Files
integration/Source/Integration/PlayerControllerBase.cpp
2026-04-22 07:22:55 -04:00

371 lines
12 KiB
C++

#include "PlayerControllerBase.h"
#include "Common.h"
#include "RootCanvas.h"
#include "Tangible.h"
#include "TangibleManager.h"
#include "Blueprint/UserWidget.h"
#include "Blueprint/WidgetTree.h"
#include "Components/InputComponent.h"
#include "Engine/GameInstance.h"
#include "Engine/GameViewportClient.h"
#include "Engine/LevelScriptActor.h"
#include "Engine/LocalPlayer.h"
#include "Framework/Application/SlateApplication.h"
#include "Framework/Application/SlateUser.h"
#include "Kismet/GameplayStatics.h"
#include "Widgets/SViewport.h"
AlxPlayerControllerBase *AlxPlayerControllerBase::FromContext(const UObject *Context)
{
APlayerController *PC = Context->GetWorld()->GetFirstPlayerController();
AlxPlayerControllerBase *Result = Cast<AlxPlayerControllerBase>(PC);
if (Result == nullptr)
{
UE_LOG(LogLuprexIntegration, Fatal, TEXT("Not currently using a Luprex Player Controller."));
}
return Result;
}
const FHitResult &AlxPlayerControllerBase::GetLookAt(const UObject *Context)
{
return FromContext(Context)->CurrentLookAt;
}
const AActor *AlxPlayerControllerBase::GetLookAtActor(const UObject *Context)
{
return FromContext(Context)->CurrentLookAt.GetActor();
}
void AlxPlayerControllerBase::SetLookAt(const UObject *Context, const FHitResult &HitResult)
{
AlxPlayerControllerBase *PC = FromContext(Context);
if (PC->CurrentLookAt.HitObjectHandle != HitResult.HitObjectHandle)
{
PC->MustCallLookAtChanged = true;
}
PC->CurrentLookAt = HitResult;
}
void AlxPlayerControllerBase::SetLookAtChanged(const UObject *Context)
{
AlxPlayerControllerBase *PC = FromContext(Context);
PC->MustCallLookAtChanged = true;
}
FVector2D AlxPlayerControllerBase::GetLookAtPixel(const UObject *Context)
{
AlxPlayerControllerBase *PC = FromContext(Context);
FVector2D ScreenPosition;
if (!UGameplayStatics::ProjectWorldToScreen(PC, PC->CurrentLookAt.Location, ScreenPosition, false))
{
return FVector2D();
}
return ScreenPosition;
}
void AlxPlayerControllerBase::BeginPlay()
{
// Build the root UMG stack BEFORE Super::BeginPlay. Super calls
// ReceiveBeginPlay, which fires the Blueprint Event BeginPlay;
// BP code there may immediately try to add widgets to RootCanvas,
// so the canvas must already exist.
RootWidget = CreateWidget<UlxRootWidget>(this);
RootCanvas = RootWidget->WidgetTree->ConstructWidget<UlxRootCanvasPanel>();
RootWidget->WidgetTree->RootWidget = RootCanvas;
RootWidget->AddToViewport(0);
Super::BeginPlay();
if (FSlateApplication::IsInitialized())
{
FocusChangingHandle = FSlateApplication::Get().OnFocusChanging().AddUObject(
this, &AlxPlayerControllerBase::HandleFocusChanging);
}
}
void AlxPlayerControllerBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
if (FocusChangingHandle.IsValid() && FSlateApplication::IsInitialized())
{
FSlateApplication::Get().OnFocusChanging().Remove(FocusChangingHandle);
FocusChangingHandle.Reset();
}
if (IsValid(RootWidget))
{
RootWidget->RemoveFromParent();
}
RootWidget = nullptr;
RootCanvas = nullptr;
Super::EndPlay(EndPlayReason);
}
void AlxPlayerControllerBase::HandleFocusChanging(
const FFocusEvent &FocusEvent,
const FWeakWidgetPath &OldPath,
const TSharedPtr<SWidget> &OldFocusedWidget,
const FWidgetPath &NewPath,
const TSharedPtr<SWidget> &NewFocusedWidget)
{
UE_LOG(LogLuprexIntegration, Display,
TEXT("Focus changing: '%s' -> '%s' (cause: %s)"),
OldFocusedWidget.IsValid() ? *OldFocusedWidget->GetTypeAsString() : TEXT("<none>"),
NewFocusedWidget.IsValid() ? *NewFocusedWidget->GetTypeAsString() : TEXT("<none>"),
*UEnum::GetValueAsString(FocusEvent.GetCause()));
}
UInputComponent* AlxPlayerControllerBase::GetWidgetInputComponent(UUserWidget *Widget)
{
if (!IsValid(Widget)) return nullptr;
// Cache the FProperty on first call. FProperties are owned by
// the native UUserWidget UClass, which lives for the process
// lifetime, so the pointer stays valid without us needing to
// root anything against GC. Static local init is thread-safe.
static FObjectProperty *InputComponentProp = FindFProperty<FObjectProperty>(
UUserWidget::StaticClass(), TEXT("InputComponent"));
check(InputComponentProp);
UObject *Value = InputComponentProp->GetObjectPropertyValue_InContainer(Widget);
return Cast<UInputComponent>(Value);
}
void AlxPlayerControllerBase::RestoreFocusToFrontWidget(const UObject *Context)
{
// This will trigger UpdateInputMode to shift focus back to
// the front window, if the front window wants focus.
FromContext(Context)->LastWidgetGrantedFocus = nullptr;
}
void AlxPlayerControllerBase::AddWidgetToRoot(UUserWidget *Widget)
{
if (!IsValid(Widget))
{
UE_LOG(LogLuprexIntegration, Error, TEXT("AddWidgetToRoot called with an invalid widget."));
return;
}
APlayerController *OwningPC = Widget->GetOwningPlayer();
AlxPlayerControllerBase *PC = Cast<AlxPlayerControllerBase>(OwningPC);
if (PC == nullptr)
{
UE_LOG(LogLuprexIntegration, Error,
TEXT("AddWidgetToRoot: widget '%s' owning player is not an AlxPlayerControllerBase (got %s)."),
*Widget->GetName(), *GetNameSafe(OwningPC));
return;
}
if (PC->RootCanvas == nullptr)
{
UE_LOG(LogLuprexIntegration, Error,
TEXT("AddWidgetToRoot: root canvas is not initialized, this is probably an initialization order issue"));
return;
}
if (Widget->GetParent() == PC->RootCanvas) return;
UlxRootCanvasSlot *Slot = PC->RootCanvas->AddChildToRootCanvas(Widget);
Slot->SlotUnderConstruction = false;
}
void AlxPlayerControllerBase::BuildInputStack(TArray<UInputComponent*>& InputStack)
{
// Controlled pawn gets last dibs on the input stack
APawn* ControlledPawn = GetPawnOrSpectator();
if (ControlledPawn)
{
if (ControlledPawn->InputEnabled())
{
// Get the explicit input component that is created upon Pawn possession. This one gets last dibs.
if (ControlledPawn->InputComponent)
{
InputStack.Push(ControlledPawn->InputComponent);
}
// See if there is another InputComponent that was added to the Pawn's components array (possibly by script).
for (UActorComponent* ActorComponent : ControlledPawn->GetComponents())
{
UInputComponent* PawnInputComponent = Cast<UInputComponent>(ActorComponent);
if (PawnInputComponent && PawnInputComponent != ControlledPawn->InputComponent)
{
InputStack.Push(PawnInputComponent);
}
}
}
}
// LevelScriptActors are put on the stack next
for (ULevel* Level : GetWorld()->GetLevels())
{
ALevelScriptActor* ScriptActor = Level->GetLevelScriptActor();
if (ScriptActor)
{
if (ScriptActor->InputEnabled() && ScriptActor->InputComponent)
{
InputStack.Push(ScriptActor->InputComponent);
}
}
}
if (InputEnabled())
{
InputStack.Push(InputComponent);
}
// Get the widget slots.
TArray<UlxRootCanvasSlot*> WidgetSlots = RootCanvas->GetSortedUserWidgets();
// Generate a set of input components that are being managed by the WidgetSlots.
TSet<UInputComponent*> WidgetManagedComponents;
for (UlxRootCanvasSlot *Slot : WidgetSlots)
{
UUserWidget *Widget = Cast<UUserWidget>(Slot->GetContent());
UInputComponent *IC = GetWidgetInputComponent(Widget);
if (IC) WidgetManagedComponents.Add(IC);
}
// Add components in the CurrentInputStack, *unless* they are being managed
// by widgets. If they're being managed by widgets, they get added later.
for (int32 Idx=0; Idx<CurrentInputStack.Num(); ++Idx)
{
UInputComponent* IC = CurrentInputStack[Idx].Get();
if (IsValid(IC))
{
if (!WidgetManagedComponents.Contains(IC)) InputStack.Push(IC);
}
else
{
CurrentInputStack.RemoveAt(Idx--);
}
}
// Now add the widget-managed input components.
for (UlxRootCanvasSlot *Slot : ReverseIterate(WidgetSlots))
{
if (Slot->EnableEnhancedInput)
{
UUserWidget *Widget = Cast<UUserWidget>(Slot->GetContent());
UInputComponent *IC = GetWidgetInputComponent(Widget);
if (IC)
{
IC->bBlockInput = Slot->BlockInput;
InputStack.Push(IC);
}
}
}
}
void AlxPlayerControllerBase::UpdateInputMode()
{
// Get all the various objects we need to be able to manipulate
// the input mode.
UGameViewportClient *GameViewportClient = GetWorld()->GetGameViewport();
ULocalPlayer *LocalPlayer = Cast<ULocalPlayer>(Player);
if (GameViewportClient == nullptr || LocalPlayer == nullptr) return;
TSharedPtr<SViewport> ViewportWidget = GameViewportClient->GetGameViewportWidget();
if (!ViewportWidget.IsValid()) return;
TSharedRef<SViewport> ViewportWidgetRef = ViewportWidget.ToSharedRef();
FReply &SlateOperations = LocalPlayer->GetSlateOperations();
TSharedPtr<FSlateUser> SlateUser = LocalPlayer->GetSlateUser();
if (!SlateUser.IsValid()) return;
// Get the desired configuration from the first widget.
// TODO: Maybe we don't have to sort the whole array.
TArray<UlxRootCanvasSlot*> WidgetSlots = RootCanvas->GetSortedUserWidgets();
UUserWidget *Widget = nullptr;
UWidget *Focus = nullptr;
bool ShowPointer = false;
if (!WidgetSlots.IsEmpty())
{
UlxRootCanvasSlot *Top = WidgetSlots[0];
Widget = Cast<UUserWidget>(Top->GetContent());
Focus = Widget->GetDesiredFocusWidget();
ShowPointer = Top->ShowPointer;
}
SetShowMouseCursor(ShowPointer);
if (ShowPointer)
{
// Only release capture if the viewport is currently holding it
// (e.g. we just came from GameOnly). A blanket ReleaseMouseCapture
// every tick would yank capture away from widgets mid-gesture
// (scrollbar drags, slider drags, etc.).
if (SlateUser->DoesWidgetHaveAnyCapture(ViewportWidget))
{
SlateOperations.ReleaseMouseCapture();
}
SlateOperations.ReleaseMouseLock();
GameViewportClient->SetMouseLockMode(EMouseLockMode::DoNotLock);
GameViewportClient->SetHideCursorDuringCapture(false);
GameViewportClient->SetMouseCaptureMode(EMouseCaptureMode::CaptureDuringMouseDown);
}
else
{
// Also captures the mouse to the viewport.
SlateOperations.UseHighPrecisionMouseMovement(ViewportWidgetRef);
SlateOperations.LockMouseToWidget(ViewportWidgetRef);
GameViewportClient->SetMouseLockMode(EMouseLockMode::LockOnCapture);
GameViewportClient->SetMouseCaptureMode(EMouseCaptureMode::CapturePermanently);
}
GameViewportClient->SetIgnoreInput(false);
// How we handle focus depends on whether we're showing the pointer.
// In pointer mode, we set focus to the desired state just once,
// and then we let the pointer control it from there on. In
// no-pointer mode, we set focus to the desired state and
// keep putting it back forever.
//
// If the user clicks the mouse on a focusable widget, the
// viewport client notifies us of that fact. We then focus the
// widget if possible.
//
if ((!ShowPointer) || (LastWidgetGrantedFocus != Focus))
{
if (Focus)
{
if (TSharedPtr<SWidget> SlateFocus = Focus->GetCachedWidget())
{
SlateOperations.SetUserFocus(SlateFocus.ToSharedRef());
LastWidgetGrantedFocus = Focus;
}
}
else
{
SlateOperations.SetUserFocus(ViewportWidgetRef);
LastWidgetGrantedFocus = nullptr;
}
}
else if (TSharedPtr<SWidget> ClickedWidget = ClickToFocusTarget.Pin())
{
SlateOperations.SetUserFocus(ClickedWidget.ToSharedRef());
}
ClickToFocusTarget.Reset();
}
void AlxPlayerControllerBase::ClickToFocus(TSharedRef<SWidget> Widget)
{
ClickToFocusTarget = Widget.ToWeakPtr();
}
void AlxPlayerControllerBase::UpdateLookAt()
{
UlxTangibleManager *TM = GetGameInstance()->GetSubsystem<UlxTangibleManager>();
if (TM == nullptr) return;
UlxTangible *Possessed = TM->GetPossessedTangible();
if (Possessed == nullptr) return;
APawn *Pawn = GetPawn();
if (Pawn == nullptr) return;
if (Possessed->GetActor() != Cast<AActor>(Pawn)) return;
if (PlayerCameraManager == nullptr) return;
CalculateLookAt();
if (MustCallLookAtChanged)
{
MustCallLookAtChanged = false;
LookAtChanged();
}
}