Files
Naked-Desire/Source/NakedDesire/UI/RadialMenu/RadialMenuWidget.cpp
T
2026-06-03 15:16:23 +03:00

222 lines
7.1 KiB
C++

// RadialMenuWidget.cpp
#include "RadialMenuWidget.h"
#include "RadialSliceWidget.h"
#include "Components/CanvasPanel.h"
#include "Components/CanvasPanelSlot.h"
#include "Input/CommonUIInputTypes.h" // FBindUIActionArgs
#include "InputCoreTypes.h" // EKeys::LeftMouseButton
void URadialMenuWidget::InitializeFromController(
URadialMenuController* InController, const TArray<FRadialMenuEntry>& InEntries)
{
OwningController = InController;
BuildSlices(InEntries);
}
void URadialMenuWidget::NativeOnActivated()
{
Super::NativeOnActivated();
// Make sure the widget can actually hold focus; UCanvasPanel can't, so the
// activatable widget itself is our focus target (see GetDesiredFocusTarget).
SetIsFocusable(true);
// Must be hit-testable for NativeOnMouseButtonDown (left-click confirm) to
// fire. SelfHitTestInvisible/HitTestInvisible would let the click fall
// through and never reach us.
SetVisibility(ESlateVisibility::Visible);
// Bind Confirm. FBindUIActionArgs accepts the row handle directly.
// NOTE: Confirm must be mapped to a KEY (e.g. spacebar / face button), not
// left mouse button. CommonUI routes left-click through its separate Default
// Click Action path, so a click-mapped Confirm never reaches this binding.
// To confirm via trackpad/left-click instead, handle the pointer click
// directly (see NativeOnMouseButtonDown) rather than binding it here.
if (!ConfirmAction.IsNull())
{
FBindUIActionArgs ConfirmArgs(
ConfirmAction,
FSimpleDelegate::CreateUObject(this, &URadialMenuWidget::HandleConfirm));
// Show in the on-screen action bar so the player sees the prompt.
ConfirmArgs.bDisplayInActionBar = true;
ConfirmHandle = RegisterUIActionBinding(ConfirmArgs);
}
if (!BackAction.IsNull())
{
FBindUIActionArgs BackArgs(
BackAction,
FSimpleDelegate::CreateUObject(this, &URadialMenuWidget::HandleBack));
BackArgs.bDisplayInActionBar = true;
BackHandle = RegisterUIActionBinding(BackArgs);
}
// Reinforce: explicitly route focus to this widget for the owning player so
// gamepad/keyboard input reaches the bindings even if the layer didn't.
if (APlayerController* PC = GetOwningPlayer())
{
SetUserFocus(PC);
}
}
void URadialMenuWidget::NativeOnDeactivated()
{
// Clean up bindings so they don't linger if the widget is pooled/reused.
if (ConfirmHandle.IsValid())
{
ConfirmHandle.Unregister();
}
if (BackHandle.IsValid())
{
BackHandle.Unregister();
}
Super::NativeOnDeactivated();
}
UWidget* URadialMenuWidget::NativeGetDesiredFocusTarget() const
{
// A UCanvasPanel is NOT focusable by default, so returning it here would
// silently fail and the bound actions wouldn't receive input. The radial
// menu has no single "default" child to land on (there's no list to
// highlight), so we focus the activatable widget itself, which participates
// in focus correctly. Requires bIsFocusable = true (set in NativeConstruct).
return const_cast<URadialMenuWidget*>(this);
}
FReply URadialMenuWidget::NativeOnMouseButtonDown(const FGeometry& InGeometry,
const FPointerEvent& InMouseEvent)
{
// Left-click anywhere on the menu confirms the currently hovered slice.
// The controller already tracks the hovered index each tick from the cursor
// angle, so the click itself carries no position logic — it just triggers
// the confirm. This bypasses CommonUI's Default Click Action entirely.
if (InMouseEvent.GetEffectingButton() == EKeys::LeftMouseButton)
{
if (OwningController.IsValid())
{
OwningController->CloseAndConfirm();
}
// Handle the event so it doesn't fall through to the click system.
return FReply::Handled();
}
return Super::NativeOnMouseButtonDown(InGeometry, InMouseEvent);
}
FReply URadialMenuWidget::NativeOnAnalogValueChanged(const FGeometry& InGeometry,
const FAnalogInputEvent& InAnalogEvent)
{
// Analog events arrive one axis per event, so we cache the latest value of
// each right-stick axis and recompute direction whenever either changes.
const FKey Key = InAnalogEvent.GetKey();
bool bRightStick = false;
if (Key == EKeys::Gamepad_RightX)
{
RightStickX = InAnalogEvent.GetAnalogValue();
bRightStick = true;
}
else if (Key == EKeys::Gamepad_RightY)
{
RightStickY = InAnalogEvent.GetAnalogValue();
bRightStick = true;
}
if (bRightStick && OwningController.IsValid())
{
// Stick Y is +up already (unlike screen space), so pass it straight
// through. The controller applies its own dead zone.
const float Mag = FVector2D(RightStickX, RightStickY).Size();
OwningController->UpdateHoverFromDirection(RightStickX, RightStickY, Mag);
// Consume so CommonUI's analog cursor doesn't also act on it.
return FReply::Handled();
}
return Super::NativeOnAnalogValueChanged(InGeometry, InAnalogEvent);
}
void URadialMenuWidget::HandleConfirm()
{
// Route to the controller, which owns the state, time dilation, and the
// OnSelectionConfirmed broadcast. The controller also tears down the widget.
if (OwningController.IsValid())
{
OwningController->CloseAndConfirm();
}
}
void URadialMenuWidget::HandleBack()
{
if (OwningController.IsValid())
{
OwningController->CloseAndCancel();
}
}
void URadialMenuWidget::BuildSlices(const TArray<FRadialMenuEntry>& InEntries)
{
if (!SliceCanvas || !SliceWidgetClass)
{
return;
}
SliceCanvas->ClearChildren();
Slices.Reset();
HoveredIndex = -1;
const int32 Count = InEntries.Num();
if (Count == 0)
{
return;
}
const float AngleSize = 360.f / Count;
for (int32 i = 0; i < Count; ++i)
{
URadialSliceWidget* Slice =
CreateWidget<URadialSliceWidget>(GetOwningPlayer(), SliceWidgetClass);
if (!Slice)
{
continue;
}
const float StartAngle = i * AngleSize - AngleSize * 0.5f;
Slice->Setup(SliceMaterial, StartAngle, AngleSize,
InEntries[i].Icon, InEntries[i].bEnabled);
SliceCanvas->AddChild(Slice);
if (UCanvasPanelSlot* CanvasSlot = Cast<UCanvasPanelSlot>(Slice->Slot))
{
CanvasSlot->SetAnchors(FAnchors(0.5f, 0.5f));
CanvasSlot->SetAlignment(FVector2D(0.5f, 0.5f));
CanvasSlot->SetPosition(FVector2D::ZeroVector);
CanvasSlot->SetSize(FVector2D(MenuDiameter, MenuDiameter));
}
Slices.Add(Slice);
}
}
void URadialMenuWidget::SetHoveredSegment(int32 Index)
{
HoveredIndex = Index;
}
void URadialMenuWidget::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
{
Super::NativeTick(MyGeometry, InDeltaTime);
const float RealDelta = FApp::GetDeltaTime(); // undilated
for (int32 i = 0; i < Slices.Num(); ++i)
{
if (Slices[i])
{
Slices[i]->UpdateHighlight(i == HoveredIndex, RealDelta);
}
}
}