I've been working on converting some blueprint logic over to C++. One of the things I have is a button. The button can be pressed in VR and has a delegate that is called to notify any registered functions that the button press occurred. Here is how the delegate is declared in the AButtonItem.h class.
#pragma once
#include "BaseItem.h"
#include "ButtonItem.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FButtonItemPressedSignatrue);
UCLASS()
class AButtonItem : public ABaseItem
{
GENERATED_BODY()
protected:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Touch)
float myMaxButtonPress;
public:
UPROPERTY(EditAnywhere, Category = Callback)
FButtonItemPressedSignatrue ButtonItem_OnPressed;
};
The delegate's broadcast function is then being called when the button is pressed like so:
ButtonItem_OnPressed.Broadcast();
(This function should defiantly be called because I have a debug statement that prints right before the call. Its also important to note this was all working when it was blueprint logic.)
Here is where I try to register with the delegate and how I declared the function that will be called:
WeaponMaker.h:
UFUNCTION()
void OnNextBladeButtonPressed();
WeaponMaker.cpp:
void AWeaponMaker::BeginPlay()
{
Super::BeginPlay();
TArray<USceneComponent*> weaponMakerComponents;
this->GetRootComponent()->GetChildrenComponents(true, weaponMakerComponents);
for (int componentIndex = 0; componentIndex < weaponMakerComponents.Num(); componentIndex++)
{
if (weaponMakerComponents[componentIndex]->GetName().Equals("NextBladeButton") == true)
{
myNextBladeButton = (AButtonItem*)weaponMakerComponents[componentIndex];
break;
}
}
if (myNextBladeButton != NULL)
{
myNextBladeButton->ButtonItem_OnPressed.AddDynamic(this, &AWeaponMaker::OnNextBladeButtonPressed);
}
}
I put a breakpoint and a print statement in the function OnNextBladeButtonPressed so I should immediately know when it works but its never happening. I also re-created the blueprint itself from scratch but still no luck. Sometimes on compile I get a crash due to the InvocationList being invalid but I haven't found much info on that issue either. Bottom line is, OnNextBladeButtonPressed is not getting called when it should be.
Edit: Here is where I call the broadcast function in my AButtonItem code. It seems to be getting called since i see the UE_LOG output in the console:
void AButtonItem::Tick(float deltaTime)
{
FTransform buttonWorldTransform;
FVector buttonLocalSpacePos;
FVector ownerLocalSpacePos;
FVector localDiff;
float buttonPressAmount;
if (myHasStarted == true)
{
Super::Tick(deltaTime);
if (myButtonComponent != NULL)
{
if (myPrimaryHand != NULL)
{
//Get the world space location of the button.
buttonWorldTransform = myButtonComponent->GetComponentTransform();
//Convert the location of the button and the location of the hand to local space.
buttonLocalSpacePos = buttonWorldTransform.InverseTransformPosition(myInitialOverlapPosition);
ownerLocalSpacePos = buttonWorldTransform.InverseTransformPosition(myPrimaryHand->GetControllerLocation() + (myPrimaryHand->GetControllerRotation().Vector() * myPrimaryHand->GetReachDistance()));
//Vector distance between button and hand in local space.
localDiff = ownerLocalSpacePos - buttonLocalSpacePos;
//Only interested in the z value difference.
buttonPressAmount = FMath::Clamp(FMath::Abs(localDiff.Z), 0.0f, myMaxButtonPress);
localDiff.Set(0.0f, 0.0f, buttonPressAmount);
//Set the new relative position of button based on the hand and the start button position.
myButtonComponent->SetRelativeLocation(myButtonInitialPosition - localDiff);
//UE_LOG(LogTemp, Error, TEXT("buttonPressAmount:%f"), buttonPressAmount);
if (buttonPressAmount >= myMaxButtonPress)
{
if (myHasBeenTouchedOnce == false)
{
//Fire button pressed delegate
if (ButtonItem_OnPressed.IsBound() == true)
{
ButtonItem_OnPressed.Broadcast();
AsyncTask(ENamedThreads::GameThread, [=]()
{
ButtonItem_OnPressed.Broadcast();
});
}
myHasBeenTouchedOnce = true;
myButtonComponent->SetScalarParameterValueOnMaterials("State", 1.0f);
Super::VibrateTouchingHands(EVibrationType::VE_TOUCH);
}
}
}
else
{
//Slowly reset the button position back to the initial position when not being touched.
FVector newPosition = FMath::VInterpTo(myButtonComponent->GetRelativeTransform().GetLocation(), myButtonInitialPosition, deltaTime, 10.0f);
myButtonComponent->SetRelativeLocation(newPosition);
}
}
}
}
First of all:
UPROPERTY(EditAnywhere, Category = Callback)
FButtonItemPressedSignatrue ButtonItem_OnPressed;
This should be:
UPROPERTY(BlueprintAssignable, Category = Callback)
FButtonItemPressedSignatrue ButtonItem_OnPressed;
For convenience.
Secondly the tick function may be called before begin play is executed for a number of reasons. Your even't won't be broadcasted if the game hasn't begin play yet. So to avoid just add a check in your tick function.
if(bHasBegunPlay)
{
// .. your logics ...
}
Sometimes on compile I get a crash due to the InvocationList being invalid but I haven't found much info on that issue either. Bottom line is, OnNextBladeButtonPressed is not getting called when it should be.
I don't see any issue in the code from the question. At my glance, the issue could be in different location. I would suspect that AWeaponMaker had been deleted at moment of broadcasting.
Related
I am trying to make a program where you are allowed to select between an option of shapes, and then drawing it. To allow for multiple shapes I created a vector of a class which creates shapes (Shapes are set up with the chosen function). My problem is the mouse click is too long, so it assigns it to everything in the vector, so you can't create a new shape. Is there a problem in my logic, or is there a problem in the code?
Here is my attempt:
for (auto& it : onCanvas) {
if (Mouse::isButtonPressed(Mouse::Left)) {
if (mousepointer.getGlobalBounds().intersects(circleOption.getGlobalBounds())) {
it.chosen(circles);
}
if (mousepointer.getGlobalBounds().intersects(rectOption.getGlobalBounds())) {
it.chosen(rectangle);
}
if (mousepointer.getGlobalBounds().intersects(triOption.getGlobalBounds())) {
it.chosen(triangles);
}
if (mousepointer.getGlobalBounds().intersects(it.shape.getGlobalBounds()) || it.dragging) {
it.shape.setPosition(mousepointer.getPosition());
it.dragging = true;
}
}
if (!Mouse::isButtonPressed) {
it.dragging = false;
}
win.draw(it.shape);
}
Your source-code is a bit incomplete (what is onCanvas and mousepointer). But I guess the problem is that this snippet is called multiple times while your mouse is clicked. To avoid that you can do two thing.
In the first solution you use events, so you only add shapes when the state of the mousebutton changes (you can additionally listen to the MouseButtonReleased to simulate a full click):
if (event.type == sf::Event::MouseButtonPressed)
{
if (event.mouseButton.button == sf::Mouse::Left)
{
// Hit Detection
}
}
or second solution you remember the last state of the button (probably do the mouse check once outside of the for loop):
bool mouse_was_up = true;
if (mouse_was_up && Mouse::isButtonPressed(Mouse::Left)) {
mouse_was_up = false;
for (auto& it : onCanvas) {
// Hit Detection
}
}
else if (!Mouse::isButtonPressed(Mouse::Left))
mouse_was_up = true;
I would rather stick to the first solution because when your click is too short and your gameloop is in another part of the game logic, you can miss the click.
The code I've written displays the sf::Drawable objects only for the top state of the state stack. Rendering works fine for everything, except the sf::Text type, that does not change the color of the text when button.getText().setFillColor(sf::Color:Red) is called. However, when I construct a button with a red text, whenever I try to set another color to that button, I only get a white text, no matter what color I request.
Here's where I change the color of a button:
void GameState_MainMenu::handleRealTimeInput()
{
for each (TextButton button in mButtons)
{
if (button.isSpriteClicked())
{
button.getText().setFillColor(sf::Color::Red);
button.triggerAction();
sf::Clock wait;
sf::Time timer = sf::Time::Zero;
timer = sf::seconds(0.15f);
while (wait.getElapsedTime() < timer)
{
}
wait.restart();
}
}
}
and this is my Game::render() method:
void Game::render()
{
GameState *currentState = getActiveState();
if (currentState != nullptr)
{
mWindow.clear();
currentState->draw();
}
mWindow.display();
}
Lastly, this is the draw method of the MainMenu state:
void GameState_MainMenu::draw()
{
game->mWindow.draw(game->mBackground);
game->mWindow.draw(mSelector.mSprite);
for each (TextButton button in mButtons)
{
game->mWindow.draw(button.getText());
}
}
It's probably because you have a while loop in the GameState_MainMenu::handleRealTimeInput that the program is getting stuck in.
You can try to use threads, though that way could get pretty messy. I suggest revising your code.
Okay, so I figured out this had something to do with c++'s for each instruction. As soon as I switched to the classic array-like traversal, my buttons started changing colors. I'm not saying this is THE solution, just that it worked for me. If anyone has the same problem, you might want to check that.
Alright so here is my code. This should be really simple but it doesn't want to work with me for some reason. Raycast sends a ray from the mouse, if it hits an object with a tag, it assigns a number to a variable. If it doesn't hit an object, then it sets the variable as -99. For some reason mine is hanging on:
A. I don't hit the objects, it outputs -99 the first time but after that it hangs on getting assigned 4.
B.I hit the objects and it will work just fine. After I click OFF the objects it hangs on the variable from the object I just hit previously.
em.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameFunctions : MonoBehaviour {
int Hitnum = -99;
void Start () {
}
void Update () {
if (Input.GetMouseButtonDown (0)) {
objectCheck ();
}
}
//end of UPDATE function
public void objectCheck () {
RaycastHit hit;
Ray ray = camera.ScreenPointToRay (Input.mousePosition);
if (Physics.Raycast (ray, out hit, 10000.0f)) {
if (hit.collider.tag == "Box") {
Hitnum = 1;
} else if (hit.collider.tag == "Sphere") {
Hitnum = 2;
} else if (hit.collider.tag == "Pyramid") {
Hitnum = 3;
} else if (hit.collider.tag == "Trapezoid") {
Hitnum = 4;
} else {
Hitnum = -99;
}
}
Debug.Log (Hitnum);
}
//end of check
}
Thanks in advance. This is driving me nuts because it should be simple.
EDIT: posted full code this time, yes all of it. I should mention that there are no other objects with tags, it's just null space. This was supposed to be a very basic shape identifier for kids.
EDIT:EDIT: I expect it to put out -99 if you do not hit the object. Later I will probably do something with the numbers but right now I jest need to fix this.
Restarted unity, everything works fine now. Thanks. Looked through my settings to see what had changed. I earlier deleted the background that had a background tag on it. I guess unity decided that if there is not hit on raycast, it will get the object that it last hit?
I've got a player class, having MoveUp, MoveLeft and MoveRight functions.
At MainScene.cpp (my only scene so far), I've got a listener
auto keyboardListener = EventListenerKeyboard::create();
keyboardListener->onKeyPressed = CC_CALLBACK_2(MainScene::keyPressed, this);
keyboardListener->onKeyReleased = CC_CALLBACK_2(MainScene::keyReleased, this);
Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(keyboardListener, this);
Also, I've got a pointer player, defined by
this->player = rootNode->getChildByName<Player*>("Player1");
Also, I've got a function keyPressed and keyReleased in MainScene.
In keyPressed function, I was scheduling functions with if's:
if (keyCode == cocos2d::EventKeyboard::KeyCode::KEY_D) { schedule(schedule_selector(MainScene::MoveRight)); }
But there was a problem, when I tried to do the same thing with objects instead of sprites and with functions located in separated class, not within the same file.
If I try to run code like this in MainScene::keyPressed:
if (keyCode == cocos2d::EventKeyboard::KeyCode::KEY_W) { this->player->MoveLeft(5); }
, player moves only once per key press (I want it to move till I release that key), and if I try to schedule it or do something like this, it doesn't work or there are errors.
I tried to make something with CallFunc and CCCallFunc, but nothing seems to work.
Could you please help me? :)
Why not create a method startMoving() and stopMoving() in Player class?
Something like this:
void Player::init(){
scheduleUpdate()
}
void Play::startMoving(){
isMoving = true;
}
void Player::stopMoving(){
isMoving = false;
}
void Player::update(float delta){
if(isMoving){
//move player here
sprite->setPositionX(sprite->getPositionX() + speed * delta);
}
}
and then call them from keyPressed/keyReleased?
There are three messageboxes in the current scene, here I named them _grannyMessage, _grannyMessage2, _grannyMessage3 respectively. I want to make _grannyMessage disappear from the scene when _grannyMessage3 is created in the scene. I am trying to use the "this->removeChild(_grannyMessage);" function but it seems it's not working, am I calling the wrong function anyway? Thanks a lot
auto grannyListener = EventListenerTouchOneByOne::create();
grannyListener -> setSwallowTouches(true);
grannyListener -> onTouchBegan =[this](Touch *touch, Event *event){
MessageBoxes *_grannyMessage =
MessageBoxes::create("The hen can lay an egg everyday");
if(i==0){
_grannyMessage->setPosition(Vec2(600, 450));
addChild(_grannyMessage);
}
else if (i==1)
{
MessageBoxes *_grannyMessage2 =
MessageBoxes::create("2 yuan, that's all I can offer you for the hen");
_grannyMessage2->setPosition(Vec2(400, 450));
addChild(_grannyMessage2);
}
else if (i==2)
{
this->removeChild(_grannyMessage);
MessageBoxes *_grannyMessage3 =
MessageBoxes::create("Well");
_grannyMessage3->setPosition(Vec2(800, 450));
addChild(_grannyMessage3);
}
else
{
return false;
}
i++;
return false;
};
Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(grannyListener, this);
It doesn't work because you create new _grannyMessage every time the user touches the screen and only the first one is added to the scene. Then with the third one you try to remove a child that is not on the screen (because it was just created, at the begining of the touch handler).
This happens because when the method ends, the _grannyMessage variable goes out of scope and is forgotten (the first one is retained though, as you added it to the scene).
To solve your problem, you need to store the first _grannyMessage, for example like this :
In *.h of your class add something like this inside your class :
private MessageBoxes *_grannyMessage;
Then change your touch handler to this :
grannyListener -> onTouchBegan =[this](Touch *touch, Event *event){
if(i==0){
MessageBoxes *_grannyMessage = MessageBoxes::create("The hen can lay an egg everyday");
_grannyMessage->setPosition(Vec2(600, 450));
this->_grannyMessage = _grannyMessage; // store the message that we want to remove;
addChild(_grannyMessage);
}
else if (i==1)
{
MessageBoxes *_grannyMessage2 =
MessageBoxes::create("2 yuan, that's all I can offer you for the hen");
_grannyMessage2->setPosition(Vec2(400, 450));
addChild(_grannyMessage2);
}
else if (i==2)
{
this->removeChild(this->_grannyMessage); //remove the stored message
MessageBoxes *_grannyMessage3 =
MessageBoxes::create("Well");
_grannyMessage3->setPosition(Vec2(800, 450));
addChild(_grannyMessage3);
}
else
{
return false;
}
i++;
return false;
};
Just a thought. Can you keep the same message pointer, and update the message label and position?
It might be something like this:
else if (i==2)
{
//_grannyMessage->clear(); // if clear() is available
_grannyMessage->setPosition(Vec2(800, 450)); // new position
_grannyMessage->setLable("New message"); // new message
}