Download LyraStarterGame/Plugins/CommonGame/Source/Private/PrimaryGameLayout.cpp from Alexhas2/unitysamples: direct link, hf CLI and curl.
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4.76 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UObject; | |
| /*static*/ UPrimaryGameLayout* UPrimaryGameLayout::GetPrimaryGameLayoutForPrimaryPlayer(const UObject* WorldContextObject) | |
| { | |
| UGameInstance* GameInstance = UGameplayStatics::GetGameInstance(WorldContextObject); | |
| APlayerController* PlayerController = GameInstance->GetPrimaryPlayerController(false); | |
| return GetPrimaryGameLayout(PlayerController); | |
| } | |
| /*static*/ UPrimaryGameLayout* UPrimaryGameLayout::GetPrimaryGameLayout(APlayerController* PlayerController) | |
| { | |
| return PlayerController ? GetPrimaryGameLayout(Cast<UCommonLocalPlayer>(PlayerController->Player)) : nullptr; | |
| } | |
| /*static*/ UPrimaryGameLayout* UPrimaryGameLayout::GetPrimaryGameLayout(ULocalPlayer* LocalPlayer) | |
| { | |
| if (LocalPlayer) | |
| { | |
| const UCommonLocalPlayer* CommonLocalPlayer = CastChecked<UCommonLocalPlayer>(LocalPlayer); | |
| if (const UGameInstance* GameInstance = CommonLocalPlayer->GetGameInstance()) | |
| { | |
| if (UGameUIManagerSubsystem* UIManager = GameInstance->GetSubsystem<UGameUIManagerSubsystem>()) | |
| { | |
| if (const UGameUIPolicy* Policy = UIManager->GetCurrentUIPolicy()) | |
| { | |
| if (UPrimaryGameLayout* RootLayout = Policy->GetRootLayout(CommonLocalPlayer)) | |
| { | |
| return RootLayout; | |
| } | |
| } | |
| } | |
| } | |
| } | |
| return nullptr; | |
| } | |
| UPrimaryGameLayout::UPrimaryGameLayout(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| } | |
| void UPrimaryGameLayout::SetIsDormant(bool InDormant) | |
| { | |
| if (bIsDormant != InDormant) | |
| { | |
| const ULocalPlayer* LP = GetOwningLocalPlayer(); | |
| const int32 PlayerId = LP ? LP->GetControllerId() : -1; | |
| const TCHAR* OldDormancyStr = bIsDormant ? TEXT("Dormant") : TEXT("Not-Dormant"); | |
| const TCHAR* NewDormancyStr = InDormant ? TEXT("Dormant") : TEXT("Not-Dormant"); | |
| const TCHAR* PrimaryPlayerStr = LP && LP->IsPrimaryPlayer() ? TEXT("[Primary]") : TEXT("[Non-Primary]"); | |
| UE_LOG(LogCommonGame, Display, TEXT("%s PrimaryGameLayout Dormancy changed for [%d] from [%s] to [%s]"), PrimaryPlayerStr, PlayerId, OldDormancyStr, NewDormancyStr); | |
| bIsDormant = InDormant; | |
| OnIsDormantChanged(); | |
| } | |
| } | |
| void UPrimaryGameLayout::OnIsDormantChanged() | |
| { | |
| //@TODO NDarnell Determine what to do with dormancy, in the past we treated dormancy as a way to shutoff rendering | |
| //and the view for the other local players when we force multiple players to use the player view of a single player. | |
| //if (UCommonLocalPlayer* LocalPlayer = GetOwningLocalPlayer<UCommonLocalPlayer>()) | |
| //{ | |
| // // When the root layout is dormant, we don't want to render anything from the owner's view either | |
| // LocalPlayer->SetIsPlayerViewEnabled(!bIsDormant); | |
| //} | |
| //SetVisibility(bIsDormant ? ESlateVisibility::Collapsed : ESlateVisibility::SelfHitTestInvisible); | |
| //OnLayoutDormancyChanged().Broadcast(bIsDormant); | |
| } | |
| void UPrimaryGameLayout::RegisterLayer(FGameplayTag LayerTag, UCommonActivatableWidgetContainerBase* LayerWidget) | |
| { | |
| if (!IsDesignTime()) | |
| { | |
| LayerWidget->OnTransitioningChanged.AddUObject(this, &UPrimaryGameLayout::OnWidgetStackTransitioning); | |
| // TODO: Consider allowing a transition duration, we currently set it to 0, because if it's not 0, the | |
| // transition effect will cause focus to not transition properly to the new widgets when using | |
| // gamepad always. | |
| LayerWidget->SetTransitionDuration(0.0); | |
| Layers.Add(LayerTag, LayerWidget); | |
| } | |
| } | |
| void UPrimaryGameLayout::OnWidgetStackTransitioning(UCommonActivatableWidgetContainerBase* Widget, bool bIsTransitioning) | |
| { | |
| if (bIsTransitioning) | |
| { | |
| const FName SuspendToken = UCommonUIExtensions::SuspendInputForPlayer(GetOwningLocalPlayer(), TEXT("GlobalStackTransion")); | |
| SuspendInputTokens.Add(SuspendToken); | |
| } | |
| else | |
| { | |
| if (ensure(SuspendInputTokens.Num() > 0)) | |
| { | |
| const FName SuspendToken = SuspendInputTokens.Pop(); | |
| UCommonUIExtensions::ResumeInputForPlayer(GetOwningLocalPlayer(), SuspendToken); | |
| } | |
| } | |
| } | |
| void UPrimaryGameLayout::FindAndRemoveWidgetFromLayer(UCommonActivatableWidget* ActivatableWidget) | |
| { | |
| // We're not sure what layer the widget is on so go searching. | |
| for (const auto& LayerKVP : Layers) | |
| { | |
| LayerKVP.Value->RemoveWidget(*ActivatableWidget); | |
| } | |
| } | |
| UCommonActivatableWidgetContainerBase* UPrimaryGameLayout::GetLayerWidget(FGameplayTag LayerName) | |
| { | |
| return Layers.FindRef(LayerName); | |
| } | |