Lots of work on focus management

This commit is contained in:
2026-04-19 03:01:23 -04:00
parent fd970f20c3
commit dabb5b8f0b
8 changed files with 266 additions and 84 deletions

View File

@@ -3,7 +3,7 @@
#include "CoreMinimal.h"
#include "Engine/HitResult.h"
#include "GameFramework/PlayerController.h"
#include "InputEvents.h"
#include "InputModeRequest.h"
#include "PlayerControllerBase.generated.h"
UCLASS(BlueprintType, Blueprintable)
@@ -41,6 +41,20 @@ public:
// eventually reconcile focus, pointer, and capture state.
void UpdateInputMode();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
private:
FDelegateHandle FocusChangingHandle;
void HandleFocusChanging(
const struct FFocusEvent &FocusEvent,
const class FWeakWidgetPath &OldPath,
const TSharedPtr<class SWidget> &OldFocusedWidget,
const class FWidgetPath &NewPath,
const TSharedPtr<class SWidget> &NewFocusedWidget);
public:
// Input stack overrides: unsorted, append-on-push.
virtual void PushInputComponent(UInputComponent* InInputComponent) override;
virtual bool PopInputComponent(UInputComponent* InInputComponent) override;
@@ -55,8 +69,8 @@ public:
// (thanks to DefaultToSelf + HideSelfPin): the widget self-binds,
// we find its owning PlayerController, and register the request.
UFUNCTION(BlueprintCallable, Category = "Luprex|Input Mode",
meta = (DefaultToSelf = "Widget", HideSelfPin = "true"))
static void WidgetRequestInputMode(class UUserWidget *Widget, bool ShowPointer, bool BlockInput, class UWidget *Focus);
meta = (DefaultToSelf = "Widget", HideSelfPin = "true", EnableInputComponent = "true"))
static void WidgetRequestInputMode(class UUserWidget *Widget, bool ShowPointer, bool BlockInput, class UWidget *Focus, bool EnableInputComponent);
// Get the player controller, cast to AlxPlayerControllerBase.
static AlxPlayerControllerBase *FromContext(const UObject *Context);
@@ -64,8 +78,22 @@ public:
UPROPERTY()
FHitResult CurrentLookAt;
// Input mode requests - see InputModeRequest.h for an explanation.
UPROPERTY()
FlxInputModeRequests InputModeRequests;
// The last input mode request whose focus request was granted.
UPROPERTY()
int32 LastRequestGrantedFocus = 0;
// The viewport client uses this to notify us that the user
// clicked on a focusable widget.
void ClickToFocus(TSharedRef<SWidget> Widget);
private:
TWeakPtr<SWidget> ClickToFocusTarget;
public:
bool MustCallLookAtChanged = false;
};