Files
PHY/Plugins/GGS/Source/GenericUISystem/Private/UI/GUIS_GameUILayout.cpp
2026-03-03 01:23:02 +08:00

94 lines
3.3 KiB
C++

// 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);
}