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JavascriptGameViewport.cpp
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491 lines (386 loc) · 12.9 KB
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#include "JavascriptGameViewport.h"
#include "Slate/SceneViewport.h"
#include "Framework/Application/SlateApplication.h"
#include "EngineUtils.h"
#include "EngineModule.h"
#include "SceneView.h"
#include "CanvasTypes.h"
#include "Widgets/SViewport.h"
#include "Runtime/Launch/Resources/Version.h"
#define LOCTEXT_NAMESPACE "UMG"
namespace FocusConstants
{
const float TransitionTime = 0.25f;
}
FJavascriptUMGViewportCameraTransform::FJavascriptUMGViewportCameraTransform()
: TransitionStartTime(0)
, ViewLocation(FVector::ZeroVector)
, ViewRotation(FRotator::ZeroRotator)
, DesiredLocation(FVector::ZeroVector)
, LookAt(FVector::ZeroVector)
, StartLocation(FVector::ZeroVector)
, OrthoZoom(DEFAULT_ORTHOZOOM)
{}
void FJavascriptUMGViewportCameraTransform::SetLocation(const FVector& Position)
{
ViewLocation = Position;
DesiredLocation = ViewLocation;
}
void FJavascriptUMGViewportCameraTransform::TransitionToLocation(const FVector& InDesiredLocation, bool bInstant)
{
if (bInstant)
{
SetLocation(InDesiredLocation);
TransitionStartTime = FSlateApplication::Get().GetCurrentTime() - FocusConstants::TransitionTime;
}
else
{
DesiredLocation = InDesiredLocation;
StartLocation = ViewLocation;
TransitionStartTime = FSlateApplication::Get().GetCurrentTime();
}
}
bool FJavascriptUMGViewportCameraTransform::UpdateTransition()
{
bool bIsAnimating = false;
double TransitionProgress = FMath::Clamp((FSlateApplication::Get().GetCurrentTime() - TransitionStartTime) / FocusConstants::TransitionTime, 0.0, 1.0);
if (TransitionProgress < 1.0 || ViewLocation != DesiredLocation)
{
const float Offset = (float)TransitionProgress - 1.0f;
float LerpWeight = Offset * Offset * Offset + 1.0f;
if (LerpWeight == 1.0f)
{
// Failsafe for the value not being exact on lerps
ViewLocation = DesiredLocation;
}
else
{
ViewLocation = FMath::Lerp(StartLocation, DesiredLocation, LerpWeight);
}
bIsAnimating = true;
}
return bIsAnimating;
}
FMatrix FJavascriptUMGViewportCameraTransform::ComputeOrbitMatrix() const
{
FTransform Transform =
FTransform(-LookAt) *
FTransform(FRotator(0, ViewRotation.Yaw, 0)) *
FTransform(FRotator(0, 0, ViewRotation.Pitch)) *
FTransform(FVector(0, (ViewLocation - LookAt).Size(), 0));
return Transform.ToMatrixNoScale() * FInverseRotationMatrix(FRotator(0, 90.f, 0));
}
FJavascriptUMGViewportClient::FJavascriptUMGViewportClient(FJavascriptInGameScene* InGameScene)
: GameScene(InGameScene)
, Viewport(nullptr)
, EngineShowFlags(ESFIM_Game)
{
ViewState.Allocate(GMaxRHIFeatureLevel);
BackgroundColor = FColor(55, 55, 55);
}
FJavascriptUMGViewportClient::~FJavascriptUMGViewportClient()
{
ViewState.Destroy();
}
void FJavascriptUMGViewportClient::Tick(float InDeltaTime)
{
if (!GIntraFrameDebuggingGameThread)
{
// Begin Play
if (!GameScene->GetWorld()->bBegunPlay)
{
for (FActorIterator It(GameScene->GetWorld()); It; ++It)
{
#if (ENGINE_MAJOR_VERSION == 4 && ENGINE_MINOR_VERSION > 14) || ENGINE_MAJOR_VERSION > 4
It->DispatchBeginPlay();
#else
if (It->HasActorBegunPlay() == false)
{
It->BeginPlay();
}
#endif
}
GameScene->GetWorld()->bBegunPlay = true;
}
// Tick
GameScene->GetWorld()->Tick(LEVELTICK_All, InDeltaTime);
}
}
void FJavascriptUMGViewportClient::Draw(FViewport* InViewport, FCanvas* Canvas)
{
FViewport* ViewportBackup = Viewport;
Viewport = InViewport ? InViewport : Viewport;
// Determine whether we should use world time or real time based on the scene.
float TimeSeconds;
float RealTimeSeconds;
float DeltaTimeSeconds;
const bool bIsRealTime = true;
UWorld* World = GWorld;
if ((GetScene() != World->Scene) || (bIsRealTime == true))
{
// Use time relative to start time to avoid issues with float vs double
TimeSeconds = FApp::GetCurrentTime() - GStartTime;
RealTimeSeconds = FApp::GetCurrentTime() - GStartTime;
DeltaTimeSeconds = FApp::GetDeltaTime();
}
else
{
TimeSeconds = World->GetTimeSeconds();
RealTimeSeconds = World->GetRealTimeSeconds();
DeltaTimeSeconds = World->GetDeltaSeconds();
}
// Setup a FSceneViewFamily/FSceneView for the viewport.
FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(
Canvas->GetRenderTarget(),
GetScene(),
EngineShowFlags)
.SetTime(FGameTime::CreateDilated(RealTimeSeconds, DeltaTimeSeconds, TimeSeconds, DeltaTimeSeconds))
.SetRealtimeUpdate(bIsRealTime));
ViewFamily.EngineShowFlags = EngineShowFlags;
//UpdateLightingShowFlags(ViewFamily.EngineShowFlags);
//ViewFamily.ExposureSettings = ExposureSettings;
//ViewFamily.LandscapeLODOverride = LandscapeLODOverride;
FSceneView* View = CalcSceneView(&ViewFamily);
//SetupViewForRendering(ViewFamily, *View);
FSlateRect SafeFrame;
View->CameraConstrainedViewRect = View->UnscaledViewRect;
//if ( CalculateEditorConstrainedViewRect(SafeFrame, Viewport) )
//{
// View->CameraConstrainedViewRect = FIntRect(SafeFrame.Left, SafeFrame.Top, SafeFrame.Right, SafeFrame.Bottom);
//}
if (IsAspectRatioConstrained())
{
// Clear the background to black if the aspect ratio is constrained, as the scene view won't write to all pixels.
Canvas->Clear(FLinearColor::Black);
}
Canvas->Clear(BackgroundColor);
// workaround for hacky renderer code that uses GFrameNumber to decide whether to resize render targets
--GFrameNumber;
GetRendererModule().BeginRenderingViewFamily(Canvas, &ViewFamily);
Viewport = ViewportBackup;
}
FSceneInterface* FJavascriptUMGViewportClient::GetScene() const
{
UWorld* World = GetWorld();
if (World)
{
return World->Scene;
}
return nullptr;
}
UWorld* FJavascriptUMGViewportClient::GetWorld() const
{
UWorld* OutWorldPtr = nullptr;
// If we have a valid scene get its world
if (GameScene)
{
OutWorldPtr = GameScene->GetWorld();
}
if (OutWorldPtr == nullptr)
{
OutWorldPtr = GWorld;
}
return OutWorldPtr;
}
bool FJavascriptUMGViewportClient::IsAspectRatioConstrained() const
{
return ViewInfo.bConstrainAspectRatio;
}
void FJavascriptUMGViewportClient::SetBackgroundColor(FLinearColor InBackgroundColor)
{
BackgroundColor = InBackgroundColor;
}
FLinearColor FJavascriptUMGViewportClient::GetBackgroundColor() const
{
return BackgroundColor;
}
float FJavascriptUMGViewportClient::GetOrthoUnitsPerPixel(const FViewport* InViewport) const
{
const float SizeX = InViewport->GetSizeXY().X;
// 15.0f was coming from the CAMERA_ZOOM_DIV marco, seems it was chosen arbitrarily
return (GetOrthoZoom() / (SizeX * 15.f))/* * ComputeOrthoZoomFactor(SizeX)*/;
}
FSceneView* FJavascriptUMGViewportClient::CalcSceneView(FSceneViewFamily* ViewFamily)
{
FSceneViewInitOptions ViewInitOptions;
const FVector& ViewLocation = GetViewLocation();
const FRotator& ViewRotation = GetViewRotation();
const FIntPoint ViewportSizeXY = Viewport->GetSizeXY();
FIntRect ViewRect = FIntRect(0, 0, ViewportSizeXY.X, ViewportSizeXY.Y);
ViewInitOptions.SetViewRectangle(ViewRect);
ViewInitOptions.ViewOrigin = ViewLocation;
ViewInitOptions.ViewRotationMatrix = FInverseRotationMatrix(ViewRotation);
ViewInitOptions.ViewRotationMatrix = ViewInitOptions.ViewRotationMatrix * FMatrix(
FPlane(0, 0, 1, 0),
FPlane(1, 0, 0, 0),
FPlane(0, 1, 0, 0),
FPlane(0, 0, 0, 1));
//@TODO: Should probably be locally configurable (or just made into a FMinimalViewInfo property)
const EAspectRatioAxisConstraint AspectRatioAxisConstraint = GetDefault<ULocalPlayer>()->AspectRatioAxisConstraint;
FMinimalViewInfo::CalculateProjectionMatrixGivenView(ViewInfo, AspectRatioAxisConstraint, Viewport, /*inout*/ ViewInitOptions);
ViewInitOptions.ViewFamily = ViewFamily;
ViewInitOptions.SceneViewStateInterface = ViewState.GetReference();
ViewInitOptions.ViewElementDrawer = this;
ViewInitOptions.BackgroundColor = GetBackgroundColor();
//ViewInitOptions.EditorViewBitflag = 0, // send the bit for this view - each actor will check it's visibility bits against this
// for ortho views to steal perspective view origin
//ViewInitOptions.OverrideLODViewOrigin = FVector::ZeroVector;
//ViewInitOptions.bUseFauxOrthoViewPos = true;
//ViewInitOptions.CursorPos = CurrentMousePos;
FSceneView* View = new FSceneView(ViewInitOptions);
ViewFamily->Views.Add(View);
View->StartFinalPostprocessSettings(ViewLocation);
//OverridePostProcessSettings(*View);
View->EndFinalPostprocessSettings(ViewInitOptions);
return View;
}
/////////////////////////////////////////////////////
// SAutoRefreshViewport
class SJavascriptAutoRefreshViewport : public SViewport
{
SLATE_BEGIN_ARGS(SJavascriptAutoRefreshViewport)
{}
SLATE_ATTRIBUTE(FVector2D, ViewportSize);
SLATE_END_ARGS()
void Construct(const FArguments& InArgs)
{
SViewport::FArguments ParentArgs;
ParentArgs.IgnoreTextureAlpha(false);
ParentArgs.ShowEffectWhenDisabled(false);
ParentArgs.EnableBlending(false);
ParentArgs.EnableGammaCorrection(false);
ParentArgs.ViewportSize(InArgs._ViewportSize);
// ParentArgs.RenderDirectlyToWindow(true);
SViewport::Construct(ParentArgs);
FJavascriptInGameScene::ConstructionValues CVS;
CVS.ShouldSimulatePhysics(true);
GameScene = MakeShareable(new FJavascriptInGameScene(CVS));
ViewportClient = MakeShareable(new FJavascriptUMGViewportClient(GameScene.Get()));
Viewport = MakeShareable(new FSceneViewport(ViewportClient.Get(), SharedThis(this)));
// The viewport widget needs an interface so it knows what should render
SetViewportInterface(Viewport.ToSharedRef());
}
virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override
{
Viewport->Invalidate();
//Viewport->InvalidateDisplay();
Viewport->Tick(AllottedGeometry, InCurrentTime, InDeltaTime);
ViewportClient->Tick(InDeltaTime);
}
public:
TSharedPtr<FJavascriptUMGViewportClient> ViewportClient;
TSharedPtr<FSceneViewport> Viewport;
TSharedPtr<FJavascriptInGameScene> GameScene;
};
/////////////////////////////////////////////////////
// UJavascriptGameViewport
UJavascriptGameViewport::UJavascriptGameViewport(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, ShowFlags(ESFIM_Game)
{
bIsVariable = true;
BackgroundColor = FLinearColor::Black;
ShowFlags.DisableAdvancedFeatures();
//ParentArgs.IgnoreTextureAlpha(false);
//ParentArgs.EnableBlending(true);
////ParentArgs.RenderDirectlyToWindow(true);
}
void UJavascriptGameViewport::ReleaseSlateResources(bool bReleaseChildren)
{
Super::ReleaseSlateResources(bReleaseChildren);
MyViewportWidget.Reset();
}
TSharedRef<SWidget> UJavascriptGameViewport::RebuildWidget()
{
auto ViewportWidget = SNew(SJavascriptAutoRefreshViewport);
if (GetChildrenCount() > 0)
{
ViewportWidget->SetContent(GetContentSlot()->Content ? GetContentSlot()->Content->TakeWidget() : SNullWidget::NullWidget);
}
MyViewportWidget = ViewportWidget;
return ViewportWidget;
}
void UJavascriptGameViewport::SynchronizeProperties()
{
Super::SynchronizeProperties();
if (MyViewportWidget.IsValid())
{
MyViewportWidget->ViewportClient->SetBackgroundColor(BackgroundColor);
MyViewportWidget->ViewportClient->SetEngineShowFlags(ShowFlags);
}
}
void UJavascriptGameViewport::OnSlotAdded(UPanelSlot* InSlot)
{
// Add the child to the live canvas if it already exists
if (MyViewportWidget.IsValid())
{
MyViewportWidget->SetContent(InSlot->Content ? InSlot->Content->TakeWidget() : SNullWidget::NullWidget);
}
}
void UJavascriptGameViewport::OnSlotRemoved(UPanelSlot* InSlot)
{
// Remove the widget from the live slot if it exists.
if (MyViewportWidget.IsValid())
{
MyViewportWidget->SetContent(SNullWidget::NullWidget);
}
}
UWorld* UJavascriptGameViewport::GetViewportWorld() const
{
if (MyViewportWidget.IsValid())
{
return MyViewportWidget->GameScene->GetWorld();
}
return nullptr;
}
FVector UJavascriptGameViewport::GetViewLocation() const
{
if (MyViewportWidget.IsValid())
{
return MyViewportWidget->ViewportClient->GetViewLocation();
}
return FVector();
}
void UJavascriptGameViewport::SetViewLocation(FVector Vector)
{
if (MyViewportWidget.IsValid())
{
MyViewportWidget->ViewportClient->SetViewLocation(Vector);
}
}
FRotator UJavascriptGameViewport::GetViewRotation() const
{
if (MyViewportWidget.IsValid())
{
return MyViewportWidget->ViewportClient->GetViewRotation();
}
return FRotator();
}
void UJavascriptGameViewport::SetViewRotation(FRotator Rotator)
{
if (MyViewportWidget.IsValid())
{
MyViewportWidget->ViewportClient->SetViewRotation(Rotator);
}
}
AActor* UJavascriptGameViewport::Spawn(TSubclassOf<AActor> ActorClass)
{
if (MyViewportWidget.IsValid())
{
UWorld* World = GetViewportWorld();
FActorSpawnParameters SpawnParameters;
SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
return World->SpawnActor<AActor>(ActorClass, FVector(0, 0, 0), FRotator(), SpawnParameters);
}
// TODO UMG Report spawning actor error before the world is ready.
return nullptr;
}
#if WITH_EDITOR
const FText UJavascriptGameViewport::GetPaletteCategory()
{
return LOCTEXT("Primitive", "Primitive");
}
#endif
/////////////////////////////////////////////////////
#undef LOCTEXT_NAMESPACE