Download LyraStarterGame/Plugins/CommonGame/Source/Public/PrimaryGameLayout.h from Alexhas2/unitysamples: direct link, hf CLI and curl.
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6.05 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class APlayerController; | |
| class UClass; | |
| class UCommonActivatableWidgetContainerBase; | |
| class ULocalPlayer; | |
| class UObject; | |
| struct FFrame; | |
| /** | |
| * The state of an async load operation for the UI. | |
| */ | |
| enum class EAsyncWidgetLayerState : uint8 | |
| { | |
| Canceled, | |
| Initialize, | |
| AfterPush | |
| }; | |
| /** | |
| * The primary game UI layout of your game. This widget class represents how to layout, push and display all layers | |
| * of the UI for a single player. Each player in a split-screen game will receive their own primary game layout. | |
| */ | |
| UCLASS(MinimalAPI, Abstract, meta = (DisableNativeTick)) | |
| class UPrimaryGameLayout : public UCommonUserWidget | |
| { | |
| GENERATED_BODY() | |
| public: | |
| static UE_API UPrimaryGameLayout* GetPrimaryGameLayoutForPrimaryPlayer(const UObject* WorldContextObject); | |
| static UE_API UPrimaryGameLayout* GetPrimaryGameLayout(APlayerController* PlayerController); | |
| static UE_API UPrimaryGameLayout* GetPrimaryGameLayout(ULocalPlayer* LocalPlayer); | |
| public: | |
| UE_API UPrimaryGameLayout(const FObjectInitializer& ObjectInitializer); | |
| /** A dormant root layout is collapsed and responds only to persistent actions registered by the owning player */ | |
| UE_API void SetIsDormant(bool Dormant); | |
| bool IsDormant() const { return bIsDormant; } | |
| public: | |
| template <typename ActivatableWidgetT = UCommonActivatableWidget> | |
| TSharedPtr<FStreamableHandle> PushWidgetToLayerStackAsync(FGameplayTag LayerName, bool bSuspendInputUntilComplete, TSoftClassPtr<UCommonActivatableWidget> ActivatableWidgetClass) | |
| { | |
| return PushWidgetToLayerStackAsync<ActivatableWidgetT>(LayerName, bSuspendInputUntilComplete, ActivatableWidgetClass, [](EAsyncWidgetLayerState, ActivatableWidgetT*) {}); | |
| } | |
| template <typename ActivatableWidgetT = UCommonActivatableWidget> | |
| TSharedPtr<FStreamableHandle> PushWidgetToLayerStackAsync(FGameplayTag LayerName, bool bSuspendInputUntilComplete, TSoftClassPtr<UCommonActivatableWidget> ActivatableWidgetClass, TFunction<void(EAsyncWidgetLayerState, ActivatableWidgetT*)> StateFunc) | |
| { | |
| static_assert(TIsDerivedFrom<ActivatableWidgetT, UCommonActivatableWidget>::IsDerived, "Only CommonActivatableWidgets can be used here"); | |
| static FName NAME_PushingWidgetToLayer("PushingWidgetToLayer"); | |
| const FName SuspendInputToken = bSuspendInputUntilComplete ? UCommonUIExtensions::SuspendInputForPlayer(GetOwningPlayer(), NAME_PushingWidgetToLayer) : NAME_None; | |
| FStreamableManager& StreamableManager = UAssetManager::Get().GetStreamableManager(); | |
| TSharedPtr<FStreamableHandle> StreamingHandle = StreamableManager.RequestAsyncLoad(ActivatableWidgetClass.ToSoftObjectPath(), FStreamableDelegate::CreateWeakLambda(this, | |
| [this, LayerName, ActivatableWidgetClass, StateFunc, SuspendInputToken]() | |
| { | |
| UCommonUIExtensions::ResumeInputForPlayer(GetOwningPlayer(), SuspendInputToken); | |
| ActivatableWidgetT* Widget = PushWidgetToLayerStack<ActivatableWidgetT>(LayerName, ActivatableWidgetClass.Get(), [StateFunc](ActivatableWidgetT& WidgetToInit) { | |
| StateFunc(EAsyncWidgetLayerState::Initialize, &WidgetToInit); | |
| }); | |
| StateFunc(EAsyncWidgetLayerState::AfterPush, Widget); | |
| }) | |
| ); | |
| // Setup a cancel delegate so that we can resume input if this handler is canceled. | |
| StreamingHandle->BindCancelDelegate(FStreamableDelegate::CreateWeakLambda(this, | |
| [this, StateFunc, SuspendInputToken]() | |
| { | |
| UCommonUIExtensions::ResumeInputForPlayer(GetOwningPlayer(), SuspendInputToken); | |
| StateFunc(EAsyncWidgetLayerState::Canceled, nullptr); | |
| }) | |
| ); | |
| return StreamingHandle; | |
| } | |
| template <typename ActivatableWidgetT = UCommonActivatableWidget> | |
| ActivatableWidgetT* PushWidgetToLayerStack(FGameplayTag LayerName, UClass* ActivatableWidgetClass) | |
| { | |
| return PushWidgetToLayerStack<ActivatableWidgetT>(LayerName, ActivatableWidgetClass, [](ActivatableWidgetT&) {}); | |
| } | |
| template <typename ActivatableWidgetT = UCommonActivatableWidget> | |
| ActivatableWidgetT* PushWidgetToLayerStack(FGameplayTag LayerName, UClass* ActivatableWidgetClass, TFunctionRef<void(ActivatableWidgetT&)> InitInstanceFunc) | |
| { | |
| static_assert(TIsDerivedFrom<ActivatableWidgetT, UCommonActivatableWidget>::IsDerived, "Only CommonActivatableWidgets can be used here"); | |
| if (UCommonActivatableWidgetContainerBase* Layer = GetLayerWidget(LayerName)) | |
| { | |
| return Layer->AddWidget<ActivatableWidgetT>(ActivatableWidgetClass, InitInstanceFunc); | |
| } | |
| return nullptr; | |
| } | |
| // Find the widget if it exists on any of the layers and remove it from the layer. | |
| UE_API void FindAndRemoveWidgetFromLayer(UCommonActivatableWidget* ActivatableWidget); | |
| // Get the layer widget for the given layer tag. | |
| UE_API UCommonActivatableWidgetContainerBase* GetLayerWidget(FGameplayTag LayerName); | |
| protected: | |
| /** Register a layer that widgets can be pushed onto. */ | |
| UFUNCTION(BlueprintCallable, Category="Layer") | |
| UE_API void RegisterLayer(UPARAM(meta = (Categories = "UI.Layer")) FGameplayTag LayerTag, UCommonActivatableWidgetContainerBase* LayerWidget); | |
| UE_API virtual void OnIsDormantChanged(); | |
| UE_API void OnWidgetStackTransitioning(UCommonActivatableWidgetContainerBase* Widget, bool bIsTransitioning); | |
| private: | |
| bool bIsDormant = false; | |
| // Lets us keep track of all suspended input tokens so that multiple async UIs can be loading and we correctly suspend | |
| // for the duration of all of them. | |
| TArray<FName> SuspendInputTokens; | |
| // The registered layers for the primary layout. | |
| UPROPERTY(Transient, meta = (Categories = "UI.Layer")) | |
| TMap<FGameplayTag, TObjectPtr<UCommonActivatableWidgetContainerBase>> Layers; | |
| }; | |