99 lines
4.3 KiB
C++
99 lines
4.3 KiB
C++
// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
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#pragma once
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#include "CoreMinimal.h"
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#include "OLSGameFeatureAction_WorldActionBase.h"
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#include "OLSGameFeatureAction_AddInputContextMapping.generated.h"
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DECLARE_LOG_CATEGORY_EXTERN(LogOLSGameFA_AddInputContextMapping, Verbose, All);
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USTRUCT()
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struct FOLSInputMappingContextAndPriority
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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<class 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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uint8 bShouldRegisterWithSettings : 1 = 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 UOLSGameFeatureAction_AddInputContextMapping : public UOLSGameFeatureAction_WorldActionBase
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{
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GENERATED_BODY()
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public:
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//~ Begin 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 UGameFeatureAction interface
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//~ Begin 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 UObject interface
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private:
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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(class 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(class 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(class 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(class ULocalPlayer* localPlayer);
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//~UGameFeatureAction_WorldActionBase interface
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virtual void AddToWorld(const FWorldContext& worldContext, const struct FGameFeatureStateChangeContext& changeContext) override;
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//~End of UGameFeatureAction_WorldActionBase interface
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struct FPerContextData
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{
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TArray<TSharedPtr<struct FComponentRequestHandle>> ExtensionRequestHandles;
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TArray<TWeakObjectPtr<class APlayerController>> ControllersAddedTo;
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};
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void Reset(FPerContextData& activeData);
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void HandleControllerExtension(class AActor* actor, FName eventName, struct FGameFeatureStateChangeContext changeContext);
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void AddInputMappingForPlayer(class UPlayer* player, struct FPerContextData& activeData);
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void RemoveInputMapping(class APlayerController* playerController, FPerContextData& activeData);
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public:
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UPROPERTY(EditAnywhere, Category="Input")
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TArray<FOLSInputMappingContextAndPriority> InputMappings;
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private:
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TMap<struct FGameFeatureStateChangeContext, struct 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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};
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