unitysamples / LyraStarterGame /Source /LyraGame /GameFeatures /GameFeatureAction_AddInputContextMapping.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| ////////////////////////////////////////////////////////////////////// | |
| // UGameFeatureAction_AddInputContextMapping | |
| void UGameFeatureAction_AddInputContextMapping::OnGameFeatureRegistering() | |
| { | |
| Super::OnGameFeatureRegistering(); | |
| RegisterInputMappingContexts(); | |
| } | |
| void UGameFeatureAction_AddInputContextMapping::OnGameFeatureActivating(FGameFeatureActivatingContext& Context) | |
| { | |
| FPerContextData& ActiveData = ContextData.FindOrAdd(Context); | |
| if (!ensure(ActiveData.ExtensionRequestHandles.IsEmpty()) || | |
| !ensure(ActiveData.ControllersAddedTo.IsEmpty())) | |
| { | |
| Reset(ActiveData); | |
| } | |
| Super::OnGameFeatureActivating(Context); | |
| } | |
| void UGameFeatureAction_AddInputContextMapping::OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context) | |
| { | |
| Super::OnGameFeatureDeactivating(Context); | |
| FPerContextData* ActiveData = ContextData.Find(Context); | |
| if (ensure(ActiveData)) | |
| { | |
| Reset(*ActiveData); | |
| } | |
| } | |
| void UGameFeatureAction_AddInputContextMapping::OnGameFeatureUnregistering() | |
| { | |
| Super::OnGameFeatureUnregistering(); | |
| UnregisterInputMappingContexts(); | |
| } | |
| void UGameFeatureAction_AddInputContextMapping::RegisterInputMappingContexts() | |
| { | |
| RegisterInputContextMappingsForGameInstanceHandle = FWorldDelegates::OnStartGameInstance.AddUObject(this, &UGameFeatureAction_AddInputContextMapping::RegisterInputContextMappingsForGameInstance); | |
| const TIndirectArray<FWorldContext>& WorldContexts = GEngine->GetWorldContexts(); | |
| for (TIndirectArray<FWorldContext>::TConstIterator WorldContextIterator = WorldContexts.CreateConstIterator(); WorldContextIterator; ++WorldContextIterator) | |
| { | |
| RegisterInputContextMappingsForGameInstance(WorldContextIterator->OwningGameInstance); | |
| } | |
| } | |
| void UGameFeatureAction_AddInputContextMapping::RegisterInputContextMappingsForGameInstance(UGameInstance* GameInstance) | |
| { | |
| if (GameInstance != nullptr && !GameInstance->OnLocalPlayerAddedEvent.IsBoundToObject(this)) | |
| { | |
| GameInstance->OnLocalPlayerAddedEvent.AddUObject(this, &UGameFeatureAction_AddInputContextMapping::RegisterInputMappingContextsForLocalPlayer); | |
| GameInstance->OnLocalPlayerRemovedEvent.AddUObject(this, &UGameFeatureAction_AddInputContextMapping::UnregisterInputMappingContextsForLocalPlayer); | |
| for (TArray<ULocalPlayer*>::TConstIterator LocalPlayerIterator = GameInstance->GetLocalPlayerIterator(); LocalPlayerIterator; ++LocalPlayerIterator) | |
| { | |
| RegisterInputMappingContextsForLocalPlayer(*LocalPlayerIterator); | |
| } | |
| } | |
| } | |
| void UGameFeatureAction_AddInputContextMapping::RegisterInputMappingContextsForLocalPlayer(ULocalPlayer* LocalPlayer) | |
| { | |
| if (ensure(LocalPlayer)) | |
| { | |
| ULyraAssetManager& AssetManager = ULyraAssetManager::Get(); | |
| if (UEnhancedInputLocalPlayerSubsystem* EISubsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(LocalPlayer)) | |
| { | |
| if (UEnhancedInputUserSettings* Settings = EISubsystem->GetUserSettings()) | |
| { | |
| for (const FInputMappingContextAndPriority& Entry : InputMappings) | |
| { | |
| // Skip entries that don't want to be registered | |
| if (!Entry.bRegisterWithSettings) | |
| { | |
| continue; | |
| } | |
| // Register this IMC with the settings! | |
| if (UInputMappingContext* IMC = AssetManager.GetAsset(Entry.InputMapping)) | |
| { | |
| Settings->RegisterInputMappingContext(IMC); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } | |
| void UGameFeatureAction_AddInputContextMapping::UnregisterInputMappingContexts() | |
| { | |
| FWorldDelegates::OnStartGameInstance.Remove(RegisterInputContextMappingsForGameInstanceHandle); | |
| RegisterInputContextMappingsForGameInstanceHandle.Reset(); | |
| const TIndirectArray<FWorldContext>& WorldContexts = GEngine->GetWorldContexts(); | |
| for (TIndirectArray<FWorldContext>::TConstIterator WorldContextIterator = WorldContexts.CreateConstIterator(); WorldContextIterator; ++WorldContextIterator) | |
| { | |
| UnregisterInputContextMappingsForGameInstance(WorldContextIterator->OwningGameInstance); | |
| } | |
| } | |
| void UGameFeatureAction_AddInputContextMapping::UnregisterInputContextMappingsForGameInstance(UGameInstance* GameInstance) | |
| { | |
| if (GameInstance != nullptr) | |
| { | |
| GameInstance->OnLocalPlayerAddedEvent.RemoveAll(this); | |
| GameInstance->OnLocalPlayerRemovedEvent.RemoveAll(this); | |
| for (TArray<ULocalPlayer*>::TConstIterator LocalPlayerIterator = GameInstance->GetLocalPlayerIterator(); LocalPlayerIterator; ++LocalPlayerIterator) | |
| { | |
| UnregisterInputMappingContextsForLocalPlayer(*LocalPlayerIterator); | |
| } | |
| } | |
| } | |
| void UGameFeatureAction_AddInputContextMapping::UnregisterInputMappingContextsForLocalPlayer(ULocalPlayer* LocalPlayer) | |
| { | |
| if (ensure(LocalPlayer)) | |
| { | |
| if (UEnhancedInputLocalPlayerSubsystem* EISubsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(LocalPlayer)) | |
| { | |
| if (UEnhancedInputUserSettings* Settings = EISubsystem->GetUserSettings()) | |
| { | |
| for (const FInputMappingContextAndPriority& Entry : InputMappings) | |
| { | |
| // Skip entries that don't want to be registered | |
| if (!Entry.bRegisterWithSettings) | |
| { | |
| continue; | |
| } | |
| // Register this IMC with the settings! | |
| if (UInputMappingContext* IMC = Entry.InputMapping.Get()) | |
| { | |
| Settings->UnregisterInputMappingContext(IMC); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| } | |
| EDataValidationResult UGameFeatureAction_AddInputContextMapping::IsDataValid(FDataValidationContext& Context) const | |
| { | |
| EDataValidationResult Result = CombineDataValidationResults(Super::IsDataValid(Context), EDataValidationResult::Valid); | |
| int32 Index = 0; | |
| for (const FInputMappingContextAndPriority& Entry : InputMappings) | |
| { | |
| if (Entry.InputMapping.IsNull()) | |
| { | |
| Result = EDataValidationResult::Invalid; | |
| Context.AddError(FText::Format(LOCTEXT("NullInputMapping", "Null InputMapping at index {0}."), Index)); | |
| } | |
| ++Index; | |
| } | |
| return Result; | |
| } | |
| void UGameFeatureAction_AddInputContextMapping::AddToWorld(const FWorldContext& WorldContext, const FGameFeatureStateChangeContext& ChangeContext) | |
| { | |
| UWorld* World = WorldContext.World(); | |
| UGameInstance* GameInstance = WorldContext.OwningGameInstance; | |
| FPerContextData& ActiveData = ContextData.FindOrAdd(ChangeContext); | |
| if ((GameInstance != nullptr) && (World != nullptr) && World->IsGameWorld()) | |
| { | |
| if (UGameFrameworkComponentManager* ComponentManager = UGameInstance::GetSubsystem<UGameFrameworkComponentManager>(GameInstance)) | |
| { | |
| UGameFrameworkComponentManager::FExtensionHandlerDelegate AddAbilitiesDelegate = | |
| UGameFrameworkComponentManager::FExtensionHandlerDelegate::CreateUObject(this, &ThisClass::HandleControllerExtension, ChangeContext); | |
| TSharedPtr<FComponentRequestHandle> ExtensionRequestHandle = | |
| ComponentManager->AddExtensionHandler(APlayerController::StaticClass(), AddAbilitiesDelegate); | |
| ActiveData.ExtensionRequestHandles.Add(ExtensionRequestHandle); | |
| } | |
| } | |
| } | |
| void UGameFeatureAction_AddInputContextMapping::Reset(FPerContextData& ActiveData) | |
| { | |
| ActiveData.ExtensionRequestHandles.Empty(); | |
| while (!ActiveData.ControllersAddedTo.IsEmpty()) | |
| { | |
| TWeakObjectPtr<APlayerController> ControllerPtr = ActiveData.ControllersAddedTo.Top(); | |
| if (ControllerPtr.IsValid()) | |
| { | |
| RemoveInputMapping(ControllerPtr.Get(), ActiveData); | |
| } | |
| else | |
| { | |
| ActiveData.ControllersAddedTo.Pop(); | |
| } | |
| } | |
| } | |
| void UGameFeatureAction_AddInputContextMapping::HandleControllerExtension(AActor* Actor, FName EventName, FGameFeatureStateChangeContext ChangeContext) | |
| { | |
| APlayerController* AsController = CastChecked<APlayerController>(Actor); | |
| FPerContextData& ActiveData = ContextData.FindOrAdd(ChangeContext); | |
| // TODO Why does this code mix and match controllers and local players? ControllersAddedTo is never modified | |
| if ((EventName == UGameFrameworkComponentManager::NAME_ExtensionRemoved) || (EventName == UGameFrameworkComponentManager::NAME_ReceiverRemoved)) | |
| { | |
| RemoveInputMapping(AsController, ActiveData); | |
| } | |
| else if ((EventName == UGameFrameworkComponentManager::NAME_ExtensionAdded) || (EventName == ULyraHeroComponent::NAME_BindInputsNow)) | |
| { | |
| AddInputMappingForPlayer(AsController->GetLocalPlayer(), ActiveData); | |
| } | |
| } | |
| void UGameFeatureAction_AddInputContextMapping::AddInputMappingForPlayer(UPlayer* Player, FPerContextData& ActiveData) | |
| { | |
| if (ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(Player)) | |
| { | |
| if (UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>()) | |
| { | |
| for (const FInputMappingContextAndPriority& Entry : InputMappings) | |
| { | |
| if (const UInputMappingContext* IMC = Entry.InputMapping.Get()) | |
| { | |
| InputSystem->AddMappingContext(IMC, Entry.Priority); | |
| } | |
| } | |
| } | |
| else | |
| { | |
| UE_LOG(LogGameFeatures, Error, TEXT("Failed to find `UEnhancedInputLocalPlayerSubsystem` for local player. Input mappings will not be added. Make sure you're set to use the EnhancedInput system via config file.")); | |
| } | |
| } | |
| } | |
| void UGameFeatureAction_AddInputContextMapping::RemoveInputMapping(APlayerController* PlayerController, FPerContextData& ActiveData) | |
| { | |
| if (ULocalPlayer* LocalPlayer = PlayerController->GetLocalPlayer()) | |
| { | |
| if (UEnhancedInputLocalPlayerSubsystem* InputSystem = LocalPlayer->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>()) | |
| { | |
| for (const FInputMappingContextAndPriority& Entry : InputMappings) | |
| { | |
| if (const UInputMappingContext* IMC = Entry.InputMapping.Get()) | |
| { | |
| InputSystem->RemoveMappingContext(IMC); | |
| } | |
| } | |
| } | |
| } | |
| ActiveData.ControllersAddedTo.Remove(PlayerController); | |
| } | |