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不明不惑
2026-03-03 01:23:02 +08:00
commit 3e434877e8
1053 changed files with 102411 additions and 0 deletions

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "GUIS_GenericUISystemSettings.h"
const UGUIS_GenericUISystemSettings* UGUIS_GenericUISystemSettings::Get()
{
return GetDefault<UGUIS_GenericUISystemSettings>();
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "GUIS_LogChannels.h"
DEFINE_LOG_CATEGORY(LogGUIS)
DEFINE_LOG_CATEGORY(LogGUIS_Extension);

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "GenericUISystem.h"
#define LOCTEXT_NAMESPACE "FGenericUISystemModule"
void FGenericUISystemModule::StartupModule()
{
}
void FGenericUISystemModule::ShutdownModule()
{
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FGenericUISystemModule, GenericUISystem)

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Actions/GUIS_AsyncAction_CreateWidget.h"
#include "Blueprint/UserWidget.h"
#include "Blueprint/WidgetBlueprintLibrary.h"
#include "Engine/AssetManager.h"
#include "Engine/Engine.h"
#include "Engine/GameInstance.h"
#include "Engine/StreamableManager.h"
#include "UI/GUIS_GameUIFunctionLibrary.h"
#include "UObject/Stack.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_AsyncAction_CreateWidget)
class UUserWidget;
static const FName InputFilterReason_Template = FName(TEXT("CreatingWidgetAsync"));
UGUIS_AsyncAction_CreateWidget::UGUIS_AsyncAction_CreateWidget(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, bSuspendInputUntilComplete(true)
{
}
UGUIS_AsyncAction_CreateWidget* UGUIS_AsyncAction_CreateWidget::CreateWidgetAsync(UObject* InWorldContextObject, TSoftClassPtr<UUserWidget> InUserWidgetSoftClass, APlayerController* InOwningPlayer,
bool bSuspendInputUntilComplete)
{
if (InUserWidgetSoftClass.IsNull())
{
FFrame::KismetExecutionMessage(TEXT("CreateWidgetAsync was passed a null UserWidgetSoftClass"), ELogVerbosity::Error);
return nullptr;
}
UWorld* World = GEngine->GetWorldFromContextObject(InWorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
UGUIS_AsyncAction_CreateWidget* Action = NewObject<UGUIS_AsyncAction_CreateWidget>();
Action->UserWidgetSoftClass = InUserWidgetSoftClass;
Action->OwningPlayer = InOwningPlayer;
Action->World = World;
Action->GameInstance = World->GetGameInstance();
Action->bSuspendInputUntilComplete = bSuspendInputUntilComplete;
Action->RegisterWithGameInstance(World);
return Action;
}
void UGUIS_AsyncAction_CreateWidget::Activate()
{
SuspendInputToken = bSuspendInputUntilComplete ? UGUIS_GameUIFunctionLibrary::SuspendInputForPlayer(OwningPlayer.Get(), InputFilterReason_Template) : NAME_None;
TWeakObjectPtr<UGUIS_AsyncAction_CreateWidget> LocalWeakThis(this);
StreamingHandle = UAssetManager::Get().GetStreamableManager().RequestAsyncLoad(
UserWidgetSoftClass.ToSoftObjectPath(),
FStreamableDelegate::CreateUObject(this, &ThisClass::OnWidgetLoaded),
FStreamableManager::AsyncLoadHighPriority
);
// Setup a cancel delegate so that we can resume input if this handler is canceled.
StreamingHandle->BindCancelDelegate(FStreamableDelegate::CreateWeakLambda(this,
[this]()
{
UGUIS_GameUIFunctionLibrary::ResumeInputForPlayer(OwningPlayer.Get(), SuspendInputToken);
})
);
}
void UGUIS_AsyncAction_CreateWidget::Cancel()
{
Super::Cancel();
if (StreamingHandle.IsValid())
{
StreamingHandle->CancelHandle();
StreamingHandle.Reset();
}
}
void UGUIS_AsyncAction_CreateWidget::OnWidgetLoaded()
{
if (bSuspendInputUntilComplete)
{
UGUIS_GameUIFunctionLibrary::ResumeInputForPlayer(OwningPlayer.Get(), SuspendInputToken);
}
// If the load as successful, create it, otherwise don't complete this.
TSubclassOf<UUserWidget> UserWidgetClass = UserWidgetSoftClass.Get();
if (UserWidgetClass)
{
UUserWidget* UserWidget = UWidgetBlueprintLibrary::Create(World.Get(), UserWidgetClass, OwningPlayer.Get());
OnComplete.Broadcast(UserWidget);
}
StreamingHandle.Reset();
SetReadyToDestroy();
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Actions/GUIS_AsyncAction_PushContentToUILayer.h"
#include "Engine/Engine.h"
#include "UI/GUIS_GameUILayout.h"
#include "UObject/Stack.h"
#include "Widgets/CommonActivatableWidgetContainer.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_AsyncAction_PushContentToUILayer)
UGUIS_AsyncAction_PushContentToUILayer::UGUIS_AsyncAction_PushContentToUILayer(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
UGUIS_AsyncAction_PushContentToUILayer* UGUIS_AsyncAction_PushContentToUILayer::PushContentToUILayer(UGUIS_GameUILayout* UILayout,
TSoftClassPtr<UCommonActivatableWidget> InWidgetClass, FGameplayTag InLayerName,
bool bSuspendInputUntilComplete)
{
if (!IsValid(UILayout))
{
FFrame::KismetExecutionMessage(TEXT("PushContentToUILayer was passed a invalid Layout"), ELogVerbosity::Error);
return nullptr;
}
if (InWidgetClass.IsNull())
{
FFrame::KismetExecutionMessage(TEXT("PushContentToUILayer was passed a null WidgetClass"), ELogVerbosity::Error);
return nullptr;
}
if (UWorld* World = GEngine->GetWorldFromContextObject(UILayout->GetWorld(), EGetWorldErrorMode::LogAndReturnNull))
{
UGUIS_AsyncAction_PushContentToUILayer* Action = NewObject<UGUIS_AsyncAction_PushContentToUILayer>();
Action->WidgetClass = InWidgetClass;
Action->RootLayout = UILayout;
Action->OwningPlayerPtr = UILayout->GetOwningPlayer();
Action->LayerName = InLayerName;
Action->bSuspendInputUntilComplete = bSuspendInputUntilComplete;
Action->RegisterWithGameInstance(World);
return Action;
}
return nullptr;
}
UGUIS_AsyncAction_PushContentToUILayer* UGUIS_AsyncAction_PushContentToUILayer::PushContentToUILayerForPlayer(APlayerController* PlayerController,
TSoftClassPtr<UCommonActivatableWidget> InWidgetClass,
FGameplayTag InLayerName, bool bSuspendInputUntilComplete)
{
if (!IsValid(PlayerController))
{
FFrame::KismetExecutionMessage(TEXT("PushContentToUILayerForPlayer was passed a invalid PlayerController"), ELogVerbosity::Error);
return nullptr;
}
if (InWidgetClass.IsNull())
{
FFrame::KismetExecutionMessage(TEXT("PushContentToUILayer was passed a null WidgetClass"), ELogVerbosity::Error);
return nullptr;
}
UGUIS_GameUILayout* UILayout = UGUIS_GameUIFunctionLibrary::GetGameUILayoutForPlayer(PlayerController);
if (UILayout == nullptr)
{
FFrame::KismetExecutionMessage(TEXT("PushContentToUILayerForPlayer failed to find UILayout for player."), ELogVerbosity::Error);
return nullptr;
}
if (UWorld* World = GEngine->GetWorldFromContextObject(UILayout->GetWorld(), EGetWorldErrorMode::LogAndReturnNull))
{
UGUIS_AsyncAction_PushContentToUILayer* Action = NewObject<UGUIS_AsyncAction_PushContentToUILayer>();
Action->WidgetClass = InWidgetClass;
Action->RootLayout = UILayout;
Action->OwningPlayerPtr = PlayerController;
Action->LayerName = InLayerName;
Action->bSuspendInputUntilComplete = bSuspendInputUntilComplete;
Action->RegisterWithGameInstance(World);
return Action;
}
return nullptr;
}
void UGUIS_AsyncAction_PushContentToUILayer::Cancel()
{
Super::Cancel();
if (StreamingHandle.IsValid())
{
StreamingHandle->CancelHandle();
StreamingHandle.Reset();
}
}
void UGUIS_AsyncAction_PushContentToUILayer::Activate()
{
// if (UGUIS_GameUILayout* RootLayout = UGUIS_GameUILayout::GetPrimaryGameLayout(OwningPlayerPtr.Get()))
if (RootLayout.IsValid())
{
TWeakObjectPtr<UGUIS_AsyncAction_PushContentToUILayer> WeakThis = this;
StreamingHandle = RootLayout->PushWidgetToLayerStackAsync<UCommonActivatableWidget>(LayerName, bSuspendInputUntilComplete, WidgetClass,
[this, WeakThis](EGUIS_AsyncWidgetLayerState State, UCommonActivatableWidget* Widget)
{
if (WeakThis.IsValid())
{
switch (State)
{
case EGUIS_AsyncWidgetLayerState::Initialize:
BeforePush.Broadcast(Widget);
break;
case EGUIS_AsyncWidgetLayerState::AfterPush:
AfterPush.Broadcast(Widget);
SetReadyToDestroy();
break;
case EGUIS_AsyncWidgetLayerState::Canceled:
SetReadyToDestroy();
break;
}
}
SetReadyToDestroy();
});
}
else
{
SetReadyToDestroy();
}
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Actions/GUIS_AsyncAction_ShowModel.h"
#include "GUIS_GenericUISystemSettings.h"
#include "Engine/GameInstance.h"
#include "UI/GUIS_GameUIFunctionLibrary.h"
#include "UI/GUIS_GameUILayout.h"
#include "UI/GUIS_GameplayTags.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_AsyncAction_ShowModel)
UGUIS_AsyncAction_ShowModel::UGUIS_AsyncAction_ShowModel(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
// UGUIS_AsyncAction_ShowModel* UGUIS_AsyncAction_ShowModel::ShowModal(UObject* InWorldContextObject, FGameplayTag ModalTag, UGUIS_ModalDefinition* ModalDefinition)
// {
// const UGUIS_GameUIData* UIData = UGUIS_GenericUISystemSettings::GetGameUIData();
// if (!UIData)
// return nullptr;
//
// const TSoftClassPtr<UGUIS_GameModalWidget> SoftModalWidgetClass = UIData->FindWidgetClassForModal(ModalTag);
// if (SoftModalWidgetClass.IsNull())
// return nullptr;
// const TSubclassOf<UGUIS_GameModalWidget> ModalWidgetClass = SoftModalWidgetClass.LoadSynchronous();
// if (ModalWidgetClass == nullptr)
// return nullptr;
//
// UGUIS_AsyncAction_ShowModel* Action = NewObject<UGUIS_AsyncAction_ShowModel>();
// Action->ModalWidgetClass = ModalWidgetClass;
// Action->WorldContextObject = InWorldContextObject;
// Action->ModalDefinition = ModalDefinition;
// Action->RegisterWithGameInstance(InWorldContextObject);
//
// return Action;
// }
UGUIS_AsyncAction_ShowModel* UGUIS_AsyncAction_ShowModel::ShowModal(UObject* InWorldContextObject, TSoftClassPtr<UGUIS_ModalDefinition> ModalDefinition)
{
if (ModalDefinition.IsNull())
{
return nullptr;
}
ModalDefinition.LoadSynchronous();
const UGUIS_ModalDefinition* Modal = ModalDefinition->GetDefaultObject<UGUIS_ModalDefinition>();
if (Modal == nullptr)
return nullptr;
if (Modal->ModalWidget.IsNull())
return nullptr;
const TSubclassOf<UGUIS_GameModalWidget> ModalWidgetClass = Modal->ModalWidget.LoadSynchronous();
if (ModalWidgetClass == nullptr)
return nullptr;
UGUIS_AsyncAction_ShowModel* Action = NewObject<UGUIS_AsyncAction_ShowModel>();
Action->ModalWidgetClass = ModalWidgetClass;
Action->WorldContextObject = InWorldContextObject;
Action->ModalDefinition = Modal;
Action->RegisterWithGameInstance(InWorldContextObject);
return Action;
}
void UGUIS_AsyncAction_ShowModel::Activate()
{
if (WorldContextObject && !TargetPlayerController)
{
if (UUserWidget* UserWidget = Cast<UUserWidget>(WorldContextObject))
{
TargetPlayerController = UserWidget->GetOwningPlayer<APlayerController>();
}
else if (APlayerController* PC = Cast<APlayerController>(WorldContextObject))
{
TargetPlayerController = PC;
}
else if (UWorld* World = WorldContextObject->GetWorld())
{
if (UGameInstance* GameInstance = World->GetGameInstance<UGameInstance>())
{
TargetPlayerController = GameInstance->GetPrimaryPlayerController(false);
}
}
}
if (TargetPlayerController)
{
if (UGUIS_GameUILayout* Layout = UGUIS_GameUIFunctionLibrary::GetGameUILayoutForPlayer(TargetPlayerController))
{
FGUIS_ModalActionResultSignature ResultCallback = FGUIS_ModalActionResultSignature::CreateUObject(this, &UGUIS_AsyncAction_ShowModel::HandleModalAction);
const UGUIS_ModalDefinition* TempDescriptor = ModalDefinition;
Layout->PushWidgetToLayerStack<UGUIS_GameModalWidget>(GUIS_GameUILayerTags::Modal, ModalWidgetClass, [TempDescriptor, ResultCallback](UGUIS_GameModalWidget& ModalInstance)
{
ModalInstance.SetupModal(TempDescriptor, ResultCallback);
});
}
}
// If we couldn't make the confirmation, just handle an unknown result and broadcast nothing
HandleModalAction(GUIS_GameModalActionTags::Unknown);
}
void UGUIS_AsyncAction_ShowModel::HandleModalAction(FGameplayTag ModalActionTag)
{
OnModalAction.Broadcast(ModalActionTag);
SetReadyToDestroy();
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Actions/GUIS_UIAction.h"
UGUIS_UIAction::UGUIS_UIAction(const FObjectInitializer& ObjectInitializer): Super(ObjectInitializer)
{
}
bool UGUIS_UIAction::IsCompatible(const UObject* Data) const
{
return IsCompatibleInternal(Data);
}
bool UGUIS_UIAction::CanInvokeInternal_Implementation(const UObject* Data, APlayerController* PlayerController) const
{
// 与其他验证不同, 这个默认不通过, Override里修改
return false;
}
bool UGUIS_UIAction::CanInvoke(const UObject* Data, APlayerController* PlayerController) const
{
return CanInvokeInternal(Data, PlayerController);
}
void UGUIS_UIAction::InvokeAction(const UObject* Data, APlayerController* PlayerController) const
{
// if (CanInvoke(Data, User))
{
InvokeActionInternal(Data, PlayerController);
}
}
FText UGUIS_UIAction::GetActionName() const
{
return DisplayName;
}
FName UGUIS_UIAction::GetActionID() const
{
return ActionID;
}
bool UGUIS_UIAction::IsCompatibleInternal_Implementation(const UObject* Data) const
{
return true;
}
void UGUIS_UIAction::InvokeActionInternal_Implementation(const UObject* Data, APlayerController* PlayerController) const
{
}
UWorld* UGUIS_UIAction::GetWorld() const
{
if (UObject* Outer = GetOuter())
{
return Outer->GetWorld();
}
return nullptr;
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Actions/GUIS_UIActionFactory.h"
#include "Misc/DataValidation.h"
#include "UI/Actions/GUIS_UIAction.h"
TArray<UGUIS_UIAction*> UGUIS_UIActionFactory::FindAvailableUIActionsForData(const UObject* Data) const
{
TArray<UGUIS_UIAction*> Ret;
for (UGUIS_UIAction* Action : PotentialActions)
{
if (Action != nullptr && Action->IsCompatible(Data))
{
Ret.Add(Action);
}
}
return Ret;
}
#if WITH_EDITOR
EDataValidationResult UGUIS_UIActionFactory::IsDataValid(FDataValidationContext& Context) const
{
FText ValidationMessage;
for (int32 i = 0; i < PotentialActions.Num(); i++)
{
if (PotentialActions[0] == nullptr)
{
Context.AddError(FText::FromString(FString::Format(TEXT("Invalid action on index:{0}"), {i})));
return EDataValidationResult::Invalid;
}
}
return Super::IsDataValid(Context);
}
#endif

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Actions/GUIS_UIActionWidget.h"
#include "GUIS_LogChannels.h"
#include "Input/CommonUIInputTypes.h"
#include "UI/GUIS_GameplayTags.h"
#include "UI/Actions/GUIS_AsyncAction_ShowModel.h"
#include "UI/Actions/GUIS_UIActionFactory.h"
void UGUIS_UIActionWidget::SetAssociatedData(UObject* Data)
{
if (Data == nullptr)
{
UnregisterActions();
}
AssociatedData = Data;
}
void UGUIS_UIActionWidget::RegisterActions()
{
if (!AssociatedData.IsValid())
{
return;
}
if (!IsValid(ActionFactory))
{
return;
}
TArray<UGUIS_UIAction*> Actions = ActionFactory->FindAvailableUIActionsForData(AssociatedData.Get());
for (const UGUIS_UIAction* Action : Actions)
{
if (Action->CanInvoke(AssociatedData.Get(), GetOwningPlayer()))
{
FBindUIActionArgs BindArgs(Action->GetInputActionData(), Action->GetShouldDisplayInActionBar(),
FSimpleDelegate::CreateLambda([this,Action]()
{
HandleUIAction(Action);
}));
ActionBindings.Add(RegisterUIActionBinding(BindArgs));
}
}
}
void UGUIS_UIActionWidget::RegisterActionsWithFactory(TSoftObjectPtr<UGUIS_UIActionFactory> InActionFactory)
{
if (InActionFactory.IsNull())
{
UE_LOG(LogGUIS, Warning, TEXT("Passed invalid action factory!"))
return;
}
UGUIS_UIActionFactory* Factory = InActionFactory.LoadSynchronous();
if (Factory == nullptr)
{
UE_LOG(LogGUIS, Warning, TEXT("Failed to load action factory!"))
return;
}
ActionFactory = Factory;
RegisterActions();
}
void UGUIS_UIActionWidget::UnregisterActions()
{
for (FUIActionBindingHandle& ActionBinding : ActionBindings)
{
ActionBinding.Unregister();
}
ActionBindings.Empty();
CancelAction();
}
void UGUIS_UIActionWidget::CancelAction()
{
if (ModalTask)
{
ModalTask->OnModalAction.RemoveDynamic(this, &ThisClass::HandleModalAction);
ModalTask->Cancel();
ModalTask = nullptr;
}
CurrentAction = nullptr;
}
#if WITH_EDITOR
const FText UGUIS_UIActionWidget::GetPaletteCategory()
{
return FText::FromString(TEXT("Generic UI"));
}
#endif
void UGUIS_UIActionWidget::HandleUIAction(const UGUIS_UIAction* Action)
{
if (ModalTask && ModalTask->IsActive())
{
return;
}
if (AssociatedData.IsValid())
{
if (Action->GetRequiresConfirmation() && !Action->GetConfirmationModalClass().IsNull())
{
ModalTask = UGUIS_AsyncAction_ShowModel::ShowModal(GetWorld(), Action->GetConfirmationModalClass());
CurrentAction = Action;
ModalTask->OnModalAction.AddDynamic(this, &ThisClass::HandleModalAction);
ModalTask->Activate();
}
else
{
if (Action->CanInvoke(AssociatedData.Get(), GetOwningPlayer()))
{
Action->InvokeAction(AssociatedData.Get(), GetOwningPlayer());
}
}
}
}
void UGUIS_UIActionWidget::HandleModalAction(FGameplayTag ActionTag)
{
if (ActionTag == GUIS_GameModalActionTags::Yes || ActionTag == GUIS_GameModalActionTags::Ok)
{
if (CurrentAction && CurrentAction->CanInvoke(AssociatedData.Get(), GetOwningPlayer()))
{
CurrentAction->InvokeAction(AssociatedData.Get(), GetOwningPlayer());
}
CancelAction();
}
if (ActionTag == GUIS_GameModalActionTags::No)
{
CancelAction();
}
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Common/GUIS_DetailSectionsBuilder.h"
TArray<TSoftClassPtr<UGUIS_ListEntryDetailSection>> UGUIS_DetailSectionsBuilder::GatherDetailSections_Implementation(const UObject* Data)
{
TArray<TSoftClassPtr<UGUIS_ListEntryDetailSection>> Sections;
return Sections;
}
TArray<TSoftClassPtr<UGUIS_ListEntryDetailSection>> UGUIS_DetailSectionBuilder_Class::GatherDetailSections_Implementation(const UObject* Data)
{
TArray<TSoftClassPtr<UGUIS_ListEntryDetailSection>> Sections;
// Find extensions for it using the super chain of the setting so that we get any
// class based extensions for this setting.
for (UClass* Class = Data->GetClass(); Class; Class = Class->GetSuperClass())
{
FGUIS_EntryDetailsClassSections* ExtensionForClass = SectionsForClasses.Find(Class);
if (ExtensionForClass)
{
Sections.Append(ExtensionForClass->Sections);
}
}
return Sections;
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Common/GUIS_ListEntry.h"

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Common/GUIS_ListEntryDetailSection.h"
void UGUIS_ListEntryDetailSection::SetListItemObject(UObject* ListItemObject)
{
NativeOnListItemObjectSet(ListItemObject);
}
void UGUIS_ListEntryDetailSection::NativeOnListItemObjectSet(UObject* ListItemObject)
{
OnListItemObjectSet(ListItemObject);
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Common/GUIS_ListEntryDetailView.h"
#include "Components/VerticalBox.h"
#include "Components/VerticalBoxSlot.h"
#include "Engine/AssetManager.h"
#include "Engine/StreamableManager.h"
#include "UI/Common/GUIS_ListEntryDetailSection.h"
#include "UI/Common/GUIS_DetailSectionsBuilder.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_ListEntryDetailView)
#define LOCTEXT_NAMESPACE "EntryDetailsView"
UGUIS_ListEntryDetailView::UGUIS_ListEntryDetailView(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, ExtensionWidgetPool(*this)
{
}
void UGUIS_ListEntryDetailView::ReleaseSlateResources(bool bReleaseChildren)
{
Super::ReleaseSlateResources(bReleaseChildren);
ExtensionWidgetPool.ReleaseAllSlateResources();
}
void UGUIS_ListEntryDetailView::NativeOnInitialized()
{
Super::NativeOnInitialized();
if (!IsDesignTime())
{
SetListItemObject(nullptr);
}
}
void UGUIS_ListEntryDetailView::NativeConstruct()
{
Super::NativeConstruct();
}
void UGUIS_ListEntryDetailView::SetListItemObject(UObject* InListItemObject)
{
// Ignore requests to show the same setting multiple times in a row.
if (InListItemObject && InListItemObject == CurrentListItemObject)
{
return;
}
CurrentListItemObject = InListItemObject;
if (Box_DetailSections)
{
// First release the widgets back into the pool.
for (UWidget* ChildExtension : Box_DetailSections->GetAllChildren())
{
ExtensionWidgetPool.Release(Cast<UUserWidget>(ChildExtension));
}
// Remove the widgets from their container.
Box_DetailSections->ClearChildren();
if (InListItemObject)
{
TArray<TSoftClassPtr<UGUIS_ListEntryDetailSection>> SectionClasses;
if (SectionsBuilder)
{
SectionClasses = SectionsBuilder->GatherDetailSections(InListItemObject);
}
if (StreamingHandle.IsValid())
{
StreamingHandle->CancelHandle();
}
bool bEverythingAlreadyLoaded = true;
TArray<FSoftObjectPath> SectionPaths;
SectionPaths.Reserve(SectionClasses.Num());
for (TSoftClassPtr<UGUIS_ListEntryDetailSection> SoftClassPtr : SectionClasses)
{
bEverythingAlreadyLoaded &= SoftClassPtr.IsValid();
SectionPaths.Add(SoftClassPtr.ToSoftObjectPath());
}
if (bEverythingAlreadyLoaded)
{
for (TSoftClassPtr<UGUIS_ListEntryDetailSection> SoftClassPtr : SectionClasses)
{
CreateDetailsExtension(InListItemObject, SoftClassPtr.Get());
}
ExtensionWidgetPool.ReleaseInactiveSlateResources();
}
else
{
TWeakObjectPtr<UObject> SettingPtr = InListItemObject;
StreamingHandle = UAssetManager::GetStreamableManager().RequestAsyncLoad(
MoveTemp(SectionPaths),
FStreamableDelegate::CreateWeakLambda(this, [this, SettingPtr, SectionClasses]
{
for (TSoftClassPtr<UGUIS_ListEntryDetailSection> SoftClassPtr : SectionClasses)
{
CreateDetailsExtension(SettingPtr.Get(), SoftClassPtr.Get());
}
ExtensionWidgetPool.ReleaseInactiveSlateResources();
}
));
}
}
}
}
void UGUIS_ListEntryDetailView::SetSectionsBuilder(UGUIS_DetailSectionsBuilder* NewBuilder)
{
SectionsBuilder = NewBuilder;
}
void UGUIS_ListEntryDetailView::CreateDetailsExtension(UObject* InData, TSubclassOf<UGUIS_ListEntryDetailSection> SectionClass)
{
if (InData && SectionClass)
{
if (UGUIS_ListEntryDetailSection* Section = ExtensionWidgetPool.GetOrCreateInstance(SectionClass))
{
Section->SetListItemObject(InData);
UVerticalBoxSlot* ExtensionSlot = Box_DetailSections->AddChildToVerticalBox(Section);
ExtensionSlot->SetHorizontalAlignment(HAlign_Fill);
}
}
}
#undef LOCTEXT_NAMESPACE

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Common/GUIS_ListView.h"
#include "UI/Common/GUIS_WidgetFactory.h"
#if WITH_EDITOR
#include "Editor/WidgetCompilerLog.h"
#endif
UGUIS_ListView::UGUIS_ListView(const FObjectInitializer& ObjectInitializer): Super(ObjectInitializer)
{
}
#if WITH_EDITOR
void UGUIS_ListView::ValidateCompiledDefaults(IWidgetCompilerLog& InCompileLog) const
{
Super::ValidateCompiledDefaults(InCompileLog);
// if (EntryWidgetFactories.Num() == 0)
// {
// InCompileLog.Error(FText::Format(FText::FromString("{0} has no Entry widget Factories defined, can't create widgets without them."), FText::FromString(GetName())));
// }
}
#endif
void UGUIS_ListView::SetEntryWidgetFactories(TArray<UGUIS_WidgetFactory*> NewFactories)
{
EntryWidgetFactories = NewFactories;
}
UUserWidget& UGUIS_ListView::OnGenerateEntryWidgetInternal(UObject* Item, TSubclassOf<UUserWidget> DesiredEntryClass, const TSharedRef<STableViewBase>& OwnerTable)
{
TSubclassOf<UUserWidget> WidgetClass = DesiredEntryClass;
for (const UGUIS_WidgetFactory* Factory : EntryWidgetFactories)
{
if (Factory)
{
if (const TSubclassOf<UUserWidget> EntryClass = Factory->FindWidgetClassForData(Item))
{
WidgetClass = EntryClass;
break;
}
}
}
return Super::OnGenerateEntryWidgetInternal(Item, WidgetClass, OwnerTable);
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Common/GUIS_TileView.h"
#include "UI/Common/GUIS_WidgetFactory.h"
#if WITH_EDITOR
#include "Editor/WidgetCompilerLog.h"
#endif
UGUIS_TileView::UGUIS_TileView(const FObjectInitializer& ObjectInitializer): Super(ObjectInitializer)
{
}
#if WITH_EDITOR
void UGUIS_TileView::ValidateCompiledDefaults(IWidgetCompilerLog& InCompileLog) const
{
Super::ValidateCompiledDefaults(InCompileLog);
// if (EntryWidgetFactories.Num() == 0)
// {
// InCompileLog.Error(FText::Format(FText::FromString("{0} has no Entry widget Factories defined, can't create widgets without them."), FText::FromString(GetName())));
// }
}
#endif
void UGUIS_TileView::SetEntryWidgetFactories(TArray<UGUIS_WidgetFactory*> NewFactories)
{
EntryWidgetFactories = NewFactories;
}
UUserWidget& UGUIS_TileView::OnGenerateEntryWidgetInternal(UObject* Item, TSubclassOf<UUserWidget> DesiredEntryClass, const TSharedRef<STableViewBase>& OwnerTable)
{
TSubclassOf<UUserWidget> WidgetClass = DesiredEntryClass;
for (const UGUIS_WidgetFactory* Factory : EntryWidgetFactories)
{
if (Factory)
{
if (const TSubclassOf<UUserWidget> EntryClass = Factory->FindWidgetClassForData(Item))
{
WidgetClass = EntryClass;
break;
}
}
}
return Super::OnGenerateEntryWidgetInternal(Item, WidgetClass, OwnerTable);
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Common/GUIS_UserWidgetInterface.h"
// Add default functionality here for any IGUIS_UserWidgetInterface functions that are not pure virtual.

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Common/GUIS_WidgetFactory.h"
#include "Blueprint/UserWidget.h"
#include "Misc/DataValidation.h"
TSubclassOf<UUserWidget> UGUIS_WidgetFactory::FindWidgetClassForData_Implementation(const UObject* Data) const
{
return TSubclassOf<UUserWidget>();
}
UGUIS_WidgetFactory::UGUIS_WidgetFactory()
{
}
bool UGUIS_WidgetFactory::OnDataValidation_Implementation(FText& ValidationMessage) const
{
return true;
}
#if WITH_EDITOR
EDataValidationResult UGUIS_WidgetFactory::IsDataValid(FDataValidationContext& Context) const
{
FText ValidationMessage;
if (!OnDataValidation(ValidationMessage))
{
Context.AddError(ValidationMessage);
return EDataValidationResult::Invalid;
}
return Super::IsDataValid(Context);
}
#endif

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Foundation/GUIS_ButtonBase.h"
#include "CommonActionWidget.h"
void UGUIS_ButtonBase::NativePreConstruct()
{
Super::NativePreConstruct();
OnUpdateButtonStyle();
RefreshButtonText();
}
void UGUIS_ButtonBase::UpdateInputActionWidget()
{
Super::UpdateInputActionWidget();
OnUpdateButtonStyle();
RefreshButtonText();
}
void UGUIS_ButtonBase::SetButtonText(const FText& InText)
{
bOverride_ButtonText = !InText.IsEmpty();
ButtonText = InText;
RefreshButtonText();
}
void UGUIS_ButtonBase::RefreshButtonText()
{
if (!bOverride_ButtonText || ButtonText.IsEmpty())
{
if (InputActionWidget)
{
const FText ActionDisplayText = InputActionWidget->GetDisplayText();
if (!ActionDisplayText.IsEmpty())
{
OnUpdateButtonText(ActionDisplayText);
return;
}
}
}
OnUpdateButtonText(ButtonText);
}
void UGUIS_ButtonBase::OnInputMethodChanged(ECommonInputType CurrentInputType)
{
Super::OnInputMethodChanged(CurrentInputType);
OnUpdateButtonStyle();
}
#if WITH_EDITOR
const FText UGUIS_ButtonBase::GetPaletteCategory()
{
return PaletteCategory;
}
#endif

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Foundation/GUIS_TabButtonBase.h"
#include "CommonLazyImage.h"
// void UGUIS_TabButtonBase::SetIconFromLazyObject(TSoftObjectPtr<UObject> LazyObject)
// {
// if (LazyImage_Icon)
// {
// LazyImage_Icon->SetBrushFromLazyDisplayAsset(LazyObject);
// }
// }
//
// void UGUIS_TabButtonBase::SetIconBrush(const FSlateBrush& Brush)
// {
// if (LazyImage_Icon)
// {
// LazyImage_Icon->SetBrush(Brush);
// LazyImage_Icon->SetVisibility(ESlateVisibility::Visible);
// }
// }
// void UGUIS_TabButtonBase::SetTabLabelInfo_Implementation(const FGUIS_TabDescriptor& TabLabelInfo)
// {
// SetButtonText(TabLabelInfo.TabText);
// SetIconBrush(TabLabelInfo.IconBrush);
// }

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Foundation/GUIS_TabDefinition.h"

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Foundation/GUIS_TabListWidgetBase.h"
#include "CommonAnimatedSwitcher.h"
#include "CommonButtonBase.h"
#include "CommonActivatableWidget.h"
#include "GUIS_LogChannels.h"
#include "Editor/WidgetCompilerLog.h"
#include "UI/Foundation/GUIS_TabDefinition.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_TabListWidgetBase)
void UGUIS_TabListWidgetBase::NativeOnInitialized()
{
Super::NativeOnInitialized();
}
void UGUIS_TabListWidgetBase::NativeConstruct()
{
Super::NativeConstruct();
SetupTabs();
}
void UGUIS_TabListWidgetBase::NativeDestruct()
{
for (FGUIS_TabDescriptor& TabInfo : PreregisteredTabInfoArray)
{
if (TabInfo.CreatedTabContentWidget)
{
TabInfo.CreatedTabContentWidget->RemoveFromParent();
TabInfo.CreatedTabContentWidget = nullptr;
}
}
Super::NativeDestruct();
}
FGUIS_TabDescriptor::FGUIS_TabDescriptor()
{
bHidden = false;
}
UGUIS_TabListWidgetBase::UGUIS_TabListWidgetBase()
{
bAutoListenForInput = false;
bDeferRebuildingTabList = true;
}
bool UGUIS_TabListWidgetBase::GetPreregisteredTabInfo(const FName TabNameId, FGUIS_TabDescriptor& OutTabInfo)
{
const FGUIS_TabDescriptor* const FoundTabInfo = PreregisteredTabInfoArray.FindByPredicate([&](const FGUIS_TabDescriptor& TabInfo) -> bool
{
return TabInfo.TabId == TabNameId;
});
if (!FoundTabInfo)
{
return false;
}
OutTabInfo = *FoundTabInfo;
return true;
}
int32 UGUIS_TabListWidgetBase::GetPreregisteredTabIndex(FName TabNameId) const
{
for (int32 i = 0; i < PreregisteredTabInfoArray.Num(); ++i)
{
if (PreregisteredTabInfoArray[i].TabId == TabNameId)
{
return i;
}
}
return INDEX_NONE;
}
bool UGUIS_TabListWidgetBase::FindPreregisteredTabInfo(const FName TabNameId, FGUIS_TabDescriptor& OutTabInfo)
{
return GetPreregisteredTabInfo(TabNameId, OutTabInfo);
}
void UGUIS_TabListWidgetBase::SetTabHiddenState(FName TabNameId, bool bHidden)
{
for (FGUIS_TabDescriptor& TabInfo : PreregisteredTabInfoArray)
{
if (TabInfo.TabId == TabNameId)
{
TabInfo.bHidden = bHidden;
}
}
}
bool UGUIS_TabListWidgetBase::RegisterDynamicTab(const FGUIS_TabDescriptor& TabDescriptor)
{
// If it's hidden we just ignore it.
if (TabDescriptor.bHidden)
{
return true;
}
PendingTabLabelInfoMap.Add(TabDescriptor.TabId, TabDescriptor);
return RegisterTab(TabDescriptor.TabId, TabDescriptor.TabButtonType.LoadSynchronous(), TabDescriptor.CreatedTabContentWidget);
}
void UGUIS_TabListWidgetBase::HandlePreLinkedSwitcherChanged()
{
for (const FGUIS_TabDescriptor& TabInfo : PreregisteredTabInfoArray)
{
// Remove tab content widget from linked switcher, as it is being disassociated.
if (TabInfo.CreatedTabContentWidget)
{
TabInfo.CreatedTabContentWidget->RemoveFromParent();
}
}
Super::HandlePreLinkedSwitcherChanged();
}
void UGUIS_TabListWidgetBase::HandlePostLinkedSwitcherChanged()
{
if (!IsDesignTime() && GetCachedWidget().IsValid())
{
// Don't bother making tabs if we're in the designer or haven't been constructed yet
SetupTabs();
}
Super::HandlePostLinkedSwitcherChanged();
}
void UGUIS_TabListWidgetBase::HandleTabCreation_Implementation(FName TabId, UCommonButtonBase* TabButton)
{
FGUIS_TabDescriptor* TabInfoPtr = nullptr;
FGUIS_TabDescriptor TabInfo;
if (GetPreregisteredTabInfo(TabId, TabInfo))
{
TabInfoPtr = &TabInfo;
}
else
{
TabInfoPtr = PendingTabLabelInfoMap.Find(TabId);
}
if (TabButton->GetClass()->ImplementsInterface(UGUIS_TabButtonInterface::StaticClass()))
{
if (ensureMsgf(TabInfoPtr, TEXT("A tab button was created with id %s but no label info was specified. RegisterDynamicTab should be used over RegisterTab to provide label info."),
*TabId.ToString()))
{
IGUIS_TabButtonInterface::Execute_SetTabLabelInfo(TabButton, *TabInfoPtr);
}
}
PendingTabLabelInfoMap.Remove(TabId);
}
bool UGUIS_TabListWidgetBase::IsFirstTabActive() const
{
if (PreregisteredTabInfoArray.Num() > 0)
{
return GetActiveTab() == PreregisteredTabInfoArray[0].TabId;
}
return false;
}
bool UGUIS_TabListWidgetBase::IsLastTabActive() const
{
if (PreregisteredTabInfoArray.Num() > 0)
{
return GetActiveTab() == PreregisteredTabInfoArray.Last().TabId;
}
return false;
}
bool UGUIS_TabListWidgetBase::IsTabVisible(FName TabId)
{
if (const UCommonButtonBase* Button = GetTabButtonBaseByID(TabId))
{
const ESlateVisibility TabVisibility = Button->GetVisibility();
return (TabVisibility == ESlateVisibility::Visible
|| TabVisibility == ESlateVisibility::HitTestInvisible
|| TabVisibility == ESlateVisibility::SelfHitTestInvisible);
}
return false;
}
int32 UGUIS_TabListWidgetBase::GetVisibleTabCount()
{
int32 Result = 0;
const int32 TabCount = GetTabCount();
for (int32 Index = 0; Index < TabCount; Index++)
{
if (IsTabVisible(GetTabIdAtIndex(Index)))
{
Result++;
}
}
return Result;
}
void UGUIS_TabListWidgetBase::SetupTabs()
{
for (FGUIS_TabDescriptor& TabInfo : PreregisteredTabInfoArray)
{
if (TabInfo.bHidden)
{
continue;
}
// If the tab content hasn't been created already, create it.
if (!TabInfo.CreatedTabContentWidget && !TabInfo.TabContentType.IsNull())
{
TabInfo.CreatedTabContentWidget = CreateWidget<UCommonUserWidget>(GetOwningPlayer(), TabInfo.TabContentType.LoadSynchronous());
OnTabContentCreatedNative.Broadcast(TabInfo.TabId, Cast<UCommonUserWidget>(TabInfo.CreatedTabContentWidget));
OnTabContentCreated.Broadcast(TabInfo.TabId, Cast<UCommonUserWidget>(TabInfo.CreatedTabContentWidget));
}
if (UCommonAnimatedSwitcher* CurrentLinkedSwitcher = GetLinkedSwitcher())
{
// Add the tab content to the newly linked switcher.
if (!CurrentLinkedSwitcher->HasChild(TabInfo.CreatedTabContentWidget))
{
CurrentLinkedSwitcher->AddChild(TabInfo.CreatedTabContentWidget);
}
}
// If the tab is not already registered, register it.
if (GetTabButtonBaseByID(TabInfo.TabId) == nullptr)
{
RegisterTab(TabInfo.TabId, TabInfo.TabButtonType.LoadSynchronous(), TabInfo.CreatedTabContentWidget);
}
}
}
#if WITH_EDITOR
void UGUIS_TabListWidgetBase::PostLoad()
{
if (!TabDefinitions_DEPRECATED.IsEmpty())
{
for (TObjectPtr<UDEPRECATED_GUIS_TabDefinition> Def : TabDefinitions_DEPRECATED)
{
if (Def)
{
FGUIS_TabDescriptor Tab;
Tab.TabId = Def->TabId;
Tab.IconBrush = Def->IconBrush;
Tab.TabButtonType = Def->TabButtonType;
Tab.TabText = Def->TabText;
PreregisteredTabInfoArray.Add(Tab);
}
}
TabDefinitions_DEPRECATED.Empty();
}
Super::PostLoad();
}
void UGUIS_TabListWidgetBase::ValidateCompiledDefaults(class IWidgetCompilerLog& CompileLog) const
{
Super::ValidateCompiledDefaults(CompileLog);
}
#endif

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/GUIS_ActivatableWidget.h"
#include "Editor/WidgetCompilerLog.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_ActivatableWidget)
#define LOCTEXT_NAMESPACE "GGF"
UGUIS_ActivatableWidget::UGUIS_ActivatableWidget(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UGUIS_ActivatableWidget::SetIsBackHandler(bool bNewState)
{
}
TOptional<FUIInputConfig> UGUIS_ActivatableWidget::GetDesiredInputConfig() const
{
switch (InputConfig)
{
case EGUIS_ActivatableWidgetInputMode::GameAndMenu:
return FUIInputConfig(ECommonInputMode::All, GameMouseCaptureMode);
case EGUIS_ActivatableWidgetInputMode::Game:
return FUIInputConfig(ECommonInputMode::Game, GameMouseCaptureMode);
case EGUIS_ActivatableWidgetInputMode::Menu:
return FUIInputConfig(ECommonInputMode::Menu, EMouseCaptureMode::NoCapture);
case EGUIS_ActivatableWidgetInputMode::Default:
default:
return TOptional<FUIInputConfig>();
}
}
#if WITH_EDITOR
void UGUIS_ActivatableWidget::ValidateCompiledWidgetTree(const UWidgetTree& BlueprintWidgetTree, class IWidgetCompilerLog& CompileLog) const
{
Super::ValidateCompiledWidgetTree(BlueprintWidgetTree, CompileLog);
if (!GetClass()->IsFunctionImplementedInScript(GET_FUNCTION_NAME_CHECKED(UGUIS_ActivatableWidget, BP_GetDesiredFocusTarget)))
{
if (GetParentNativeClass(GetClass()) == StaticClass())
{
CompileLog.Warning(LOCTEXT("ValidateGetDesiredFocusTarget_Warning", "GetDesiredFocusTarget wasn't implemented, you're going to have trouble using gamepads on this screen."));
}
else
{
//TODO - Note for now, because we can't guarantee it isn't implemented in a native subclass of this one.
CompileLog.Note(LOCTEXT("ValidateGetDesiredFocusTarget_Note",
"GetDesiredFocusTarget wasn't implemented, you're going to have trouble using gamepads on this screen. If it was implemented in the native base class you can ignore this message."));
}
}
}
#endif
#undef LOCTEXT_NAMESPACE

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/GUIS_GameUIContext.h"

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/GUIS_GameUIFunctionLibrary.h"
#include "CommonInputSubsystem.h"
#include "CommonInputTypeEnum.h"
#include "GUIS_LogChannels.h"
#include "Components/ListView.h"
#include "Engine/GameInstance.h"
#include "UI/GUIS_GameUILayout.h"
#include "UI/GUIS_GameUIPolicy.h"
#include "UI/GUIS_GameUISubsystem.h"
#include "Widgets/CommonActivatableWidgetContainer.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_GameUIFunctionLibrary)
int32 UGUIS_GameUIFunctionLibrary::InputSuspensions = 0;
ECommonInputType UGUIS_GameUIFunctionLibrary::GetOwningPlayerInputType(const UUserWidget* WidgetContextObject)
{
if (WidgetContextObject)
{
if (const UCommonInputSubsystem* InputSubsystem = UCommonInputSubsystem::Get(WidgetContextObject->GetOwningLocalPlayer()))
{
return InputSubsystem->GetCurrentInputType();
}
}
return ECommonInputType::Count;
}
bool UGUIS_GameUIFunctionLibrary::IsOwningPlayerUsingTouch(const UUserWidget* WidgetContextObject)
{
if (WidgetContextObject)
{
if (const UCommonInputSubsystem* InputSubsystem = UCommonInputSubsystem::Get(WidgetContextObject->GetOwningLocalPlayer()))
{
return InputSubsystem->GetCurrentInputType() == ECommonInputType::Touch;
}
}
return false;
}
bool UGUIS_GameUIFunctionLibrary::IsOwningPlayerUsingGamepad(const UUserWidget* WidgetContextObject)
{
if (WidgetContextObject)
{
if (const UCommonInputSubsystem* InputSubsystem = UCommonInputSubsystem::Get(WidgetContextObject->GetOwningLocalPlayer()))
{
return InputSubsystem->GetCurrentInputType() == ECommonInputType::Gamepad;
}
}
return false;
}
UCommonActivatableWidget* UGUIS_GameUIFunctionLibrary::PushContentToUILayer_ForPlayer(const APlayerController* PlayerController, FGameplayTag LayerName,
TSubclassOf<UCommonActivatableWidget> WidgetClass)
{
if (!ensure(PlayerController) || !ensure(WidgetClass != nullptr))
{
return nullptr;
}
UGUIS_GameUILayout* UILayout = GetGameUILayoutForPlayer(PlayerController);
if (UILayout == nullptr)
{
FFrame::KismetExecutionMessage(TEXT("PushContentToUILayer_ForPlayer failed to find UILayout for player."), ELogVerbosity::Error);
return nullptr;
}
return UILayout->PushWidgetToLayerStack(LayerName, WidgetClass);
}
void UGUIS_GameUIFunctionLibrary::PopContentFromUILayer_ForPlayer(const APlayerController* PlayerController, FGameplayTag LayerName, int32 RemainNum)
{
if (!ensure(PlayerController))
{
return;
}
UGUIS_GameUILayout* UILayout = GetGameUILayoutForPlayer(PlayerController);
if (UILayout == nullptr)
{
FFrame::KismetExecutionMessage(TEXT("PopContentFromUILayer_ForPlayer failed to find UILayout for player."), ELogVerbosity::Error);
return;
}
if (UCommonActivatableWidgetContainerBase* Layer = UILayout->GetLayerWidget(LayerName))
{
const TArray<UCommonActivatableWidget*>& List = Layer->GetWidgetList();
int32 MinIdx = RemainNum >= 1 ? RemainNum - 1 : 0;
for (int32 i = List.Num() - 1; i >= MinIdx; i--)
{
Layer->RemoveWidget(*List[i]);
}
}
}
// void UGUIS_GameUIFunctionLibrary::PushStreamedContentToLayer_ForPlayer(const ULocalPlayer* LocalPlayer, FGameplayTag LayerName, TSoftClassPtr<UCommonActivatableWidget> WidgetClass)
// {
// if (!ensure(LocalPlayer) || !ensure(!WidgetClass.IsNull()))
// {
// return;
// }
//
// if (UGameUIManagerSubsystem* UIManager = LocalPlayer->GetGameInstance()->GetSubsystem<UGameUIManagerSubsystem>())
// {
// if (UGameUIPolicy* Policy = UIManager->GetCurrentUIPolicy())
// {
// if (UPrimaryGameLayout* RootLayout = Policy->GetRootLayout(CastChecked<UCommonLocalPlayer>(LocalPlayer)))
// {
// const bool bSuspendInputUntilComplete = true;
// RootLayout->PushWidgetToLayerStackAsync(LayerName, bSuspendInputUntilComplete, WidgetClass);
// }
// }
// }
// }
void UGUIS_GameUIFunctionLibrary::PopContentFromUILayer(UCommonActivatableWidget* ActivatableWidget)
{
if (!ActivatableWidget)
{
// Ignore request to pop an already deleted widget
return;
}
if (const APlayerController* PlayerController = ActivatableWidget->GetOwningPlayer())
{
if (UGUIS_GameUILayout* UILayout = GetGameUILayoutForPlayer(PlayerController))
{
UE_LOG(LogGUIS, Verbose, TEXT("Popped content:%s from ui layer."), *GetNameSafe(ActivatableWidget))
UILayout->FindAndRemoveWidgetFromLayer(ActivatableWidget);
}
}
}
void UGUIS_GameUIFunctionLibrary::PopContentsFromUILayer(TArray<UCommonActivatableWidget*> ActivatableWidgets, bool bReverse)
{
if (bReverse)
{
for (int32 i = ActivatableWidgets.Num() - 1; i >= 0; i--)
{
PopContentFromUILayer(ActivatableWidgets[i]);
}
}
else
{
for (int32 i = 0; i < ActivatableWidgets.Num(); i++)
{
PopContentFromUILayer(ActivatableWidgets[i]);
}
}
}
ULocalPlayer* UGUIS_GameUIFunctionLibrary::GetLocalPlayerFromController(APlayerController* PlayerController)
{
if (PlayerController)
{
return Cast<ULocalPlayer>(PlayerController->Player);
}
return nullptr;
}
UGUIS_GameUILayout* UGUIS_GameUIFunctionLibrary::GetGameUILayoutForPlayer(const APlayerController* PlayerController)
{
if (!IsValid(PlayerController))
{
return nullptr;
}
if (ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(PlayerController->GetLocalPlayer()))
{
const ULocalPlayer* CommonLocalPlayer = CastChecked<ULocalPlayer>(LocalPlayer);
if (const UGameInstance* GameInstance = CommonLocalPlayer->GetGameInstance())
{
if (UGUIS_GameUISubsystem* UIManager = GameInstance->GetSubsystem<UGUIS_GameUISubsystem>())
{
if (const UGUIS_GameUIPolicy* Policy = UIManager->GetCurrentUIPolicy())
{
if (UGUIS_GameUILayout* RootLayout = Policy->GetRootLayout(CommonLocalPlayer))
{
return RootLayout;
}
}
}
}
}
return nullptr;
}
FName UGUIS_GameUIFunctionLibrary::SuspendInputForPlayer(APlayerController* PlayerController, FName SuspendReason)
{
return SuspendInputForPlayer(PlayerController ? PlayerController->GetLocalPlayer() : nullptr, SuspendReason);
}
FName UGUIS_GameUIFunctionLibrary::SuspendInputForPlayer(ULocalPlayer* LocalPlayer, FName SuspendReason)
{
if (UCommonInputSubsystem* CommonInputSubsystem = UCommonInputSubsystem::Get(LocalPlayer))
{
InputSuspensions++;
FName SuspendToken = SuspendReason;
SuspendToken.SetNumber(InputSuspensions);
CommonInputSubsystem->SetInputTypeFilter(ECommonInputType::MouseAndKeyboard, SuspendToken, true);
CommonInputSubsystem->SetInputTypeFilter(ECommonInputType::Gamepad, SuspendToken, true);
CommonInputSubsystem->SetInputTypeFilter(ECommonInputType::Touch, SuspendToken, true);
return SuspendToken;
}
return NAME_None;
}
void UGUIS_GameUIFunctionLibrary::ResumeInputForPlayer(APlayerController* PlayerController, FName SuspendToken)
{
ResumeInputForPlayer(PlayerController ? PlayerController->GetLocalPlayer() : nullptr, SuspendToken);
}
void UGUIS_GameUIFunctionLibrary::ResumeInputForPlayer(ULocalPlayer* LocalPlayer, FName SuspendToken)
{
if (SuspendToken == NAME_None)
{
return;
}
if (UCommonInputSubsystem* CommonInputSubsystem = UCommonInputSubsystem::Get(LocalPlayer))
{
CommonInputSubsystem->SetInputTypeFilter(ECommonInputType::MouseAndKeyboard, SuspendToken, false);
CommonInputSubsystem->SetInputTypeFilter(ECommonInputType::Gamepad, SuspendToken, false);
CommonInputSubsystem->SetInputTypeFilter(ECommonInputType::Touch, SuspendToken, false);
}
}
UObject* UGUIS_GameUIFunctionLibrary::GetTypedListItem(TScriptInterface<IUserObjectListEntry> UserObjectListEntry, TSubclassOf<UObject> DesiredClass)
{
UUserWidget* EntryWidget = Cast<UUserWidget>(UserObjectListEntry.GetObject());
if (!IsValid(EntryWidget))
{
return nullptr;
}
UListView* OwningListView = Cast<UListView>(UUserListEntryLibrary::GetOwningListView(EntryWidget));
if (!IsValid(OwningListView))
{
return nullptr;
}
UObject* ListItem = *OwningListView->ItemFromEntryWidget(*EntryWidget);
if (ListItem->GetClass()->IsChildOf(DesiredClass))
{
return ListItem;
}
return nullptr;
}
bool UGUIS_GameUIFunctionLibrary::GetTypedListItemSafely(TScriptInterface<IUserObjectListEntry> UserObjectListEntry, TSubclassOf<UObject> DesiredClass, UObject*& OutItem)
{
OutItem = GetTypedListItem(UserObjectListEntry, DesiredClass);
return OutItem != nullptr;
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/GUIS_GameUILayout.h"
#include "Engine/GameInstance.h"
#include "Kismet/GameplayStatics.h"
#include "GUIS_LogChannels.h"
#include "Widgets/CommonActivatableWidgetContainer.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_GameUILayout)
class UObject;
UGUIS_GameUILayout::UGUIS_GameUILayout(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UGUIS_GameUILayout::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(LogGUIS, Display, TEXT("%s PrimaryGameLayout Dormancy changed for [%d] from [%s] to [%s]"), PrimaryPlayerStr, PlayerId, OldDormancyStr, NewDormancyStr);
bIsDormant = InDormant;
OnIsDormantChanged();
}
}
void UGUIS_GameUILayout::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 (ULocalPlayer* LocalPlayer = GetOwningLocalPlayer<ULocalPlayer>())
//{
// // 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 UGUIS_GameUILayout::RegisterLayer(FGameplayTag LayerTag, UCommonActivatableWidgetContainerBase* LayerWidget)
{
if (!IsDesignTime())
{
LayerWidget->OnTransitioningChanged.AddUObject(this, &UGUIS_GameUILayout::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 UGUIS_GameUILayout::OnWidgetStackTransitioning(UCommonActivatableWidgetContainerBase* Widget, bool bIsTransitioning)
{
if (bIsTransitioning)
{
const FName SuspendToken = UGUIS_GameUIFunctionLibrary::SuspendInputForPlayer(GetOwningLocalPlayer(), TEXT("GlobalStackTransion"));
SuspendInputTokens.Add(SuspendToken);
}
else
{
if (ensure(SuspendInputTokens.Num() > 0))
{
const FName SuspendToken = SuspendInputTokens.Pop();
UGUIS_GameUIFunctionLibrary::ResumeInputForPlayer(GetOwningLocalPlayer(), SuspendToken);
}
}
}
void UGUIS_GameUILayout::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* UGUIS_GameUILayout::GetLayerWidget(FGameplayTag LayerName)
{
return Layers.FindRef(LayerName);
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/GUIS_GameUIPolicy.h"
#include "UI/GUIS_GameUISubsystem.h"
#include "Engine/GameInstance.h"
#include "Framework/Application/SlateApplication.h"
#include "Engine/Engine.h"
#include "GUIS_LogChannels.h"
#include "Input/CommonUIInputTypes.h"
#include "UI/GUIS_GameUIContext.h"
#include "UI/GUIS_GameUILayout.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_GameUIPolicy)
// Static
UGUIS_GameUIPolicy* UGUIS_GameUIPolicy::GetGameUIPolicy(const UObject* WorldContextObject)
{
if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
{
if (UGameInstance* GameInstance = World->GetGameInstance())
{
if (UGUIS_GameUISubsystem* UIManager = UGameInstance::GetSubsystem<UGUIS_GameUISubsystem>(GameInstance))
{
return UIManager->GetCurrentUIPolicy();
}
}
}
return nullptr;
}
UGUIS_GameUISubsystem* UGUIS_GameUIPolicy::GetOwningSubsystem() const
{
return Cast<UGUIS_GameUISubsystem>(GetOuter());
}
UWorld* UGUIS_GameUIPolicy::GetWorld() const
{
if (UGUIS_GameUISubsystem* Subsystem = GetOwningSubsystem())
{
return Subsystem->GetGameInstance()->GetWorld();
}
return nullptr;
}
UGUIS_GameUILayout* UGUIS_GameUIPolicy::GetRootLayout(const ULocalPlayer* LocalPlayer) const
{
const FGUIS_RootViewportLayoutInfo* LayoutInfo = RootViewportLayouts.FindByKey(LocalPlayer);
return LayoutInfo ? LayoutInfo->RootLayout : nullptr;
}
UGUIS_GameUIContext* UGUIS_GameUIPolicy::GetContext(const ULocalPlayer* LocalPlayer, TSubclassOf<UGUIS_GameUIContext> ContextClass)
{
if (const FGUIS_RootViewportLayoutInfo* LayoutInfo = RootViewportLayouts.FindByKey(LocalPlayer))
{
for (int32 i = 0; i < LayoutInfo->Contexts.Num(); i++)
{
if (LayoutInfo->Contexts[i] && LayoutInfo->Contexts[i]->GetClass() == ContextClass)
{
return LayoutInfo->Contexts[i];
}
}
}
return nullptr;
}
bool UGUIS_GameUIPolicy::AddContext(const ULocalPlayer* LocalPlayer, UGUIS_GameUIContext* NewContext)
{
if (FGUIS_RootViewportLayoutInfo* LayoutInfo = RootViewportLayouts.FindByKey(LocalPlayer))
{
if (const UObject* ExistingContext = GetContext(LocalPlayer, NewContext->GetClass()))
{
UE_LOG(LogGUIS, Warning, TEXT("[%s] is trying to add repeat context of type(%s) for %s, which is not allowed!"), *GetName(), *NewContext->GetClass()->GetName(), *GetNameSafe(LocalPlayer));
return false;
}
LayoutInfo->Contexts.Add(NewContext);
UE_LOG(LogGUIS, Verbose, TEXT("[%s] registered context of type(%s) for %s."), *GetName(), *NewContext->GetClass()->GetName(), *GetNameSafe(LocalPlayer));
return true;
}
return false;
}
UGUIS_GameUIContext* UGUIS_GameUIPolicy::FindContext(const ULocalPlayer* LocalPlayer, TSubclassOf<UGUIS_GameUIContext> ContextClass)
{
if (FGUIS_RootViewportLayoutInfo* LayoutInfo = RootViewportLayouts.FindByKey(LocalPlayer))
{
for (int32 i = 0; i < LayoutInfo->Contexts.Num(); i++)
{
if (LayoutInfo->Contexts[i] && LayoutInfo->Contexts[i]->GetClass() == ContextClass)
{
return LayoutInfo->Contexts[i];
}
}
}
return nullptr;
}
void UGUIS_GameUIPolicy::RemoveContext(const ULocalPlayer* LocalPlayer, TSubclassOf<UGUIS_GameUIContext> ContextClass)
{
if (FGUIS_RootViewportLayoutInfo* LayoutInfo = RootViewportLayouts.FindByKey(LocalPlayer))
{
int32 FoundContext = INDEX_NONE;
for (int32 i = 0; i < LayoutInfo->Contexts.Num(); i++)
{
if (LayoutInfo->Contexts[i] && LayoutInfo->Contexts[i]->GetClass() == ContextClass)
{
FoundContext = i;
UE_LOG(LogGUIS, Verbose, TEXT("[%s] unregistered context of type(%s) for %s."), *GetName(), *LayoutInfo->Contexts[i]->GetClass()->GetName(), *GetNameSafe(LocalPlayer));
break;
}
}
LayoutInfo->Contexts.RemoveAt(FoundContext);
}
}
void UGUIS_GameUIPolicy::AddUIAction(const ULocalPlayer* LocalPlayer, UCommonUserWidget* Target, const FDataTableRowHandle& InputAction, bool bShouldDisplayInActionBar,
const FGUIS_UIActionExecutedDelegate& Callback, FGUIS_UIActionBindingHandle& BindingHandle)
{
if (FGUIS_RootViewportLayoutInfo* LayoutInfo = RootViewportLayouts.FindByKey(LocalPlayer))
{
if (IsValid(Target))
{
FBindUIActionArgs BindArgs(InputAction, bShouldDisplayInActionBar, FSimpleDelegate::CreateLambda([InputAction, Callback]()
{
Callback.ExecuteIfBound(InputAction.RowName);
}));
BindingHandle.Handle = Target->RegisterUIActionBinding(BindArgs);
LayoutInfo->BindingHandles.Add(BindingHandle.Handle);
}
}
}
void UGUIS_GameUIPolicy::RemoveUIAction(const ULocalPlayer* LocalPlayer, FGUIS_UIActionBindingHandle& BindingHandle)
{
if (FGUIS_RootViewportLayoutInfo* LayoutInfo = RootViewportLayouts.FindByKey(LocalPlayer))
{
if (BindingHandle.Handle.IsValid())
{
UE_LOG(LogGUIS, Display, TEXT("Unregister binding for %s"), *BindingHandle.Handle.GetDisplayName().ToString())
BindingHandle.Handle.Unregister();
LayoutInfo->BindingHandles.Remove(BindingHandle.Handle);
}
}
}
void UGUIS_GameUIPolicy::NotifyPlayerAdded(ULocalPlayer* LocalPlayer)
{
NotifyPlayerRemoved(LocalPlayer);
if (FGUIS_RootViewportLayoutInfo* LayoutInfo = RootViewportLayouts.FindByKey(LocalPlayer))
{
AddLayoutToViewport(LocalPlayer, LayoutInfo->RootLayout);
LayoutInfo->bAddedToViewport = true;
}
else
{
CreateLayoutWidget(LocalPlayer);
}
}
void UGUIS_GameUIPolicy::NotifyPlayerRemoved(ULocalPlayer* LocalPlayer)
{
if (FGUIS_RootViewportLayoutInfo* LayoutInfo = RootViewportLayouts.FindByKey(LocalPlayer))
{
RemoveLayoutFromViewport(LocalPlayer, LayoutInfo->RootLayout);
LayoutInfo->bAddedToViewport = false;
LayoutInfo->Contexts.Empty();
if (LocalMultiplayerInteractionMode == EGUIS_LocalMultiplayerInteractionMode::SingleToggle && !LocalPlayer->IsPrimaryPlayer())
{
UGUIS_GameUILayout* RootLayout = LayoutInfo->RootLayout;
if (RootLayout && !RootLayout->IsDormant())
{
// We're removing a secondary player's root while it's in control - transfer control back to the primary player's root
RootLayout->SetIsDormant(true);
for (const FGUIS_RootViewportLayoutInfo& RootLayoutInfo : RootViewportLayouts)
{
if (RootLayoutInfo.LocalPlayer->IsPrimaryPlayer())
{
if (UGUIS_GameUILayout* PrimaryRootLayout = RootLayoutInfo.RootLayout)
{
PrimaryRootLayout->SetIsDormant(false);
}
}
}
}
}
}
}
void UGUIS_GameUIPolicy::NotifyPlayerDestroyed(ULocalPlayer* LocalPlayer)
{
NotifyPlayerRemoved(LocalPlayer);
const int32 LayoutInfoIdx = RootViewportLayouts.IndexOfByKey(LocalPlayer);
if (LayoutInfoIdx != INDEX_NONE)
{
UGUIS_GameUILayout* Layout = RootViewportLayouts[LayoutInfoIdx].RootLayout;
RootViewportLayouts.RemoveAt(LayoutInfoIdx);
RemoveLayoutFromViewport(LocalPlayer, Layout);
OnRootLayoutReleased(LocalPlayer, Layout);
}
}
void UGUIS_GameUIPolicy::AddLayoutToViewport(ULocalPlayer* LocalPlayer, UGUIS_GameUILayout* Layout)
{
UE_LOG(LogGUIS, Log, TEXT("[%s] is adding player [%s]'s root layout [%s] to the viewport"), *GetName(), *GetNameSafe(LocalPlayer), *GetNameSafe(Layout));
Layout->SetPlayerContext(FLocalPlayerContext(LocalPlayer));
Layout->AddToPlayerScreen(1000);
OnRootLayoutAddedToViewport(LocalPlayer, Layout);
}
void UGUIS_GameUIPolicy::RemoveLayoutFromViewport(ULocalPlayer* LocalPlayer, UGUIS_GameUILayout* Layout)
{
TWeakPtr<SWidget> LayoutSlateWidget = Layout->GetCachedWidget();
if (LayoutSlateWidget.IsValid())
{
UE_LOG(LogGUIS, Log, TEXT("[%s] is removing player [%s]'s root layout [%s] from the viewport"), *GetName(), *GetNameSafe(LocalPlayer), *GetNameSafe(Layout));
Layout->RemoveFromParent();
if (LayoutSlateWidget.IsValid())
{
UE_LOG(LogGUIS, Log, TEXT("Player [%s]'s root layout [%s] has been removed from the viewport, but other references to its underlying Slate widget still exist. Noting in case we leak it."),
*GetNameSafe(LocalPlayer), *GetNameSafe(Layout));
}
OnRootLayoutRemovedFromViewport(LocalPlayer, Layout);
}
}
void UGUIS_GameUIPolicy::OnRootLayoutAddedToViewport(ULocalPlayer* LocalPlayer, UGUIS_GameUILayout* Layout)
{
#if WITH_EDITOR
if (GIsEditor && LocalPlayer->IsPrimaryPlayer())
{
// So our controller will work in PIE without needing to click in the viewport
FSlateApplication::Get().SetUserFocusToGameViewport(0);
}
#endif
BP_OnRootLayoutAddedToViewport(LocalPlayer, Layout);
}
void UGUIS_GameUIPolicy::OnRootLayoutRemovedFromViewport(ULocalPlayer* LocalPlayer, UGUIS_GameUILayout* Layout)
{
BP_OnRootLayoutRemovedFromViewport(LocalPlayer, Layout);
}
void UGUIS_GameUIPolicy::OnRootLayoutReleased(ULocalPlayer* LocalPlayer, UGUIS_GameUILayout* Layout)
{
BP_OnRootLayoutReleased(LocalPlayer, Layout);
}
void UGUIS_GameUIPolicy::RequestPrimaryControl(UGUIS_GameUILayout* Layout)
{
if (LocalMultiplayerInteractionMode == EGUIS_LocalMultiplayerInteractionMode::SingleToggle && Layout->IsDormant())
{
for (const FGUIS_RootViewportLayoutInfo& LayoutInfo : RootViewportLayouts)
{
UGUIS_GameUILayout* RootLayout = LayoutInfo.RootLayout;
if (RootLayout && !RootLayout->IsDormant())
{
RootLayout->SetIsDormant(true);
break;
}
}
Layout->SetIsDormant(false);
}
}
void UGUIS_GameUIPolicy::CreateLayoutWidget(ULocalPlayer* LocalPlayer)
{
if (APlayerController* PlayerController = LocalPlayer->GetPlayerController(GetWorld()))
{
TSubclassOf<UGUIS_GameUILayout> LayoutWidgetClass = GetLayoutWidgetClass(LocalPlayer);
if (ensure(LayoutWidgetClass && !LayoutWidgetClass->HasAnyClassFlags(CLASS_Abstract)))
{
UGUIS_GameUILayout* NewLayoutObject = CreateWidget<UGUIS_GameUILayout>(PlayerController, LayoutWidgetClass);
RootViewportLayouts.Emplace(LocalPlayer, NewLayoutObject, true);
AddLayoutToViewport(LocalPlayer, NewLayoutObject);
}
}
}
TSubclassOf<UGUIS_GameUILayout> UGUIS_GameUIPolicy::GetLayoutWidgetClass(ULocalPlayer* LocalPlayer)
{
return LayoutClass.LoadSynchronous();
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/GUIS_GameUIStructLibrary.h"
#include "Engine/LocalPlayer.h"
#include "UI/GUIS_GameUIContext.h"
#include "UI/GUIS_GameUILayout.h"
FGUIS_UIContextBindingHandle::FGUIS_UIContextBindingHandle(ULocalPlayer* InLocalPlayer, UClass* InContextClass)
{
LocalPlayer = InLocalPlayer;
ContextClass = InContextClass;
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/GUIS_GameUISubsystem.h"
#include "GameFramework/Pawn.h"
#include "GUIS_GenericUISystemSettings.h"
#include "CommonUserWidget.h"
#include "GUIS_LogChannels.h"
#include "Engine/GameInstance.h"
#include "Input/CommonUIInputTypes.h"
#include "UI/GUIS_GameUIContext.h"
#include "UI/GUIS_GameUIPolicy.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_GameUISubsystem)
class FSubsystemCollectionBase;
class UClass;
void UGUIS_GameUISubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
if (UGUIS_GenericUISystemSettings::Get()->GameUIPolicyClass.IsNull())
{
UE_LOG(LogGUIS, Error, TEXT("GUIS_GameUISubsystem::Initialize Failed, Missing GameUIPolicyClass in GenericUISystemSettings!!!"));
return;
}
if (!CurrentPolicy)
{
TSubclassOf<UGUIS_GameUIPolicy> PolicyClass = UGUIS_GenericUISystemSettings::Get()->GameUIPolicyClass.LoadSynchronous();
if (PolicyClass)
{
UGUIS_GameUIPolicy* NewPolicy = NewObject<UGUIS_GameUIPolicy>(this, PolicyClass);
if (NewPolicy)
{
SwitchToPolicy(NewPolicy);
}
else
{
UE_LOG(LogGUIS, Error, TEXT("GUIS_GameUISubsystem::Initialize Failed, failed to create Game UI Policy from class:%s!"), *PolicyClass->GetName());
}
}
else
{
UE_LOG(LogGUIS, Error, TEXT("GUIS_GameUISubsystem::Initialize Failed, Missing GameUIPolicyClass in GenericUISystemSettings!!!"));
}
}
}
void UGUIS_GameUISubsystem::Deinitialize()
{
Super::Deinitialize();
SwitchToPolicy(nullptr);
}
bool UGUIS_GameUISubsystem::ShouldCreateSubsystem(UObject* Outer) const
{
if (CastChecked<UGameInstance>(Outer)->IsDedicatedServerInstance())
{
return false;
}
TArray<UClass*> ChildClasses;
GetDerivedClasses(GetClass(), ChildClasses, false);
if (ChildClasses.Num() == 0)
{
UE_LOG(LogGUIS, Display, TEXT("No override implementation found for UGUIS_GameUISubsystem, So creating it."))
return true;
}
return false;
}
void UGUIS_GameUISubsystem::AddPlayer(ULocalPlayer* LocalPlayer)
{
NotifyPlayerAdded(LocalPlayer);
}
void UGUIS_GameUISubsystem::RemovePlayer(ULocalPlayer* LocalPlayer)
{
NotifyPlayerDestroyed(LocalPlayer);
}
void UGUIS_GameUISubsystem::NotifyPlayerAdded(ULocalPlayer* LocalPlayer)
{
if (ensure(LocalPlayer) && CurrentPolicy)
{
CurrentPolicy->NotifyPlayerAdded(LocalPlayer);
}
}
void UGUIS_GameUISubsystem::NotifyPlayerRemoved(ULocalPlayer* LocalPlayer)
{
if (LocalPlayer && CurrentPolicy)
{
CurrentPolicy->NotifyPlayerRemoved(LocalPlayer);
}
}
void UGUIS_GameUISubsystem::NotifyPlayerDestroyed(ULocalPlayer* LocalPlayer)
{
if (LocalPlayer && CurrentPolicy)
{
CurrentPolicy->NotifyPlayerDestroyed(LocalPlayer);
}
}
void UGUIS_GameUISubsystem::RegisterUIActionBinding(UCommonUserWidget* Target, FDataTableRowHandle InputAction, bool bShouldDisplayInActionBar, const FGUIS_UIActionExecutedDelegate& Callback,
FGUIS_UIActionBindingHandle& BindingHandle)
{
if (IsValid(Target))
{
FBindUIActionArgs BindArgs(InputAction, bShouldDisplayInActionBar, FSimpleDelegate::CreateLambda([InputAction, Callback]()
{
Callback.ExecuteIfBound(InputAction.RowName);
}));
BindingHandle.Handle = Target->RegisterUIActionBinding(BindArgs);
BindingHandles.Add(BindingHandle.Handle);
}
}
void UGUIS_GameUISubsystem::UnregisterBinding(FGUIS_UIActionBindingHandle& BindingHandle)
{
if (BindingHandle.Handle.IsValid())
{
UE_LOG(LogGUIS, Display, TEXT("Unregister binding for %s"), *BindingHandle.Handle.GetDisplayName().ToString())
BindingHandle.Handle.Unregister();
BindingHandles.Remove(BindingHandle.Handle);
}
}
void UGUIS_GameUISubsystem::RegisterUIActionBindingForPlayer(ULocalPlayer* LocalPlayer, UCommonUserWidget* Target, FDataTableRowHandle InputAction, bool bShouldDisplayInActionBar,
const FGUIS_UIActionExecutedDelegate& Callback, FGUIS_UIActionBindingHandle& BindingHandle)
{
if (LocalPlayer && CurrentPolicy)
{
CurrentPolicy->AddUIAction(LocalPlayer, Target, InputAction, bShouldDisplayInActionBar, Callback, BindingHandle);
}
}
void UGUIS_GameUISubsystem::UnregisterUIActionBindingForPlayer(ULocalPlayer* LocalPlayer, FGUIS_UIActionBindingHandle& BindingHandle)
{
if (LocalPlayer && CurrentPolicy)
{
CurrentPolicy->RemoveUIAction(LocalPlayer, BindingHandle);
}
}
void UGUIS_GameUISubsystem::RegisterUIContextForPlayer(ULocalPlayer* LocalPlayer, UGUIS_GameUIContext* Context, FGUIS_UIContextBindingHandle& BindingHandle)
{
if (LocalPlayer && CurrentPolicy && Context)
{
if (CurrentPolicy->AddContext(LocalPlayer, Context))
{
BindingHandle = FGUIS_UIContextBindingHandle(LocalPlayer, Context->GetClass());
}
}
}
void UGUIS_GameUISubsystem::RegisterUIContextForActor(AActor* Actor, UGUIS_GameUIContext* Context, FGUIS_UIContextBindingHandle& BindingHandle)
{
if (!IsValid(Actor))
{
UE_LOG(LogGUIS, Error, TEXT("Trying to register ui context for invalid pawn!"))
return;
}
APawn* Pawn = Cast<APawn>(Actor);
if (Pawn == nullptr || !Pawn->IsLocallyControlled())
{
UE_LOG(LogGUIS, Error, TEXT("Trying to register ui context for actor(%s) which is not locally controlled pawn!"), *Pawn->GetName())
return;
}
APlayerController* PC = Cast<APlayerController>(Pawn->GetController());
if (PC == nullptr)
{
UE_LOG(LogGUIS, Error, TEXT("Trying to register ui context for pawn(%s) which doesn't have valid player controller"), *Pawn->GetName())
return;
}
RegisterUIContextForPlayer(PC->GetLocalPlayer(), Context, BindingHandle);
}
bool UGUIS_GameUISubsystem::FindUIContextForPlayer(ULocalPlayer* LocalPlayer, TSubclassOf<UGUIS_GameUIContext> ContextClass, UGUIS_GameUIContext*& OutContext)
{
if (LocalPlayer && CurrentPolicy && ContextClass != nullptr)
{
if (UGUIS_GameUIContext* Context = CurrentPolicy->GetContext(LocalPlayer, ContextClass))
{
if (Context->GetClass() == ContextClass)
{
OutContext = Context;
return true;
}
}
}
return false;
}
bool UGUIS_GameUISubsystem::FindUIContextFromHandle(FGUIS_UIContextBindingHandle& BindingHandle, TSubclassOf<UGUIS_GameUIContext> ContextClass, UGUIS_GameUIContext*& OutContext)
{
if (BindingHandle.LocalPlayer && BindingHandle.ContextClass && CurrentPolicy)
{
OutContext = CurrentPolicy->FindContext(BindingHandle.LocalPlayer, BindingHandle.ContextClass);
}
return OutContext != nullptr;
}
void UGUIS_GameUISubsystem::UnregisterUIContextForPlayer(FGUIS_UIContextBindingHandle& BindingHandle)
{
if (BindingHandle.LocalPlayer && BindingHandle.ContextClass && CurrentPolicy)
{
CurrentPolicy->RemoveContext(BindingHandle.LocalPlayer, BindingHandle.ContextClass);
BindingHandle.LocalPlayer = nullptr;
BindingHandle.ContextClass = nullptr;
}
}
void UGUIS_GameUISubsystem::SwitchToPolicy(UGUIS_GameUIPolicy* InPolicy)
{
if (CurrentPolicy != InPolicy)
{
CurrentPolicy = InPolicy;
}
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/GUIS_GameplayTags.h"
namespace GUIS_GameModalActionTags
{
UE_DEFINE_GAMEPLAY_TAG(Ok, "GUIS.Modal.Action.Ok");
UE_DEFINE_GAMEPLAY_TAG(Cancel, "GUIS.Modal.Action.Cancel");
UE_DEFINE_GAMEPLAY_TAG(Yes, "GUIS.Modal.Action.Yes");
UE_DEFINE_GAMEPLAY_TAG(No, "GUIS.Modal.Action.No");
UE_DEFINE_GAMEPLAY_TAG(Unknown, "GUIS.Modal.Action.Unknown");
}
namespace GUIS_GameUILayerTags
{
UE_DEFINE_GAMEPLAY_TAG(Modal, "GUIS.Layer.Modal");
}

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Mobile/GUIS_JoystickWidget.h"
#include "CommonHardwareVisibilityBorder.h"
#include "Components/Image.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_JoystickWidget)
#define LOCTEXT_NAMESPACE "GUIS_Joystick"
UGUIS_JoystickWidget::UGUIS_JoystickWidget(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SetConsumePointerInput(true);
}
FReply UGUIS_JoystickWidget::NativeOnTouchStarted(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent)
{
Super::NativeOnTouchStarted(InGeometry, InGestureEvent);
TouchOrigin = InGestureEvent.GetScreenSpacePosition();
FReply Reply = FReply::Handled();
if (!HasMouseCaptureByUser(InGestureEvent.GetUserIndex(), InGestureEvent.GetPointerIndex()))
{
Reply.CaptureMouse(GetCachedWidget().ToSharedRef());
}
return Reply;
}
FReply UGUIS_JoystickWidget::NativeOnTouchMoved(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent)
{
Super::NativeOnTouchMoved(InGeometry, InGestureEvent);
HandleTouchDelta(InGeometry, InGestureEvent);
FReply Reply = FReply::Handled();
if (!HasMouseCaptureByUser(InGestureEvent.GetUserIndex(), InGestureEvent.GetPointerIndex()))
{
Reply.CaptureMouse(GetCachedWidget().ToSharedRef());
}
return Reply;
}
FReply UGUIS_JoystickWidget::NativeOnTouchEnded(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent)
{
StopInputSimulation();
return FReply::Handled().ReleaseMouseCapture();
}
void UGUIS_JoystickWidget::NativeOnMouseLeave(const FPointerEvent& InMouseEvent)
{
Super::NativeOnMouseLeave(InMouseEvent);
StopInputSimulation();
}
void UGUIS_JoystickWidget::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
{
Super::NativeTick(MyGeometry, InDeltaTime);
if (!CommonVisibilityBorder || CommonVisibilityBorder->IsVisible())
{
// Move the inner stick icon around with the vector
if (JoystickForeground && JoystickBackground)
{
JoystickForeground->SetRenderTranslation(
(bNegateYAxis ? FVector2D(1.0f, -1.0f) : FVector2D(1.0f)) *
StickVector *
(JoystickBackground->GetDesiredSize() * 0.5f)
);
}
InputKeyValue2D(StickVector);
}
}
void UGUIS_JoystickWidget::HandleTouchDelta(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent)
{
const FVector2D& ScreenSpacePos = InGestureEvent.GetScreenSpacePosition();
// The center of the geo locally is just its size
FVector2D LocalStickCenter = InGeometry.GetAbsoluteSize();
FVector2D ScreenSpaceStickCenter = InGeometry.LocalToAbsolute(LocalStickCenter);
// Get the offset from the origin
FVector2D MoveStickOffset = (ScreenSpacePos - ScreenSpaceStickCenter);
if (bNegateYAxis)
{
MoveStickOffset *= FVector2D(1.0f, -1.0f);
}
FVector2D MoveStickDir = FVector2D::ZeroVector;
float MoveStickLength = 0.0f;
MoveStickOffset.ToDirectionAndLength(MoveStickDir, MoveStickLength);
MoveStickLength = FMath::Min(MoveStickLength, StickRange);
MoveStickOffset = MoveStickDir * MoveStickLength;
StickVector = MoveStickOffset / StickRange;
}
void UGUIS_JoystickWidget::StopInputSimulation()
{
TouchOrigin = FVector2D::ZeroVector;
StickVector = FVector2D::ZeroVector;
}
#undef LOCTEXT_NAMESPACE

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Mobile/GUIS_SimulatedInputWidget.h"
#include "Runtime/Launch/Resources/Version.h"
#include "EnhancedInputSubsystems.h"
#include "GUIS_LogChannels.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_SimulatedInputWidget)
#define LOCTEXT_NAMESPACE "GUIS_SimulatedInputWidget"
UGUIS_SimulatedInputWidget::UGUIS_SimulatedInputWidget(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SetConsumePointerInput(true);
}
#if WITH_EDITOR
const FText UGUIS_SimulatedInputWidget::GetPaletteCategory()
{
return LOCTEXT("PalleteCategory", "Generic UI");
}
#endif // WITH_EDITOR
void UGUIS_SimulatedInputWidget::NativeConstruct()
{
// Find initial key, then listen for any changes to control mappings
QueryKeyToSimulate();
if (UEnhancedInputLocalPlayerSubsystem* System = GetEnhancedInputSubsystem())
{
System->ControlMappingsRebuiltDelegate.AddUniqueDynamic(this, &UGUIS_SimulatedInputWidget::OnControlMappingsRebuilt);
}
Super::NativeConstruct();
}
void UGUIS_SimulatedInputWidget::NativeDestruct()
{
if (UEnhancedInputLocalPlayerSubsystem* System = GetEnhancedInputSubsystem())
{
System->ControlMappingsRebuiltDelegate.RemoveAll(this);
}
Super::NativeDestruct();
}
FReply UGUIS_SimulatedInputWidget::NativeOnTouchEnded(const FGeometry& InGeometry, const FPointerEvent& InGestureEvent)
{
FlushSimulatedInput();
return Super::NativeOnTouchEnded(InGeometry, InGestureEvent);
}
UEnhancedInputLocalPlayerSubsystem* UGUIS_SimulatedInputWidget::GetEnhancedInputSubsystem() const
{
if (APlayerController* PC = GetOwningPlayer())
{
if (ULocalPlayer* LP = GetOwningLocalPlayer())
{
return LP->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>();
}
}
return nullptr;
}
UEnhancedPlayerInput* UGUIS_SimulatedInputWidget::GetPlayerInput() const
{
if (UEnhancedInputLocalPlayerSubsystem* System = GetEnhancedInputSubsystem())
{
return System->GetPlayerInput();
}
return nullptr;
}
void UGUIS_SimulatedInputWidget::InputKeyValue(const FVector& Value)
{
const APlayerController* PC = GetOwningPlayer();
const FPlatformUserId UserId = PC ? PC->GetPlatformUserId() : PLATFORMUSERID_NONE;
// If we have an associated input action then we can use it
if (AssociatedAction)
{
if (UEnhancedInputLocalPlayerSubsystem* System = GetEnhancedInputSubsystem())
{
// We don't want to apply any modifiers or triggers to this action, but they are required for the function signature
TArray<UInputModifier*> Modifiers;
TArray<UInputTrigger*> Triggers;
System->InjectInputVectorForAction(AssociatedAction, Value, Modifiers, Triggers);
}
}
// In case there is no associated input action, we can attempt to simulate input on the fallback key
else if (UEnhancedPlayerInput* Input = GetPlayerInput())
{
#if ENGINE_MINOR_VERSION < 6
if (KeyToSimulate.IsValid())
{
FInputKeyParams Params;
Params.Delta = Value;
Params.Key = KeyToSimulate;
Params.NumSamples = 1;
Params.DeltaTime = GetWorld()->GetDeltaSeconds();
Params.bIsGamepadOverride = KeyToSimulate.IsGamepadKey();
Input->InputKey(Params);
}
#else
const FInputDeviceId DeviceToSimulate = IPlatformInputDeviceMapper::Get().GetPrimaryInputDeviceForUser(UserId);
if(KeyToSimulate.IsValid())
{
const float DeltaTime = GetWorld()->GetDeltaSeconds();
auto SimulateKeyPress = [Input, DeltaTime, DeviceToSimulate](const FKey& KeyToSim, const float Value, const EInputEvent Event)
{
FInputKeyEventArgs Args = FInputKeyEventArgs::CreateSimulated(
KeyToSim,
Event,
Value,
KeyToSim.IsAnalog() ? 1 : 0,
DeviceToSimulate);
Args.DeltaTime = DeltaTime;
Input->InputKey(Args);
};
// For keys which are the "root" of the key pair (such as Mouse2D
// being made up of the MouseX and MouseY keys) we should call InputKey for each key in the pair,
// not the paired key itself. This is so that the events accumulate correctly in
// the key state map of UPlayerInput. All input events
// from the message handler and viewport client work this way, so when we simulate key inputs, we should
// do so as well.
if (const EKeys::FPairedKeyDetails* PairDetails = EKeys::GetPairedKeyDetails(KeyToSimulate))
{
SimulateKeyPress(PairDetails->XKeyDetails->GetKey(), Value.X, IE_Axis);
SimulateKeyPress(PairDetails->YKeyDetails->GetKey(), Value.Y, IE_Axis);
}
else
{
SimulateKeyPress(KeyToSimulate, Value.X, IE_Pressed);
}
}
#endif
}
else
{
UE_LOG(LogGUIS, Error, TEXT("'%s' is attempting to simulate input but has no player input!"), *GetNameSafe(this));
}
}
void UGUIS_SimulatedInputWidget::InputKeyValue2D(const FVector2D& Value)
{
InputKeyValue(FVector(Value.X, Value.Y, 0.0));
}
void UGUIS_SimulatedInputWidget::FlushSimulatedInput()
{
if (UEnhancedPlayerInput* Input = GetPlayerInput())
{
Input->FlushPressedKeys();
}
}
void UGUIS_SimulatedInputWidget::QueryKeyToSimulate()
{
if (UEnhancedInputLocalPlayerSubsystem* System = GetEnhancedInputSubsystem())
{
TArray<FKey> Keys = System->QueryKeysMappedToAction(AssociatedAction);
if (!Keys.IsEmpty() && Keys[0].IsValid())
{
KeyToSimulate = Keys[0];
}
else
{
KeyToSimulate = FallbackBindingKey;
}
}
}
void UGUIS_SimulatedInputWidget::OnControlMappingsRebuilt()
{
QueryKeyToSimulate();
}
#undef LOCTEXT_NAMESPACE

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Modal/GUIS_GameModal.h"
#include "CommonButtonBase.h"
#include "CommonTextBlock.h"
#include "Components/DynamicEntryBox.h"
#include "UI/Foundation/GUIS_ButtonBase.h"
#include "UI/Modal/GUIS_GameModalTypes.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_GameModal)
#define LOCTEXT_NAMESPACE "GUIS_GameModal"
UGUIS_GameModalWidget::UGUIS_GameModalWidget()
{
bIsModal = true;
}
void UGUIS_GameModalWidget::SetupModal(const UGUIS_ModalDefinition* ModalDefinition, FGUIS_ModalActionResultSignature ModalActionCallback)
{
OnModalActionCallback = ModalActionCallback;
EntryBox_Buttons->Reset<UGUIS_ButtonBase>([](UGUIS_ButtonBase& Button)
{
Button.OnClicked().Clear();
});
Text_Header->SetText(ModalDefinition->Header);
Text_Body->SetText(ModalDefinition->Body);
for (const auto& Pair : ModalDefinition->ModalActions)
{
UGUIS_ButtonBase* Button = EntryBox_Buttons->CreateEntry<UGUIS_ButtonBase>(!Pair.Value.ButtonType.IsNull() ? Pair.Value.ButtonType.LoadSynchronous() : nullptr);
Button->SetTriggeringInputAction(Pair.Value.InputAction);
Button->OnClicked().AddUObject(this, &ThisClass::CloseModal, Pair.Key);
if (!Pair.Value.DisplayText.IsEmpty())
{
Button->SetButtonText(Pair.Value.DisplayText);
}
}
OnSetupModal(ModalDefinition);
}
void UGUIS_GameModalWidget::CloseModal(FGameplayTag ModalActionResult)
{
DeactivateWidget();
OnModalActionCallback.ExecuteIfBound(ModalActionResult);
}
void UGUIS_GameModalWidget::KillModal()
{
}
#undef LOCTEXT_NAMESPACE

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/Modal/GUIS_GameModalTypes.h"
#include "Engine/GameInstance.h"
#include "Engine/LocalPlayer.h"
#include "UObject/UObjectHash.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_GameModalTypes)

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UIExtension/GUIS_GameUIExtensionPointWidget.h"
#include "Widgets/SOverlay.h"
#include "TimerManager.h"
#include "Widgets/Text/STextBlock.h"
#include "Editor/WidgetCompilerLog.h"
#include "Misc/UObjectToken.h"
#include "GameFramework/PlayerState.h"
#include "UI/Common/GUIS_UserWidgetInterface.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_GameUIExtensionPointWidget)
#define LOCTEXT_NAMESPACE "UIExtension"
/////////////////////////////////////////////////////
// UGUIS_GameUIExtensionPointWidget
UGUIS_GameUIExtensionPointWidget::UGUIS_GameUIExtensionPointWidget(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UGUIS_GameUIExtensionPointWidget::ReleaseSlateResources(bool bReleaseChildren)
{
ResetExtensionPoint();
Super::ReleaseSlateResources(bReleaseChildren);
}
TSharedRef<SWidget> UGUIS_GameUIExtensionPointWidget::RebuildWidget()
{
if (!IsDesignTime() && ExtensionPointTag.IsValid())
{
ResetExtensionPoint();
RegisterExtensionPoint();
RegisterForPlayerStateIfReady();
}
if (IsDesignTime())
{
auto GetExtensionPointText = [this]()
{
return FText::Format(LOCTEXT("DesignTime_ExtensionPointLabel", "Extension Point\n{0}"), FText::FromName(ExtensionPointTag.GetTagName()));
};
TSharedRef<SOverlay> MessageBox = SNew(SOverlay);
MessageBox->AddSlot()
.Padding(5.0f)
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
[
SNew(STextBlock)
.Justification(ETextJustify::Center)
.Text_Lambda(GetExtensionPointText)
];
return MessageBox;
}
return Super::RebuildWidget();
}
void UGUIS_GameUIExtensionPointWidget::RegisterForPlayerStateIfReady()
{
if (APlayerController* PC = GetOwningPlayer())
{
if (APlayerState* PS = PC->GetPlayerState<APlayerState>())
{
RegisterExtensionPointForPlayerState(GetOwningLocalPlayer(), PS);
}
}
else
{
GetWorld()->GetTimerManager().SetTimer(TimerHandle, this, &ThisClass::OnCheckPlayerState, 0.2f);
}
}
bool UGUIS_GameUIExtensionPointWidget::CheckPlayerState()
{
if (APlayerController* PC = GetOwningPlayer())
{
if (APlayerState* PS = PC->GetPlayerState<APlayerState>())
{
if (TimerHandle.IsValid())
{
TimerHandle.Invalidate();
}
RegisterExtensionPointForPlayerState(GetOwningLocalPlayer(), PS);
return true;
}
}
return false;
}
void UGUIS_GameUIExtensionPointWidget::OnCheckPlayerState()
{
if (APlayerController* PC = GetOwningPlayer())
{
if (APlayerState* PS = PC->GetPlayerState<APlayerState>())
{
if (TimerHandle.IsValid())
{
TimerHandle.Invalidate();
}
RegisterExtensionPointForPlayerState(GetOwningLocalPlayer(), PS);
}
}
}
void UGUIS_GameUIExtensionPointWidget::ResetExtensionPoint()
{
ResetInternal();
ExtensionMapping.Reset();
for (FGUIS_GameUIExtPointHandle& Handle : ExtensionPointHandles)
{
Handle.Unregister();
}
ExtensionPointHandles.Reset();
}
void UGUIS_GameUIExtensionPointWidget::RegisterExtensionPoint()
{
if (UGUIS_ExtensionSubsystem* ExtensionSubsystem = GetWorld()->GetSubsystem<UGUIS_ExtensionSubsystem>())
{
TArray<UClass*> AllowedDataClasses = LoadAllowedDataClasses();
ExtensionPointHandles.Add(ExtensionSubsystem->RegisterExtensionPoint(
ExtensionPointTag, ExtensionPointTagMatch, AllowedDataClasses,
FExtendExtensionPointDelegate::CreateUObject(this, &ThisClass::OnAddOrRemoveExtension)
));
ExtensionPointHandles.Add(ExtensionSubsystem->RegisterExtensionPointForContext(
ExtensionPointTag, GetOwningLocalPlayer(), ExtensionPointTagMatch, AllowedDataClasses,
FExtendExtensionPointDelegate::CreateUObject(this, &ThisClass::OnAddOrRemoveExtension)
));
}
}
void UGUIS_GameUIExtensionPointWidget::RegisterExtensionPointForPlayerState(ULocalPlayer* LocalPlayer, APlayerState* PlayerState)
{
if (UGUIS_ExtensionSubsystem* ExtensionSubsystem = GetWorld()->GetSubsystem<UGUIS_ExtensionSubsystem>())
{
TArray<UClass*> AllowedDataClasses = LoadAllowedDataClasses();
ExtensionPointHandles.Add(ExtensionSubsystem->RegisterExtensionPointForContext(
ExtensionPointTag, PlayerState, ExtensionPointTagMatch, AllowedDataClasses,
FExtendExtensionPointDelegate::CreateUObject(this, &ThisClass::OnAddOrRemoveExtension)
));
}
}
TArray<UClass*> UGUIS_GameUIExtensionPointWidget::LoadAllowedDataClasses() const
{
TArray<UClass*> AllowedDataClasses;
AllowedDataClasses.Add(UUserWidget::StaticClass());
for (const TSoftClassPtr<UObject>& DataClass : DataClasses)
{
if (!DataClass.IsNull())
{
AllowedDataClasses.Add(DataClass.LoadSynchronous());
}
}
return AllowedDataClasses;
}
void UGUIS_GameUIExtensionPointWidget::OnAddOrRemoveExtension(EGUIS_GameUIExtAction Action, const FGUIS_GameUIExtRequest& Request)
{
if (Action == EGUIS_GameUIExtAction::Added)
{
UObject* Data = Request.Data;
TSubclassOf<UUserWidget> WidgetClass(Cast<UClass>(Data));
if (WidgetClass)
{
UUserWidget* Widget = CreateEntryInternal(WidgetClass);
ExtensionMapping.Add(Request.ExtensionHandle, Widget);
// Use UserWidgetInterface to notify it was registered.
if (Widget->GetClass()->ImplementsInterface(UGUIS_UserWidgetInterface::StaticClass()))
{
if (AActor* Actor = Cast<AActor>(Request.ContextObject))
{
IGUIS_UserWidgetInterface::Execute_SetOwningActor(Widget, Actor);
}
IGUIS_UserWidgetInterface::Execute_OnActivated(Widget);
}
}
else if (DataClasses.Num() > 0)
{
if (GetWidgetClassForData.IsBound())
{
WidgetClass = GetWidgetClassForData.Execute(Data);
// If the data is irrelevant they can just return no widget class.
if (WidgetClass)
{
if (UUserWidget* Widget = CreateEntryInternal(WidgetClass))
{
ExtensionMapping.Add(Request.ExtensionHandle, Widget);
ConfigureWidgetForData.ExecuteIfBound(Widget, Data);
if (Widget->GetClass()->ImplementsInterface(UGUIS_UserWidgetInterface::StaticClass()))
{
if (AActor* Actor = Cast<AActor>(Request.ContextObject))
{
IGUIS_UserWidgetInterface::Execute_SetOwningActor(Widget, Actor);
}
IGUIS_UserWidgetInterface::Execute_OnActivated(Widget);
}
}
}
}
}
}
else
{
if (UUserWidget* Extension = ExtensionMapping.FindRef(Request.ExtensionHandle))
{
if (Extension->GetClass()->ImplementsInterface(UGUIS_UserWidgetInterface::StaticClass()))
{
IGUIS_UserWidgetInterface::Execute_OnDeactivated(Extension);
if (AActor* Actor = Cast<AActor>(Request.ContextObject))
{
IGUIS_UserWidgetInterface::Execute_SetOwningActor(Extension, nullptr);
}
}
RemoveEntryInternal(Extension);
ExtensionMapping.Remove(Request.ExtensionHandle);
}
}
}
#if WITH_EDITOR
void UGUIS_GameUIExtensionPointWidget::ValidateCompiledDefaults(IWidgetCompilerLog& CompileLog) const
{
Super::ValidateCompiledDefaults(CompileLog);
// We don't care if the CDO doesn't have a specific tag.
if (!HasAnyFlags(RF_ClassDefaultObject))
{
if (!ExtensionPointTag.IsValid())
{
TSharedRef<FTokenizedMessage> Message = CompileLog.Error(FText::Format(
LOCTEXT("UGUIS_GameUIExtensionPointWidget_NoTag", "{0} has no ExtensionPointTag specified - All extension points must specify a tag so they can be located."),
FText::FromString(GetName())));
Message->AddToken(FUObjectToken::Create(this));
}
}
}
#endif
/////////////////////////////////////////////////////
#undef LOCTEXT_NAMESPACE

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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UIExtension/GUIS_GameUIExtensionSubsystem.h"
#include "GUIS_LogChannels.h"
#include "Blueprint/UserWidget.h"
#include "UObject/Stack.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_GameUIExtensionSubsystem)
class FSubsystemCollectionBase;
//=========================================================
void FGUIS_GameUIExtPointHandle::Unregister()
{
if (UGUIS_ExtensionSubsystem* ExtensionSourcePtr = ExtensionSource.Get())
{
ExtensionSourcePtr->UnregisterExtensionPoint(*this);
ExtensionSource = nullptr;
DataPtr.Reset();
}
}
//=========================================================
FGUIS_GameUIExtHandle::FGUIS_GameUIExtHandle()
{
}
FGUIS_GameUIExtHandle::FGUIS_GameUIExtHandle(UGUIS_ExtensionSubsystem* InExtensionSource, const TSharedPtr<FGUIS_GameUIExt>& InDataPtr)
{
ExtensionSource = InExtensionSource;
DataPtr = InDataPtr;
}
void FGUIS_GameUIExtHandle::Unregister()
{
if (UGUIS_ExtensionSubsystem* ExtensionSourcePtr = ExtensionSource.Get())
{
ExtensionSourcePtr->UnregisterExtension(*this);
ExtensionSource = nullptr;
DataPtr.Reset();
}
}
//=========================================================
bool FGUIS_GameUIExtPoint::DoesExtensionPassContract(const FGUIS_GameUIExt* Extension) const
{
if (UObject* DataPtr = Extension->Data)
{
const bool bMatchesContext =
(ContextObject.IsExplicitlyNull() && Extension->ContextObject.IsExplicitlyNull()) ||
ContextObject == Extension->ContextObject;
// Make sure the contexts match.
if (bMatchesContext)
{
// The data can either be the literal class of the data type, or a instance of the class type.
const UClass* DataClass = DataPtr->IsA(UClass::StaticClass()) ? Cast<UClass>(DataPtr) : DataPtr->GetClass();
for (const UClass* AllowedDataClass : AllowedDataClasses)
{
if (DataClass->IsChildOf(AllowedDataClass) || DataClass->ImplementsInterface(AllowedDataClass))
{
return true;
}
}
}
}
return false;
}
FGUIS_GameUIExtPointHandle::FGUIS_GameUIExtPointHandle()
{
}
FGUIS_GameUIExtPointHandle::FGUIS_GameUIExtPointHandle(UGUIS_ExtensionSubsystem* InExtensionSource, const TSharedPtr<FGUIS_GameUIExtPoint>& InDataPtr)
{
ExtensionSource = InExtensionSource;
DataPtr = InDataPtr;
}
//=========================================================
void UGUIS_ExtensionSubsystem::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector)
{
Super::AddReferencedObjects(InThis, Collector);
if (UGUIS_ExtensionSubsystem* ExtensionSubsystem = Cast<UGUIS_ExtensionSubsystem>(InThis))
{
for (auto MapIt = ExtensionSubsystem->ExtensionPointMap.CreateIterator(); MapIt; ++MapIt)
{
for (const TSharedPtr<FGUIS_GameUIExtPoint>& ValueElement : MapIt.Value())
{
Collector.AddReferencedObjects(ValueElement->AllowedDataClasses);
}
}
for (auto MapIt = ExtensionSubsystem->ExtensionMap.CreateIterator(); MapIt; ++MapIt)
{
for (const TSharedPtr<FGUIS_GameUIExt>& ValueElement : MapIt.Value())
{
Collector.AddReferencedObject(ValueElement->Data);
}
}
}
}
void UGUIS_ExtensionSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
}
void UGUIS_ExtensionSubsystem::Deinitialize()
{
Super::Deinitialize();
}
FGUIS_GameUIExtPointHandle UGUIS_ExtensionSubsystem::RegisterExtensionPoint(const FGameplayTag& ExtensionPointTag, EGUIS_GameUIExtPointMatchType ExtensionPointTagMatchType,
const TArray<UClass*>& AllowedDataClasses, FExtendExtensionPointDelegate ExtensionCallback)
{
return RegisterExtensionPointForContext(ExtensionPointTag, nullptr, ExtensionPointTagMatchType, AllowedDataClasses, ExtensionCallback);
}
FGUIS_GameUIExtPointHandle UGUIS_ExtensionSubsystem::RegisterExtensionPointForContext(const FGameplayTag& ExtensionPointTag, UObject* ContextObject,
EGUIS_GameUIExtPointMatchType ExtensionPointTagMatchType,
const TArray<UClass*>& AllowedDataClasses, FExtendExtensionPointDelegate ExtensionCallback)
{
if (!ExtensionPointTag.IsValid())
{
UE_LOG(LogGUIS_Extension, Warning, TEXT("Trying to register an invalid extension point."));
return FGUIS_GameUIExtPointHandle();
}
if (!ExtensionCallback.IsBound())
{
UE_LOG(LogGUIS_Extension, Warning, TEXT("Trying to register an invalid extension point."));
return FGUIS_GameUIExtPointHandle();
}
if (AllowedDataClasses.Num() == 0)
{
UE_LOG(LogGUIS_Extension, Warning, TEXT("Trying to register an invalid extension point."));
return FGUIS_GameUIExtPointHandle();
}
FExtensionPointList& List = ExtensionPointMap.FindOrAdd(ExtensionPointTag);
TSharedPtr<FGUIS_GameUIExtPoint>& Entry = List.Add_GetRef(MakeShared<FGUIS_GameUIExtPoint>());
Entry->ExtensionPointTag = ExtensionPointTag;
Entry->ContextObject = ContextObject;
Entry->ExtensionPointTagMatchType = ExtensionPointTagMatchType;
Entry->AllowedDataClasses = AllowedDataClasses;
Entry->Callback = MoveTemp(ExtensionCallback);
UE_LOG(LogGUIS_Extension, Verbose, TEXT("Extension Point [%s] Registered"), *ExtensionPointTag.ToString());
NotifyExtensionPointOfExtensions(Entry);
return FGUIS_GameUIExtPointHandle(this, Entry);
}
FGUIS_GameUIExtHandle UGUIS_ExtensionSubsystem::RegisterExtensionAsWidget(const FGameplayTag& ExtensionPointTag, TSubclassOf<UUserWidget> WidgetClass, int32 Priority)
{
return RegisterExtensionAsData(ExtensionPointTag, nullptr, WidgetClass, Priority);
}
FGUIS_GameUIExtHandle UGUIS_ExtensionSubsystem::RegisterExtensionAsWidgetForContext(const FGameplayTag& ExtensionPointTag, UObject* ContextObject, TSubclassOf<UUserWidget> WidgetClass, int32 Priority)
{
return RegisterExtensionAsData(ExtensionPointTag, ContextObject, WidgetClass, Priority);
}
FGUIS_GameUIExtHandle UGUIS_ExtensionSubsystem::RegisterExtensionAsData(const FGameplayTag& ExtensionPointTag, UObject* ContextObject, UObject* Data, int32 Priority)
{
if (!ExtensionPointTag.IsValid())
{
UE_LOG(LogGUIS_Extension, Warning, TEXT("Trying to register an invalid extension."));
return FGUIS_GameUIExtHandle();
}
if (!Data)
{
UE_LOG(LogGUIS_Extension, Warning, TEXT("Trying to register an invalid extension."));
return FGUIS_GameUIExtHandle();
}
FExtensionList& List = ExtensionMap.FindOrAdd(ExtensionPointTag);
TSharedPtr<FGUIS_GameUIExt>& Entry = List.Add_GetRef(MakeShared<FGUIS_GameUIExt>());
Entry->ExtensionPointTag = ExtensionPointTag;
Entry->ContextObject = ContextObject;
Entry->Data = Data;
Entry->Priority = Priority;
if (ContextObject)
{
UE_LOG(LogGUIS_Extension, Verbose, TEXT("Extension [%s] @ [%s] Registered"), *GetNameSafe(Data), *ExtensionPointTag.ToString());
}
else
{
UE_LOG(LogGUIS_Extension, Verbose, TEXT("Extension [%s] for [%s] @ [%s] Registered"), *GetNameSafe(Data), *GetNameSafe(ContextObject), *ExtensionPointTag.ToString());
}
NotifyExtensionPointsOfExtension(EGUIS_GameUIExtAction::Added, Entry);
return FGUIS_GameUIExtHandle(this, Entry);
}
void UGUIS_ExtensionSubsystem::NotifyExtensionPointOfExtensions(TSharedPtr<FGUIS_GameUIExtPoint>& ExtensionPoint)
{
for (FGameplayTag Tag = ExtensionPoint->ExtensionPointTag; Tag.IsValid(); Tag = Tag.RequestDirectParent())
{
if (const FExtensionList* ListPtr = ExtensionMap.Find(Tag))
{
// Copy in case there are removals while handling callbacks
FExtensionList ExtensionArray(*ListPtr);
for (const TSharedPtr<FGUIS_GameUIExt>& Extension : ExtensionArray)
{
if (ExtensionPoint->DoesExtensionPassContract(Extension.Get()))
{
FGUIS_GameUIExtRequest Request = CreateExtensionRequest(Extension);
ExtensionPoint->Callback.ExecuteIfBound(EGUIS_GameUIExtAction::Added, Request);
}
}
}
if (ExtensionPoint->ExtensionPointTagMatchType == EGUIS_GameUIExtPointMatchType::ExactMatch)
{
break;
}
}
}
void UGUIS_ExtensionSubsystem::NotifyExtensionPointsOfExtension(EGUIS_GameUIExtAction Action, TSharedPtr<FGUIS_GameUIExt>& Extension)
{
bool bOnInitialTag = true;
for (FGameplayTag Tag = Extension->ExtensionPointTag; Tag.IsValid(); Tag = Tag.RequestDirectParent())
{
if (const FExtensionPointList* ListPtr = ExtensionPointMap.Find(Tag))
{
// Copy in case there are removals while handling callbacks
FExtensionPointList ExtensionPointArray(*ListPtr);
for (const TSharedPtr<FGUIS_GameUIExtPoint>& ExtensionPoint : ExtensionPointArray)
{
if (bOnInitialTag || (ExtensionPoint->ExtensionPointTagMatchType == EGUIS_GameUIExtPointMatchType::PartialMatch))
{
if (ExtensionPoint->DoesExtensionPassContract(Extension.Get()))
{
FGUIS_GameUIExtRequest Request = CreateExtensionRequest(Extension);
ExtensionPoint->Callback.ExecuteIfBound(Action, Request);
}
}
}
}
bOnInitialTag = false;
}
}
void UGUIS_ExtensionSubsystem::UnregisterExtension(const FGUIS_GameUIExtHandle& ExtensionHandle)
{
if (ExtensionHandle.IsValid())
{
checkf(ExtensionHandle.ExtensionSource == this, TEXT("Trying to unregister an extension that's not from this extension subsystem."));
TSharedPtr<FGUIS_GameUIExt> Extension = ExtensionHandle.DataPtr;
if (FExtensionList* ListPtr = ExtensionMap.Find(Extension->ExtensionPointTag))
{
if (Extension->ContextObject.IsExplicitlyNull())
{
UE_LOG(LogGUIS_Extension, Verbose, TEXT("Extension [%s] @ [%s] Unregistered"), *GetNameSafe(Extension->Data), *Extension->ExtensionPointTag.ToString());
}
else
{
UE_LOG(LogGUIS_Extension, Verbose, TEXT("Extension [%s] for [%s] @ [%s] Unregistered"), *GetNameSafe(Extension->Data), *GetNameSafe(Extension->ContextObject.Get()),
*Extension->ExtensionPointTag.ToString());
}
NotifyExtensionPointsOfExtension(EGUIS_GameUIExtAction::Removed, Extension);
ListPtr->RemoveSwap(Extension);
if (ListPtr->Num() == 0)
{
ExtensionMap.Remove(Extension->ExtensionPointTag);
}
}
}
else
{
UE_LOG(LogGUIS_Extension, Warning, TEXT("Trying to unregister an invalid Handle."));
}
}
void UGUIS_ExtensionSubsystem::UnregisterExtensionPoint(const FGUIS_GameUIExtPointHandle& ExtensionPointHandle)
{
if (ExtensionPointHandle.IsValid())
{
check(ExtensionPointHandle.ExtensionSource == this);
const TSharedPtr<FGUIS_GameUIExtPoint> ExtensionPoint = ExtensionPointHandle.DataPtr;
if (FExtensionPointList* ListPtr = ExtensionPointMap.Find(ExtensionPoint->ExtensionPointTag))
{
UE_LOG(LogGUIS_Extension, Verbose, TEXT("Extension Point [%s] Unregistered"), *ExtensionPoint->ExtensionPointTag.ToString());
ListPtr->RemoveSwap(ExtensionPoint);
if (ListPtr->Num() == 0)
{
ExtensionPointMap.Remove(ExtensionPoint->ExtensionPointTag);
}
}
}
else
{
UE_LOG(LogGUIS_Extension, Warning, TEXT("Trying to unregister an invalid Handle."));
}
}
FGUIS_GameUIExtRequest UGUIS_ExtensionSubsystem::CreateExtensionRequest(const TSharedPtr<FGUIS_GameUIExt>& Extension)
{
FGUIS_GameUIExtRequest Request;
Request.ExtensionHandle = FGUIS_GameUIExtHandle(this, Extension);
Request.ExtensionPointTag = Extension->ExtensionPointTag;
Request.Priority = Extension->Priority;
Request.Data = Extension->Data;
Request.ContextObject = Extension->ContextObject.Get();
return Request;
}
FGUIS_GameUIExtPointHandle UGUIS_ExtensionSubsystem::K2_RegisterExtensionPoint(FGameplayTag ExtensionPointTag, EGUIS_GameUIExtPointMatchType ExtensionPointTagMatchType,
const TArray<TSoftClassPtr<UClass>>& AllowedDataClasses,
FExtendExtensionPointDynamicDelegate ExtensionCallback)
{
TArray<UClass*> LoadedClasses;
for (const TSoftClassPtr<UClass>& DataClass : AllowedDataClasses)
{
if (!DataClass.IsNull())
{
LoadedClasses.Add(DataClass.LoadSynchronous());
}
}
return RegisterExtensionPoint(ExtensionPointTag, ExtensionPointTagMatchType, LoadedClasses, FExtendExtensionPointDelegate::CreateWeakLambda(
ExtensionCallback.GetUObject(), [this, ExtensionCallback](EGUIS_GameUIExtAction Action, const FGUIS_GameUIExtRequest& Request)
{
ExtensionCallback.ExecuteIfBound(Action, Request);
}));
}
FGUIS_GameUIExtHandle UGUIS_ExtensionSubsystem::K2_RegisterExtensionAsWidget(FGameplayTag ExtensionPointTag, TSoftClassPtr<UUserWidget> WidgetClass, int32 Priority)
{
if (!WidgetClass.IsNull())
{
return RegisterExtensionAsWidget(ExtensionPointTag, WidgetClass.LoadSynchronous(), Priority);
}
return FGUIS_GameUIExtHandle();
}
FGUIS_GameUIExtHandle UGUIS_ExtensionSubsystem::K2_RegisterExtensionAsWidgetForContext(FGameplayTag ExtensionPointTag, TSoftClassPtr<UUserWidget> WidgetClass, UObject* ContextObject, int32 Priority)
{
if (ContextObject && !WidgetClass.IsNull())
{
return RegisterExtensionAsWidgetForContext(ExtensionPointTag, ContextObject, WidgetClass.LoadSynchronous(), Priority);
}
FFrame::KismetExecutionMessage(TEXT("A null ContextObject was passed to Register Extension (Widget For Context)"), ELogVerbosity::Error);
return FGUIS_GameUIExtHandle();
}
FGUIS_GameUIExtHandle UGUIS_ExtensionSubsystem::K2_RegisterExtensionAsData(FGameplayTag ExtensionPointTag, UObject* Data, int32 Priority)
{
return RegisterExtensionAsData(ExtensionPointTag, nullptr, Data, Priority);
}
FGUIS_GameUIExtHandle UGUIS_ExtensionSubsystem::K2_RegisterExtensionAsDataForContext(FGameplayTag ExtensionPointTag, UObject* ContextObject, UObject* Data, int32 Priority)
{
if (ContextObject)
{
return RegisterExtensionAsData(ExtensionPointTag, ContextObject, Data, Priority);
}
FFrame::KismetExecutionMessage(TEXT("A null ContextObject was passed to Register Extension (Data For Context)"), ELogVerbosity::Error);
return FGUIS_GameUIExtHandle();
}
//=========================================================
UGUIS_ExtensionFunctionLibrary::UGUIS_ExtensionFunctionLibrary()
{
}
void UGUIS_ExtensionFunctionLibrary::UnregisterExtension(FGUIS_GameUIExtHandle& Handle)
{
Handle.Unregister();
}
bool UGUIS_ExtensionFunctionLibrary::IsValidExtension(FGUIS_GameUIExtHandle& Handle)
{
return Handle.IsValid();
}
//=========================================================
void UGUIS_ExtensionFunctionLibrary::UnregisterExtensionPoint(FGUIS_GameUIExtPointHandle& Handle)
{
Handle.Unregister();
}
bool UGUIS_ExtensionFunctionLibrary::IsValidExtensionPoint(FGUIS_GameUIExtPointHandle& Handle)
{
return Handle.IsValid();
}