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