Download LyraStarterGame/Source/LyraGame/UI/LyraHUDLayout.h from Alexhas2/unitysamples: direct link, hf CLI and curl.
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3.99 kB
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| class UCommonActivatableWidget; | |
| class UObject; | |
| class ULyraControllerDisconnectedScreen; | |
| /** | |
| * ULyraHUDLayout | |
| * | |
| * Widget used to lay out the player's HUD (typically specified by an Add Widgets action in the experience) | |
| */ | |
| UCLASS(Abstract, BlueprintType, Blueprintable, Meta = (DisplayName = "Lyra HUD Layout", Category = "Lyra|HUD")) | |
| class ULyraHUDLayout : public ULyraActivatableWidget | |
| { | |
| GENERATED_BODY() | |
| public: | |
| ULyraHUDLayout(const FObjectInitializer& ObjectInitializer); | |
| virtual void NativeOnInitialized() override; | |
| virtual void NativeDestruct() override; | |
| protected: | |
| void HandleEscapeAction(); | |
| /** | |
| * Callback for when controllers are disconnected. This will check if the player now has | |
| * no mapped input devices to them, which would mean that they can't play the game. | |
| * | |
| * If this is the case, then call DisplayControllerDisconnectedMenu. | |
| */ | |
| void HandleInputDeviceConnectionChanged(EInputDeviceConnectionState NewConnectionState, FPlatformUserId PlatformUserId, FInputDeviceId InputDeviceId); | |
| /** | |
| * Callback for when controllers change their owning platform user. We will use this to check | |
| * if we no longer need to display the "Controller Disconnected" menu | |
| */ | |
| void HandleInputDevicePairingChanged(FInputDeviceId InputDeviceId, FPlatformUserId NewUserPlatformId, FPlatformUserId OldUserPlatformId); | |
| /** | |
| * Notify this widget that the state of controllers for the player have changed. Queue a timer for next tick to | |
| * process them and see if we need to show/hide the "controller disconnected" widget. | |
| */ | |
| void NotifyControllerStateChangeForDisconnectScreen(); | |
| /** | |
| * This will check the state of the connected controllers to the player. If they do not have | |
| * any controllers connected to them, then we should display the Disconnect menu. If they do have | |
| * controllers connected to them, then we can hide the disconnect menu if its showing. | |
| */ | |
| virtual void ProcessControllerDevicesHavingChangedForDisconnectScreen(); | |
| /** | |
| * Returns true if this platform supports a "controller disconnected" screen. | |
| */ | |
| virtual bool ShouldPlatformDisplayControllerDisconnectScreen() const; | |
| /** | |
| * Pushes the ControllerDisconnectedMenuClass to the Menu layer (UI.Layer.Menu) | |
| */ | |
| UFUNCTION(BlueprintNativeEvent, Category="Controller Disconnect Menu") | |
| void DisplayControllerDisconnectedMenu(); | |
| /** | |
| * Hides the controller disconnected menu if it is active. | |
| */ | |
| UFUNCTION(BlueprintNativeEvent, Category="Controller Disconnect Menu") | |
| void HideControllerDisconnectedMenu(); | |
| /** | |
| * The menu to be displayed when the user presses the "Pause" or "Escape" button | |
| */ | |
| UPROPERTY(EditDefaultsOnly) | |
| TSoftClassPtr<UCommonActivatableWidget> EscapeMenuClass; | |
| /** | |
| * The widget which should be presented to the user if all of their controllers are disconnected. | |
| */ | |
| UPROPERTY(EditDefaultsOnly, Category="Controller Disconnect Menu") | |
| TSubclassOf<ULyraControllerDisconnectedScreen> ControllerDisconnectedScreen; | |
| /** | |
| * The platform tags that are required in order to show the "Controller Disconnected" screen. | |
| * | |
| * If these tags are not set in the INI file for this platform, then the controller disconnect screen | |
| * will not ever be displayed. | |
| */ | |
| UPROPERTY(EditDefaultsOnly, Category="Controller Disconnect Menu") | |
| FGameplayTagContainer PlatformRequiresControllerDisconnectScreen; | |
| /** Pointer to the active "Controller Disconnected" menu if there is one. */ | |
| UPROPERTY(Transient) | |
| TObjectPtr<UCommonActivatableWidget> SpawnedControllerDisconnectScreen; | |
| /** Handle from the FSTicker for when we want to process the controller state of our player */ | |
| FTSTicker::FDelegateHandle RequestProcessControllerStateHandle; | |
| }; | |