Download LyraStarterGame/Source/LyraGame/UI/LyraHUDLayout.cpp from Alexhas2/unitysamples: direct link, hf CLI and curl.
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7.62 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_UI_LAYER_MENU, "UI.Layer.Menu"); | |
| UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_UI_ACTION_ESCAPE, "UI.Action.Escape"); | |
| UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Platform_Trait_Input_PrimarlyController, "Platform.Trait.Input.PrimarlyController"); | |
| ULyraHUDLayout::ULyraHUDLayout(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| , SpawnedControllerDisconnectScreen(nullptr) | |
| { | |
| // By default, only primarily controller platforms require a disconnect screen. | |
| PlatformRequiresControllerDisconnectScreen.AddTag(TAG_Platform_Trait_Input_PrimarlyController); | |
| } | |
| void ULyraHUDLayout::NativeOnInitialized() | |
| { | |
| Super::NativeOnInitialized(); | |
| RegisterUIActionBinding(FBindUIActionArgs(FUIActionTag::ConvertChecked(TAG_UI_ACTION_ESCAPE), false, FSimpleDelegate::CreateUObject(this, &ThisClass::HandleEscapeAction))); | |
| // If we can display a controller disconnect screen, then listen for the controller state change delegates | |
| if (ShouldPlatformDisplayControllerDisconnectScreen()) | |
| { | |
| // Bind to when input device connections change | |
| IPlatformInputDeviceMapper& DeviceMapper = IPlatformInputDeviceMapper::Get(); | |
| DeviceMapper.GetOnInputDeviceConnectionChange().AddUObject(this, &ThisClass::HandleInputDeviceConnectionChanged); | |
| DeviceMapper.GetOnInputDevicePairingChange().AddUObject(this, &ThisClass::HandleInputDevicePairingChanged); | |
| } | |
| } | |
| void ULyraHUDLayout::NativeDestruct() | |
| { | |
| Super::NativeDestruct(); | |
| // Remove bindings to input device connection changing | |
| IPlatformInputDeviceMapper& DeviceMapper = IPlatformInputDeviceMapper::Get(); | |
| DeviceMapper.GetOnInputDeviceConnectionChange().RemoveAll(this); | |
| DeviceMapper.GetOnInputDevicePairingChange().RemoveAll(this); | |
| if (RequestProcessControllerStateHandle.IsValid()) | |
| { | |
| FTSTicker::GetCoreTicker().RemoveTicker(RequestProcessControllerStateHandle); | |
| RequestProcessControllerStateHandle.Reset(); | |
| } | |
| } | |
| void ULyraHUDLayout::HandleEscapeAction() | |
| { | |
| if (ensure(!EscapeMenuClass.IsNull())) | |
| { | |
| UCommonUIExtensions::PushStreamedContentToLayer_ForPlayer(GetOwningLocalPlayer(), TAG_UI_LAYER_MENU, EscapeMenuClass); | |
| } | |
| } | |
| void ULyraHUDLayout::HandleInputDeviceConnectionChanged(EInputDeviceConnectionState NewConnectionState, FPlatformUserId PlatformUserId, FInputDeviceId InputDeviceId) | |
| { | |
| const FPlatformUserId OwningLocalPlayerId = GetOwningLocalPlayer()->GetPlatformUserId(); | |
| ensure(OwningLocalPlayerId.IsValid()); | |
| // This device connection change happened to a different player, ignore it for us. | |
| if (PlatformUserId != OwningLocalPlayerId) | |
| { | |
| return; | |
| } | |
| NotifyControllerStateChangeForDisconnectScreen(); | |
| } | |
| void ULyraHUDLayout::HandleInputDevicePairingChanged(FInputDeviceId InputDeviceId, FPlatformUserId NewUserPlatformId, FPlatformUserId OldUserPlatformId) | |
| { | |
| const FPlatformUserId OwningLocalPlayerId = GetOwningLocalPlayer()->GetPlatformUserId(); | |
| ensure(OwningLocalPlayerId.IsValid()); | |
| // If this pairing change was related to our local player, notify of a change. | |
| if (NewUserPlatformId == OwningLocalPlayerId || OldUserPlatformId == OwningLocalPlayerId) | |
| { | |
| NotifyControllerStateChangeForDisconnectScreen(); | |
| } | |
| } | |
| bool ULyraHUDLayout::ShouldPlatformDisplayControllerDisconnectScreen() const | |
| { | |
| // We only want this menu on primarily controller platforms | |
| bool bHasAllRequiredTags = ICommonUIModule::GetSettings().GetPlatformTraits().HasAll(PlatformRequiresControllerDisconnectScreen); | |
| // Check the tags that we may be emulating in the editor too | |
| const FGameplayTagContainer& PlatformEmulationTags = UCommonUIVisibilitySubsystem::Get(GetOwningLocalPlayer())->GetVisibilityTags(); | |
| bHasAllRequiredTags |= PlatformEmulationTags.HasAll(PlatformRequiresControllerDisconnectScreen); | |
| return bHasAllRequiredTags; | |
| } | |
| void ULyraHUDLayout::NotifyControllerStateChangeForDisconnectScreen() | |
| { | |
| // We should only ever get here if we have bound to the controller state change delegates | |
| ensure(ShouldPlatformDisplayControllerDisconnectScreen()); | |
| // If we haven't already, queue the processing of device state for next tick. | |
| if (!RequestProcessControllerStateHandle.IsValid()) | |
| { | |
| RequestProcessControllerStateHandle = FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateWeakLambda(this, [this](float DeltaTime) | |
| { | |
| RequestProcessControllerStateHandle.Reset(); | |
| ProcessControllerDevicesHavingChangedForDisconnectScreen(); | |
| return false; | |
| })); | |
| } | |
| } | |
| void ULyraHUDLayout::ProcessControllerDevicesHavingChangedForDisconnectScreen() | |
| { | |
| // We should only ever get here if we have bound to the controller state change delegates | |
| ensure(ShouldPlatformDisplayControllerDisconnectScreen()); | |
| const FPlatformUserId OwningLocalPlayerId = GetOwningLocalPlayer()->GetPlatformUserId(); | |
| ensure(OwningLocalPlayerId.IsValid()); | |
| // Get all input devices mapped to our player | |
| const IPlatformInputDeviceMapper& DeviceMapper = IPlatformInputDeviceMapper::Get(); | |
| TArray<FInputDeviceId> MappedInputDevices; | |
| const int32 NumDevicesMappedToUser = DeviceMapper.GetAllInputDevicesForUser(OwningLocalPlayerId, OUT MappedInputDevices); | |
| // Check if there are any other connected GAMEPAD devices mapped to this platform user. | |
| bool bHasConnectedController = false; | |
| for (const FInputDeviceId MappedDevice : MappedInputDevices) | |
| { | |
| if (DeviceMapper.GetInputDeviceConnectionState(MappedDevice) == EInputDeviceConnectionState::Connected) | |
| { | |
| const FHardwareDeviceIdentifier HardwareInfo = UInputDeviceSubsystem::Get()->GetInputDeviceHardwareIdentifier(MappedDevice); | |
| if (HardwareInfo.PrimaryDeviceType == EHardwareDevicePrimaryType::Gamepad) | |
| { | |
| bHasConnectedController = true; | |
| } | |
| } | |
| } | |
| // If there are no gamepad input devices mapped to this user, then we want to pop the toast saying to re-connect them | |
| if (!bHasConnectedController) | |
| { | |
| DisplayControllerDisconnectedMenu(); | |
| } | |
| // Otherwise we can hide the screen if it is currently being shown | |
| else if (SpawnedControllerDisconnectScreen) | |
| { | |
| HideControllerDisconnectedMenu(); | |
| } | |
| } | |
| void ULyraHUDLayout::DisplayControllerDisconnectedMenu_Implementation() | |
| { | |
| UE_LOG(LogLyra, Log, TEXT("[%hs] Display controller disconnected menu!"), __func__); | |
| if (ControllerDisconnectedScreen) | |
| { | |
| // Push the "controller disconnected" widget to the menu layer | |
| SpawnedControllerDisconnectScreen = UCommonUIExtensions::PushContentToLayer_ForPlayer(GetOwningLocalPlayer(), TAG_UI_LAYER_MENU, ControllerDisconnectedScreen); | |
| } | |
| } | |
| void ULyraHUDLayout::HideControllerDisconnectedMenu_Implementation() | |
| { | |
| UE_LOG(LogLyra, Log, TEXT("[%hs] Hide controller disconnected menu!"), __func__); | |
| UCommonUIExtensions::PopContentFromLayer(SpawnedControllerDisconnectScreen); | |
| SpawnedControllerDisconnectScreen = nullptr; | |
| } |