Download LyraStarterGame/Source/LyraGame/UI/IndicatorSystem/SActorCanvas.h from Alexhas2/unitysamples: direct link, hf CLI and curl.
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7.37 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class FActiveTimerHandle; | |
| class FArrangedChildren; | |
| class FChildren; | |
| class FPaintArgs; | |
| class FReferenceCollector; | |
| class FSlateRect; | |
| class FSlateWindowElementList; | |
| class FWidgetStyle; | |
| class UIndicatorDescriptor; | |
| class ULyraIndicatorManagerComponent; | |
| struct FSlateBrush; | |
| class SActorCanvas : public SPanel, public FAsyncMixin, public FGCObject | |
| { | |
| public: | |
| /** ActorCanvas-specific slot class */ | |
| class FSlot : public TSlotBase<FSlot> | |
| { | |
| public: | |
| FSlot(UIndicatorDescriptor* InIndicator) | |
| : TSlotBase<FSlot>() | |
| , Indicator(InIndicator) | |
| , ScreenPosition(FVector2D::ZeroVector) | |
| , Depth(0) | |
| , Priority(0.f) | |
| , bIsIndicatorVisible(true) | |
| , bInFrontOfCamera(true) | |
| , bHasValidScreenPosition(false) | |
| , bDirty(true) | |
| , bWasIndicatorClamped(false) | |
| , bWasIndicatorClampedStatusChanged(false) | |
| { | |
| } | |
| SLATE_SLOT_BEGIN_ARGS(FSlot, TSlotBase<FSlot>) | |
| SLATE_SLOT_END_ARGS() | |
| using TSlotBase<FSlot>::Construct; | |
| bool GetIsIndicatorVisible() const { return bIsIndicatorVisible; } | |
| void SetIsIndicatorVisible(bool bVisible) | |
| { | |
| if (bIsIndicatorVisible != bVisible) | |
| { | |
| bIsIndicatorVisible = bVisible; | |
| bDirty = true; | |
| } | |
| RefreshVisibility(); | |
| } | |
| FVector2D GetScreenPosition() const { return ScreenPosition; } | |
| void SetScreenPosition(FVector2D InScreenPosition) | |
| { | |
| if (ScreenPosition != InScreenPosition) | |
| { | |
| ScreenPosition = InScreenPosition; | |
| bDirty = true; | |
| } | |
| } | |
| double GetDepth() const { return Depth; } | |
| void SetDepth(double InDepth) | |
| { | |
| if (Depth != InDepth) | |
| { | |
| Depth = InDepth; | |
| bDirty = true; | |
| } | |
| } | |
| int32 GetPriority() const { return Priority; } | |
| void SetPriority(int32 InPriority) | |
| { | |
| if (Priority != InPriority) | |
| { | |
| Priority = InPriority; | |
| bDirty = true; | |
| } | |
| } | |
| bool GetInFrontOfCamera() const { return bInFrontOfCamera; } | |
| void SetInFrontOfCamera(bool bInFront) | |
| { | |
| if (bInFrontOfCamera != bInFront) | |
| { | |
| bInFrontOfCamera = bInFront; | |
| bDirty = true; | |
| } | |
| RefreshVisibility(); | |
| } | |
| bool HasValidScreenPosition() const { return bHasValidScreenPosition; } | |
| void SetHasValidScreenPosition(bool bValidScreenPosition) | |
| { | |
| if (bHasValidScreenPosition != bValidScreenPosition) | |
| { | |
| bHasValidScreenPosition = bValidScreenPosition; | |
| bDirty = true; | |
| } | |
| RefreshVisibility(); | |
| } | |
| bool bIsDirty() const { return bDirty; } | |
| void ClearDirtyFlag() | |
| { | |
| bDirty = false; | |
| } | |
| bool WasIndicatorClamped() const { return bWasIndicatorClamped; } | |
| void SetWasIndicatorClamped(bool bWasClamped) const | |
| { | |
| if (bWasClamped != bWasIndicatorClamped) | |
| { | |
| bWasIndicatorClamped = bWasClamped; | |
| bWasIndicatorClampedStatusChanged = true; | |
| } | |
| } | |
| bool WasIndicatorClampedStatusChanged() const { return bWasIndicatorClampedStatusChanged; } | |
| void ClearIndicatorClampedStatusChangedFlag() | |
| { | |
| bWasIndicatorClampedStatusChanged = false; | |
| } | |
| private: | |
| void RefreshVisibility() | |
| { | |
| const bool bIsVisible = bIsIndicatorVisible && bHasValidScreenPosition; | |
| GetWidget()->SetVisibility(bIsVisible ? EVisibility::SelfHitTestInvisible : EVisibility::Collapsed); | |
| } | |
| //Kept Alive by SActorCanvas::AddReferencedObjects | |
| UIndicatorDescriptor* Indicator; | |
| FVector2D ScreenPosition; | |
| double Depth; | |
| int32 Priority; | |
| uint8 bIsIndicatorVisible : 1; | |
| uint8 bInFrontOfCamera : 1; | |
| uint8 bHasValidScreenPosition : 1; | |
| uint8 bDirty : 1; | |
| /** | |
| * Cached & frame-deferred value of whether the indicator was visually screen clamped last frame or not; | |
| * Semi-hacky mutable implementation as it is cached during a const paint operation | |
| */ | |
| mutable uint8 bWasIndicatorClamped : 1; | |
| mutable uint8 bWasIndicatorClampedStatusChanged : 1; | |
| friend class SActorCanvas; | |
| }; | |
| /** ActorCanvas-specific slot class */ | |
| class FArrowSlot : public TSlotBase<FArrowSlot> | |
| { | |
| }; | |
| /** Begin the arguments for this slate widget */ | |
| SLATE_BEGIN_ARGS(SActorCanvas) { | |
| _Visibility = EVisibility::HitTestInvisible; | |
| } | |
| /** Indicates that we have a slot that this widget supports */ | |
| SLATE_SLOT_ARGUMENT(SActorCanvas::FSlot, Slots) | |
| /** This always goes at the end */ | |
| SLATE_END_ARGS() | |
| SActorCanvas() | |
| : CanvasChildren(this) | |
| , ArrowChildren(this) | |
| , AllChildren(this) | |
| { | |
| AllChildren.AddChildren(CanvasChildren); | |
| AllChildren.AddChildren(ArrowChildren); | |
| } | |
| void Construct(const FArguments& InArgs, const FLocalPlayerContext& InCtx, const FSlateBrush* ActorCanvasArrowBrush); | |
| // SWidget Interface | |
| virtual void OnArrangeChildren( const FGeometry& AllottedGeometry, FArrangedChildren& ArrangedChildren ) const override; | |
| virtual FVector2D ComputeDesiredSize(float) const override { return FVector2D::ZeroVector; } | |
| virtual FChildren* GetChildren() override { return &AllChildren; } | |
| virtual int32 OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const; | |
| // End SWidget | |
| void SetDrawElementsInOrder(bool bInDrawElementsInOrder) { bDrawElementsInOrder = bInDrawElementsInOrder; } | |
| virtual FString GetReferencerName() const override; | |
| virtual void AddReferencedObjects( FReferenceCollector& Collector ) override; | |
| private: | |
| void OnIndicatorAdded(UIndicatorDescriptor* Indicator); | |
| void OnIndicatorRemoved(UIndicatorDescriptor* Indicator); | |
| void AddIndicatorForEntry(UIndicatorDescriptor* Indicator); | |
| void RemoveIndicatorForEntry(UIndicatorDescriptor* Indicator); | |
| using FScopedWidgetSlotArguments = TPanelChildren<FSlot>::FScopedWidgetSlotArguments; | |
| FScopedWidgetSlotArguments AddActorSlot(UIndicatorDescriptor* Indicator); | |
| int32 RemoveActorSlot(const TSharedRef<SWidget>& SlotWidget); | |
| void SetShowAnyIndicators(bool bIndicators); | |
| EActiveTimerReturnType UpdateCanvas(double InCurrentTime, float InDeltaTime); | |
| /** Helper function for calculating the offset */ | |
| void GetOffsetAndSize(const UIndicatorDescriptor* Indicator, | |
| FVector2D& OutSize, | |
| FVector2D& OutOffset, | |
| FVector2D& OutPaddingMin, | |
| FVector2D& OutPaddingMax) const; | |
| void UpdateActiveTimer(); | |
| private: | |
| TArray<TObjectPtr<UIndicatorDescriptor>> AllIndicators; | |
| TArray<UIndicatorDescriptor*> InactiveIndicators; | |
| FLocalPlayerContext LocalPlayerContext; | |
| TWeakObjectPtr<ULyraIndicatorManagerComponent> IndicatorComponentPtr; | |
| /** All the slots in this canvas */ | |
| TPanelChildren<FSlot> CanvasChildren; | |
| mutable TPanelChildren<FArrowSlot> ArrowChildren; | |
| FCombinedChildren AllChildren; | |
| FUserWidgetPool IndicatorPool; | |
| const FSlateBrush* ActorCanvasArrowBrush = nullptr; | |
| mutable int32 NextArrowIndex = 0; | |
| mutable int32 ArrowIndexLastUpdate = 0; | |
| /** Whether to draw elements in the order they were added to canvas. Note: Enabling this will disable batching and will cause a greater number of drawcalls */ | |
| bool bDrawElementsInOrder = false; | |
| bool bShowAnyIndicators = false; | |
| mutable TOptional<FGeometry> OptionalPaintGeometry; | |
| TSharedPtr<FActiveTimerHandle> TickHandle; | |
| }; | |