Clean up the player controller
This commit is contained in:
@@ -172,7 +172,6 @@ void ALuprexGameModeBase::OnWorldPostActorTick(UWorld* InWorld, ELevelTick InLev
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if (PC != nullptr)
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{
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PC->UpdateLookAt();
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PC->UpdateEventDispatch();
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}
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}
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}
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@@ -28,7 +28,7 @@ void UlxUserWidget::BackupInputComponent()
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}
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}
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void UlxUserWidget::DisableEventBinding(const UInputAction* InputAction)
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void UlxUserWidget::DisableInputAction(const UInputAction* InputAction)
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{
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UEnhancedInputComponent* EIC = Cast<UEnhancedInputComponent>(InputComponent);
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if (!EIC) return;
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@@ -40,9 +40,9 @@ void UlxUserWidget::DisableEventBinding(const UInputAction* InputAction)
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});
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}
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void UlxUserWidget::RestoreInputBinding(const UInputAction* InputAction)
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void UlxUserWidget::RestoreInputAction(const UInputAction* InputAction)
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{
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DisableEventBinding(InputAction);
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DisableInputAction(InputAction);
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UEnhancedInputComponent* EIC = Cast<UEnhancedInputComponent>(InputComponent);
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if (!EIC) return;
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@@ -59,7 +59,7 @@ void UlxUserWidget::RestoreInputBinding(const UInputAction* InputAction)
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void UlxUserWidget::RedirectInputAction(const UInputAction* From, const UInputAction* To)
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{
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DisableEventBinding(From);
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DisableInputAction(From);
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UEnhancedInputComponent* EIC = Cast<UEnhancedInputComponent>(InputComponent);
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if (!EIC) return;
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@@ -25,13 +25,13 @@ public:
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// Remove every live event binding whose action is InputAction.
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// No-op if there are none, or if InputComponent isn't enhanced.
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UFUNCTION(BlueprintCallable, Category="Luprex|Widget Enhanced Input")
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void DisableEventBinding(const UInputAction* InputAction);
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void DisableInputAction(const UInputAction* InputAction);
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// Replace any live bindings for InputAction with fresh clones of every
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// saved binding for that action. Leaves the backup array intact so this
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// can be called repeatedly.
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UFUNCTION(BlueprintCallable, Category="Luprex|Widget Enhanced Input")
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void RestoreInputBinding(const UInputAction* InputAction);
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void RestoreInputAction(const UInputAction* InputAction);
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// Install live bindings on From that, when fired, dispatch through a
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// clone of each saved binding for To. Clears any pre-existing live
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@@ -4,24 +4,6 @@
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#include "TangibleManager.h"
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#include "Kismet/GameplayStatics.h"
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#include "Engine/GameInstance.h"
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#include "Engine/GameViewportClient.h"
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#include "Framework/Application/SlateApplication.h"
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#include "Widgets/SViewport.h"
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#include "Slate/SObjectWidget.h"
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FString AlxPlayerControllerBase::GetUserWidgetName(SWidget *W)
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{
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while (W)
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{
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if (W->GetType() == FName("SObjectWidget"))
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{
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UUserWidget *UW = static_cast<SObjectWidget*>(W)->GetWidgetObject();
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if (UW) return UW->GetClass()->GetName();
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}
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W = W->GetParentWidget().Get();
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}
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return TEXT("Unknown Widget");
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}
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AlxPlayerControllerBase *AlxPlayerControllerBase::FromContext(const UObject *Context)
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{
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@@ -71,96 +53,6 @@ FVector2D AlxPlayerControllerBase::GetLookAtPixel(const UObject *Context)
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return ScreenPosition;
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}
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void AlxPlayerControllerBase::BeginPlay()
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{
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Super::BeginPlay();
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HotkeyInputComponent = NewObject<UInputComponent>(this);
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HotkeyInputComponent->bBlockInput = false;
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PushInputComponent(HotkeyInputComponent);
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}
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void AlxPlayerControllerBase::UpdateEventDispatch()
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{
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EventRequests.GarbageCollect();
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// If we're in GameOnly mode, check that focus is still on the viewport.
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if (CurrentInputMode == InputMode::GameOnly)
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{
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UGameViewportClient *GVC = GetWorld() ? GetWorld()->GetGameViewport() : nullptr;
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if (GVC)
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{
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TSharedPtr<SViewport> ViewportWidget = GVC->GetGameViewportWidget();
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if (ViewportWidget.IsValid())
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{
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TSharedPtr<SWidget> Focused = FSlateApplication::Get().GetKeyboardFocusedWidget();
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if (Focused.Get() != ViewportWidget.Get())
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{
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UE_LOG(LogLuprexIntegration, Error, TEXT("In GameOnly mode, keyboard focus must stay on viewport, but was stolen by: %s. Restoring."), *GetUserWidgetName(Focused.Get()));
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EventRequests.SetDirty();
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}
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if (!ViewportWidget->HasMouseCapture())
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{
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UE_LOG(LogLuprexIntegration, Error, TEXT("In GameOnly mode, viewport must have mouse capture, but lost it. Restoring."));
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EventRequests.SetDirty();
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}
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}
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}
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}
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if (!EventRequests.IsDirty()) return;
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EventRequests.ClearDirty();
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CurrentInputMode = EventRequests.GetRequestedMode();
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const TArray<FlxEventRequest> &Requests = EventRequests.GetRequests();
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if (CurrentInputMode == InputMode::UIOnly)
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{
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SetInputMode(FInputModeUIOnly().SetWidgetToFocus(Requests[0].Widget->GetCachedWidget()));
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}
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else
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{
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SetInputMode(FInputModeGameOnly());
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HotkeyInputComponent->KeyBindings.Empty();
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TSet<FKey> BoundKeys;
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for (const FlxEventRequest &Req : Requests)
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{
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for (const FKey &Key : Req.Hotkeys)
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{
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if (!BoundKeys.Contains(Key))
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{
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BoundKeys.Add(Key);
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HotkeyInputComponent->BindKey(Key, IE_Pressed, this, &AlxPlayerControllerBase::ForwardKeyEvent);
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}
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}
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}
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}
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}
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void AlxPlayerControllerBase::ForwardKeyEvent(FKey Key)
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{
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// TODO: implement
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}
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void AlxPlayerControllerBase::RequestEvents(const FlxEventRequest &Request)
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{
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if (!FlxEventRequests::SanityCheck(Request)) return;
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AlxPlayerControllerBase *PC = FromContext(Request.Widget);
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PC->EventRequests.Request(Request);
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}
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void AlxPlayerControllerBase::UnRequestEvents(UUserWidget *Widget)
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{
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if (Widget == nullptr)
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{
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UE_LOG(LogLuprexIntegration, Error, TEXT("UnRequestEvents called with null widget."));
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return;
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}
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AlxPlayerControllerBase *PC = FromContext(Widget);
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PC->EventRequests.Remove(Widget);
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}
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void AlxPlayerControllerBase::UpdateLookAt()
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{
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UlxTangibleManager *TM = GetGameInstance()->GetSubsystem<UlxTangibleManager>();
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@@ -3,7 +3,6 @@
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#include "CoreMinimal.h"
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#include "Engine/HitResult.h"
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#include "GameFramework/PlayerController.h"
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#include "InputEvents.h"
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#include "PlayerControllerBase.generated.h"
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UCLASS(BlueprintType, Blueprintable)
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@@ -12,8 +11,6 @@ class INTEGRATION_API AlxPlayerControllerBase : public APlayerController
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GENERATED_BODY()
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public:
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using InputMode = FlxEventRequests::InputMode;
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void SetLookAt(const UObject *Context, const FHitResult &HitResult);
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@@ -29,12 +26,6 @@ public:
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void SetLookAtChanged(const UObject *Context);
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UFUNCTION(BlueprintCallable, Category = "Luprex|Input Events")
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static void RequestEvents(const FlxEventRequest &Request);
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UFUNCTION(BlueprintCallable, Category = "Luprex|Input Events")
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static void UnRequestEvents(UUserWidget *Widget);
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// Blueprint events
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UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
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void CalculateLookAt();
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@@ -42,35 +33,14 @@ public:
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UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
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void LookAtChanged();
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virtual void BeginPlay() override;
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// Called by GameMode each tick.
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void UpdateLookAt();
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// Rebuild input component and switch input mode.
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void UpdateEventDispatch();
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// Handler for GameOnly mode hotkey presses.
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void ForwardKeyEvent(FKey Key);
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// Walk up from a Slate widget to find the nearest UMG widget class name.
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static FString GetUserWidgetName(SWidget *W);
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// Get the player controller, cast to AlxPlayerControllerBase.
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static AlxPlayerControllerBase *FromContext(const UObject *Context);
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UPROPERTY()
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FHitResult CurrentLookAt;
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UPROPERTY()
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FlxEventRequests EventRequests;
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// Input component for GameOnly mode: catches hotkeys only.
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UPROPERTY()
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UInputComponent *HotkeyInputComponent = nullptr;
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// Current input mode.
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InputMode CurrentInputMode = InputMode::GameOnly;
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bool MustCallLookAtChanged = false;
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};
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