More fixing everything
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@@ -164,7 +164,7 @@ void AlxPlayerControllerBase::AddWidgetToRoot(UUserWidget *Widget)
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if (Widget->GetParent() == PC->RootCanvas) return;
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UlxRootCanvasSlot *Slot = PC->RootCanvas->AddChildToRootCanvas(Widget);
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Slot->SetZOrder(0);
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Slot->SlotUnderConstruction = false;
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}
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void AlxPlayerControllerBase::BuildInputStack(TArray<UInputComponent*>& InputStack)
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@@ -256,10 +256,6 @@ void AlxPlayerControllerBase::BuildInputStack(TArray<UInputComponent*>& InputSta
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void AlxPlayerControllerBase::UpdateInputMode()
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{
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// Drain any deferred ZOrder writes from SetWidgetWindowManagement
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// before we read the front-most slot.
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RootCanvas->PropagateZOrderToSlate();
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// Get all the various objects we need to be able to manipulate
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// the input mode.
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UGameViewportClient *GameViewportClient = GetWorld()->GetGameViewport();
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@@ -18,6 +18,34 @@ UlxRootCanvasSlot::UlxRootCanvasSlot(const FObjectInitializer& ObjectInitializer
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SetOffsets(FMargin(0.0f, 0.0f, 0.0f, 0.0f));
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}
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void UlxRootCanvasSlot::SetZOrderReliable(int32 Order)
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{
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if (SlotUnderConstruction)
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{
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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ZOrder = Order;
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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}
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else
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{
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SetZOrder(Order);
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}
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}
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int32 UlxRootCanvasSlot::GetZOrderReliable()
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{
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if (SlotUnderConstruction)
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{
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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return ZOrder;
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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}
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else
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{
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return GetZOrder();
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}
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}
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UClass* UlxRootCanvasPanel::GetSlotClass() const
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{
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return UlxRootCanvasSlot::StaticClass();
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@@ -49,23 +77,11 @@ int32 UlxRootCanvasPanel::GetMaxZOrder() const
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{
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UlxRootCanvasSlot *TypedSlot = Cast<UlxRootCanvasSlot>(PanelSlot);
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check(TypedSlot);
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MaxZOrder = FMath::Max(MaxZOrder, TypedSlot->GetZOrder());
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MaxZOrder = FMath::Max(MaxZOrder, TypedSlot->GetZOrderReliable());
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}
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return MaxZOrder;
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}
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void UlxRootCanvasPanel::PropagateZOrderToSlate()
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{
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if (!MustPropagateZOrderToSlate) return;
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MustPropagateZOrderToSlate = false;
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for (UPanelSlot *PanelSlot : Slots)
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{
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UlxRootCanvasSlot *TypedSlot = Cast<UlxRootCanvasSlot>(PanelSlot);
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check(TypedSlot);
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TypedSlot->SetZOrder(TypedSlot->GetZOrder());
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}
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}
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TArray<UlxRootCanvasSlot*> UlxRootCanvasPanel::GetSortedUserWidgets()
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{
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TArray<UlxRootCanvasSlot*> Result;
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@@ -105,17 +121,6 @@ void UlxRootCanvasPanel::SetWidgetWindowManagement(class UUserWidget *Widget,
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Slot->BlockInput = BlockInput;
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Slot->EnableEnhancedInput = EnableEnhancedInput;
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Widget->SetDesiredFocusWidget(DesiredFocusWidget);
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if (BringToFront)
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{
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// Write the int32 ZOrder UPROPERTY directly and defer the
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// Slate-side push to PropagateZOrderToSlate. Going through SetZOrder
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// here is unsafe when called from Event Construct: the FSlot
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// has been Exposed but its Owner isn't set yet, which fires
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// an ensure in SConstraintCanvas::FSlot::SetZOrder.
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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Slot->ZOrder = Panel->GetMaxZOrder() + 1;
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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Panel->MustPropagateZOrderToSlate = true;
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}
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if (BringToFront) Slot->SetZOrderReliable(Panel->GetMaxZOrder() + 1);
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}
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@@ -59,6 +59,22 @@ public:
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// events in the Event Graph are deactivated.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Luprex|Input Mode")
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bool EnableEnhancedInput = true;
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// Knowing whether the slot is under construction helps us to work
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// around some bugs in Unreal. See below.
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bool SlotUnderConstruction = true;
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// Reliable version of SetZOrder. There is a bug in the normal version of
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// SetZOrder: it crashes if you use it during OnConstruct. We have a
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// workaround, but it requires using a different getter and setter.
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UFUNCTION(BlueprintCallable, Category = "Luprex|Input Mode")
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void SetZOrderReliable(int32 Order);
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// Reliable version of GetZOrder. There is a bug in the normal version of
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// SetZOrder: it crashes if you use it during OnConstruct. We have a
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// workaround, but it requires using a different getter and setter.
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UFUNCTION(BlueprintCallable, Category = "Luprex|Input Mode")
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int32 GetZOrderReliable();
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};
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////////////////////////////////////////////////////////////
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@@ -91,13 +107,6 @@ public:
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// Used as the basis for placing new widgets on top.
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int32 GetMaxZOrder() const;
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// SetZOrder is buggy: if you call it inside Event Construct,
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// it crashes. So we've developed a hack to make it reliable.
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// To set the zorder, you store the value in the slot property,
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// without calling SetZorder. This routine, which is used later,
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// propagates that value into the slate widgets.
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void PropagateZOrderToSlate();
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// This function updates several window-management-related properties
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// which are stored in the UserWidget and the lxRootCanvasSlot. Note that
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// it is perfectly legal to edit these properties by other means: this
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@@ -122,10 +131,6 @@ protected:
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// UPanelWidget
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virtual UClass* GetSlotClass() const override;
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public:
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bool MustPropagateZOrderToSlate = false;
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};
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