127 lines
4.6 KiB
C++
127 lines
4.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "PrimaryGameLayout.h"
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#include "Widgets/CommonActivatableWidgetContainer.h"
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#include "GameUIManagerSubsystem.h"
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#include "GameUIPolicy.h"
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#include "CommonLocalPlayer.h"
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#include "Engine/LocalPlayer.h"
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#include "LogCommonGame.h"
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#include "Kismet/GameplayStatics.h"
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/*static*/ UPrimaryGameLayout* UPrimaryGameLayout::GetPrimaryGameLayoutForPrimaryPlayer(const UObject* WorldContextObject)
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{
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UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(WorldContextObject);
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APlayerController* PlayerController = GameInstance->GetPrimaryPlayerController(false);
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return GetPrimaryGameLayout(PlayerController);
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}
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/*static*/ UPrimaryGameLayout* UPrimaryGameLayout::GetPrimaryGameLayout(APlayerController* PlayerController)
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{
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return PlayerController ? GetPrimaryGameLayout(Cast<UCommonLocalPlayer>(PlayerController->Player)) : nullptr;
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}
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/*static*/ UPrimaryGameLayout* UPrimaryGameLayout::GetPrimaryGameLayout(ULocalPlayer* LocalPlayer)
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{
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if (LocalPlayer)
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{
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const UCommonLocalPlayer* CommonLocalPlayer = CastChecked<UCommonLocalPlayer>(LocalPlayer);
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if (const UGameInstance* GameInstance = CommonLocalPlayer->GetGameInstance())
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{
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if (UGameUIManagerSubsystem* UIManager = GameInstance->GetSubsystem<UGameUIManagerSubsystem>())
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{
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if (const UGameUIPolicy* Policy = UIManager->GetCurrentUIPolicy())
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{
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if (UPrimaryGameLayout* RootLayout = Policy->GetRootLayout(CommonLocalPlayer))
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{
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return RootLayout;
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}
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}
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}
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}
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}
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return nullptr;
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}
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UPrimaryGameLayout::UPrimaryGameLayout(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UPrimaryGameLayout::SetIsDormant(bool InDormant)
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{
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if (bIsDormant != InDormant)
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{
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const ULocalPlayer* LP = GetOwningLocalPlayer();
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const int32 PlayerId = LP ? LP->GetControllerId() : -1;
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const TCHAR* OldDormancyStr = bIsDormant ? TEXT("Dormant") : TEXT("Not-Dormant");
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const TCHAR* NewDormancyStr = InDormant ? TEXT("Dormant") : TEXT("Not-Dormant");
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const TCHAR* PrimaryPlayerStr = LP && LP->IsPrimaryPlayer() ? TEXT("[Primary]") : TEXT("[Non-Primary]");
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UE_LOG(LogCommonGame, Display, TEXT("%s PrimaryGameLayout Dormancy changed for [%d] from [%s] to [%s]"), PrimaryPlayerStr, PlayerId, OldDormancyStr, NewDormancyStr);
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bIsDormant = InDormant;
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OnIsDormantChanged();
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}
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}
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void UPrimaryGameLayout::OnIsDormantChanged()
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{
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//@TODO NDarnell Determine what to do with dormancy, in the past we treated dormancy as a way to shutoff rendering
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//and the view for the other local players when we force multiple players to use the player view of a single player.
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//if (UCommonLocalPlayer* LocalPlayer = GetOwningLocalPlayer<UCommonLocalPlayer>())
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//{
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// // When the root layout is dormant, we don't want to render anything from the owner's view either
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// LocalPlayer->SetIsPlayerViewEnabled(!bIsDormant);
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//}
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//SetVisibility(bIsDormant ? ESlateVisibility::Collapsed : ESlateVisibility::SelfHitTestInvisible);
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//OnLayoutDormancyChanged().Broadcast(bIsDormant);
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}
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void UPrimaryGameLayout::RegisterLayer(FGameplayTag LayerTag, UCommonActivatableWidgetContainerBase* LayerWidget)
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{
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if (!IsDesignTime())
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{
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LayerWidget->OnTransitioningChanged.AddUObject(this, &UPrimaryGameLayout::OnWidgetStackTransitioning);
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// TODO: Consider allowing a transition duration, we currently set it to 0, because if it's not 0, the
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// transition effect will cause focus to not transition properly to the new widgets when using
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// gamepad always.
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LayerWidget->SetTransitionDuration(0.0);
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Layers.Add(LayerTag, LayerWidget);
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}
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}
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void UPrimaryGameLayout::OnWidgetStackTransitioning(UCommonActivatableWidgetContainerBase* Widget, bool bIsTransitioning)
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{
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if (bIsTransitioning)
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{
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const FName SuspendToken = UCommonUIExtensions::SuspendInputForPlayer(GetOwningLocalPlayer(), TEXT("GlobalStackTransion"));
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SuspendInputTokens.Add(SuspendToken);
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}
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else
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{
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if (ensure(SuspendInputTokens.Num() > 0))
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{
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const FName SuspendToken = SuspendInputTokens.Pop();
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UCommonUIExtensions::ResumeInputForPlayer(GetOwningLocalPlayer(), SuspendToken);
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}
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}
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}
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void UPrimaryGameLayout::FindAndRemoveWidgetFromLayer(UCommonActivatableWidget* ActivatableWidget)
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{
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// We're not sure what layer the widget is on so go searching.
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for (const auto& LayerKVP : Layers)
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{
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LayerKVP.Value->RemoveWidget(*ActivatableWidget);
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}
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}
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UCommonActivatableWidgetContainerBase* UPrimaryGameLayout::GetLayerWidget(FGameplayTag LayerName)
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{
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return Layers.FindRef(LayerName);
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} |