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