-
Notifications
You must be signed in to change notification settings - Fork 7
Split action bar #259
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Merged
Merged
Split action bar #259
Changes from 6 commits
Commits
Show all changes
10 commits
Select commit
Hold shift + click to select a range
dc08500
start of SplitCommonBoundActionBar
ThibNach f414add
SplitCommonBoundActionBar V1
0b28c69
add event on bar update and make containers readable from bp
5938a55
clang format
42acd38
fix duplicate symbole name
46c09e6
rename console object name
eb28453
review
ThibNach b9c3e7a
review
5a8eb10
review includes
e00a984
re review
File filter
Filter by extension
Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
There are no files selected for viewing
381 changes: 381 additions & 0 deletions
381
Source/GameBaseFramework/Private/GBFSplitCommonBoundActionBar.cpp
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,381 @@ | ||
#include "GBFSplitCommonBoundActionBar.h" | ||
|
||
#include "CommonInputSubsystem.h" | ||
#include "CommonInputTypeEnum.h" | ||
#include "CommonUITypes.h" | ||
#include "Editor/WidgetCompilerLog.h" | ||
#include "Engine/GameInstance.h" | ||
#include "Engine/GameViewportClient.h" | ||
#include "Input/CommonBoundActionButtonInterface.h" | ||
#include "Input/CommonUIActionRouterBase.h" | ||
#include "Input/UIActionBinding.h" | ||
#include "InputAction.h" | ||
#include "OnlineSubsystemUtils.h" | ||
|
||
bool bSplitActionBarIgnoreOptOut = false; | ||
static FAutoConsoleVariableRef CVarSplitActionBarIgnoreOptOut( | ||
TEXT( "SplitActionBar.IgnoreOptOut" ), | ||
bSplitActionBarIgnoreOptOut, | ||
TEXT( "If true, the Split Bound Action Bar will display bindings whether or not they are configured bDisplayInReflector" ), | ||
ECVF_Default ); | ||
|
||
UGBFSplitCommonBoundActionBar::UGBFSplitCommonBoundActionBar( const FObjectInitializer & object_initializer ) : | ||
Super( object_initializer ), | ||
WidgetPool( *this ) | ||
{ | ||
} | ||
|
||
void UGBFSplitCommonBoundActionBar::Tick( float delta_time ) | ||
{ | ||
if ( bIsRefreshQueued ) | ||
{ | ||
HandleDeferredDisplayUpdate(); | ||
} | ||
} | ||
|
||
ETickableTickType UGBFSplitCommonBoundActionBar::GetTickableTickType() const | ||
{ | ||
return ETickableTickType::Always; | ||
} | ||
|
||
TStatId UGBFSplitCommonBoundActionBar::GetStatId() const | ||
{ | ||
RETURN_QUICK_DECLARE_CYCLE_STAT( UGBFSplitCommonBoundActionBar, STATGROUP_Tickables ) | ||
} | ||
|
||
bool UGBFSplitCommonBoundActionBar::IsTickableWhenPaused() const | ||
{ | ||
return true; | ||
} | ||
|
||
bool UGBFSplitCommonBoundActionBar::IsEntryClassValid( TSubclassOf< UUserWidget > in_entry_class ) const | ||
{ | ||
if ( in_entry_class ) | ||
{ | ||
// Would InEntryClass create an instance of the same DynamicEntryBox | ||
if ( UWidgetTree * widget_tree = Cast< UWidgetTree >( GetOuter() ) ) | ||
Frickerson marked this conversation as resolved.
Show resolved
Hide resolved
|
||
{ | ||
if ( UUserWidget * user_widget = Cast< UUserWidget >( widget_tree->GetOuter() ) ) | ||
Frickerson marked this conversation as resolved.
Show resolved
Hide resolved
|
||
{ | ||
if ( in_entry_class->IsChildOf( user_widget->GetClass() ) ) | ||
{ | ||
return false; | ||
} | ||
} | ||
} | ||
} | ||
|
||
return true; | ||
} | ||
|
||
void UGBFSplitCommonBoundActionBar::OnWidgetRebuilt() | ||
{ | ||
Super::OnWidgetRebuilt(); | ||
|
||
if ( const auto * game_instance = GetGameInstance() ) | ||
{ | ||
if ( game_instance->GetGameViewportClient() ) | ||
{ | ||
game_instance->GetGameViewportClient()->OnPlayerAdded().AddUObject( this, &UGBFSplitCommonBoundActionBar::HandlePlayerAdded ); | ||
} | ||
|
||
for ( const auto * local_player : game_instance->GetLocalPlayers() ) | ||
{ | ||
MonitorPlayerActions( local_player ); | ||
} | ||
|
||
HandleDeferredDisplayUpdate(); | ||
} | ||
} | ||
|
||
void UGBFSplitCommonBoundActionBar::SynchronizeProperties() | ||
{ | ||
Super::SynchronizeProperties(); | ||
} | ||
|
||
void UGBFSplitCommonBoundActionBar::ReleaseSlateResources( bool release_children ) | ||
{ | ||
Super::ReleaseSlateResources( release_children ); | ||
|
||
if ( const auto * game_instance = GetGameInstance() ) | ||
{ | ||
for ( const auto * local_player : game_instance->GetLocalPlayers() ) | ||
{ | ||
if ( const auto * action_router = ULocalPlayer::GetSubsystem< UCommonUIActionRouterBase >( local_player ) ) | ||
{ | ||
action_router->OnBoundActionsUpdated().RemoveAll( this ); | ||
} | ||
} | ||
} | ||
} | ||
|
||
namespace UGBFSplitCommonBoundActionBarInternal | ||
{ | ||
TArray< TSubclassOf< UUserWidget >, TInlineAllocator< 4 > > recursive_detection; | ||
} | ||
|
||
UUserWidget * UGBFSplitCommonBoundActionBar::CreateEntryInternal( TSubclassOf< UUserWidget > in_entry_class, bool is_back_action ) | ||
{ | ||
const auto has_recursive_user_widget = UGBFSplitCommonBoundActionBarInternal::recursive_detection.ContainsByPredicate( [ in_entry_class ]( TSubclassOf< UUserWidget > recursive_item ) { | ||
return in_entry_class->IsChildOf( recursive_item ); | ||
} ); | ||
if ( has_recursive_user_widget ) | ||
{ | ||
UE_LOG( LogSlate, Error, TEXT( "'%s' cannot be added to DynamicEntry '%s' because it is already a child and it would create a recurssion." ), *in_entry_class->GetName(), *UGBFSplitCommonBoundActionBarInternal::recursive_detection.Last()->GetName() ); | ||
#if 0 | ||
for (TSubclassOf<UUserWidget> recursive_item : UGBFSplitCommonBoundActionBarInternal::recursive_detection) | ||
{ | ||
UE_LOG(LogSlate, Log, TEXT("%s"), *recursive_item->GetName()); | ||
} | ||
#endif | ||
return nullptr; | ||
} | ||
|
||
UGBFSplitCommonBoundActionBarInternal::recursive_detection.Push( in_entry_class ); | ||
|
||
const auto content = WidgetPool.GetOrCreateInstance( in_entry_class ); | ||
|
||
auto * new_entry_widget = ( is_back_action ? LeftHorizontalBox : RightHorizontalBox )->AddChildToHorizontalBox( content ); | ||
|
||
UGBFSplitCommonBoundActionBarInternal::recursive_detection.Pop(); | ||
|
||
return content; | ||
} | ||
|
||
#if WITH_EDITOR | ||
void UGBFSplitCommonBoundActionBar::ValidateCompiledDefaults( IWidgetCompilerLog & compile_log ) const | ||
{ | ||
Super::ValidateCompiledDefaults( compile_log ); | ||
|
||
if ( !ActionButtonClass ) | ||
{ | ||
compile_log.Error( FText::FromString( FString::Printf( TEXT( "Error_SplitBoundActionBar_MissingButtonClass, {0} has no ActionButtonClass specified." ) ) ) ); | ||
} | ||
else if ( compile_log.GetContextClass() && ActionButtonClass->IsChildOf( compile_log.GetContextClass() ) ) | ||
{ | ||
compile_log.Error( FText::FromString( FString::Printf( TEXT( "Error_SplitBoundActionBar_RecursiveButtonClass, {0} has a recursive ActionButtonClass specified (reference itself)." ) ) ) ); | ||
} | ||
} | ||
#endif | ||
|
||
void UGBFSplitCommonBoundActionBar::HandleBoundActionsUpdated( bool from_owning_player ) | ||
{ | ||
if ( from_owning_player || !bDisplayOwningPlayerActionsOnly ) | ||
{ | ||
bIsRefreshQueued = true; | ||
} | ||
} | ||
|
||
void UGBFSplitCommonBoundActionBar::HandleDeferredDisplayUpdate() | ||
{ | ||
bIsRefreshQueued = false; | ||
|
||
RightHorizontalBox->ClearChildren(); | ||
LeftHorizontalBox->ClearChildren(); | ||
|
||
const auto * game_instance = GetGameInstance(); | ||
check( game_instance ); | ||
const auto * owning_local_player = GetOwningLocalPlayer(); | ||
|
||
auto sorted_players = game_instance->GetLocalPlayers(); | ||
sorted_players.StableSort( | ||
[ &owning_local_player ]( const ULocalPlayer & PlayerA, const ULocalPlayer & PlayerB ) { | ||
return &PlayerA != owning_local_player; | ||
} ); | ||
|
||
for ( const auto * local_player : sorted_players ) | ||
{ | ||
if ( local_player == owning_local_player || !bDisplayOwningPlayerActionsOnly ) | ||
{ | ||
if ( IsEntryClassValid( ActionButtonClass ) ) | ||
{ | ||
if ( const auto * action_router = ULocalPlayer::GetSubsystem< UCommonUIActionRouterBase >( owning_local_player ) ) | ||
{ | ||
const auto & input_subsystem = action_router->GetInputSubsystem(); | ||
const auto player_input_type = input_subsystem.GetCurrentInputType(); | ||
const auto & player_gamepad_name = input_subsystem.GetCurrentGamepadName(); | ||
|
||
TSet< FName > accepted_bindings; | ||
auto filtered_bindings = action_router->GatherActiveBindings().FilterByPredicate( [ action_router, player_input_type, player_gamepad_name, &accepted_bindings ]( const auto & handle ) mutable { | ||
if ( auto binding = FUIActionBinding::FindBinding( handle ) ) | ||
{ | ||
if ( !binding->bDisplayInActionBar && !bSplitActionBarIgnoreOptOut ) | ||
{ | ||
return false; | ||
} | ||
|
||
if ( CommonUI::IsEnhancedInputSupportEnabled() ) | ||
{ | ||
if ( auto input_action = binding->InputAction.Get() ) | ||
{ | ||
return CommonUI::ActionValidForInputType( action_router->GetLocalPlayer(), player_input_type, input_action ); | ||
} | ||
} | ||
|
||
if ( auto * legacy_Data = binding->GetLegacyInputActionData() ) | ||
{ | ||
if ( !legacy_Data->CanDisplayInReflector( player_input_type, player_gamepad_name ) ) | ||
{ | ||
return false; | ||
} | ||
} | ||
else | ||
{ | ||
return false; | ||
} | ||
|
||
bool already_accepted = false; | ||
accepted_bindings.Add( binding->ActionName, &already_accepted ); | ||
return !already_accepted; | ||
} | ||
|
||
return false; | ||
} ); | ||
|
||
Algo::Sort( filtered_bindings, [ action_router, player_input_type, player_gamepad_name ]( const FUIActionBindingHandle & handle_a, const FUIActionBindingHandle & handle_b ) { | ||
const auto binding_a = FUIActionBinding::FindBinding( handle_a ); | ||
const auto binding_b = FUIActionBinding::FindBinding( handle_b ); | ||
|
||
if ( ensureMsgf( ( binding_a && binding_b ), TEXT( "The array filter above should enforce that there are no null bindings" ) ) ) | ||
{ | ||
auto is_key_back_action = [ action_router, player_input_type, player_gamepad_name ]( FCommonInputActionDataBase * legacy_data, const auto * input_action ) { | ||
if ( legacy_data ) | ||
{ | ||
auto key = legacy_data->GetInputTypeInfo( player_input_type, player_gamepad_name ).GetKey(); | ||
|
||
if ( player_input_type == ECommonInputType::Touch ) | ||
{ | ||
if ( !key.IsValid() ) | ||
{ | ||
key = legacy_data->GetInputTypeInfo( ECommonInputType::MouseAndKeyboard, player_gamepad_name ).GetKey(); | ||
} | ||
} | ||
|
||
return key == EKeys::Virtual_Back || key == EKeys::Escape || key == EKeys::Android_Back; | ||
} | ||
else if ( input_action ) | ||
{ | ||
auto key = CommonUI::GetFirstKeyForInputType( action_router->GetLocalPlayer(), player_input_type, input_action ); | ||
|
||
if ( player_input_type == ECommonInputType::Touch ) | ||
{ | ||
if ( !key.IsValid() ) | ||
{ | ||
key = CommonUI::GetFirstKeyForInputType( action_router->GetLocalPlayer(), ECommonInputType::MouseAndKeyboard, input_action ); | ||
} | ||
} | ||
|
||
return key == EKeys::Virtual_Back || key == EKeys::Escape || key == EKeys::Android_Back; | ||
} | ||
|
||
return false; | ||
}; | ||
|
||
auto get_navbar_priority = []( FCommonInputActionDataBase * legacy_data, const auto * input_action ) { | ||
if ( legacy_data ) | ||
{ | ||
return legacy_data->NavBarPriority; | ||
} | ||
else if ( input_action ) | ||
{ | ||
if ( auto input_action_meta_data = CommonUI::GetEnhancedInputActionMetadata( input_action ) ) | ||
{ | ||
return input_action_meta_data->NavBarPriority; | ||
} | ||
} | ||
|
||
return 0; | ||
}; | ||
|
||
const auto legacy_data_a = binding_a->GetLegacyInputActionData(); | ||
const auto legacy_data_b = binding_b->GetLegacyInputActionData(); | ||
|
||
const UInputAction * input_action_a = nullptr; | ||
const UInputAction * input_action_b = nullptr; | ||
|
||
if ( CommonUI::IsEnhancedInputSupportEnabled() ) | ||
{ | ||
input_action_a = binding_a->InputAction.Get(); | ||
input_action_b = binding_b->InputAction.Get(); | ||
} | ||
|
||
const bool is_valid_action_a = legacy_data_a || input_action_a; | ||
const bool is_valid_action_b = legacy_data_b || input_action_b; | ||
|
||
if ( ensureMsgf( ( is_valid_action_a && is_valid_action_b ), TEXT( "Action bindings not displayed yet -- array filter enforces they are not included" ) ) ) | ||
{ | ||
const bool a_is_back = is_key_back_action( legacy_data_a, input_action_a ); | ||
const bool b_is_back = is_key_back_action( legacy_data_b, input_action_b ); | ||
|
||
if ( a_is_back && b_is_back ) | ||
{ | ||
return false; | ||
} | ||
|
||
const int32 nav_bar_priority_a = get_navbar_priority( legacy_data_a, input_action_a ); | ||
const int32 nav_bar_priority_b = get_navbar_priority( legacy_data_b, input_action_b ); | ||
|
||
if ( nav_bar_priority_a != nav_bar_priority_b ) | ||
{ | ||
return nav_bar_priority_a < nav_bar_priority_b; | ||
} | ||
} | ||
|
||
return GetTypeHash( binding_a->Handle ) < GetTypeHash( binding_b->Handle ); | ||
} | ||
|
||
return true; | ||
} ); | ||
|
||
for ( auto binding_handle : filtered_bindings ) | ||
{ | ||
const auto binding = FUIActionBinding::FindBinding( binding_handle ); | ||
|
||
if ( binding->bDisplayInActionBar ) | ||
{ | ||
FKey key; | ||
bool is_back_action; | ||
|
||
if ( const auto legacy_data = binding->GetLegacyInputActionData() ) | ||
{ | ||
key = legacy_data->GetInputTypeInfo( player_input_type, player_gamepad_name ).GetKey(); | ||
is_back_action = key == EKeys::Virtual_Back || key == EKeys::Escape || key == EKeys::Android_Back; | ||
} | ||
else | ||
{ | ||
const UInputAction * input_action = binding->InputAction.Get(); | ||
Frickerson marked this conversation as resolved.
Show resolved
Hide resolved
|
||
key = CommonUI::GetFirstKeyForInputType( action_router->GetLocalPlayer(), player_input_type, input_action ); | ||
is_back_action = key == EKeys::Virtual_Back || key == EKeys::Escape || key == EKeys::Android_Back; | ||
} | ||
|
||
auto * action_button = Cast< ICommonBoundActionButtonInterface >( CreateEntryInternal( ActionButtonClass, is_back_action ) ); | ||
|
||
if ( ensure( action_button ) ) | ||
{ | ||
action_button->SetRepresentedAction( binding_handle ); | ||
NativeOnActionButtonCreated( action_button, binding_handle ); | ||
} | ||
} | ||
} | ||
} | ||
} | ||
} | ||
} | ||
|
||
OnActionBarUpdated(); | ||
} | ||
|
||
void UGBFSplitCommonBoundActionBar::HandlePlayerAdded( int32 player_id ) | ||
{ | ||
const ULocalPlayer * new_player = GetGameInstance()->GetLocalPlayerByIndex( player_id ); | ||
Frickerson marked this conversation as resolved.
Show resolved
Hide resolved
|
||
MonitorPlayerActions( new_player ); | ||
HandleBoundActionsUpdated( new_player == GetOwningLocalPlayer() ); | ||
} | ||
|
||
void UGBFSplitCommonBoundActionBar::MonitorPlayerActions( const ULocalPlayer * new_player ) | ||
{ | ||
if ( const auto * action_router = ULocalPlayer::GetSubsystem< UCommonUIActionRouterBase >( new_player ) ) | ||
{ | ||
action_router->OnBoundActionsUpdated().AddUObject( this, &UGBFSplitCommonBoundActionBar::HandleBoundActionsUpdated, new_player == GetOwningLocalPlayer() ); | ||
} | ||
} |
Oops, something went wrong.
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Uh oh!
There was an error while loading. Please reload this page.