First step of new focus management system

This commit is contained in:
2026-04-15 22:55:02 -04:00
parent 2f83910897
commit 8a3d200247
7 changed files with 365 additions and 5 deletions

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@@ -0,0 +1,112 @@
////////////////////////////////////////////////////////////
//
// InputEvents.cpp
//
////////////////////////////////////////////////////////////
#include "InputEvents.h"
#include "Common.h"
bool FlxEventRequest::operator==(const FlxEventRequest &Other) const
{
return (Widget == Other.Widget) &&
(TakeControl == Other.TakeControl) &&
(ShowPointer == Other.ShowPointer) &&
(Hotkeys == Other.Hotkeys);
}
bool FlxEventRequests::SanityCheck(const FlxEventRequest &Request)
{
if (Request.Widget == nullptr)
{
UE_LOG(LogLuprexIntegration, Error, TEXT("RequestEvents called with null widget."));
return false;
}
if (Request.ShowPointer && !Request.TakeControl)
{
UE_LOG(LogLuprexIntegration, Error, TEXT("RequestEvents: ShowPointer requires TakeControl."));
return false;
}
if (Request.TakeControl && !Request.Hotkeys.IsEmpty())
{
UE_LOG(LogLuprexIntegration, Error, TEXT("RequestEvents: Widget asked for all events, and also, specific events"));
return false;
}
return true;
}
void FlxEventRequests::SplitHighLow(View &High, View &Low)
{
int32 NumHigh = 0;
while ((NumHigh < Requests.Num()) && (Requests[NumHigh].TakeControl)) NumHigh++;
int32 NumLow = Requests.Num() - NumHigh;
High = View(Requests.GetData(), NumHigh);
Low = View(Requests.GetData() + NumHigh, NumLow);
}
void FlxEventRequests::Request(const FlxEventRequest &NewRequest)
{
// Divide the array into a high-priority slice and a low-priority slice.
View High, Low;
SplitHighLow(High, Low);
// 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 ((High.Num() > 0) && (High[0] == NewRequest)) return;
}
else
{
if ((Low.Num() > 0) && (Low[0] == NewRequest)) return;
}
// We're going to build a new version of the requests array.
TArray<FlxEventRequest> Updated;
// Add all high priority requests to the updated array, new request first.
if (NewRequest.TakeControl) 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);
for (const FlxEventRequest &Req : Low)
if (Req.Widget != NewRequest.Widget) Updated.Add(Req);
Swap(Requests, Updated);
Dirty = true;
}
void FlxEventRequests::Remove(UUserWidget *Widget)
{
int32 N = Requests.Num();
Requests.RemoveAll([Widget](const FlxEventRequest &Entry)
{
return Entry.Widget == Widget;
});
if (Requests.Num() < N) Dirty = true;
}
void FlxEventRequests::GarbageCollect()
{
int32 N = Requests.Num();
Requests.RemoveAll([](const FlxEventRequest &Entry)
{
UUserWidget *W = Entry.Widget;
return W == nullptr || !IsValid(W) || W->GetParent() == nullptr;
});
if (Requests.Num() < N) Dirty = true;
}
FlxEventRequests::InputMode FlxEventRequests::GetRequestedMode() const
{
if ((Requests.Num() > 0) && (Requests[0].TakeControl))
{
return InputMode::UIOnly;
}
else
{
return InputMode::GameOnly;
}
}

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@@ -0,0 +1,106 @@
////////////////////////////////////////////////////////////
//
// InputEvents.h
//
// Custom input event dispatching system. Uses Unreal's
// built-in input modes (GameOnly / UIOnly) with an
// enhanced input component for character mode hotkeys.
//
////////////////////////////////////////////////////////////
#pragma once
#include "CoreMinimal.h"
#include "InputCoreTypes.h"
#include "Blueprint/UserWidget.h"
#include "InputEvents.generated.h"
////////////////////////////////////////////////////////////
//
// FlxEventRequest
//
// 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.
// 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.
//
////////////////////////////////////////////////////////////
USTRUCT(BlueprintType)
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) {}
bool operator == (const FlxEventRequest &Other) const;
UPROPERTY(BlueprintReadWrite)
UUserWidget* Widget = nullptr;
UPROPERTY(BlueprintReadWrite)
bool TakeControl = false;
UPROPERTY(BlueprintReadWrite)
bool ShowPointer = false;
UPROPERTY(BlueprintReadWrite)
TArray<FKey> Hotkeys;
};
USTRUCT()
struct FlxEventRequests
{
GENERATED_BODY()
private:
UPROPERTY()
// High priority requests are always before low-priority.
// Otherwise, these are in order of most recent first.
TArray<FlxEventRequest> Requests;
UPROPERTY()
bool Dirty = true;
public:
enum class InputMode { UIOnly, GameOnly };
using View = TArrayView<FlxEventRequest>;
// Get the requests array.
const TArray<FlxEventRequest> &GetRequests() const { return Requests; }
// Sanity check a request to see if it is reasonable.
static bool SanityCheck(const FlxEventRequest &Request);
// Divide Requests into a high-priority slice and a low-priority slice.
void SplitHighLow(View &High, View &Low);
// Apply a request. Replaces any previous request by the same widget.
void Request(const FlxEventRequest &NewRequest);
// Remove all requests by the specified widget.
void Remove(UUserWidget *Widget);
// Remove any requests by dead widgets or widgets with no parents.
void GarbageCollect();
// Return true if the requests have changed since the last ClearDirty.
bool IsDirty() { return Dirty; }
// Clear the dirty flag.
void ClearDirty() { Dirty = false; }
// Set the dirty flag.
void SetDirty() { Dirty = true; }
// Get the currently-requested mode.
InputMode GetRequestedMode() const;
};

View File

@@ -169,7 +169,11 @@ void ALuprexGameModeBase::OnWorldPostActorTick(UWorld* InWorld, ELevelTick InLev
UpdateTangibles();
UpdatePossessedTangible();
AlxPlayerControllerBase *PC = Cast<AlxPlayerControllerBase>(GetWorld()->GetFirstPlayerController());
if (PC != nullptr) PC->UpdateLookAt();
if (PC != nullptr)
{
PC->UpdateLookAt();
PC->UpdateEventDispatch();
}
}
}

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@@ -4,6 +4,24 @@
#include "TangibleManager.h"
#include "Kismet/GameplayStatics.h"
#include "Engine/GameInstance.h"
#include "Engine/GameViewportClient.h"
#include "Framework/Application/SlateApplication.h"
#include "Widgets/SViewport.h"
#include "Slate/SObjectWidget.h"
FString AlxPlayerControllerBase::GetUserWidgetName(SWidget *W)
{
while (W)
{
if (W->GetType() == FName("SObjectWidget"))
{
UUserWidget *UW = static_cast<SObjectWidget*>(W)->GetWidgetObject();
if (UW) return UW->GetClass()->GetName();
}
W = W->GetParentWidget().Get();
}
return TEXT("Unknown Widget");
}
AlxPlayerControllerBase *AlxPlayerControllerBase::FromContext(const UObject *Context)
{
@@ -53,6 +71,96 @@ FVector2D AlxPlayerControllerBase::GetLookAtPixel(const UObject *Context)
return ScreenPosition;
}
void AlxPlayerControllerBase::BeginPlay()
{
Super::BeginPlay();
CharacterModeInput = NewObject<UInputComponent>(this);
CharacterModeInput->bBlockInput = false;
PushInputComponent(CharacterModeInput);
}
void AlxPlayerControllerBase::UpdateEventDispatch()
{
EventRequests.GarbageCollect();
// If we're in GameOnly mode, check that focus is still on the viewport.
if (CurrentInputMode == InputMode::GameOnly)
{
UGameViewportClient *GVC = GetWorld() ? GetWorld()->GetGameViewport() : nullptr;
if (GVC)
{
TSharedPtr<SViewport> ViewportWidget = GVC->GetGameViewportWidget();
if (ViewportWidget.IsValid())
{
TSharedPtr<SWidget> Focused = FSlateApplication::Get().GetKeyboardFocusedWidget();
if (Focused.Get() != ViewportWidget.Get())
{
UE_LOG(LogLuprexIntegration, Error, TEXT("In GameOnly mode, keyboard focus must stay on viewport, but was stolen by: %s. Restoring."), *GetUserWidgetName(Focused.Get()));
EventRequests.SetDirty();
}
if (!ViewportWidget->HasMouseCapture())
{
UE_LOG(LogLuprexIntegration, Error, TEXT("In GameOnly mode, viewport must have mouse capture, but lost it. Restoring."));
EventRequests.SetDirty();
}
}
}
}
if (!EventRequests.IsDirty()) return;
EventRequests.ClearDirty();
CurrentInputMode = EventRequests.GetRequestedMode();
const TArray<FlxEventRequest> &Requests = EventRequests.GetRequests();
if (CurrentInputMode == InputMode::UIOnly)
{
SetInputMode(FInputModeUIOnly().SetWidgetToFocus(Requests[0].Widget->GetCachedWidget()));
}
else
{
SetInputMode(FInputModeGameOnly());
CharacterModeInput->KeyBindings.Empty();
TSet<FKey> BoundKeys;
for (const FlxEventRequest &Req : Requests)
{
for (const FKey &Key : Req.Hotkeys)
{
if (!BoundKeys.Contains(Key))
{
BoundKeys.Add(Key);
CharacterModeInput->BindKey(Key, IE_Pressed, this, &AlxPlayerControllerBase::ForwardKeyEvent);
}
}
}
}
}
void AlxPlayerControllerBase::ForwardKeyEvent(FKey Key)
{
// TODO: implement
}
void AlxPlayerControllerBase::RequestEvents(const FlxEventRequest &Request)
{
if (!FlxEventRequests::SanityCheck(Request)) return;
AlxPlayerControllerBase *PC = FromContext(Request.Widget);
PC->EventRequests.Request(Request);
}
void AlxPlayerControllerBase::UnRequestEvents(UUserWidget *Widget)
{
if (Widget == nullptr)
{
UE_LOG(LogLuprexIntegration, Error, TEXT("UnRequestEvents called with null widget."));
return;
}
AlxPlayerControllerBase *PC = FromContext(Widget);
PC->EventRequests.Remove(Widget);
}
void AlxPlayerControllerBase::UpdateLookAt()
{
UlxTangibleManager *TM = GetGameInstance()->GetSubsystem<UlxTangibleManager>();

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@@ -3,6 +3,7 @@
#include "CoreMinimal.h"
#include "Engine/HitResult.h"
#include "GameFramework/PlayerController.h"
#include "InputEvents.h"
#include "PlayerControllerBase.generated.h"
UCLASS(BlueprintType, Blueprintable)
@@ -11,6 +12,8 @@ class INTEGRATION_API AlxPlayerControllerBase : public APlayerController
GENERATED_BODY()
public:
using InputMode = FlxEventRequests::InputMode;
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
static void SetLookAt(const UObject *Context, const FHitResult &HitResult);
@@ -26,6 +29,12 @@ public:
UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
static void SetLookAtChanged(const UObject *Context);
UFUNCTION(BlueprintCallable, Category = "Luprex|Input Events")
static void RequestEvents(const FlxEventRequest &Request);
UFUNCTION(BlueprintCallable, Category = "Luprex|Input Events")
static void UnRequestEvents(UUserWidget *Widget);
// Blueprint events
UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
void CalculateLookAt();
@@ -33,14 +42,35 @@ public:
UFUNCTION(BlueprintImplementableEvent, Category = "Luprex|Look-At Detection")
void LookAtChanged();
virtual void BeginPlay() override;
// Called by GameMode each tick.
void UpdateLookAt();
// Rebuild input component and switch input mode.
void UpdateEventDispatch();
// Handler for character mode hotkey presses.
void ForwardKeyEvent(FKey Key);
// Walk up from a Slate widget to find the nearest UMG widget class name.
static FString GetUserWidgetName(SWidget *W);
// Get the player controller, cast to AlxPlayerControllerBase.
static AlxPlayerControllerBase *FromContext(const UObject *Context);
UPROPERTY()
FHitResult CurrentLookAt;
UPROPERTY()
FlxEventRequests EventRequests;
// Input component for Character Mode: catches hotkeys only.
UPROPERTY()
UInputComponent *CharacterModeInput = nullptr;
// Current input mode.
InputMode CurrentInputMode = InputMode::GameOnly;
bool MustCallLookAtChanged = false;
};