这些变量用来公职 blueprint asset 中相关的 UI 元素。这里最重要的是 BindWidget 元属性。通过将指向小部件的指针标记为 BindWidget,你可以在你的 C++类的 Blueprint 子类中创建一个同名的小部件,并在运行时从 C++中访问它。
同时,还要添加如下成员:
//EnterChannelWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UEnterChannelWidget : public UUserWidget
{
GENERATED_BODY()
...
public:
AVideoCallPlayerController* PlayerController = nullptr;
TUniquePtr<VideoCall> VideoCallPtr;
...
};
添加 Constructor 和 Construct/Destruct 方法
//EnterChannelWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UEnterChannelWidget : public UUserWidget
{
GENERATED_BODY()
public:
...
UEnterChannelWidget(const FObjectInitializer& objectInitializer);
void NativeConstruct() override;
...
};
//EnterChannelWidget.cpp
UEnterChannelWidget::UEnterChannelWidget(const FObjectInitializer& objectInitializer)
: Super(objectInitializer)
{
}
void UEnterChannelWidget::NativeConstruct()
{
Super::NativeConstruct();
if (HeaderTextBlock)
HeaderTextBlock->SetText(FText::FromString("Enter a conference room name"));
if (DescriptionTextBlock)
DescriptionTextBlock->SetText(FText::FromString("If you are the first person to specify this name, \
the room will be created and you will\nbe placed in it. \
If it has already been created you will join the conference in progress"));
if (ChannelNameTextBox)
ChannelNameTextBox->SetHintText(FText::FromString("Channel Name"));
if (EncriptionKeyTextBox)
EncriptionKeyTextBox->SetHintText(FText::FromString("Encription Key"));
if (EncriptionTypeTextBlock)
EncriptionTypeTextBlock->SetText(FText::FromString("Enc Type:"));
if (EncriptionTypeComboBox)
{
EncriptionTypeComboBox->AddOption("aes-128");
EncriptionTypeComboBox->AddOption("aes-256");
EncriptionTypeComboBox->SetSelectedIndex(0);
}
if (JoinButton)
{
UTextBlock* JoinTextBlock = WidgetTree->ConstructWidget<UTextBlock>(UTextBlock::StaticClass());
JoinTextBlock->SetText(FText::FromString("Join"));
JoinButton->AddChild(JoinTextBlock);
JoinButton->OnClicked.AddDynamic(this, &UEnterChannelWidget::OnJoin);
}
if (ContactsTextBlock)
ContactsTextBlock->SetText(FText::FromString("agora.io Contact support: 400 632 6626"));
if (BuildInfoTextBlock)
BuildInfoTextBlock->SetText(FText::FromString(" "));
}
增加 Setter 方法
初始化 PlayerController 和 VideoCallPtr 变量
//EnterChannelWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UEnterChannelWidget : public UUserWidget
{
GENERATED_BODY()
public:
...
void SetVideoCallPlayerController(AVideoCallPlayerController* VideoCallPlayerController);
void SetVideoCall(TUniquePtr<VideoCall> PassedVideoCallPtr);
...
};
//EnterChannelWidget.cpp
void UEnterChannelWidget::SetVideoCallPlayerController(AVideoCallPlayerController* VideoCallPlayerController)
{
PlayerController = VideoCallPlayerController;
}
void UEnterChannelWidget::SetVideoCall(TUniquePtr<VideoCall> PassedVideoCallPtr)
{
VideoCallPtr = std::move(PassedVideoCallPtr);
}
增加 BlueprintCallable方法
要对相应的按钮 "onButtonClick "事件做出反应。
//EnterChannelWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UEnterChannelWidget : public UUserWidget
{
GENERATED_BODY()
public:
...
UFUNCTION(BlueprintCallable)
void OnJoin();
...
};
//EnterChannelWidget.cpp
void UEnterChannelWidget::OnJoin()
{
if (!PlayerController || !VideoCallPtr)
{
return;
}
FString ChannelName = ChannelNameTextBox->GetText().ToString();
FString EncryptionKey = EncriptionKeyTextBox->GetText().ToString();
FString EncryptionType = EncriptionTypeComboBox->GetSelectedOption();
SetVisibility(ESlateVisibility::Collapsed);
PlayerController->StartCall(
std::move(VideoCallPtr),
ChannelName,
EncryptionKey,
EncryptionType);
}
增加 update 方法
//EnterChannelWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UEnterChannelWidget : public UUserWidget
{
GENERATED_BODY()
public:
...
void UpdateVersionText(FString newValue);
...
};
//EnterChannelWidget.cpp
void UEnterChannelWidget::UpdateVersionText(FString newValue)
{
if (BuildInfoTextBlock)
BuildInfoTextBlock->SetText(FText::FromString(newValue));
}
创建 VideoViewWidget C++ 类
VideoViewWidget是一个存储动态纹理并使用RGBA buffer 更新动态纹理的类,该类是从VideoCall OnLocalFrameCallback/OnRemoteFrameCallback函数中接收到的。
创建类和添加所需的 include
//VideoViewWidget.h
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "Components/Image.h"
#include "VideoViewWidget.generated.h"
//VideoViewWidget.cpp
#include "EngineUtils.h"
#include "Engine/Texture2D.h"
#include <algorithm>
添加成员变量
- Buffer:用于存储RGBA缓冲区、Width、Height和BufferSize的变量 - 视频帧的参数。
- RenderTargetImage:允许你在UI中显示Slate Brush或纹理或材质的图像小部件。
- RenderTargetTexture:动态纹理,我们将使用Buffer变量更新。
- FUpdateTextureRegion2D:指定一个纹理的更新区域 刷子 - 一个包含如何绘制Slate元素的笔刷。我们将用它来绘制RenderTargetImage上的RenderTargetTexture。
//VideoViewWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UVideoViewWidget : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
UImage* RenderTargetImage = nullptr;
UPROPERTY(EditDefaultsOnly)
UTexture2D* RenderTargetTexture = nullptr;
UTexture2D* CameraoffTexture = nullptr;
uint8* Buffer = nullptr;
uint32_t Width = 0;
uint32_t Height = 0;
uint32 BufferSize = 0;
FUpdateTextureRegion2D* UpdateTextureRegion = nullptr;
FSlateBrush Brush;
FCriticalSection Mutex;
...
};
覆盖 NativeConstruct() 方法
在NativeConstruct中,我们将用默认颜色初始化我们的图像。为了初始化我们的RenderTargetTexture,我们需要使用CreateTransient调用创建动态纹理(Texture2D)。然后分配BufferSize为Width * Height * 4的BufferSize(用于存储RGBA格式,每个像素可以用4个字节表示)。为了更新我们的纹理,我们可以使用UpdateTextureRegions函数。这个函数的输入参数之一是我们的像素数据缓冲区。这样,每当我们修改像素数据缓冲区时,我们就需要调用这个函数来使变化在纹理中可见。现在用我们的RenderTargetTexture初始化Brush变量,然后在RenderTargetImage widget中设置这个Brush。
//VideoViewWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UVideoViewWidget : public UUserWidget
{
GENERATED_BODY()
public:
...
void NativeConstruct() override;
...
};
//VideoViewWidget.cpp
void UVideoViewWidget::NativeConstruct()
{
Super::NativeConstruct();
Width = 640;
Height = 360;
RenderTargetTexture = UTexture2D::CreateTransient(Width, Height, PF_R8G8B8A8);
RenderTargetTexture->UpdateResource();
BufferSize = Width * Height * 4;
Buffer = new uint8[BufferSize];
for (uint32 i = 0; i < Width * Height; ++i)
{
Buffer[i * 4 + 0] = 0x32;
Buffer[i * 4 + 1] = 0x32;
Buffer[i * 4 + 2] = 0x32;
Buffer[i * 4 + 3] = 0xFF;
}
UpdateTextureRegion = new FUpdateTextureRegion2D(0, 0, 0, 0, Width, Height);
RenderTargetTexture->UpdateTextureRegions(0, 1, UpdateTextureRegion, Width * 4, (uint32)4, Buffer);
Brush.SetResourceObject(RenderTargetTexture);
RenderTargetImage->SetBrush(Brush);
}
覆盖 NativeDestruct() 方法
//VideoViewWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UVideoViewWidget : public UUserWidget
{
GENERATED_BODY()
public:
...
void NativeDestruct() override;
...
};
//VideoViewWidget.cpp
void UVideoViewWidget::NativeDestruct()
{
Super::NativeDestruct();
delete[] Buffer;
delete UpdateTextureRegion;
}
覆盖 NativeTick() 方法
如果UpdateTextureRegion Width或Height不等于memember的Width Height值,我们需要重新创建RenderTargetTexture以支持更新的值,并像Native Construct成员一样重复初始化。否则只需用Buffer调用UpdateTextureRegions。
//VideoViewWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UVideoViewWidget : public UUserWidget
{
GENERATED_BODY()
public:
...
void NativeTick(const FGeometry& MyGeometry, float DeltaTime) override;
...
};
//VideoViewWidget.cpp
void UVideoViewWidget::NativeTick(const FGeometry& MyGeometry, float DeltaTime)
{
Super::NativeTick(MyGeometry, DeltaTime);
FScopeLock lock(&Mutex);
if (UpdateTextureRegion->Width != Width ||
UpdateTextureRegion->Height != Height)
{
auto NewUpdateTextureRegion = new FUpdateTextureRegion2D(0, 0, 0, 0, Width, Height);
auto NewRenderTargetTexture = UTexture2D::CreateTransient(Width, Height, PF_R8G8B8A8);
NewRenderTargetTexture->UpdateResource();
NewRenderTargetTexture->UpdateTextureRegions(0, 1, NewUpdateTextureRegion, Width * 4, (uint32)4, Buffer);
Brush.SetResourceObject(NewRenderTargetTexture);
RenderTargetImage->SetBrush(Brush);
//UClass's such as UTexture2D are automatically garbage collected when there is no hard pointer references made to that object.
//So if you just leave it and don't reference it elsewhere then it will be destroyed automatically.
FUpdateTextureRegion2D* TmpUpdateTextureRegion = UpdateTextureRegion;
RenderTargetTexture = NewRenderTargetTexture;
UpdateTextureRegion = NewUpdateTextureRegion;
delete TmpUpdateTextureRegion;
return;
}
RenderTargetTexture->UpdateTextureRegions(0, 1, UpdateTextureRegion, Width * 4, (uint32)4, Buffer);
}
增加 UpdateBuffer() 方法
通过调用来更新 Buffer 值。我们希望从 Agora SDK 线程接收到新的值。由于 UE4 的限制,我们将值保存到变量 Buffer 中,并在 NativeTick 方法中更新纹理,所以这里不调用UpdateTextureRegions。
//VideoViewWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UVideoViewWidget : public UUserWidget
{
GENERATED_BODY()
public:
...
void UpdateBuffer( uint8* RGBBuffer, uint32_t Width, uint32_t Height, uint32_t Size );
void ResetBuffer();
...
};
//VideoViewWidget.cpp
void UVideoViewWidget::UpdateBuffer(
uint8* RGBBuffer,
uint32_t NewWidth,
uint32_t NewHeight,
uint32_t NewSize)
{
FScopeLock lock(&Mutex);
if (!RGBBuffer)
{
return;
}
if (BufferSize == NewSize)
{
std::copy(RGBBuffer, RGBBuffer + NewSize, Buffer);
}
else
{
delete[] Buffer;
BufferSize = NewSize;
Width = NewWidth;
Height = NewHeight;
Buffer = new uint8[BufferSize];
std::copy(RGBBuffer, RGBBuffer + NewSize, Buffer);
}
}
void UVideoViewWidget::ResetBuffer()
{
for (uint32 i = 0; i < Width * Height; ++i)
{
Buffer[i * 4 + 0] = 0x32;
Buffer[i * 4 + 1] = 0x32;
Buffer[i * 4 + 2] = 0x32;
Buffer[i * 4 + 3] = 0xFF;
}
}
创建 VideoCallViewWidget C++类
VideoCallViewWidget 类的作用是显示本地和远程用户的视频。我们需要两个 VideoViewWidget 小部件,一个用来显示来自本地摄像头的视频,另一个用来显示从远程用户收到的视频(假设我们只支持一个远程用户)。
创建类和添加所需的 include
像之前那样创建Widget C++类,添加所需的include。
//VideoCallViewWidget.h
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "Components/SizeBox.h"
#include "VideoViewWidget.h"
#include "VideoCallViewWidget.generated.h"
//VideoCallViewWidget.cpp
#include "Components/CanvasPanelSlot.h"
添加成员变量
//VideoCallViewWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UVideoCallViewWidget : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
UVideoViewWidget* MainVideoViewWidget = nullptr;
UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
USizeBox* MainVideoSizeBox = nullptr;
UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
UVideoViewWidget* AdditionalVideoViewWidget = nullptr;
UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
USizeBox* AdditionalVideoSizeBox = nullptr;
public:
int32 MainVideoWidth = 0;
int32 MainVideoHeight = 0;
...
};
覆盖 NativeTick() 方法
//VideoCallViewWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UVideoCallViewWidget : public UUserWidget
{
GENERATED_BODY()
public:
...
void NativeTick(const FGeometry& MyGeometry, float DeltaTime) override;
...
};
//VideoCallViewWidget.cpp
void UVideoCallViewWidget::NativeTick(const FGeometry& MyGeometry, float DeltaTime)
{
Super::NativeTick(MyGeometry, DeltaTime);
auto ScreenSize = MyGeometry.GetLocalSize();
if (MainVideoHeight != 0)
{
float AspectRatio = 0;
AspectRatio = MainVideoWidth / (float)MainVideoHeight;
auto MainVideoGeometry = MainVideoViewWidget->GetCachedGeometry();
auto MainVideoScreenSize = MainVideoGeometry.GetLocalSize();
if (MainVideoScreenSize.X == 0)
{
return;
}
auto NewMainVideoHeight = MainVideoScreenSize.Y;
auto NewMainVideoWidth = AspectRatio * NewMainVideoHeight;
MainVideoSizeBox->SetMinDesiredWidth(NewMainVideoWidth);
MainVideoSizeBox->SetMinDesiredHeight(NewMainVideoHeight);
UCanvasPanelSlot* CanvasSlot = Cast<UCanvasPanelSlot>(MainVideoSizeBox->Slot);
CanvasSlot->SetAutoSize(true);
FVector2D NewPosition;
NewPosition.X = -NewMainVideoWidth / 2;
NewPosition.Y = -NewMainVideoHeight / 2;
CanvasSlot->SetPosition(NewPosition);
}
}
更新 UpdateMainVideoBuffer/UpdateAdditionalVideoBuffe
//VideoCallViewWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UVideoCallViewWidget : public UUserWidget
{
GENERATED_BODY()
public:
...
void UpdateMainVideoBuffer( uint8* RGBBuffer, uint32_t Width, uint32_t Height, uint32_t Size);
void UpdateAdditionalVideoBuffer( uint8* RGBBuffer, uint32_t Width, uint32_t Height, uint32_t Size);
void ResetBuffers();
...
};
//VideoCallViewWidget.cpp
void UVideoCallViewWidget::UpdateMainVideoBuffer(
uint8* RGBBuffer,
uint32_t Width,
uint32_t Height,
uint32_t Size)
{
if (!MainVideoViewWidget)
{
return;
}
MainVideoWidth = Width;
MainVideoHeight = Height;
MainVideoViewWidget->UpdateBuffer(RGBBuffer, Width, Height, Size);
}
void UVideoCallViewWidget::UpdateAdditionalVideoBuffer(
uint8* RGBBuffer,
uint32_t Width,
uint32_t Height,
uint32_t Size)
{
if (!AdditionalVideoViewWidget)
{
return;
}
AdditionalVideoViewWidget->UpdateBuffer(RGBBuffer, Width, Height, Size);
}
void UVideoCallViewWidget::ResetBuffers()
{
if (!MainVideoViewWidget || !AdditionalVideoViewWidget)
{
return;
}
MainVideoViewWidget->ResetBuffer();
AdditionalVideoViewWidget->ResetBuffer();
}
创建 VideoCallWidget C++ 类
VideoCallWidget 类作为示例应用程序的音频/视频调用小部件。它包含以下控件,与蓝图资产中的UI元素绑定。
创建类和添加所需的include
像之前那样创建Widget C++类,添加必要的include和转发声明。
//VideoCallWidget.h
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "Templates/UniquePtr.h"
#include "Components/Image.h"
#include "Components/Button.h"
#include "Engine/Texture2D.h"
#include "VideoCall.h"
#include "VideoCallViewWidget.h"
#include "VideoCallWidget.generated.h"
class AVideoCallPlayerController;
class UVideoViewWidget;
//VideoCallWidget.cpp
#include "Kismet/GameplayStatics.h"
#include "UObject/ConstructorHelpers.h"
#include "Components/CanvasPanelSlot.h"
#include "VideoViewWidget.h"
#include "VideoCallPlayerController.h"
增加成员变量
//VideoCallWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
{
GENERATED_BODY()
public:
AVideoCallPlayerController* PlayerController = nullptr;
public:
UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
UVideoCallViewWidget* VideoCallViewWidget = nullptr;
//Buttons
UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
UButton* EndCallButton = nullptr;
UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
UButton* MuteLocalAudioButton = nullptr;
UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
UButton* VideoModeButton = nullptr;
//Button textures
int32 ButtonSizeX = 96;
int32 ButtonSizeY = 96;
UTexture2D* EndCallButtonTexture = nullptr;
UTexture2D* AudioButtonMuteTexture = nullptr;
UTexture2D* AudioButtonUnmuteTexture = nullptr;
UTexture2D* VideomodeButtonCameraoffTexture = nullptr;
UTexture2D* VideomodeButtonCameraonTexture = nullptr;
TUniquePtr<VideoCall> VideoCallPtr;
...
};
初始化VideoCallWidget
为每个按钮找到asset图像,并将其分配到相应的纹理。然后用纹理初始化每个按钮。
//VideoCallWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
{
GENERATED_BODY()
public:
...
UVideoCallWidget(const FObjectInitializer& ObjectInitializer);
void NativeConstruct() override;
void NativeDestruct() override;
private:
void InitButtons();
...
};
//VideoCallWidget.cpp
void UVideoCallWidget::NativeConstruct()
{
Super::NativeConstruct();
InitButtons();
}
void UVideoCallWidget::NativeDestruct()
{
Super::NativeDestruct();
if (VideoCallPtr)
{
VideoCallPtr->StopCall();
}
}
UVideoCallWidget::UVideoCallWidget(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
static ConstructorHelpers::FObjectFinder<UTexture2D>
EndCallButtonTextureFinder(TEXT("Texture'/Game/ButtonTextures/hangup.hangup'"));
if (EndCallButtonTextureFinder.Succeeded())
{
EndCallButtonTexture = EndCallButtonTextureFinder.Object;
}
static ConstructorHelpers::FObjectFinder<UTexture2D>
AudioButtonMuteTextureFinder(TEXT("Texture'/Game/ButtonTextures/mute.mute'"));
if (AudioButtonMuteTextureFinder.Succeeded())
{
AudioButtonMuteTexture = AudioButtonMuteTextureFinder.Object;
}
static ConstructorHelpers::FObjectFinder<UTexture2D>
AudioButtonUnmuteTextureFinder(TEXT("Texture'/Game/ButtonTextures/unmute.unmute'"));
if (AudioButtonUnmuteTextureFinder.Succeeded())
{
AudioButtonUnmuteTexture = AudioButtonUnmuteTextureFinder.Object;
}
static ConstructorHelpers::FObjectFinder<UTexture2D>
VideomodeButtonCameraonTextureFinder(TEXT("Texture'/Game/ButtonTextures/cameraon.cameraon'"));
if (VideomodeButtonCameraonTextureFinder.Succeeded())
{
VideomodeButtonCameraonTexture = VideomodeButtonCameraonTextureFinder.Object;
}
static ConstructorHelpers::FObjectFinder<UTexture2D>
VideomodeButtonCameraoffTextureFinder(TEXT("Texture'/Game/ButtonTextures/cameraoff.cameraoff'"));
if (VideomodeButtonCameraoffTextureFinder.Succeeded())
{
VideomodeButtonCameraoffTexture = VideomodeButtonCameraoffTextureFinder.Object;
}
}
void UVideoCallWidget::InitButtons()
{
if (EndCallButtonTexture)
{
EndCallButton->WidgetStyle.Normal.SetResourceObject(EndCallButtonTexture);
EndCallButton->WidgetStyle.Normal.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
EndCallButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Type::Image;
EndCallButton->WidgetStyle.Hovered.SetResourceObject(EndCallButtonTexture);
EndCallButton->WidgetStyle.Hovered.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
EndCallButton->WidgetStyle.Hovered.DrawAs = ESlateBrushDrawType::Type::Image;
EndCallButton->WidgetStyle.Pressed.SetResourceObject(EndCallButtonTexture);
EndCallButton->WidgetStyle.Pressed.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
EndCallButton->WidgetStyle.Pressed.DrawAs = ESlateBrushDrawType::Type::Image;
}
EndCallButton->OnClicked.AddDynamic(this, &UVideoCallWidget::OnEndCall);
SetAudioButtonToMute();
MuteLocalAudioButton->OnClicked.AddDynamic(this, &UVideoCallWidget::OnMuteLocalAudio);
SetVideoModeButtonToCameraOff();
VideoModeButton->OnClicked.AddDynamic(this, &UVideoCallWidget::OnChangeVideoMode);
}
添加按钮纹理
在演示程序中找到目录Content/ButtonTextures(你不必打开项目,只需在文件系统中找到这个文件夹即可)。所有的按钮纹理都存储在那里。在你的项目内容中创建一个名为ButtonTextures的新目录,将所有的按钮图片拖放到那里,让它们在你的项目中可用。
添加Setters
//VideoCallWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
{
GENERATED_BODY()
...
public:
void SetVideoCallPlayerController(AVideoCallPlayerController* VideoCallPlayerController);
void SetVideoCall(TUniquePtr<VideoCall> PassedVideoCallPtr);
...
};
//VideoCallWidget.cpp
void UVideoCallWidget::SetVideoCallPlayerController(AVideoCallPlayerController* VideoCallPlayerController)
{
PlayerController = VideoCallPlayerController;
}
void UVideoCallWidget::SetVideoCall(TUniquePtr<VideoCall> PassedVideoCallPtr)
{
VideoCallPtr = std::move(PassedVideoCallPtr);
}
增加用来更新 view 的方法
//VideoCallWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
{
GENERATED_BODY()
...
private:
void SetVideoModeButtonToCameraOff();
void SetVideoModeButtonToCameraOn();
void SetAudioButtonToMute();
void SetAudioButtonToUnMute();
...
};
//VideoCallWidget.cpp
void UVideoCallWidget::SetVideoModeButtonToCameraOff()
{
if (VideomodeButtonCameraoffTexture)
{
VideoModeButton->WidgetStyle.Normal.SetResourceObject(VideomodeButtonCameraoffTexture);
VideoModeButton->WidgetStyle.Normal.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
VideoModeButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Type::Image;
VideoModeButton->WidgetStyle.Hovered.SetResourceObject(VideomodeButtonCameraoffTexture);
VideoModeButton->WidgetStyle.Hovered.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
VideoModeButton->WidgetStyle.Hovered.DrawAs = ESlateBrushDrawType::Type::Image;
VideoModeButton->WidgetStyle.Pressed.SetResourceObject(VideomodeButtonCameraoffTexture);
VideoModeButton->WidgetStyle.Pressed.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
VideoModeButton->WidgetStyle.Pressed.DrawAs = ESlateBrushDrawType::Type::Image;
}
}
void UVideoCallWidget::SetVideoModeButtonToCameraOn()
{
if (VideomodeButtonCameraonTexture)
{
VideoModeButton->WidgetStyle.Normal.SetResourceObject(VideomodeButtonCameraonTexture);
VideoModeButton->WidgetStyle.Normal.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
VideoModeButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Type::Image;
VideoModeButton->WidgetStyle.Hovered.SetResourceObject(VideomodeButtonCameraonTexture);
VideoModeButton->WidgetStyle.Hovered.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
VideoModeButton->WidgetStyle.Hovered.DrawAs = ESlateBrushDrawType::Type::Image;
VideoModeButton->WidgetStyle.Pressed.SetResourceObject(VideomodeButtonCameraonTexture);
VideoModeButton->WidgetStyle.Pressed.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
VideoModeButton->WidgetStyle.Pressed.DrawAs = ESlateBrushDrawType::Type::Image;
}
}
void UVideoCallWidget::SetAudioButtonToMute()
{
if (AudioButtonMuteTexture)
{
MuteLocalAudioButton->WidgetStyle.Normal.SetResourceObject(AudioButtonMuteTexture);
MuteLocalAudioButton->WidgetStyle.Normal.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
MuteLocalAudioButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Type::Image;
MuteLocalAudioButton->WidgetStyle.Hovered.SetResourceObject(AudioButtonMuteTexture);
MuteLocalAudioButton->WidgetStyle.Hovered.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
MuteLocalAudioButton->WidgetStyle.Hovered.DrawAs = ESlateBrushDrawType::Type::Image;
MuteLocalAudioButton->WidgetStyle.Pressed.SetResourceObject(AudioButtonMuteTexture);
MuteLocalAudioButton->WidgetStyle.Pressed.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
MuteLocalAudioButton->WidgetStyle.Pressed.DrawAs = ESlateBrushDrawType::Type::Image;
}
}
void UVideoCallWidget::SetAudioButtonToUnMute()
{
if (AudioButtonUnmuteTexture)
{
MuteLocalAudioButton->WidgetStyle.Normal.SetResourceObject(AudioButtonUnmuteTexture);
MuteLocalAudioButton->WidgetStyle.Normal.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
MuteLocalAudioButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Type::Image;
MuteLocalAudioButton->WidgetStyle.Hovered.SetResourceObject(AudioButtonUnmuteTexture);
MuteLocalAudioButton->WidgetStyle.Hovered.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
MuteLocalAudioButton->WidgetStyle.Hovered.DrawAs = ESlateBrushDrawType::Type::Image;
MuteLocalAudioButton->WidgetStyle.Pressed.SetResourceObject(AudioButtonUnmuteTexture);
MuteLocalAudioButton->WidgetStyle.Pressed.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
MuteLocalAudioButton->WidgetStyle.Pressed.DrawAs = ESlateBrushDrawType::Type::Image;
}
}
增加 OnStartCall 方法
//VideoCallWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
{
GENERATED_BODY()
public:
...
void OnStartCall( const FString& ChannelName, const FString& EncryptionKey, const FString& EncryptionType );
...
};
//VideoCallWidget.cpp
void UVideoCallWidget::OnStartCall(
const FString& ChannelName,
const FString& EncryptionKey,
const FString& EncryptionType)
{
if (!VideoCallPtr)
{
return;
}
auto OnLocalFrameCallback = [this](
std::uint8_t* Buffer,
std::uint32_t Width,
std::uint32_t Height,
std::uint32_t Size)
{
VideoCallViewWidget->UpdateAdditionalVideoBuffer(Buffer, Width, Height, Size);
};
VideoCallPtr->RegisterOnLocalFrameCallback(OnLocalFrameCallback);
auto OnRemoteFrameCallback = [this](
std::uint8_t* Buffer,
std::uint32_t Width,
std::uint32_t Height,
std::uint32_t Size)
{
VideoCallViewWidget->UpdateMainVideoBuffer(Buffer, Width, Height, Size);
};
VideoCallPtr->RegisterOnRemoteFrameCallback(OnRemoteFrameCallback);
VideoCallPtr->StartCall(ChannelName, EncryptionKey, EncryptionType);
}
增加 OnEndCall方法
//VideoCallWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
{
GENERATED_BODY()
public:
...
UFUNCTION(BlueprintCallable)
void OnEndCall();
...
};
//VideoCallWidget.cpp
void UVideoCallWidget::OnEndCall()
{
if (VideoCallPtr)
{
VideoCallPtr->StopCall();
}
if (VideoCallViewWidget)
{
VideoCallViewWidget->ResetBuffers();
}
if (PlayerController)
{
SetVisibility(ESlateVisibility::Collapsed);
PlayerController->EndCall(std::move(VideoCallPtr));
}
}
增加 OnMuteLocalAudio 方法
//VideoCallWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
{
GENERATED_BODY()
public:
...
UFUNCTION(BlueprintCallable)
void OnMuteLocalAudio();
...
};
//VideoCallWidget.cpp
void UVideoCallWidget::OnMuteLocalAudio()
{
if (!VideoCallPtr)
{
return;
}
if (VideoCallPtr->IsLocalAudioMuted())
{
VideoCallPtr->MuteLocalAudio(false);
SetAudioButtonToMute();
}
else
{
VideoCallPtr->MuteLocalAudio(true);
SetAudioButtonToUnMute();
}
}
增加 OnChangeVideoMode方法
//VideoCallWidget.h
...
UCLASS()
class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
{
GENERATED_BODY()
public:
...
UFUNCTION(BlueprintCallable)
void OnChangeVideoMode();
...
};
//VideoCallWidget.cpp
void UVideoCallWidget::OnChangeVideoMode()
{
if (!VideoCallPtr)
{
return;
}
if (!VideoCallPtr->IsLocalVideoMuted())
{
VideoCallPtr->MuteLocalVideo(true);
SetVideoModeButtonToCameraOn();
}
else
{
VideoCallPtr->EnableVideo(true);
VideoCallPtr->MuteLocalVideo(false);
SetVideoModeButtonToCameraOff();
}
}
增加 Blueprint 类
确保C++代码正确编译。没有成功编译的项目,你将无法进行下一步的操作。如果你已经成功地编译了C++代码,但在虚幻编辑器中仍然没有看到所需的类,请尝试重新打开项目。
创建 BP_EnterChannelWidget Blueprint Asset。
创建一个 UEnterChannelWidget 的 Blueprint,右键点击内容,选择用户界面菜单并选择 Widget Blueprint。
更改这个新的用户小工具的类的父类。打开 Blueprint,会出现 UMG 编辑器界面,默认情况下 Designer 选项卡是打开的。点击图形按钮(右上角按钮),选择 “类设置”。在面板 "Details "中,点击下拉列表 “父类”,选择之前创建的C++ 类 UEnterChannelWidget。现在返回到设计页面。调色板窗口包含几种不同类型的小部件,你可以用它们来构造你的 UI 元素。找到 Text、Editable Text、Button 和 ComboBox(String)元素,然后将它们拖到工作区,如图中所示。然后进入 "EnterChannelWidget.h "文件中的 UEnterChannelWidget 的定义,查看成员变量的名称和对应的类型(UTextBlock、EditableTextBox、UButton和UComboBoxString)。返回到 BP_VideoCallWiewVidget 编辑器中,给你拖动的UI元素设置相同的名称。你可以通过点击元素并在 "详细信息 "面板中更改名称来完成。尝试编译蓝图。如果你忘了添加什么东西,或者在你的UserWidget类中出现了widget名称/类型不匹配的情况,你会出现一个错误。
保存到文件夹中,例如 /Content/Widgets/BP_EnterChannelWidget.uasset。
创建 BP_VideoViewWidget Asset。
设定图片的锚点
创建 BP_VideoCallViewWidget Asset
创建 BP VideoCallViewWidget Asset ,将父类设置为 UVideoCallViewWidget,并添加 BP VideoViewWidget 类型的 UI 元素MainVideoViewWidget 和ExtendedVideoViewWidget。同时添加 SizeBox 类型的 MainVideoSizeBox 和 AdditionalVideoSizeBox UI 元素。
创建 BP_VideoCallWidget Asset
创建BPVideoCallWidget Asset,将父类设置为UVideoCallWidget,在 Palette UI 元素BPVideoCallViewWidget 中找到并添加名称为VideoCallViewWidget,添加 EndCallButton、MuteLocalAudioButton 和 VideoModeButton 按钮。
创建 BP_VideoCallPlayerController blueprint asset
现在是创建 BPVideoCallPlayerPlayerController blueprint asset 的时候了,基于我们前面描述的 AVideoCallPlayerPlayerController 类,创建 BPVideoCallPlayerController 蓝图资产。
创建一个AVideoCallPlayerPlayerController的bluepringt。右键点击内容,按Add New按钮,选择Blueprint类,在窗口中选择父类,在Pick parent类进入All classes部分,找到VideoCallPlayerController类。
现在将我们之前创建的小部件分配给PlayerController,如下图所示。
将其保存到文件夹,例如 /Content/Widgets/BP_VideoCallPlayerController.uasset。
创建 BP_AgoraVideoCallGameModeBase Asset
创建一个 AVideoCallPlayerController 的 Blueprint,右键点击内容,按 Add New 按钮,选择 Blueprint 类,在 Pick parent class 窗口中选择 Game Mode Base Class。这是所有游戏模式的父类。
修改 GameMode
现在你需要设置你的自定义 GameMode 类和玩家控制器。到世界设置中,设置指定的变量:
指定项目的设置
进入 Edit->Project settings,打开 Maps & Modes。设定默认参数: