// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "GameFeatureAction_WorldActionBase.h" #include "UObject/SoftObjectPtr.h" #include "GameFeatureAction_AddInputContextMapping.generated.h" class AActor; class UInputMappingContext; class UPlayer; class APlayerController; struct FComponentRequestHandle; USTRUCT() struct FInputMappingContextAndPriority { GENERATED_BODY() UPROPERTY(EditAnywhere, Category="Input", meta=(AssetBundles="Client,Server")) TSoftObjectPtr InputMapping; // Higher priority input mappings will be prioritized over mappings with a lower priority. UPROPERTY(EditAnywhere, Category="Input") int32 Priority = 0; /** If true, then this mapping context will be registered with the settings when this game feature action is registered. */ UPROPERTY(EditAnywhere, Category="Input") bool bRegisterWithSettings = true; }; /** * Adds InputMappingContext to local players' EnhancedInput system. * Expects that local players are set up to use the EnhancedInput system. */ UCLASS(MinimalAPI, meta = (DisplayName = "Add Input Mapping")) class UGameFeatureAction_AddInputContextMapping final : public UGameFeatureAction_WorldActionBase { GENERATED_BODY() public: //~UGameFeatureAction interface virtual void OnGameFeatureRegistering() override; virtual void OnGameFeatureActivating(FGameFeatureActivatingContext& Context) override; virtual void OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) override; virtual void OnGameFeatureUnregistering() override; //~End of UGameFeatureAction interface //~UObject interface #if WITH_EDITOR virtual EDataValidationResult IsDataValid(class FDataValidationContext& Context) const override; #endif //~End of UObject interface UPROPERTY(EditAnywhere, Category="Input") TArray InputMappings; private: struct FPerContextData { TArray> ExtensionRequestHandles; TArray> ControllersAddedTo; }; TMap ContextData; /** Delegate for when the game instance is changed to register IMC's */ FDelegateHandle RegisterInputContextMappingsForGameInstanceHandle; /** Registers owned Input Mapping Contexts to the Input Registry Subsystem. Also binds onto the start of GameInstances and the adding/removal of Local Players. */ void RegisterInputMappingContexts(); /** Registers owned Input Mapping Contexts to the Input Registry Subsystem for a specified GameInstance. This also gets called by a GameInstance Start. */ void RegisterInputContextMappingsForGameInstance(UGameInstance* GameInstance); /** Registers owned Input Mapping Contexts to the Input Registry Subsystem for a specified Local Player. This also gets called when a Local Player is added. */ void RegisterInputMappingContextsForLocalPlayer(ULocalPlayer* LocalPlayer); /** Unregisters owned Input Mapping Contexts from the Input Registry Subsystem. Also unbinds from the start of GameInstances and the adding/removal of Local Players. */ void UnregisterInputMappingContexts(); /** Unregisters owned Input Mapping Contexts from the Input Registry Subsystem for a specified GameInstance. */ void UnregisterInputContextMappingsForGameInstance(UGameInstance* GameInstance); /** Unregisters owned Input Mapping Contexts from the Input Registry Subsystem for a specified Local Player. This also gets called when a Local Player is removed. */ void UnregisterInputMappingContextsForLocalPlayer(ULocalPlayer* LocalPlayer); //~UGameFeatureAction_WorldActionBase interface virtual void AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext) override; //~End of UGameFeatureAction_WorldActionBase interface void Reset(FPerContextData& ActiveData); void HandleControllerExtension(AActor* Actor, FName EventName, FGameFeatureStateChangeContext ChangeContext); void AddInputMappingForPlayer(UPlayer* Player, FPerContextData& ActiveData); void RemoveInputMapping(APlayerController* PlayerController, FPerContextData& ActiveData); };