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4680a0f3f4
| Author | SHA1 | Date | |
|---|---|---|---|
| 4680a0f3f4 | |||
| 3f6ef4b56c |
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.gitignore
vendored
1
.gitignore
vendored
@@ -52,3 +52,4 @@ GPF-output/**
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__pycache__/
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.clangd-query/
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COMMIT.txt
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CLAUDE.md
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Binary file not shown.
@@ -28,72 +28,53 @@ Our window management system, in order to keep things
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simple, has to make some assumptions about how Luprex games
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work. So, here are the rules.
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The presumption is that most of the time, you're interacting
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with the 3D world, and importantly, we assume that if you're
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using keyboard and mouse, you're using the mouse to control
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the camera - aka "mouselook."
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Top-level UserWidgets get inserted into a "Root Canvas",
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instead of into the viewport. The root canvas implements most
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of the functionality of our window management system.
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We also assume that as you interact with the 3D world, you
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will occasionally be popping up GUI widgets that can
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coexist with mouselook. These mouselook-compatible
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widgets don't need a mouse pointer, they don't need you to
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click on anything. They rely on buttons alone. We assume
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that most of the GUI elements you interact with will be
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mouselook-compatible, in order to allow you to stay
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immersed in the 3D world.
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The keyboard focus rule is simple: the UserWidget in front
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according to the z-order gets keyboard focus. The window
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management system will put focus on the front widget and
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will keep it there. The *only* way to give a UserWidget
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keyboard focus is to raise it to the front of the z-order.
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But we also assume that there may be moments when you want
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to pop up a very complicated widget, for example, a big
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inventory management screen, for which a mouse pointer would
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be very helpful. For occasions like these, a widget can
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declare "ShowPointer".
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Mouse movements events are handled in two different ways:
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the system can shift between "mouselook" mode and
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"point-and-click" mode. Every top-level UserWidget declares
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whether it wants a mouse pointer or not. If the front
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UserWidget wants a pointer, the system shifts into
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point-and-click mode.
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When one of these ShowPointer widgets is on the screen,
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the entire system switches into point-and-click mode.
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In point-and-click mode, the pointer is visible. Mouse
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movements move the pointer. Mouse movements do *not* get
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translated into mouselook.
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In point-and-click mode, enhanced input mouse move events
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cannot happen. In mouselook mode, widget OnMouseDown and
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OnMouseMove events cannot happen. In both modes, you can
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track mouse movement, but you have to use different
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mechanisms.
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Widgets have a z-order: one widget is always "in front." In
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mouselook mode, only the front widget can get keyboard
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focus. In mouselook mode, the window management system will
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put focus on the front widget, and it will keep it there.
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If you want some other widget to have focus, you'll have to
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bring that widget to the front.
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Widgets that declare that they want a pointer are
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automatically put in front of widgets that don't want a
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pointer. Because of this rule, the system essentially
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separates into the "mouselook" layer underneath, and the
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"point-and-click" layer on top. When the point-and-click
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layer gets out of the way, then you can drive the 3D world.
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In point-and-click mode, the keyboard focus rules differ.
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When you raise a widget to the front, the window management
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system will give it focus. But, if you click the mouse
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pointer on a different widget - say, on a text box in a
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different widget - keyboard focus can get transferred.
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# State Variables of the Window Management System
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When a ShowPointer window is on the screen, not only
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does the system shift to point-and-click mode, but it
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also keeps all ShowPointer windows in front of any
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non-ShowPointer window.
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Basically, you can think of the system as a 3D world with
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its mouselook-compatible widgets as one layer, and the
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point-and-click stuff as a second layer on top of that.
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When the point-and-click layer gets out of the way, then you
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can drive the 3D world.
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# The Root Canvas
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I have made an effort to keep the number of state variables
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that you have to control to an absolute minimum, and to
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concentrate them all in one place. That place is the "Root
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Canvas Slot."
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Typically, in Unreal, when you create a new top-level
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widget, you insert it into the viewport using
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AddToViewport. But to use our window management
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system, you must instead insert top-level widgets into a
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'root canvas', using AddWidgetToRoot.
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widget, you insert it into the viewport using AddToViewport.
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But to use our window management system, you must instead
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insert top-level widgets into a 'root canvas', using
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AddWidgetToRoot.
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The main reason for the creation of the root canvas is that
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it gives us a place to store window-management related
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hints, and window-management related state.
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The root canvas object attaches a RootCanvasSlot to each
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The root canvas object associates a RootCanvasSlot to each
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top-level widget. The RootCanvasSlot is a place where we can
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store management-related hints for that widget. The contents
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of the RootCanvasSlot include the following:
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store window management-related hints for that widget. The
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contents of the RootCanvasSlot include the following:
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- `ShowPointer`: If true, this is a point-and-click widget.
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When this widget is in front, the pointer is visible,
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@@ -106,20 +87,23 @@ of the RootCanvasSlot include the following:
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*this* widget are disabled.
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- `BringToFrontCount`: Effectively, a timestamp indicating
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the last time this window was brought to the front.
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the last time this window was brought to the front. This
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is the main factor determining the z-order of the widgets.
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In addition, the top-level widget itself contains some
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window-management related properties. Currently, these are:
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- `DesiredFocusWidget`: Indicates which sub-widget, if any,
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should be given focus.
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should be given focus. When the system grants focus to
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the frontmost UserWidget, the focus actually goes here.
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That is all the state variables that control our new window
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management system. If your blueprint is managing these
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properties, then it is doing everything it needs to do.
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There are deliberately *no other variables* that control our
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new window management system. If your blueprint is managing
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these properties, then it is doing everything it needs to
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do.
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The function SetWidgetWindowManagement can set all of these
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properties in a single operation. That one function is all
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variables in a single operation. That one function is all
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you need to control the entire window management system.
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# Handling Keyboard and Gamepad Buttons
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@@ -177,7 +161,8 @@ This is all almost entirely unchanged from Unreal's default
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behavior. We've only made two tiny tweaks: we send enhanced
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input to widgets in front-to-back order, and, widgets
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disable enhanced input by setting a flag instead of by
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unregistering their input component.
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unregistering their input component. Other than that, this
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is all just stock unreal.
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# Handling mouse buttons
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@@ -185,9 +170,9 @@ Mouse buttons behave differently than keyboard buttons.
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Widgets have an OnMouseDown handler. This is only active in
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point-and-click mode. OnMouseDown only fires when three
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things are true: the pointer is visible, the pointer is
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inside the rectangle of a widget, and the widget is marked
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hit-testable.
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things are true: the system must be in point-and-click mode,
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the pointer must be inside the rectangle of a widget, and
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the widget must be marked hit-testable.
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If no OnMouseDown event fires, or if OnMouseDown declares
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the mouse down to be "not handled," then the mouse down
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@@ -199,18 +184,18 @@ buttons. It can be mapped to an enhanced input event by the
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input mapping context, and then from there, it can be
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handled by any enhanced input event handler in a blueprint.
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The upshot of all this is: if you want to think of a
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mouse button as "just another button," then the
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way to achieve that is to handle the mouse button using
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an enhanced input handler.
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The upshot of all this is: if you want to think of a mouse
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button as "just another button," then the way to achieve
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that is to *not* write an OnMouseDown handler, but instead,
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to deal with it through enhanced input.
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We have very slightly tweaked the default behavior of
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unreal. If the pointer is visible, and you click on a
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widget that is hit-testable, but which has no OnMouseDown
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handler, we provide a default OnMouseDown behavior: we
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bring the widget to the front. Because our system
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grants keyboard focus to the widget in front, this
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will grant focus, if the widget can accept it.
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We have tweaked the default behavior of unreal. If the
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system is in point-and-click mode, and you click on a widget
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that is hit-testable, but which has no OnMouseDown handler,
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we provide a default OnMouseDown behavior: we bring the
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top-level UserWidget to the front. Because our system grants
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keyboard focus to the widget in front, this will also grant
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focus.
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# Handling Mouse Movement
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@@ -251,17 +236,19 @@ If you're using our Luprex window management system, there are
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several things your blueprint should *NOT* do:
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- DO NOT use SetKeyboardFocus, SetUserFocus, or any other
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function with Set-Focus in the name. Instead, set
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the DesiredFocusWidget inside a top-level widget, and our
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window management system will decide who gets focus.
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function with Set-Focus in the name. Instead, just
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be aware that the frontmost UserWidget will get focus.
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It can delegate that focus to one of its components by
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setting DesiredFocusWidget.
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- DO NOT use SetShowMouseCursor, or set the bShowMouseCursor
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flag. Instead, set the ShowPointer flag in the configuration
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of any top-level widget.
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flag. Instead, set the ShowPointer flag in the
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RootCanvasSlot of any top-level widget.
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- DO NOT use UserWidget::RegisterInputComponent or
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UserWidget::UnregisterInputComponent. These will be ignored.
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Instead, set or unset the flag EnableEnhancedInput, which
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UserWidget::UnregisterInputComponent. These will be
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ignored. Instead, set or unset the flag
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EnableEnhancedInput in the RootCanvasSlot, which
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effectively does the same thing.
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- DO NOT use SetZOrder. If you try, you will be overridden
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@@ -279,7 +266,7 @@ several things your blueprint should *NOT* do:
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window management system.
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- DO NOT use AddToViewport or AddToPlayerScreen. Top level
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widgets should be inserted into the root canvas using
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UserWidgets should be inserted into the root canvas using
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AddWidgetToRoot.
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- DO NOT use SetIgnoreInput. You will be overridden. Our
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@@ -287,7 +274,8 @@ several things your blueprint should *NOT* do:
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system being active, turning it off would cause everything
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to fail. However, a widget can handle keyboard or
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character events, causing them not to be propagated, it
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can also block events to any window lower in the z-order.
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can also block events to any widget lower in the z-order,
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and to the player controller and character.
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- DO NOT use SetInputModeXXX. Be aware that there is no
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"input mode" enum or "input mode" variable anywhere in
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@@ -6,6 +6,8 @@
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#include "Layout/Geometry.h"
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#include "Widgets/Layout/Anchors.h"
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#include "Common.h"
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#include "Engine/GameViewportClient.h"
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#include "Slate/SGameLayerManager.h"
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#include "Kismet/KismetTextLibrary.h"
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#include "UObject/UObjectIterator.h"
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@@ -246,17 +248,32 @@ FFormatArgumentData UlxFormatDataLibrary::FormatArgumentDataTransform(const FTra
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FFormatArgumentData UlxFormatDataLibrary::FormatArgumentDataGeometry(const FGeometry &AutoConvertedValue, const FString &Name)
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{
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FVector2D LocalSize = AutoConvertedValue.GetLocalSize();
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FVector2D AbsPos = AutoConvertedValue.GetAbsolutePosition();
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FVector2D AbsSize = AutoConvertedValue.GetAbsoluteSize();
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FVector2D UL = AutoConvertedValue.GetAbsolutePosition();
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FVector2D LR = AutoConvertedValue.GetAbsolutePositionAtCoordinates(FVector2f(1.0f, 1.0f));
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if (GEngine && GEngine->GameViewport)
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{
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TSharedPtr<IGameLayerManager> GameLayerManager = GEngine->GameViewport->GetGameLayerManager();
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if (GameLayerManager.IsValid())
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{
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const FGeometry ViewportGeometry = GameLayerManager->GetViewportWidgetHostGeometry();
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const FVector2D ViewportLocalSize = FVector2D(ViewportGeometry.GetLocalSize());
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FVector2D ViewportPixelSize;
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GEngine->GameViewport->GetViewportSize(ViewportPixelSize);
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if (ViewportLocalSize.X > 0.0 && ViewportLocalSize.Y > 0.0)
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{
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const FVector2D PixelScale = ViewportPixelSize / ViewportLocalSize;
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UL = ViewportGeometry.AbsoluteToLocal(UL) * PixelScale;
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LR = ViewportGeometry.AbsoluteToLocal(LR) * PixelScale;
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}
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}
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}
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FFormatArgumentData Result;
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Result.ArgumentValueType = EFormatArgumentType::Text;
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Result.ArgumentName = Name;
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Result.ArgumentValue = FText::Format(
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INVTEXT("Geom(Local={0}x{1} Abs={2}x{3} Pos={4},{5})"),
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FText::AsNumber(LocalSize.X), FText::AsNumber(LocalSize.Y),
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FText::AsNumber(AbsSize.X), FText::AsNumber(AbsSize.Y),
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FText::AsNumber(AbsPos.X), FText::AsNumber(AbsPos.Y));
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INVTEXT("UL={0},{1} LR={2},{3}"),
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FText::AsNumber(UL.X), FText::AsNumber(UL.Y),
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FText::AsNumber(LR.X), FText::AsNumber(LR.Y));
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return Result;
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}
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@@ -312,7 +329,7 @@ void UlxFormatDataLibrary::FormatLogMessageInternal(UObject *Context, ElxFormatL
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double Now = FPlatformTime::Seconds();
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FString Key = Context->GetClass()->GetName() + TEXT("::") + InPattern;
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double &Last = LastLogTime.FindOrAdd(Key, 0.0);
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if (Now - Last < 1.0)
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if (Now - Last < 2.0)
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{
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return;
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}
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@@ -131,13 +131,6 @@ UInputComponent* AlxPlayerControllerBase::GetWidgetInputComponent(UUserWidget *W
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return Cast<UInputComponent>(Value);
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}
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void AlxPlayerControllerBase::RestoreFocusToFrontWidget(const UObject *Context)
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{
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// This will trigger UpdateInputMode to shift focus back to
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// the front window, if the front window wants focus.
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FromContext(Context)->RootCanvas->LastWidgetGrantedFocus = nullptr;
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}
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void AlxPlayerControllerBase::AddWidgetToRoot(UUserWidget *Widget)
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{
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if (!IsValid(Widget))
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@@ -309,32 +302,20 @@ void AlxPlayerControllerBase::UpdateInputMode()
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GameViewportClient->SetIgnoreInput(false);
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// How we handle focus depends on whether we're showing the pointer.
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// In pointer mode, we set focus to the desired state just once,
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// and then we let the pointer control it from there on. In
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// no-pointer mode, we set focus to the desired state and
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// keep putting it back forever.
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//
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// If the user clicks the mouse on a focusable widget, the
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// viewport client notifies us of that fact. We then focus the
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// widget if possible.
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//
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if ((!ShowPointer) || (RootCanvas->LastWidgetGrantedFocus != Focus))
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// We always put keyboard focus on whatever user widget is in
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// front. If the front widget doesn't want keyboard focus,
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// then we put keyboard focus on the viewport.
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if (Focus)
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{
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if (Focus)
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if (TSharedPtr<SWidget> SlateFocus = Focus->GetCachedWidget())
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{
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if (TSharedPtr<SWidget> SlateFocus = Focus->GetCachedWidget())
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{
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SlateOperations.SetUserFocus(SlateFocus.ToSharedRef());
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RootCanvas->LastWidgetGrantedFocus = Focus;
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}
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}
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else
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{
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SlateOperations.SetUserFocus(ViewportWidgetRef);
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RootCanvas->LastWidgetGrantedFocus = nullptr;
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SlateOperations.SetUserFocus(SlateFocus.ToSharedRef());
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}
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}
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else
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{
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SlateOperations.SetUserFocus(ViewportWidgetRef);
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}
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}
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void AlxPlayerControllerBase::UpdateLookAt()
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@@ -65,10 +65,6 @@ public:
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// FProperty so we always see the current value without caching it.
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static class UInputComponent* GetWidgetInputComponent(class UUserWidget *Widget);
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// Restore focus back to the window that is in front, if it wants focus.
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Root Canvas")
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static void RestoreFocusToFrontWidget(const UObject *Context);
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// Add a widget to the root canvas at ZOrder 0 with default slot flags.
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UFUNCTION(BlueprintCallable, Category = "Luprex|Root Canvas",
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meta = (DefaultToSelf = "Widget", HideSelfPin = "true"))
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@@ -101,8 +101,6 @@ void UlxRootCanvasPanel::BringToFront(UUserWidget *Widget)
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UlxRootCanvasPanel *Panel = Cast<UlxRootCanvasPanel>(Slot->Parent);
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if (!Panel) return;
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Slot->BringToFrontCount = ++Panel->BringToFrontCounter;
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// This refocuses the widget, even if it was already in front.
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Panel->LastWidgetGrantedFocus = Panel;
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}
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void UlxRootCanvasPanel::SetWidgetWindowManagement(class UUserWidget *Widget,
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@@ -129,9 +129,6 @@ public:
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meta = (DefaultToSelf = "Widget", ExpandEnumAsExecs = "Result"))
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static UlxRootCanvasSlot *GetRootCanvasSlot(class UUserWidget *Widget, ElxSuccessOrWrongType &Result);
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// The last widget whose focus request was granted.
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TObjectKey<UWidget> LastWidgetGrantedFocus;
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protected:
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// We inherit most of our code from CanvasPanel. This causes the
|
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|
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Reference in New Issue
Block a user