Simplify keyboard focus rule to just 'widget in front', full stop.
This commit is contained in:
@@ -28,72 +28,53 @@ Our window management system, in order to keep things
|
||||
simple, has to make some assumptions about how Luprex games
|
||||
work. So, here are the rules.
|
||||
|
||||
The presumption is that most of the time, you're interacting
|
||||
with the 3D world, and importantly, we assume that if you're
|
||||
using keyboard and mouse, you're using the mouse to control
|
||||
the camera - aka "mouselook."
|
||||
Top-level UserWidgets get inserted into a "Root Canvas",
|
||||
instead of into the viewport. The root canvas implements most
|
||||
of the functionality of our window management system.
|
||||
|
||||
We also assume that as you interact with the 3D world, you
|
||||
will occasionally be popping up GUI widgets that can
|
||||
coexist with mouselook. These mouselook-compatible
|
||||
widgets don't need a mouse pointer, they don't need you to
|
||||
click on anything. They rely on buttons alone. We assume
|
||||
that most of the GUI elements you interact with will be
|
||||
mouselook-compatible, in order to allow you to stay
|
||||
immersed in the 3D world.
|
||||
The keyboard focus rule is simple: the UserWidget in front
|
||||
according to the z-order gets keyboard focus. The window
|
||||
management system will put focus on the front widget and
|
||||
will keep it there. The *only* way to give a UserWidget
|
||||
keyboard focus is to raise it to the front of the z-order.
|
||||
|
||||
But we also assume that there may be moments when you want
|
||||
to pop up a very complicated widget, for example, a big
|
||||
inventory management screen, for which a mouse pointer would
|
||||
be very helpful. For occasions like these, a widget can
|
||||
declare "ShowPointer".
|
||||
Mouse movements events are handled in two different ways:
|
||||
the system can shift between "mouselook" mode and
|
||||
"point-and-click" mode. Every top-level UserWidget declares
|
||||
whether it wants a mouse pointer or not. If the front
|
||||
UserWidget wants a pointer, the system shifts into
|
||||
point-and-click mode.
|
||||
|
||||
When one of these ShowPointer widgets is on the screen,
|
||||
the entire system switches into point-and-click mode.
|
||||
In point-and-click mode, the pointer is visible. Mouse
|
||||
movements move the pointer. Mouse movements do *not* get
|
||||
translated into mouselook.
|
||||
In point-and-click mode, enhanced input mouse move events
|
||||
cannot happen. In mouselook mode, widget OnMouseDown and
|
||||
OnMouseMove events cannot happen. In both modes, you can
|
||||
track mouse movement, but you have to use different
|
||||
mechanisms.
|
||||
|
||||
Widgets have a z-order: one widget is always "in front." In
|
||||
mouselook mode, only the front widget can get keyboard
|
||||
focus. In mouselook mode, the window management system will
|
||||
put focus on the front widget, and it will keep it there.
|
||||
If you want some other widget to have focus, you'll have to
|
||||
bring that widget to the front.
|
||||
Widgets that declare that they want a pointer are
|
||||
automatically put in front of widgets that don't want a
|
||||
pointer. Because of this rule, the system essentially
|
||||
separates into the "mouselook" layer underneath, and the
|
||||
"point-and-click" layer on top. When the point-and-click
|
||||
layer gets out of the way, then you can drive the 3D world.
|
||||
|
||||
In point-and-click mode, the keyboard focus rules differ.
|
||||
When you raise a widget to the front, the window management
|
||||
system will give it focus. But, if you click the mouse
|
||||
pointer on a different widget - say, on a text box in a
|
||||
different widget - keyboard focus can get transferred.
|
||||
# State Variables of the Window Management System
|
||||
|
||||
When a ShowPointer window is on the screen, not only
|
||||
does the system shift to point-and-click mode, but it
|
||||
also keeps all ShowPointer windows in front of any
|
||||
non-ShowPointer window.
|
||||
|
||||
Basically, you can think of the system as a 3D world with
|
||||
its mouselook-compatible widgets as one layer, and the
|
||||
point-and-click stuff as a second layer on top of that.
|
||||
When the point-and-click layer gets out of the way, then you
|
||||
can drive the 3D world.
|
||||
|
||||
# The Root Canvas
|
||||
I have made an effort to keep the number of state variables
|
||||
that you have to control to an absolute minimum, and to
|
||||
concentrate them all in one place. That place is the "Root
|
||||
Canvas Slot."
|
||||
|
||||
Typically, in Unreal, when you create a new top-level
|
||||
widget, you insert it into the viewport using
|
||||
AddToViewport. But to use our window management
|
||||
system, you must instead insert top-level widgets into a
|
||||
'root canvas', using AddWidgetToRoot.
|
||||
widget, you insert it into the viewport using AddToViewport.
|
||||
But to use our window management system, you must instead
|
||||
insert top-level widgets into a 'root canvas', using
|
||||
AddWidgetToRoot.
|
||||
|
||||
The main reason for the creation of the root canvas is that
|
||||
it gives us a place to store window-management related
|
||||
hints, and window-management related state.
|
||||
|
||||
The root canvas object attaches a RootCanvasSlot to each
|
||||
The root canvas object associates a RootCanvasSlot to each
|
||||
top-level widget. The RootCanvasSlot is a place where we can
|
||||
store management-related hints for that widget. The contents
|
||||
of the RootCanvasSlot include the following:
|
||||
store window management-related hints for that widget. The
|
||||
contents of the RootCanvasSlot include the following:
|
||||
|
||||
- `ShowPointer`: If true, this is a point-and-click widget.
|
||||
When this widget is in front, the pointer is visible,
|
||||
@@ -106,20 +87,23 @@ of the RootCanvasSlot include the following:
|
||||
*this* widget are disabled.
|
||||
|
||||
- `BringToFrontCount`: Effectively, a timestamp indicating
|
||||
the last time this window was brought to the front.
|
||||
the last time this window was brought to the front. This
|
||||
is the main factor determining the z-order of the widgets.
|
||||
|
||||
In addition, the top-level widget itself contains some
|
||||
window-management related properties. Currently, these are:
|
||||
|
||||
- `DesiredFocusWidget`: Indicates which sub-widget, if any,
|
||||
should be given focus.
|
||||
should be given focus. When the system grants focus to
|
||||
the frontmost UserWidget, the focus actually goes here.
|
||||
|
||||
That is all the state variables that control our new window
|
||||
management system. If your blueprint is managing these
|
||||
properties, then it is doing everything it needs to do.
|
||||
There are deliberately *no other variables* that control our
|
||||
new window management system. If your blueprint is managing
|
||||
these properties, then it is doing everything it needs to
|
||||
do.
|
||||
|
||||
The function SetWidgetWindowManagement can set all of these
|
||||
properties in a single operation. That one function is all
|
||||
variables in a single operation. That one function is all
|
||||
you need to control the entire window management system.
|
||||
|
||||
# Handling Keyboard and Gamepad Buttons
|
||||
@@ -177,7 +161,8 @@ This is all almost entirely unchanged from Unreal's default
|
||||
behavior. We've only made two tiny tweaks: we send enhanced
|
||||
input to widgets in front-to-back order, and, widgets
|
||||
disable enhanced input by setting a flag instead of by
|
||||
unregistering their input component.
|
||||
unregistering their input component. Other than that, this
|
||||
is all just stock unreal.
|
||||
|
||||
# Handling mouse buttons
|
||||
|
||||
@@ -185,9 +170,9 @@ Mouse buttons behave differently than keyboard buttons.
|
||||
|
||||
Widgets have an OnMouseDown handler. This is only active in
|
||||
point-and-click mode. OnMouseDown only fires when three
|
||||
things are true: the pointer is visible, the pointer is
|
||||
inside the rectangle of a widget, and the widget is marked
|
||||
hit-testable.
|
||||
things are true: the system must be in point-and-click mode,
|
||||
the pointer must be inside the rectangle of a widget, and
|
||||
the widget must be marked hit-testable.
|
||||
|
||||
If no OnMouseDown event fires, or if OnMouseDown declares
|
||||
the mouse down to be "not handled," then the mouse down
|
||||
@@ -199,18 +184,18 @@ buttons. It can be mapped to an enhanced input event by the
|
||||
input mapping context, and then from there, it can be
|
||||
handled by any enhanced input event handler in a blueprint.
|
||||
|
||||
The upshot of all this is: if you want to think of a
|
||||
mouse button as "just another button," then the
|
||||
way to achieve that is to handle the mouse button using
|
||||
an enhanced input handler.
|
||||
The upshot of all this is: if you want to think of a mouse
|
||||
button as "just another button," then the way to achieve
|
||||
that is to *not* write an OnMouseDown handler, but instead,
|
||||
to deal with it through enhanced input.
|
||||
|
||||
We have very slightly tweaked the default behavior of
|
||||
unreal. If the pointer is visible, and you click on a
|
||||
widget that is hit-testable, but which has no OnMouseDown
|
||||
handler, we provide a default OnMouseDown behavior: we
|
||||
bring the widget to the front. Because our system
|
||||
grants keyboard focus to the widget in front, this
|
||||
will grant focus, if the widget can accept it.
|
||||
We have tweaked the default behavior of unreal. If the
|
||||
system is in point-and-click mode, and you click on a widget
|
||||
that is hit-testable, but which has no OnMouseDown handler,
|
||||
we provide a default OnMouseDown behavior: we bring the
|
||||
top-level UserWidget to the front. Because our system grants
|
||||
keyboard focus to the widget in front, this will also grant
|
||||
focus.
|
||||
|
||||
# Handling Mouse Movement
|
||||
|
||||
@@ -251,17 +236,19 @@ If you're using our Luprex window management system, there are
|
||||
several things your blueprint should *NOT* do:
|
||||
|
||||
- DO NOT use SetKeyboardFocus, SetUserFocus, or any other
|
||||
function with Set-Focus in the name. Instead, set
|
||||
the DesiredFocusWidget inside a top-level widget, and our
|
||||
window management system will decide who gets focus.
|
||||
function with Set-Focus in the name. Instead, just
|
||||
be aware that the frontmost UserWidget will get focus.
|
||||
It can delegate that focus to one of its components by
|
||||
setting DesiredFocusWidget.
|
||||
|
||||
- DO NOT use SetShowMouseCursor, or set the bShowMouseCursor
|
||||
flag. Instead, set the ShowPointer flag in the configuration
|
||||
of any top-level widget.
|
||||
flag. Instead, set the ShowPointer flag in the
|
||||
RootCanvasSlot of any top-level widget.
|
||||
|
||||
- DO NOT use UserWidget::RegisterInputComponent or
|
||||
UserWidget::UnregisterInputComponent. These will be ignored.
|
||||
Instead, set or unset the flag EnableEnhancedInput, which
|
||||
UserWidget::UnregisterInputComponent. These will be
|
||||
ignored. Instead, set or unset the flag
|
||||
EnableEnhancedInput in the RootCanvasSlot, which
|
||||
effectively does the same thing.
|
||||
|
||||
- DO NOT use SetZOrder. If you try, you will be overridden
|
||||
@@ -279,7 +266,7 @@ several things your blueprint should *NOT* do:
|
||||
window management system.
|
||||
|
||||
- DO NOT use AddToViewport or AddToPlayerScreen. Top level
|
||||
widgets should be inserted into the root canvas using
|
||||
UserWidgets should be inserted into the root canvas using
|
||||
AddWidgetToRoot.
|
||||
|
||||
- DO NOT use SetIgnoreInput. You will be overridden. Our
|
||||
@@ -287,7 +274,8 @@ several things your blueprint should *NOT* do:
|
||||
system being active, turning it off would cause everything
|
||||
to fail. However, a widget can handle keyboard or
|
||||
character events, causing them not to be propagated, it
|
||||
can also block events to any window lower in the z-order.
|
||||
can also block events to any widget lower in the z-order,
|
||||
and to the player controller and character.
|
||||
|
||||
- DO NOT use SetInputModeXXX. Be aware that there is no
|
||||
"input mode" enum or "input mode" variable anywhere in
|
||||
|
||||
Reference in New Issue
Block a user