Player controller code to sort input components better: widgets with 'Stop Input' go to top of priority stack, and also, priority actually works now.

This commit is contained in:
2026-04-17 17:56:10 -04:00
parent d396f394ab
commit 7a09da8a4e
5 changed files with 110 additions and 8 deletions

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@@ -1,6 +1,6 @@
* UE Wingman Function Overrides.
* UE Wingman rename functions.
* In the console, do not allow multi-line lua expressions unless it's something that reasonably should be multi-line, like a function definition or an if-statement.
* Keyboard Event Handling

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@@ -23,8 +23,10 @@ public:
virtual void Register() override
{
UWingServer::AddHandler(this,
TEXT("Execute multiple commands in one request. Each subcommand produces its own content block in the response. "
"Nested Sequence commands are not allowed."));
TEXT("Execute multiple commands in one request. Each subcommand "
"produces its own content block in the response. The big win "
"performance-wise is that fewer MCP calls means fewer "
"round-trip invocations of the LLM."));
}
virtual void Handle() override
{
@@ -32,9 +34,8 @@ public:
// WingServer. Because of that, this handler is never actually called
// under normal conditions. The handler exists for two reasons: to
// provide documentation, and also to catch the case where somebody
// nests a sequence inside another sequence (WingServer doesn't catch
// that).
//
WingOut::Stdout.Print(TEXT("ERROR: Sequence inside a Sequence is not allowed.\n"));
// nests a sequence inside another sequence.
WingOut::Stdout.Print(
TEXT("ERROR: Sequence inside a Sequence is not allowed.\n"));
}
};

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@@ -211,6 +211,7 @@ void UWingManualSections::ImportantCommands()
"\n Graph_Dump: a fairly detailed listing of any Graph"
"\n Details_Dump: Dump the details panel for a given object"
"\n Details_Set: Manipulate the details panel for a given object"
"\n Sequence: Batch commands together for faster execution"
"\n"
"\n You can use Documentation_Commands(Query=Command,Verbose=true)"
"\n to get detailed help for a specific command."

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@@ -2,6 +2,8 @@
#include "Common.h"
#include "Tangible.h"
#include "TangibleManager.h"
#include "Components/InputComponent.h"
#include "Engine/LevelScriptActor.h"
#include "Kismet/GameplayStatics.h"
#include "Engine/GameInstance.h"
@@ -53,6 +55,99 @@ FVector2D AlxPlayerControllerBase::GetLookAtPixel(const UObject *Context)
return ScreenPosition;
}
void AlxPlayerControllerBase::PushInputComponent(UInputComponent* InInputComponent)
{
if (InInputComponent)
{
CurrentInputStack.RemoveSingle(InInputComponent);
CurrentInputStack.Add(InInputComponent);
}
}
bool AlxPlayerControllerBase::PopInputComponent(UInputComponent* InInputComponent)
{
if (InInputComponent)
{
if (CurrentInputStack.RemoveSingle(InInputComponent) > 0)
{
InInputComponent->ClearBindingValues();
return true;
}
}
return false;
}
void AlxPlayerControllerBase::BuildInputStack(TArray<UInputComponent*>& InputStack)
{
// Controlled pawn gets last dibs on the input stack
APawn* ControlledPawn = GetPawnOrSpectator();
if (ControlledPawn)
{
if (ControlledPawn->InputEnabled())
{
// Get the explicit input component that is created upon Pawn possession. This one gets last dibs.
if (ControlledPawn->InputComponent)
{
InputStack.Push(ControlledPawn->InputComponent);
}
// See if there is another InputComponent that was added to the Pawn's components array (possibly by script).
for (UActorComponent* ActorComponent : ControlledPawn->GetComponents())
{
UInputComponent* PawnInputComponent = Cast<UInputComponent>(ActorComponent);
if (PawnInputComponent && PawnInputComponent != ControlledPawn->InputComponent)
{
InputStack.Push(PawnInputComponent);
}
}
}
}
// LevelScriptActors are put on the stack next
for (ULevel* Level : GetWorld()->GetLevels())
{
ALevelScriptActor* ScriptActor = Level->GetLevelScriptActor();
if (ScriptActor)
{
if (ScriptActor->InputEnabled() && ScriptActor->InputComponent)
{
InputStack.Push(ScriptActor->InputComponent);
}
}
}
if (InputEnabled())
{
InputStack.Push(InputComponent);
}
// Sort the components first by bBlockInput, then by
// priority. We don't touch the original array, because
// we want to preserve information about which component
// was pushed last.
TArray<UInputComponent*, TInlineAllocator<20>> Pushed;
for (int32 Idx = 0; Idx < CurrentInputStack.Num(); ++Idx)
{
UInputComponent* IC = CurrentInputStack[Idx].Get();
if (IsValid(IC))
{
Pushed.Add(IC);
}
else
{
CurrentInputStack.RemoveAt(Idx--);
}
}
Pushed.StableSort([](const UInputComponent& A, const UInputComponent& B)
{
if (A.bBlockInput != B.bBlockInput) return !A.bBlockInput;
return A.Priority < B.Priority;
});
InputStack.Append(Pushed);
}
void AlxPlayerControllerBase::UpdateLookAt()
{
UlxTangibleManager *TM = GetGameInstance()->GetSubsystem<UlxTangibleManager>();

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@@ -36,6 +36,11 @@ public:
// Called by GameMode each tick.
void UpdateLookAt();
// Input stack overrides: unsorted, append-on-push.
virtual void PushInputComponent(UInputComponent* InInputComponent) override;
virtual bool PopInputComponent(UInputComponent* InInputComponent) override;
virtual void BuildInputStack(TArray<UInputComponent*>& InputStack) override;
// Get the player controller, cast to AlxPlayerControllerBase.
static AlxPlayerControllerBase *FromContext(const UObject *Context);