RealtimeStyleTransferRuntime/Plugins/CommonGame/Source/Private/PrimaryGameLayout.cpp

139 lines
4.9 KiB
C++

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