Clavier : LPKeyboardSubsystem (bouton et panneau Clavier, touches dans Saved/Config/Windows/LPKeyboard.ini)

Phase Clavier (CHG-156, 164, 165).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
edujiro5972 2026-10-07 15:49:09 +02:00
parent 5e901bef31
commit 91259316a6
2 changed files with 1026 additions and 0 deletions

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@ -0,0 +1,958 @@
// Menu Clavier. Voir LPKeyboardSubsystem.h.
#include "LPKeyboardSubsystem.h"
#include "Components/Button.h"
#include "Components/ScrollBox.h"
#include "Components/ScrollBoxSlot.h"
#include "Components/TextBlock.h"
#include "Engine/GameInstance.h"
#include "Engine/GameViewportClient.h"
#include "Engine/World.h"
#include "Framework/Application/IInputProcessor.h"
#include "Framework/Application/SlateApplication.h"
#include "GameFramework/InputSettings.h"
#include "GameFramework/PlayerController.h"
#include "GameFramework/PlayerInput.h"
#include "HAL/FileManager.h"
#include "LifePlay.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Styling/CoreStyle.h"
#include "Widgets/Input/SButton.h"
#include "Widgets/Layout/SBorder.h"
#include "Widgets/Layout/SBox.h"
#include "Widgets/Layout/SScrollBox.h"
#include "Widgets/SBoxPanel.h"
#include "Widgets/Text/STextBlock.h"
namespace
{
const FName ButtonName(TEXT("LPKeyboardRow"));
const TCHAR* InputSection = TEXT("/Script/Engine.InputSettings");
FString KeyboardIniPath()
{
return FPaths::Combine(FPaths::ProjectSavedDir(), TEXT("Config/Windows/LPKeyboard.ini"));
}
FString ExportAction(const FInputActionKeyMapping& Map)
{
FString Text;
FInputActionKeyMapping::StaticStruct()->ExportText(Text, &Map, nullptr, nullptr, PPF_None, nullptr);
return Text;
}
FString ExportAxis(const FInputAxisKeyMapping& Map)
{
FString Text;
FInputAxisKeyMapping::StaticStruct()->ExportText(Text, &Map, nullptr, nullptr, PPF_None, nullptr);
return Text;
}
struct FBindRow
{
FName Name;
FString Label;
bool bAxis = false;
float Scale = 0.f;
FKey Key;
bool bShift = false;
bool bCtrl = false;
bool bAlt = false;
bool bCmd = false;
};
struct FLiveKeyboard
{
TWeakObjectPtr<ULPKeyboardSubsystem> Owner;
TSharedPtr<class SLPKeyboardMenu> Menu;
TSharedPtr<IInputProcessor> Processor;
bool bEmbedded = false;
};
bool IsRemappable(const FKey& Key)
{
return Key.IsValid() && !Key.IsAnalog() && !Key.IsAxis1D() && !Key.IsGamepadKey();
}
FString ActionLabel(FName Name)
{
static const TCHAR* Known[][2] = {
{TEXT("Pause"), TEXT("Pause")},
{TEXT("Journal"), TEXT("Journal")},
{TEXT("Inventory"), TEXT("Inventory")},
{TEXT("MainMenu"), TEXT("Main Menu")},
{TEXT("CharacterMenu"), TEXT("Character Menu")},
{TEXT("ModuleMenu"), TEXT("Modules")},
{TEXT("CityMenu"), TEXT("City")},
{TEXT("StatMenu"), TEXT("Statistics")},
{TEXT("ContactsMenu"), TEXT("Contacts")},
{TEXT("RotateCamera"), TEXT("Rotate Camera")},
{TEXT("ManualAnimating"), TEXT("Manual Animation")},
{TEXT("SpeedUp"), TEXT("Speed Up")},
{TEXT("SpeedDown"), TEXT("Slow Down")},
{TEXT("SwapRoles"), TEXT("Swap Roles")},
{TEXT("SwitchCamera"), TEXT("Switch Camera")},
{TEXT("NextBuilding"), TEXT("Next Building")},
{TEXT("PreviousBuilding"), TEXT("Previous Building")},
{TEXT("TestScenes"), TEXT("Test Scenes")},
{TEXT("Recommended"), TEXT("Recommended")},
{TEXT("QuickSave"), TEXT("Quick Save")},
{TEXT("Quickload"), TEXT("Quick Load")},
{TEXT("SearchBarToggle"), TEXT("Search")},
{TEXT("Interact"), TEXT("Interact")},
};
const FString Raw = Name.ToString();
for (int32 Index = 0; Index < UE_ARRAY_COUNT(Known); ++Index)
{
if (Raw == Known[Index][0])
{
return Known[Index][1];
}
}
if (Raw.StartsWith(TEXT("Favorite")))
{
return TEXT("Favorite ") + Raw.RightChop(8);
}
return Raw;
}
FString AxisLabel(FName Name, float Scale)
{
const bool bPositive = Scale >= 0.f;
if (Name == TEXT("LeftRight"))
{
return bPositive ? TEXT("Right") : TEXT("Left");
}
if (Name == TEXT("DownUp"))
{
return bPositive ? TEXT("Forward") : TEXT("Back");
}
if (Name == TEXT("MoveForward"))
{
return bPositive ? TEXT("Walk Forward") : TEXT("Walk Back");
}
if (Name == TEXT("MoveRight"))
{
return bPositive ? TEXT("Walk Right") : TEXT("Walk Left");
}
if (Name == TEXT("PenisRotation"))
{
return bPositive ? TEXT("Rotation +") : TEXT("Rotation −");
}
return Name.ToString() + (bPositive ? TEXT(" +") : TEXT(" −"));
}
struct FBindGroup
{
int32 Order = 9;
const TCHAR* Title = TEXT("Other");
};
FBindGroup GroupFor(FName Name)
{
const FString Raw = Name.ToString();
if (Raw.StartsWith(TEXT("Favorite")))
{
return {4, TEXT("Favorites")};
}
if (Name == TEXT("MoveForward") || Name == TEXT("MoveRight"))
{
return {0, TEXT("Movement")};
}
if (Name == TEXT("LeftRight") || Name == TEXT("DownUp") || Name == TEXT("ScrollDownUp")
|| Name == TEXT("RotateCamera") || Name == TEXT("SwitchCamera"))
{
return {1, TEXT("Camera")};
}
if (Name == TEXT("Interact") || Name == TEXT("SwapRoles"))
{
return {2, TEXT("Interaction")};
}
if (Name == TEXT("Pause") || Name == TEXT("Journal") || Name == TEXT("Inventory")
|| Name == TEXT("MainMenu") || Name == TEXT("CharacterMenu") || Name == TEXT("ModuleMenu")
|| Name == TEXT("CityMenu") || Name == TEXT("StatMenu") || Name == TEXT("ContactsMenu")
|| Name == TEXT("SearchBarToggle"))
{
return {3, TEXT("Menus")};
}
if (Name == TEXT("SpeedUp") || Name == TEXT("SpeedDown"))
{
return {5, TEXT("Time")};
}
if (Name == TEXT("NextBuilding") || Name == TEXT("PreviousBuilding"))
{
return {6, TEXT("World")};
}
if (Name == TEXT("QuickSave") || Name == TEXT("Quickload"))
{
return {7, TEXT("Save")};
}
if (Name == TEXT("ManualAnimating") || Name == TEXT("PenisRotation") || Name == TEXT("TestScenes") || Name == TEXT("Recommended"))
{
return {8, TEXT("Scene")};
}
return {};
}
FString ChordText(const FKey& Key, bool bShift, bool bCtrl, bool bAlt)
{
FString Text;
if (bCtrl)
{
Text += TEXT("Ctrl+");
}
if (bShift)
{
Text += TEXT("Shift+");
}
if (bAlt)
{
Text += TEXT("Alt+");
}
Text += Key.GetDisplayName().ToString();
return Text;
}
TSharedRef<STextBlock> MakeText(const FString& Value, int32 Size, const FLinearColor& Color)
{
FSlateFontInfo Font = FCoreStyle::GetDefaultFontStyle("Regular", Size);
Font.OutlineSettings.OutlineSize = 2;
Font.OutlineSettings.bApplyOutlineToDropShadows = true;
Font.OutlineSettings.OutlineColor = FLinearColor(0.f, 0.f, 0.f, 0.8f);
return SNew(STextBlock)
.Text(FText::FromString(Value))
.Font(Font)
.ColorAndOpacity(FSlateColor(Color));
}
class SLPKeyboardMenu : public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS(SLPKeyboardMenu) {}
SLATE_ARGUMENT(bool, bEmbedded)
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, ULPKeyboardSubsystem* InOwner)
{
Owner = InOwner;
bEmbedded = InArgs._bEmbedded;
ChildSlot
[
SNew(SBox)
.HAlign(bEmbedded ? HAlign_Fill : HAlign_Center)
.VAlign(bEmbedded ? VAlign_Fill : VAlign_Center)
[
SNew(SBorder)
.BorderImage(bEmbedded ? FCoreStyle::Get().GetBrush("NoBrush") : FCoreStyle::Get().GetBrush("ToolPanel.GroupBorder"))
.Padding(bEmbedded ? 0.f : 16.f)
[
SNew(SBox)
.WidthOverride(bEmbedded ? FOptionalSize() : FOptionalSize(560.f))
.HeightOverride(bEmbedded ? FOptionalSize() : FOptionalSize(640.f))
[
SNew(SVerticalBox)
+ SVerticalBox::Slot().AutoHeight().Padding(0.f, 0.f, 0.f, 8.f)
[
SNew(STextBlock)
.Text(FText::FromString(TEXT("Change a key, add one, or remove one. Escape cancels the capture. Saved for this version of the game.")))
.AutoWrapText(true)
.Font(MakeText(TEXT(""), 16, FLinearColor::White)->GetFont())
.ColorAndOpacity(FSlateColor(FLinearColor(1.f, 1.f, 1.f, 0.95f)))
]
+ SVerticalBox::Slot().FillHeight(1.f)
[
SNew(SScrollBox)
+ SScrollBox::Slot()
[
SAssignNew(Rows, SVerticalBox)
]
]
+ SVerticalBox::Slot().AutoHeight().Padding(0.f, 8.f, 0.f, 8.f)
[
SAssignNew(StatusBlock, STextBlock)
.Font(MakeText(TEXT(""), 16, FLinearColor::White)->GetFont())
.ColorAndOpacity(FSlateColor(FLinearColor(0.95f, 0.85f, 0.4f)))
]
+ SVerticalBox::Slot().AutoHeight()
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot().FillWidth(1.f).Padding(0.f, 0.f, 8.f, 0.f)
[
SNew(SButton)
.OnClicked(this, &SLPKeyboardMenu::OnReset)
[
MakeText(TEXT("Reset"), 20, FLinearColor::White)
]
]
+ SHorizontalBox::Slot().FillWidth(1.f)
[
SNew(SButton)
.Visibility(bEmbedded ? EVisibility::Collapsed : EVisibility::Visible)
.OnClicked(this, &SLPKeyboardMenu::OnClose)
[
MakeText(TEXT("Close"), 20, FLinearColor::White)
]
]
]
]
]
]
];
Rebuild();
}
void Rebuild()
{
if (!Rows.IsValid())
{
return;
}
Rows->ClearChildren();
ULPKeyboardSubsystem* Sub = Owner.Get();
const UInputSettings* Settings = UInputSettings::GetInputSettings();
if (!Sub || !Settings)
{
return;
}
TArray<FBindRow> Binds;
for (const FInputActionKeyMapping& Map : Settings->GetActionMappings())
{
if (!IsRemappable(Map.Key))
{
continue;
}
FBindRow Row;
Row.Name = Map.ActionName;
Row.Label = ActionLabel(Map.ActionName);
Row.Key = Map.Key;
Row.bShift = Map.bShift;
Row.bCtrl = Map.bCtrl;
Row.bAlt = Map.bAlt;
Row.bCmd = Map.bCmd;
Binds.Add(Row);
}
for (const FInputAxisKeyMapping& Map : Settings->GetAxisMappings())
{
if (!IsRemappable(Map.Key))
{
continue;
}
FBindRow Row;
Row.Name = Map.AxisName;
Row.Label = AxisLabel(Map.AxisName, Map.Scale);
Row.bAxis = true;
Row.Scale = Map.Scale;
Row.Key = Map.Key;
Binds.Add(Row);
}
Binds.Sort([](const FBindRow& A, const FBindRow& B)
{
const int32 GroupA = GroupFor(A.Name).Order;
const int32 GroupB = GroupFor(B.Name).Order;
if (GroupA != GroupB)
{
return GroupA < GroupB;
}
if (A.Label != B.Label)
{
return A.Label < B.Label;
}
return A.Key.GetDisplayName().ToString() < B.Key.GetDisplayName().ToString();
});
int32 PreviousGroup = INDEX_NONE;
FString Previous;
for (const FBindRow& Row : Binds)
{
const FBindGroup Section = GroupFor(Row.Name);
if (Section.Order != PreviousGroup)
{
PreviousGroup = Section.Order;
Previous.Reset();
Rows->AddSlot().AutoHeight().Padding(0.f, 12.f, 0.f, 4.f)
[
MakeText(Section.Title, 20, FLinearColor(1.f, 0.92f, 0.45f))
];
}
if (Row.Label != Previous)
{
Previous = Row.Label;
const FBindRow Group = Row;
Rows->AddSlot().AutoHeight().Padding(0.f, 10.f, 0.f, 2.f)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot().FillWidth(1.f).VAlign(VAlign_Center)
[
MakeText(Row.Label, 20, FLinearColor(1.f, 1.f, 1.f, 0.95f))
]
+ SHorizontalBox::Slot().AutoWidth()
[
SNew(SButton)
.OnClicked_Lambda([this, Group]()
{
if (ULPKeyboardSubsystem* Sub = Owner.Get())
{
Sub->BeginWait(Group.Name, Group.bAxis, Group.Scale, EKeys::Invalid, false, false, false, false, true);
Sub->RefreshMenu();
}
return FReply::Handled();
})
[
MakeText(TEXT("Add"), 16, FLinearColor::White)
]
]
];
}
const FBindRow Current = Row;
Rows->AddSlot().AutoHeight().Padding(12.f, 2.f, 0.f, 2.f)
[
SNew(SHorizontalBox)
+ SHorizontalBox::Slot().FillWidth(1.f).VAlign(VAlign_Center)
[
MakeText(ChordText(Current.Key, Current.bShift, Current.bCtrl, Current.bAlt), 16, FLinearColor(0.85f, 0.9f, 1.f))
]
+ SHorizontalBox::Slot().AutoWidth().Padding(4.f, 0.f)
[
SNew(SButton)
.OnClicked_Lambda([this, Current]()
{
if (ULPKeyboardSubsystem* Sub = Owner.Get())
{
Sub->BeginWait(Current.Name, Current.bAxis, Current.Scale, Current.Key, Current.bShift, Current.bCtrl, Current.bAlt, Current.bCmd, false);
Sub->RefreshMenu();
}
return FReply::Handled();
})
[
MakeText(TEXT("Change"), 16, FLinearColor::White)
]
]
+ SHorizontalBox::Slot().AutoWidth()
[
SNew(SButton)
.OnClicked_Lambda([this, Current]()
{
if (ULPKeyboardSubsystem* Sub = Owner.Get())
{
Sub->RemoveBinding(Current.Name, Current.bAxis, Current.Scale, Current.Key, Current.bShift, Current.bCtrl, Current.bAlt, Current.bCmd);
}
return FReply::Handled();
})
[
MakeText(TEXT("Remove"), 16, FLinearColor::White)
]
]
];
}
if (StatusBlock.IsValid() && Sub)
{
StatusBlock->SetText(FText::FromString(Sub->GetStatus()));
}
}
private:
FReply OnReset()
{
if (ULPKeyboardSubsystem* Sub = Owner.Get())
{
Sub->ResetToDefault();
}
return FReply::Handled();
}
FReply OnClose()
{
if (ULPKeyboardSubsystem* Sub = Owner.Get())
{
Sub->CloseKeyboardMenu();
}
return FReply::Handled();
}
TWeakObjectPtr<ULPKeyboardSubsystem> Owner;
TSharedPtr<SVerticalBox> Rows;
TSharedPtr<STextBlock> StatusBlock;
bool bEmbedded = false;
};
FLiveKeyboard& Live()
{
static FLiveKeyboard State;
return State;
}
class FKeyboardProcessor : public IInputProcessor
{
public:
virtual void Tick(const float, FSlateApplication&, TSharedRef<ICursor>) override {}
virtual bool HandleKeyDownEvent(FSlateApplication&, const FKeyEvent& Event) override
{
ULPKeyboardSubsystem* Sub = Live().Owner.Get();
if (!Sub || !Live().Menu.IsValid())
{
return false;
}
const FKey Key = Event.GetKey();
if (Sub->IsWaiting())
{
if (Key == EKeys::Escape)
{
Sub->CancelWait();
}
else if (!Key.IsModifierKey())
{
Sub->CommitKey(Key, Event.IsShiftDown(), Event.IsControlDown(), Event.IsAltDown(), Event.IsCommandDown());
}
return true;
}
if (Live().bEmbedded)
{
return false;
}
if (Key == EKeys::Escape)
{
Sub->CloseKeyboardMenu();
return true;
}
return true;
}
};
}
bool ULPKeyboardSubsystem::IsMenuOpen() const
{
return Live().Menu.IsValid() && Live().Owner.Get() == this;
}
void ULPKeyboardSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
if (!LoadSaved())
{
SaveSaved();
}
TickHandle = FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateUObject(this, &ULPKeyboardSubsystem::Tick), 0.5f);
}
void ULPKeyboardSubsystem::Deinitialize()
{
if (Live().Owner.Get() == this)
{
CloseKeyboardMenu();
}
FTSTicker::GetCoreTicker().RemoveTicker(TickHandle);
Super::Deinitialize();
}
bool ULPKeyboardSubsystem::Tick(float DeltaTime)
{
(void)DeltaTime;
UGameInstance* GI = GetGameInstance();
bool bFound = false;
for (TObjectIterator<UScrollBox> It; It; ++It)
{
UScrollBox* Scroll = *It;
if (!Scroll || Scroll->GetFName() != TEXT("SettingsScrollBox") || Scroll->HasAnyFlags(RF_ClassDefaultObject | RF_ArchetypeObject))
{
continue;
}
const UUserWidget* Owner = Scroll->GetTypedOuter<UUserWidget>();
if (!Owner || Owner->HasAnyFlags(RF_ClassDefaultObject) || Owner->GetGameInstance() != GI)
{
continue;
}
bFound = true;
}
if (!bFound && !bLoggedMissing)
{
bLoggedMissing = true;
UE_LOG(LogLifePlay, Display, TEXT("Clavier : liste des reglages pas encore ouverte"));
}
return true;
}
void ULPKeyboardSubsystem::AttachButton(UScrollBox* Scroll)
{
for (int32 Index = 0; Index < Scroll->GetChildrenCount(); ++Index)
{
if (Scroll->GetChildAt(Index) && Scroll->GetChildAt(Index)->GetFName() == ButtonName)
{
return;
}
}
UButton* Button = NewObject<UButton>(Scroll, ButtonName);
UTextBlock* Label = NewObject<UTextBlock>(Button, TEXT("LPKeyboardLabel"));
Label->SetText(FText::FromString(TEXT("Keyboard")));
Label->SetColorAndOpacity(FSlateColor(FLinearColor::White));
FSlateFontInfo Font = FCoreStyle::GetDefaultFontStyle("Regular", 16);
Label->SetFont(Font);
Button->SetContent(Label);
if (UScrollBoxSlot* Slot = Cast<UScrollBoxSlot>(Scroll->AddChild(Button)))
{
Slot->SetPadding(FMargin(0.f, 12.f, 0.f, 4.f));
Slot->SetHorizontalAlignment(HAlign_Fill);
}
Button->OnClicked.AddDynamic(this, &ULPKeyboardSubsystem::OpenKeyboardMenu);
UE_LOG(LogLifePlay, Display, TEXT("Clavier : bouton ajoute dans les reglages"));
}
TSharedRef<SWidget> ULPKeyboardSubsystem::TakeEmbeddedPage()
{
if (Live().Menu.IsValid() && Live().Owner.Get() == this)
{
return Live().Menu.ToSharedRef();
}
Status = TEXT("Choose Change or Add, then press a key.");
bWaiting = false;
Live().bEmbedded = true;
TSharedRef<SLPKeyboardMenu> Panel = SNew(SLPKeyboardMenu, this).bEmbedded(true);
Live().Owner = this;
Live().Menu = Panel;
if (!Live().Processor.IsValid())
{
Live().Processor = MakeShared<FKeyboardProcessor>();
FSlateApplication::Get().RegisterInputPreProcessor(Live().Processor.ToSharedRef(), 0);
}
return Panel;
}
void ULPKeyboardSubsystem::OpenKeyboardMenu()
{
if (Live().Menu.IsValid() || !FSlateApplication::IsInitialized() || !GEngine || !GEngine->GameViewport)
{
return;
}
Status = TEXT("Choose Change or Add, then press a key.");
bWaiting = false;
Live().bEmbedded = false;
TSharedRef<SLPKeyboardMenu> Panel = SNew(SLPKeyboardMenu, this).bEmbedded(false);
Live().Owner = this;
Live().Menu = Panel;
Live().Processor = MakeShared<FKeyboardProcessor>();
GEngine->GameViewport->AddViewportWidgetContent(Panel, 200);
FSlateApplication::Get().RegisterInputPreProcessor(Live().Processor.ToSharedRef(), 0);
}
void ULPKeyboardSubsystem::CloseKeyboardMenu()
{
if (Live().Owner.Get() != this && Live().Owner.IsValid())
{
return;
}
bWaiting = false;
if (Live().Processor.IsValid() && FSlateApplication::IsInitialized())
{
FSlateApplication::Get().UnregisterInputPreProcessor(Live().Processor.ToSharedRef());
}
if (Live().Menu.IsValid() && GEngine && GEngine->GameViewport)
{
GEngine->GameViewport->RemoveViewportWidgetContent(Live().Menu.ToSharedRef());
}
Live().Menu.Reset();
Live().Processor.Reset();
Live().Owner.Reset();
Live().bEmbedded = false;
}
void ULPKeyboardSubsystem::BeginWait(FName Name, bool bAxis, float Scale, FKey OldKey, bool bShift, bool bCtrl, bool bAlt, bool bCmd, bool bAdd)
{
bWaiting = true;
bWaitAdd = bAdd;
bWaitAxis = bAxis;
WaitScale = Scale;
WaitName = Name;
WaitOldKey = OldKey;
bWaitShift = bShift;
bWaitCtrl = bCtrl;
bWaitAlt = bAlt;
bWaitCmd = bCmd;
Status = bAdd
? FString::Printf(TEXT("New key for %s. Escape cancels."), bAxis ? *AxisLabel(Name, Scale) : *ActionLabel(Name))
: FString::Printf(TEXT("Replaces %s. Escape cancels."), *OldKey.GetDisplayName().ToString());
}
void ULPKeyboardSubsystem::CancelWait()
{
bWaiting = false;
Status = TEXT("Capture cancelled.");
RefreshMenu();
}
bool ULPKeyboardSubsystem::CommitKey(const FKey& Key, bool bShift, bool bCtrl, bool bAlt, bool bCmd)
{
bWaiting = false;
if (!IsRemappable(Key))
{
Status = TEXT("This key cannot be assigned.");
RefreshMenu();
return false;
}
UInputSettings* Settings = UInputSettings::GetInputSettings();
if (!Settings)
{
return false;
}
TArray<FString> Cleared;
if (!bWaitAdd && WaitOldKey.IsValid())
{
if (bWaitAxis)
{
Settings->RemoveAxisMapping(FInputAxisKeyMapping(WaitName, WaitOldKey, WaitScale), false);
}
else
{
Settings->RemoveActionMapping(FInputActionKeyMapping(WaitName, WaitOldKey, bWaitShift, bWaitCtrl, bWaitAlt, bWaitCmd), false);
}
}
const TArray<FInputActionKeyMapping> Actions = Settings->GetActionMappings();
for (const FInputActionKeyMapping& Map : Actions)
{
if (Map.Key == Key && Map.bShift == bShift && Map.bCtrl == bCtrl && Map.bAlt == bAlt && Map.bCmd == bCmd)
{
Settings->RemoveActionMapping(Map, false);
Cleared.Add(ActionLabel(Map.ActionName));
}
}
TArray<FInputAxisKeyMapping> Axes = Settings->GetAxisMappings();
for (const FInputAxisKeyMapping& Map : Axes)
{
if (Map.Key == Key && !bShift && !bCtrl && !bAlt && !bCmd)
{
Settings->RemoveAxisMapping(Map, false);
Cleared.Add(AxisLabel(Map.AxisName, Map.Scale));
}
}
if (bWaitAxis)
{
Settings->AddAxisMapping(FInputAxisKeyMapping(WaitName, Key, WaitScale), false);
}
else
{
Settings->AddActionMapping(FInputActionKeyMapping(WaitName, Key, bShift, bCtrl, bAlt, bCmd), false);
}
ApplyToPlayer();
Status = Cleared.Num() > 0
? FString::Printf(TEXT("%s saved. Removed from: %s."), *Key.GetDisplayName().ToString(), *FString::Join(Cleared, TEXT(", ")))
: FString::Printf(TEXT("%s saved."), *Key.GetDisplayName().ToString());
RefreshMenu();
return true;
}
void ULPKeyboardSubsystem::RemoveBinding(FName Name, bool bAxis, float Scale, FKey Key, bool bShift, bool bCtrl, bool bAlt, bool bCmd)
{
bWaiting = false;
UInputSettings* Settings = UInputSettings::GetInputSettings();
if (!Settings)
{
return;
}
if (bAxis)
{
Settings->RemoveAxisMapping(FInputAxisKeyMapping(Name, Key, Scale), false);
}
else
{
Settings->RemoveActionMapping(FInputActionKeyMapping(Name, Key, bShift, bCtrl, bAlt, bCmd), false);
}
ApplyToPlayer();
Status = FString::Printf(TEXT("%s removed."), *Key.GetDisplayName().ToString());
RefreshMenu();
}
bool ULPKeyboardSubsystem::LoadDefaults(TArray<FInputActionKeyMapping>& Actions, TArray<FInputAxisKeyMapping>& Axes) const
{
const FString Path = FPaths::Combine(FPaths::ProjectConfigDir(), TEXT("DefaultInput.ini"));
TArray<FString> Lines;
if (!FFileHelper::LoadFileToStringArray(Lines, *Path))
{
return false;
}
for (FString Line : Lines)
{
Line.TrimStartAndEndInline();
if (Line.StartsWith(TEXT("+ActionMappings=")))
{
FInputActionKeyMapping Map;
const FString Inner = Line.Mid(16);
if (FInputActionKeyMapping::StaticStruct()->ImportText(*Inner, &Map, nullptr, PPF_None, nullptr, TEXT("ActionMappings")) && Map.Key.IsValid())
{
Actions.Add(Map);
}
}
else if (Line.StartsWith(TEXT("+AxisMappings=")))
{
FInputAxisKeyMapping Map;
const FString Inner = Line.Mid(14);
if (FInputAxisKeyMapping::StaticStruct()->ImportText(*Inner, &Map, nullptr, PPF_None, nullptr, TEXT("AxisMappings")) && Map.Key.IsValid())
{
Axes.Add(Map);
}
}
}
return Actions.Num() > 0 || Axes.Num() > 0;
}
void ULPKeyboardSubsystem::ResetToDefault()
{
bWaiting = false;
TArray<FInputActionKeyMapping> Actions;
TArray<FInputAxisKeyMapping> Axes;
UInputSettings* Settings = UInputSettings::GetInputSettings();
if (!Settings || !LoadDefaults(Actions, Axes))
{
Status = TEXT("The original keys could not be found.");
RefreshMenu();
return;
}
const TArray<FInputActionKeyMapping> CurrentActions = Settings->GetActionMappings();
for (const FInputActionKeyMapping& Map : CurrentActions)
{
Settings->RemoveActionMapping(Map, false);
}
const TArray<FInputAxisKeyMapping> CurrentAxes = Settings->GetAxisMappings();
for (const FInputAxisKeyMapping& Map : CurrentAxes)
{
Settings->RemoveAxisMapping(Map, false);
}
for (const FInputActionKeyMapping& Map : Actions)
{
Settings->AddActionMapping(Map, false);
}
for (const FInputAxisKeyMapping& Map : Axes)
{
Settings->AddAxisMapping(Map, false);
}
ApplyToPlayer();
Status = TEXT("Original keys restored.");
RefreshMenu();
}
bool ULPKeyboardSubsystem::LoadSaved() const
{
const FString Path = KeyboardIniPath();
if (!FPaths::FileExists(Path))
{
UE_LOG(LogLifePlay, Display, TEXT("Clavier : %s absent, creation avec les touches actuelles"), *Path);
return false;
}
FConfigFile File;
File.Read(Path);
TArray<FString> ActionLines;
TArray<FString> AxisLines;
File.GetArray(InputSection, TEXT("ActionMappings"), ActionLines);
File.GetArray(InputSection, TEXT("AxisMappings"), AxisLines);
TArray<FInputActionKeyMapping> Actions;
TArray<FInputAxisKeyMapping> Axes;
for (const FString& Line : ActionLines)
{
FInputActionKeyMapping Map;
if (FInputActionKeyMapping::StaticStruct()->ImportText(*Line, &Map, nullptr, PPF_None, nullptr, TEXT("ActionMappings")) && Map.Key.IsValid())
{
Actions.Add(Map);
}
}
for (const FString& Line : AxisLines)
{
FInputAxisKeyMapping Map;
if (FInputAxisKeyMapping::StaticStruct()->ImportText(*Line, &Map, nullptr, PPF_None, nullptr, TEXT("AxisMappings")) && Map.Key.IsValid())
{
Axes.Add(Map);
}
}
UInputSettings* Settings = UInputSettings::GetInputSettings();
if (!Settings || (Actions.Num() == 0 && Axes.Num() == 0))
{
UE_LOG(LogLifePlay, Warning, TEXT("Clavier : %s illisible, les touches du jeu sont gardees"), *Path);
return false;
}
if (Actions.Num() > 0)
{
const TArray<FInputActionKeyMapping> Current = Settings->GetActionMappings();
for (const FInputActionKeyMapping& Map : Current)
{
Settings->RemoveActionMapping(Map, false);
}
for (const FInputActionKeyMapping& Map : Actions)
{
Settings->AddActionMapping(Map, false);
}
}
if (Axes.Num() > 0)
{
const TArray<FInputAxisKeyMapping> Current = Settings->GetAxisMappings();
for (const FInputAxisKeyMapping& Map : Current)
{
Settings->RemoveAxisMapping(Map, false);
}
for (const FInputAxisKeyMapping& Map : Axes)
{
Settings->AddAxisMapping(Map, false);
}
}
Settings->ForceRebuildKeymaps();
UE_LOG(LogLifePlay, Display, TEXT("Clavier : %d actions et %d axes relus depuis %s"), Actions.Num(), Axes.Num(), *Path);
return true;
}
void ULPKeyboardSubsystem::SaveSaved() const
{
UInputSettings* Settings = UInputSettings::GetInputSettings();
if (!Settings)
{
return;
}
const FString Path = KeyboardIniPath();
IFileManager::Get().MakeDirectory(*FPaths::GetPath(Path), true);
FConfigFile File;
int32 ActionCount = 0;
int32 AxisCount = 0;
for (const FInputActionKeyMapping& Map : Settings->GetActionMappings())
{
if (Map.Key.IsValid())
{
File.AddToSection(InputSection, TEXT("+ActionMappings"), ExportAction(Map));
++ActionCount;
}
}
for (const FInputAxisKeyMapping& Map : Settings->GetAxisMappings())
{
if (Map.Key.IsValid())
{
File.AddToSection(InputSection, TEXT("+AxisMappings"), ExportAxis(Map));
++AxisCount;
}
}
const bool bWrote = File.Write(Path);
UE_LOG(LogLifePlay, Display, TEXT("Clavier : %d actions et %d axes %s dans %s"), ActionCount, AxisCount, bWrote ? TEXT("enregistres") : TEXT("non ecrits"), *Path);
}
void ULPKeyboardSubsystem::ApplyToPlayer() const
{
if (UInputSettings* Settings = UInputSettings::GetInputSettings())
{
Settings->ForceRebuildKeymaps();
SaveSaved();
}
if (UWorld* World = GetWorld())
{
if (APlayerController* PC = World->GetFirstPlayerController())
{
if (UPlayerInput* Input = PC->PlayerInput)
{
Input->ForceRebuildingKeyMaps(false);
}
}
}
}
void ULPKeyboardSubsystem::RefreshMenu()
{
if (Live().Owner.Get() == this && Live().Menu.IsValid())
{
Live().Menu->Rebuild();
}
}

View file

@ -0,0 +1,68 @@
// Menu Clavier dans les reglages (MainMenu, liste SettingsScrollBox).
//
// Les touches du jeu sont les ActionMappings et AxisMappings de DefaultInput.ini, lus par BPs/PC.
// Ce sous-systeme ajoute un bouton « Clavier » dans cette liste et ouvre un panneau pour les
// changer. Le resultat est ecrit dans Saved/Config/Windows/LPKeyboard.ini de cette version,
// pas dans GameSettings.sav : les sauvegardes et le jeu 4.27 ne sont pas touches.
// Input.ini est le cache du moteur : il le supprime en quittant quand le diff est vide.
// Aucun Blueprint n'est modifie. Sans la liste des reglages, le bouton n'est pas ajoute.
#pragma once
#include "CoreMinimal.h"
#include "Containers/Ticker.h"
#include "InputCoreTypes.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "Widgets/SWidget.h"
#include "LPKeyboardSubsystem.generated.h"
class UScrollBox;
UCLASS()
class LIFEPLAY_API ULPKeyboardSubsystem : public UGameInstanceSubsystem
{
GENERATED_BODY()
public:
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
UFUNCTION()
void OpenKeyboardMenu();
TSharedRef<SWidget> TakeEmbeddedPage();
void CloseKeyboardMenu();
void BeginWait(FName Name, bool bAxis, float Scale, FKey OldKey, bool bShift, bool bCtrl, bool bAlt, bool bCmd, bool bAdd);
void CancelWait();
bool CommitKey(const FKey& Key, bool bShift, bool bCtrl, bool bAlt, bool bCmd);
void RemoveBinding(FName Name, bool bAxis, float Scale, FKey Key, bool bShift, bool bCtrl, bool bAlt, bool bCmd);
void ResetToDefault();
bool IsWaiting() const { return bWaiting; }
bool IsMenuOpen() const;
const FString& GetStatus() const { return Status; }
void RefreshMenu();
private:
bool Tick(float DeltaTime);
void AttachButton(UScrollBox* Scroll);
void ApplyToPlayer() const;
bool LoadSaved() const;
void SaveSaved() const;
bool LoadDefaults(TArray<struct FInputActionKeyMapping>& Actions, TArray<struct FInputAxisKeyMapping>& Axes) const;
FTSTicker::FDelegateHandle TickHandle;
bool bLoggedMissing = false;
bool bWaiting = false;
bool bWaitAdd = false;
bool bWaitAxis = false;
float WaitScale = 0.f;
FName WaitName;
FKey WaitOldKey;
bool bWaitShift = false;
bool bWaitCtrl = false;
bool bWaitAlt = false;
bool bWaitCmd = false;
FString Status;
};