First step of new focus management system
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@@ -4,6 +4,24 @@
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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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@@ -53,6 +71,96 @@ 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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CharacterModeInput = NewObject<UInputComponent>(this);
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CharacterModeInput->bBlockInput = false;
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PushInputComponent(CharacterModeInput);
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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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CharacterModeInput->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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CharacterModeInput->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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