More work on managing input events

This commit is contained in:
2026-04-16 00:13:48 -04:00
parent 8a3d200247
commit 26399a6a15
20 changed files with 66 additions and 33 deletions

View File

@@ -10,7 +10,7 @@
bool FlxEventRequest::operator==(const FlxEventRequest &Other) const
{
return (Widget == Other.Widget) &&
(TakeControl == Other.TakeControl) &&
(UseUIOnly == Other.UseUIOnly) &&
(ShowPointer == Other.ShowPointer) &&
(Hotkeys == Other.Hotkeys);
}
@@ -22,12 +22,12 @@ bool FlxEventRequests::SanityCheck(const FlxEventRequest &Request)
UE_LOG(LogLuprexIntegration, Error, TEXT("RequestEvents called with null widget."));
return false;
}
if (Request.ShowPointer && !Request.TakeControl)
if (Request.ShowPointer && !Request.UseUIOnly)
{
UE_LOG(LogLuprexIntegration, Error, TEXT("RequestEvents: ShowPointer requires TakeControl."));
UE_LOG(LogLuprexIntegration, Error, TEXT("RequestEvents: ShowPointer requires UseUIOnly."));
return false;
}
if (Request.TakeControl && !Request.Hotkeys.IsEmpty())
if (Request.UseUIOnly && !Request.Hotkeys.IsEmpty())
{
UE_LOG(LogLuprexIntegration, Error, TEXT("RequestEvents: Widget asked for all events, and also, specific events"));
return false;
@@ -38,7 +38,7 @@ bool FlxEventRequests::SanityCheck(const FlxEventRequest &Request)
void FlxEventRequests::SplitHighLow(View &High, View &Low)
{
int32 NumHigh = 0;
while ((NumHigh < Requests.Num()) && (Requests[NumHigh].TakeControl)) NumHigh++;
while ((NumHigh < Requests.Num()) && (Requests[NumHigh].UseUIOnly)) NumHigh++;
int32 NumLow = Requests.Num() - NumHigh;
High = View(Requests.GetData(), NumHigh);
Low = View(Requests.GetData() + NumHigh, NumLow);
@@ -52,7 +52,7 @@ void FlxEventRequests::Request(const FlxEventRequest &NewRequest)
// This is a simple test to see if anything is going to change.
// If not, we return early and avoid setting the dirty bit.
if (NewRequest.TakeControl)
if (NewRequest.UseUIOnly)
{
if ((High.Num() > 0) && (High[0] == NewRequest)) return;
}
@@ -65,12 +65,12 @@ void FlxEventRequests::Request(const FlxEventRequest &NewRequest)
TArray<FlxEventRequest> Updated;
// Add all high priority requests to the updated array, new request first.
if (NewRequest.TakeControl) Updated.Add(NewRequest);
if (NewRequest.UseUIOnly) Updated.Add(NewRequest);
for (const FlxEventRequest &Req : High)
if (Req.Widget != NewRequest.Widget) Updated.Add(Req);
// Add all low priority requests to the updated array, new request first.
if (!NewRequest.TakeControl) Updated.Add(NewRequest);
if (!NewRequest.UseUIOnly) Updated.Add(NewRequest);
for (const FlxEventRequest &Req : Low)
if (Req.Widget != NewRequest.Widget) Updated.Add(Req);
@@ -101,7 +101,7 @@ void FlxEventRequests::GarbageCollect()
FlxEventRequests::InputMode FlxEventRequests::GetRequestedMode() const
{
if ((Requests.Num() > 0) && (Requests[0].TakeControl))
if ((Requests.Num() > 0) && (Requests[0].UseUIOnly))
{
return InputMode::UIOnly;
}

View File

@@ -4,7 +4,7 @@
//
// Custom input event dispatching system. Uses Unreal's
// built-in input modes (GameOnly / UIOnly) with an
// enhanced input component for character mode hotkeys.
// enhanced input component for GameOnly mode hotkeys.
//
////////////////////////////////////////////////////////////
@@ -22,12 +22,12 @@
// A widget's declaration of interest in input events.
//
// Widget: The widget that wants to receive events.
// TakeControl: If true, activating this request puts
// the system into Widget Mode.
// UseUIOnly: If true, activating this request puts
// the system into UIOnly mode.
// ShowPointer: If true, the mouse pointer should be
// visible when this widget has control.
// Hotkeys: Keys that go to this widget when the
// player is in Character mode.
// player is in GameOnly mode.
//
////////////////////////////////////////////////////////////
@@ -37,8 +37,8 @@ struct FlxEventRequest
GENERATED_BODY()
FlxEventRequest() = default;
FlxEventRequest(UUserWidget *InWidget, bool InTakeControl, bool InShowPointer, const TArray<FKey> &InHotkeys)
: Widget(InWidget), TakeControl(InTakeControl), ShowPointer(InShowPointer), Hotkeys(InHotkeys) {}
FlxEventRequest(UUserWidget *InWidget, bool InUseUIOnly, bool InShowPointer, const TArray<FKey> &InHotkeys)
: Widget(InWidget), UseUIOnly(InUseUIOnly), ShowPointer(InShowPointer), Hotkeys(InHotkeys) {}
bool operator == (const FlxEventRequest &Other) const;
@@ -46,7 +46,7 @@ struct FlxEventRequest
UUserWidget* Widget = nullptr;
UPROPERTY(BlueprintReadWrite)
bool TakeControl = false;
bool UseUIOnly = false;
UPROPERTY(BlueprintReadWrite)
bool ShowPointer = false;

View File

@@ -74,9 +74,9 @@ FVector2D AlxPlayerControllerBase::GetLookAtPixel(const UObject *Context)
void AlxPlayerControllerBase::BeginPlay()
{
Super::BeginPlay();
CharacterModeInput = NewObject<UInputComponent>(this);
CharacterModeInput->bBlockInput = false;
PushInputComponent(CharacterModeInput);
HotkeyInputComponent = NewObject<UInputComponent>(this);
HotkeyInputComponent->bBlockInput = false;
PushInputComponent(HotkeyInputComponent);
}
void AlxPlayerControllerBase::UpdateEventDispatch()
@@ -121,7 +121,7 @@ void AlxPlayerControllerBase::UpdateEventDispatch()
{
SetInputMode(FInputModeGameOnly());
CharacterModeInput->KeyBindings.Empty();
HotkeyInputComponent->KeyBindings.Empty();
TSet<FKey> BoundKeys;
for (const FlxEventRequest &Req : Requests)
{
@@ -130,7 +130,7 @@ void AlxPlayerControllerBase::UpdateEventDispatch()
if (!BoundKeys.Contains(Key))
{
BoundKeys.Add(Key);
CharacterModeInput->BindKey(Key, IE_Pressed, this, &AlxPlayerControllerBase::ForwardKeyEvent);
HotkeyInputComponent->BindKey(Key, IE_Pressed, this, &AlxPlayerControllerBase::ForwardKeyEvent);
}
}
}

View File

@@ -50,7 +50,7 @@ public:
// Rebuild input component and switch input mode.
void UpdateEventDispatch();
// Handler for character mode hotkey presses.
// Handler for GameOnly mode hotkey presses.
void ForwardKeyEvent(FKey Key);
// Walk up from a Slate widget to find the nearest UMG widget class name.
@@ -65,9 +65,9 @@ public:
UPROPERTY()
FlxEventRequests EventRequests;
// Input component for Character Mode: catches hotkeys only.
// Input component for GameOnly mode: catches hotkeys only.
UPROPERTY()
UInputComponent *CharacterModeInput = nullptr;
UInputComponent *HotkeyInputComponent = nullptr;
// Current input mode.
InputMode CurrentInputMode = InputMode::GameOnly;