UE_API virtual void PostLoad() override; +#if WITH_EDITOR + UE_API virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; +#endif + // End UObject interface + + // Begin UAnimNotify interface + UE_API virtual FString GetNotifyName_Implementation() const override; + UE_API virtual void Notify(USkeletalMeshComponent* MeshComp, UAnimSequenceBase* Animation, const FAnimNotifyEventReference& EventReference) override; +#if WITH_EDITOR + UE_API virtual void ValidateAssociatedAssets() override; +#endif + // End UAnimNotify interface + +#if WITH_EDITOR + UFUNCTION(BlueprintCallable) + UE_API void SetParameters(FGameplayTag EffectIn, FVector LocationOffsetIn, FRotator RotationOffsetIn, + FLyraContextEffectAnimNotifyVFXSettings VFXPropertiesIn, FLyraContextEffectAnimNotifyAudioSettings AudioPropertiesIn, + bool bAttachedIn, FName SocketNameIn, bool bPerformTraceIn, FLyraContextEffectAnimNotifyTraceSettings TracePropertiesIn); +#endif + + + // Effect to Play + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AnimNotify", meta = (DisplayName = "Effect", ExposeOnSpawn = true)) + FGameplayTag Effect; + + // Location offset from the socket + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AnimNotify", meta = (ExposeOnSpawn = true)) + FVector LocationOffset = FVector::ZeroVector; + + // Rotation offset from socket + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AnimNotify", meta = (ExposeOnSpawn = true)) + FRotator RotationOffset = FRotator::ZeroRotator; + + // Scale to spawn the particle system at + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AnimNotify", meta = (ExposeOnSpawn = true)) + FLyraContextEffectAnimNotifyVFXSettings VFXProperties; + + // Scale to spawn the particle system at + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AnimNotify", meta = (ExposeOnSpawn = true)) + FLyraContextEffectAnimNotifyAudioSettings AudioProperties; + + // Should attach to the bone/socket + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AttachmentProperties", meta = (ExposeOnSpawn = true)) + uint32 bAttached : 1; //~ Does not follow coding standard due to redirection from BP + + // SocketName to attach to + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AttachmentProperties", meta = (ExposeOnSpawn = true, EditCondition = "bAttached")) + FName SocketName; + + // Will perform a trace, required for SurfaceType to Context Conversion + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AnimNotify", meta = (ExposeOnSpawn = true)) + uint32 bPerformTrace : 1; + + // Scale to spawn the particle system at + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AnimNotify", meta = (ExposeOnSpawn = true, EditCondition = "bPerformTrace")) + FLyraContextEffectAnimNotifyTraceSettings TraceProperties; + +#if WITH_EDITORONLY_DATA + UPROPERTY(Config, EditAnywhere, Category = "PreviewProperties") + uint32 bPreviewInEditor : 1; + + UPROPERTY(EditAnywhere, Category = "PreviewProperties", meta = (EditCondition = "bPreviewInEditor")) + FLyraContextEffectAnimNotifyPreviewSettings PreviewProperties; +#endif + + +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectComponent.cpp b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectComponent.cpp new file mode 100644 index 0000000000000000000000000000000000000000..cce8677ac8435681424972704df33171ba6e34d8 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectComponent.cpp @@ -0,0 +1,175 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + + +#include "LyraContextEffectComponent.h" + +#include "Engine/World.h" +#include "LyraContextEffectsSubsystem.h" +#include "PhysicalMaterials/PhysicalMaterial.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraContextEffectComponent) + +class UAnimSequenceBase; +class USceneComponent; + + + +// Sets default values for this component's properties +ULyraContextEffectComponent::ULyraContextEffectComponent() +{ + // Disable component tick, enable Auto Activate + PrimaryComponentTick.bCanEverTick = false; + bAutoActivate = true; + // ... +} + + +// Called when the game starts +void ULyraContextEffectComponent::BeginPlay() +{ + Super::BeginPlay(); + + // ... + CurrentContexts.AppendTags(DefaultEffectContexts); + CurrentContextEffectsLibraries = DefaultContextEffectsLibraries; + + // On Begin Play, Load and Add Context Effects pairings + if (const UWorld* World = GetWorld()) + { + if (ULyraContextEffectsSubsystem* LyraContextEffectsSubsystem = World->GetSubsystem()) + { + LyraContextEffectsSubsystem->LoadAndAddContextEffectsLibraries(GetOwner(), CurrentContextEffectsLibraries); + } + } +} + +void ULyraContextEffectComponent::EndPlay(const EEndPlayReason::Type EndPlayReason) +{ + // On End PLay, remove unnecessary context effects pairings + if (const UWorld* World = GetWorld()) + { + if (ULyraContextEffectsSubsystem* LyraContextEffectsSubsystem = World->GetSubsystem()) + { + LyraContextEffectsSubsystem->UnloadAndRemoveContextEffectsLibraries(GetOwner()); + } + } + + Super::EndPlay(EndPlayReason); +} + +// Implementation of Interface's AnimMotionEffect function +void ULyraContextEffectComponent::AnimMotionEffect_Implementation(const FName Bone, const FGameplayTag MotionEffect, USceneComponent* StaticMeshComponent, + const FVector LocationOffset, const FRotator RotationOffset, const UAnimSequenceBase* AnimationSequence, + const bool bHitSuccess, const FHitResult HitResult, FGameplayTagContainer Contexts, + FVector VFXScale, float AudioVolume, float AudioPitch) +{ + // Prep Components + TArray AudioComponentsToAdd; + TArray NiagaraComponentsToAdd; + + FGameplayTagContainer TotalContexts; + + // Aggregate contexts + TotalContexts.AppendTags(Contexts); + TotalContexts.AppendTags(CurrentContexts); + + // Check if converting Physical Surface Type to Context + if (bConvertPhysicalSurfaceToContext) + { + // Get Phys Mat Type Pointer + TWeakObjectPtr PhysicalSurfaceTypePtr = HitResult.PhysMaterial; + + // Check if pointer is okay + if (PhysicalSurfaceTypePtr.IsValid()) + { + // Get the Surface Type Pointer + TEnumAsByte PhysicalSurfaceType = PhysicalSurfaceTypePtr->SurfaceType; + + // If Settings are valid + if (const ULyraContextEffectsSettings* LyraContextEffectsSettings = GetDefault()) + { + // Convert Surface Type to known + if (const FGameplayTag* SurfaceContextPtr = LyraContextEffectsSettings->SurfaceTypeToContextMap.Find(PhysicalSurfaceType)) + { + FGameplayTag SurfaceContext = *SurfaceContextPtr; + + TotalContexts.AddTag(SurfaceContext); + } + } + } + } + + // Cycle through Active Audio Components and cache + for (UAudioComponent* ActiveAudioComponent : ActiveAudioComponents) + { + if (ActiveAudioComponent) + { + AudioComponentsToAdd.Add(ActiveAudioComponent); + } + } + + // Cycle through Active Niagara Components and cache + for (UNiagaraComponent* ActiveNiagaraComponent : ActiveNiagaraComponents) + { + if (ActiveNiagaraComponent) + { + NiagaraComponentsToAdd.Add(ActiveNiagaraComponent); + } + } + + // Get World + if (const UWorld* World = GetWorld()) + { + // Get Subsystem + if (ULyraContextEffectsSubsystem* LyraContextEffectsSubsystem = World->GetSubsystem()) + { + // Set up Audio Components and Niagara + TArray AudioComponents; + TArray NiagaraComponents; + + // Spawn effects + LyraContextEffectsSubsystem->SpawnContextEffects(GetOwner(), StaticMeshComponent, Bone, + LocationOffset, RotationOffset, MotionEffect, TotalContexts, + AudioComponents, NiagaraComponents, VFXScale, AudioVolume, AudioPitch); + + // Append resultant effects + AudioComponentsToAdd.Append(AudioComponents); + NiagaraComponentsToAdd.Append(NiagaraComponents); + } + } + + // Append Active Audio Components + ActiveAudioComponents.Empty(); + ActiveAudioComponents.Append(AudioComponentsToAdd); + + // Append Active + ActiveNiagaraComponents.Empty(); + ActiveNiagaraComponents.Append(NiagaraComponentsToAdd); + +} + +void ULyraContextEffectComponent::UpdateEffectContexts(FGameplayTagContainer NewEffectContexts) +{ + // Reset and update + CurrentContexts.Reset(NewEffectContexts.Num()); + CurrentContexts.AppendTags(NewEffectContexts); +} + +void ULyraContextEffectComponent::UpdateLibraries( + TSet> NewContextEffectsLibraries) +{ + // Clear out existing Effects + CurrentContextEffectsLibraries = NewContextEffectsLibraries; + + // Get World + if (const UWorld* World = GetWorld()) + { + // Get Subsystem + if (ULyraContextEffectsSubsystem* LyraContextEffectsSubsystem = World->GetSubsystem()) + { + // Load and Add Libraries to Subsystem + LyraContextEffectsSubsystem->LoadAndAddContextEffectsLibraries(GetOwner(), CurrentContextEffectsLibraries); + } + } +} + diff --git a/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectComponent.h b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectComponent.h new file mode 100644 index 0000000000000000000000000000000000000000..248dc20e94264623e5cce9cb2e746bbeb442895c --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Feedback/ContextEffects/LyraContextEffectComponent.h @@ -0,0 +1,79 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "Components/ActorComponent.h" +#include "LyraContextEffectsInterface.h" + +#include "LyraContextEffectComponent.generated.h" + +#define UE_API LYRAGAME_API + +namespace EEndPlayReason { enum Type : int; } + +class UAnimSequenceBase; +class UAudioComponent; +class ULyraContextEffectsLibrary; +class UNiagaraComponent; +class UObject; +class USceneComponent; +struct FFrame; +struct FHitResult; + +UCLASS(MinimalAPI, ClassGroup=(Custom), hidecategories = (Variable, Tags, ComponentTick, ComponentReplication, Activation, Cooking, AssetUserData, Collision), CollapseCategories, meta=(BlueprintSpawnableComponent) ) +class ULyraContextEffectComponent : public UActorComponent, public ILyraContextEffectsInterface +{ + GENERATED_BODY() + +public: + // Sets default values for this component's properties + UE_API ULyraContextEffectComponent(); + +protected: + // Called when the game starts + UE_API virtual void BeginPlay() override; + + // Called when the game ends + UE_API virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override; + +public: + // AnimMotionEffect Implementation + UFUNCTION(BlueprintCallable) + UE_API virtual void AnimMotionEffect_Implementation(const FName Bone, const FGameplayTag MotionEffect, USceneComponent* StaticMeshComponent, + const FVector LocationOffset, const FRotator RotationOffset, const UAnimSequenceBase* AnimationSequence, + const bool bHitSuccess, const FHitResult HitResult, FGameplayTagContainer Contexts, + FVector VFXScale = FVector(1), float AudioVolume = 1, float AudioPitch = 1) override; + + // Auto-Convert Physical Surface from Trace Result to Context + UPROPERTY(EditAnywhere, BlueprintReadOnly) + bool bConvertPhysicalSurfaceToContext = true; + + // Default Contexts + UPROPERTY(EditAnywhere) + FGameplayTagContainer DefaultEffectContexts; + + // Default Libraries for this Actor + UPROPERTY(EditAnywhere) + TSet> DefaultContextEffectsLibraries; + + UFUNCTION(BlueprintCallable) + UE_API void UpdateEffectContexts(FGameplayTagContainer NewEffectContexts); + + UFUNCTION(BlueprintCallable) + UE_API void UpdateLibraries(TSet> NewContextEffectsLibraries); + +private: + UPROPERTY(Transient) + FGameplayTagContainer CurrentContexts; + + UPROPERTY(Transient) + TSet> CurrentContextEffectsLibraries; + + UPROPERTY(Transient) + TArray> ActiveAudioComponents; + + UPROPERTY(Transient) + TArray> ActiveNiagaraComponents; +}; + +#undef UE_API diff --git a/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_WaitForInteractableTargets_SingleLineTrace.cpp b/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_WaitForInteractableTargets_SingleLineTrace.cpp new file mode 100644 index 0000000000000000000000000000000000000000..c31bed7da879f636a11e47c1d342ea082466d9c9 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_WaitForInteractableTargets_SingleLineTrace.cpp @@ -0,0 +1,92 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "AbilityTask_WaitForInteractableTargets_SingleLineTrace.h" +#include "Interaction/InteractionStatics.h" +#include "DrawDebugHelpers.h" +#include "Engine/World.h" +#include "TimerManager.h" + +#include UE_INLINE_GENERATED_CPP_BY_NAME(AbilityTask_WaitForInteractableTargets_SingleLineTrace) + +UAbilityTask_WaitForInteractableTargets_SingleLineTrace::UAbilityTask_WaitForInteractableTargets_SingleLineTrace(const FObjectInitializer& ObjectInitializer) + : Super(ObjectInitializer) +{ +} + +UAbilityTask_WaitForInteractableTargets_SingleLineTrace* UAbilityTask_WaitForInteractableTargets_SingleLineTrace::WaitForInteractableTargets_SingleLineTrace(UGameplayAbility* OwningAbility, FInteractionQuery InteractionQuery, FCollisionProfileName TraceProfile, FGameplayAbilityTargetingLocationInfo StartLocation, float InteractionScanRange, float InteractionScanRate, bool bShowDebug) +{ + UAbilityTask_WaitForInteractableTargets_SingleLineTrace* MyObj = NewAbilityTask(OwningAbility); + MyObj->InteractionScanRange = InteractionScanRange; + MyObj->InteractionScanRate = InteractionScanRate; + MyObj->StartLocation = StartLocation; + MyObj->InteractionQuery = InteractionQuery; + MyObj->TraceProfile = TraceProfile; + MyObj->bShowDebug = bShowDebug; + + return MyObj; +} + +void UAbilityTask_WaitForInteractableTargets_SingleLineTrace::Activate() +{ + SetWaitingOnAvatar(); + + UWorld* World = GetWorld(); + World->GetTimerManager().SetTimer(TimerHandle, this, &ThisClass::PerformTrace, InteractionScanRate, true); +} + +void UAbilityTask_WaitForInteractableTargets_SingleLineTrace::OnDestroy(bool AbilityEnded) +{ + if (UWorld* World = GetWorld()) + { + World->GetTimerManager().ClearTimer(TimerHandle); + } + + Super::OnDestroy(AbilityEnded); +} + +void UAbilityTask_WaitForInteractableTargets_SingleLineTrace::PerformTrace() +{ + AActor* AvatarActor = Ability->GetCurrentActorInfo()->AvatarActor.Get(); + if (!AvatarActor) + { + return; + } + + UWorld* World = GetWorld(); + + TArray ActorsToIgnore; + ActorsToIgnore.Add(AvatarActor); + + const bool bTraceComplex = false; + FCollisionQueryParams Params(SCENE_QUERY_STAT(UAbilityTask_WaitForInteractableTargets_SingleLineTrace), bTraceComplex); + Params.AddIgnoredActors(ActorsToIgnore); + + FVector TraceStart = StartLocation.GetTargetingTransform().GetLocation(); + FVector TraceEnd; + AimWithPlayerController(AvatarActor, Params, TraceStart, InteractionScanRange, OUT TraceEnd); + + FHitResult OutHitResult; + LineTrace(OutHitResult, World, TraceStart, TraceEnd, TraceProfile.Name, Params); + + TArray> InteractableTargets; + UInteractionStatics::AppendInteractableTargetsFromHitResult(OutHitResult, InteractableTargets); + + UpdateInteractableOptions(InteractionQuery, InteractableTargets); + +#if ENABLE_DRAW_DEBUG + if (bShowDebug) + { + FColor DebugColor = OutHitResult.bBlockingHit ? FColor::Red : FColor::Green; + if (OutHitResult.bBlockingHit) + { + DrawDebugLine(World, TraceStart, OutHitResult.Location, DebugColor, false, InteractionScanRate); + DrawDebugSphere(World, OutHitResult.Location, 5, 16, DebugColor, false, InteractionScanRate); + } + else + { + DrawDebugLine(World, TraceStart, TraceEnd, DebugColor, false, InteractionScanRate); + } + } +#endif // ENABLE_DRAW_DEBUG +} + diff --git a/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_WaitForInteractableTargets_SingleLineTrace.h b/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_WaitForInteractableTargets_SingleLineTrace.h new file mode 100644 index 0000000000000000000000000000000000000000..cf90de673796df0c149ee156c93546348064b011 --- /dev/null +++ b/LyraStarterGame/Source/LyraGame/Interaction/Tasks/AbilityTask_WaitForInteractableTargets_SingleLineTrace.h @@ -0,0 +1,43 @@ +// Copyright Epic Games, Inc. All Rights Reserved. +#pragma once + +#include "Interaction/InteractionQuery.h" +#include "Interaction/Tasks/AbilityTask_WaitForInteractableTargets.h" + +#include "AbilityTask_WaitForInteractableTargets_SingleLineTrace.generated.h" + +struct FCollisionProfileName; + +class UGameplayAbility; +class UObject; +struct FFrame; + +UCLASS() +class UAbilityTask_WaitForInteractableTargets_SingleLineTrace : public UAbilityTask_WaitForInteractableTargets +{ + GENERATED_UCLASS_BODY() + + virtual void Activate() override; + + /** Wait until we trace new set of interactables. This task automatically loops. */ + UFUNCTION(BlueprintCallable, Category="Ability|Tasks", meta = (HidePin = "OwningAbility", DefaultToSelf = "OwningAbility", BlueprintInternalUseOnly = "TRUE")) + static UAbilityTask_WaitForInteractableTargets_SingleLineTrace* WaitForInteractableTargets_SingleLineTrace(UGameplayAbility* OwningAbility, FInteractionQuery InteractionQuery, FCollisionProfileName TraceProfile, FGameplayAbilityTargetingLocationInfo StartLocation, float InteractionScanRange = 100, float InteractionScanRate = 0.100, bool bShowDebug = false); + +private: + + virtual void OnDestroy(bool AbilityEnded) override; + + void PerformTrace(); + + UPROPERTY() + FInteractionQuery InteractionQuery; + + UPROPERTY() + FGameplayAbilityTargetingLocationInfo StartLocation; + + float InteractionScanRange = 100; + float InteractionScanRate = 0.100; + bool bShowDebug = false; + + FTimerHandle TimerHandle; +}; diff --git 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