时间:2022-12-23 11:50:29 | 栏目:C代码 | 点击:次
我们已经上线了 Agora Unreal SDK,提供了支持 Blueprint 和 C++ 的两个版本 SDK。我们分享了如何基于 Blueprint 在游戏中创建实时音视频功能 。在本文中,我们来分享如何基于声网 Agora Unreal SDK C++版本,在游戏中实现实时音视频功能。
本篇教程较长,建议在 Web 浏览器端浏览,体验更好。
准备工作
需要的开发环境和需要准备的与 Blueprint 一样:
新建项目
如果你已经有 Unreal 项目了,可以跳过这一步。在 Unreal 中创建一个 C++类型的项目。
确保在 [your_project]/Source/[project_name]/[project_name].Build.cs文件的 PrivateDependencyModuleNames一行,去掉注释。Unreal 默认是将它注释掉的,这会导致在编译的时候报错。
// Uncomment if you are using Slate UI PrivateDependencyModuleNames.AddRange(new string[] { "UMG", "Slate", "SlateCore" });
接下来我们在项目中集成 Agora SDK
1.将 SDK 复制到这个路径下 [your_project]/Plugins
2.把插件依赖添加到[your_project]/Source/[project_name]/[project_name].Build.cs文件的私有依赖(Private Dependencies)部分 PrivateDependencyModuleNames.AddRange(new string[] { "AgoraPlugin", "AgoraBlueprintable" });
3.重启 Unreal
4.点击 Edit->Plugin,在分类中找到 Project->Other,确定插件已经生效
创建新的 Level
接下来我们将创建一个新的 Level,在那里建立我们的游戏环境。有几种不同的方法可以创建一个新的 Level,我们将使用文件菜单的方法,其中列出了关卡选择选项。
在虚幻编辑器里面,点击文件菜单选项,然后选择新建 Level......
然后会打开一个新的对话框 。
选择Empty Level ,然后指定一个存储的路径。
创建核心类
在这里我们要创建两个类:VideoFrameObserver 和VideoCall C++ Class。他们会负责与 Agora SDK 进行通信。
首先是 VideoFrameObserver。VideoFrameObserver 执行的是 agora::media::IVideoFrameObserver。这个方法在 VideoFrameObserver 类中负责管理视频帧的回调。它是用 registerVideoFrameObserver 在 agora::media::IMediaEngine 中注册的。
在 Unreal 编辑器中,选择 File->Add New C++ Class。
父类谁定为 None,然后点击下一步。
为 VideoFrameObserver明明,然后选择 Create Class。
创建 VideoFrameObserver 类接口。
打开 VideoFrameObserver.h 文件然后添加如下代码:
//VideoFrameObserver.h #include "CoreMinimal.h" #include <functional> #include "AgoraMediaEngine.h" class AGORAVIDEOCALL_API VideoFrameObserver : public agora::media::IVideoFrameObserver { public: virtual ~VideoFrameObserver() = default; public: bool onCaptureVideoFrame(VideoFrame& videoFrame) override; bool onRenderVideoFrame(unsigned int uid, VideoFrame& videoFrame) override; void setOnCaptureVideoFrameCallback( std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> callback); void setOnRenderVideoFrameCallback( std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> callback); virtual VIDEO_FRAME_TYPE getVideoFormatPreference() override { return FRAME_TYPE_RGBA; } private: std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnCaptureVideoFrame; std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnRenderVideoFrame; };
AGORAVIDEOCALL_API 是项目依赖的定义,而不是由Unreal 生成的你自己的定义。
重写onCaptureVideoFrame/onRenderVideoFrame方法
onCaptureVideoFrame 会获取到摄像头捕获的画面,转换为 ARGB 格式并触发 OnCaptureVideoFrame 回调。
onRenderVideoFrame 讲收到的特定用户画面转换为 ARGB 格式,然后触发 onRenderVideoFrame 回调。
//VideoFrameObserver.cpp bool VideoFrameObserver::onCaptureVideoFrame(VideoFrame& Frame) { const auto BufferSize = Frame.yStride*Frame.height; if (OnCaptureVideoFrame) { OnCaptureVideoFrame( static_cast< uint8_t* >( Frame.yBuffer ), Frame.width, Frame.height, BufferSize ); } return true; } bool VideoFrameObserver::onRenderVideoFrame(unsigned int uid, VideoFrame& Frame) { const auto BufferSize = Frame.yStride*Frame.height; if (OnRenderVideoFrame) { OnRenderVideoFrame( static_cast<uint8_t*>(Frame.yBuffer), Frame.width, Frame.height, BufferSize ); } return true; }
增加setOnCaptureVideoFrameCallback/setOnRenderVideoFrameCallback方法。
设定回调,用来获取摄像头获取到的本地画面和远端的画面。
//VideoFrameObserver.cpp void VideoFrameObserver::setOnCaptureVideoFrameCallback( std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> Callback) { OnCaptureVideoFrame = Callback; } void VideoFrameObserver::setOnRenderVideoFrameCallback( std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> Callback) { OnRenderVideoFrame = Callback; }
创建视频通话C++类
VideoCall 类管理与 Agora SDK 的通信。需要创建多个方法和接口。
创建类接口
回到 Unreal 编辑器,再创建一个新的 C++类,命名为 VideoCall.h。然后进入VideoCall.h文件,添加一下接口:
//VideoCall.h #pragma once #include "CoreMinimal.h" #include <functional> #include <vector> #include "AgoraRtcEngine.h" #include "AgoraMediaEngine.h" class VideoFrameObserver; class AGORAVIDEOCALL_API VideoCall { public: VideoCall(); ~VideoCall(); FString GetVersion() const; void RegisterOnLocalFrameCallback( std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnLocalFrameCallback); void RegisterOnRemoteFrameCallback( std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnRemoteFrameCallback); void StartCall( const FString& ChannelName, const FString& EncryptionKey, const FString& EncryptionType); void StopCall(); bool MuteLocalAudio(bool bMuted = true); bool IsLocalAudioMuted(); bool MuteLocalVideo(bool bMuted = true); bool IsLocalVideoMuted(); bool EnableVideo(bool bEnable = true); private: void InitAgora(); private: TSharedPtr<agora::rtc::ue4::AgoraRtcEngine> RtcEnginePtr; TSharedPtr<agora::media::ue4::AgoraMediaEngine> MediaEnginePtr; TUniquePtr<VideoFrameObserver> VideoFrameObserverPtr; //callback //data, w, h, size std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnLocalFrameCallback; std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnRemoteFrameCallback; bool bLocalAudioMuted = false; bool bLocalVideoMuted = false; };
创建初始化方法
进入 VideoCall.cpp 文件,添加以下代码:
//VideoCall.cpp #include "AgoraVideoDeviceManager.h" #include "AgoraAudioDeviceManager.h" #include "MediaShaders.h" #include "VideoFrameObserver.h"
用agora::rtc::ue4::AgoraRtcEngine::createAgoraRtcEngine()创建引擎,初始化 RtcEnginePtr 变量。创建一个RtcEngineContext对象,然后在ctx.eventHandler 和ctx.appId中设定 event handler 和 App ID 。初始化引擎,并创建AgoraMediaEngine对象,初始化 MediaEnginePtr。
//VideoCall.cpp VideoCall::VideoCall() { InitAgora(); } VideoCall::~VideoCall() { StopCall(); } void VideoCall::InitAgora() { RtcEnginePtr = TSharedPtr<agora::rtc::ue4::AgoraRtcEngine>(agora::rtc::ue4::AgoraRtcEngine::createAgoraRtcEngine()); static agora::rtc::RtcEngineContext ctx; ctx.appId = "aab8b8f5a8cd4469a63042fcfafe7063"; ctx.eventHandler = new agora::rtc::IRtcEngineEventHandler(); int ret = RtcEnginePtr->initialize(ctx); if (ret < 0) { UE_LOG(LogTemp, Warning, TEXT("RtcEngine initialize ret: %d"), ret); } MediaEnginePtr = TSharedPtr<agora::media::ue4::AgoraMediaEngine>(agora::media::ue4::AgoraMediaEngine::Create(RtcEnginePtr.Get())); } FString VideoCall::GetVersion() const { if (!RtcEnginePtr) { return ""; } int build = 0; const char* version = RtcEnginePtr->getVersion(&build); return FString(ANSI_TO_TCHAR(version)); }
创建回调方法
接下来创建回调方法,返回本地和远端的视频帧
//VideoCall.cpp void VideoCall::RegisterOnLocalFrameCallback( std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnFrameCallback) { OnLocalFrameCallback = std::move(OnFrameCallback); } void VideoCall::RegisterOnRemoteFrameCallback( std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnFrameCallback) { OnRemoteFrameCallback = std::move(OnFrameCallback); }
创建呼叫方法
我们需要利用这个方法来实现“加入频道”和“离开频道”。
增加 StartCall
首先创建 VideoFrameObserver 对象,然后根据你的场景来设置以下回调。
在 InitAgora 的 MediaEngine 对象中通过 registerVideoFrameObserver 方法注册 VideoFrameObserver。为了保证 EncryptionType 和 EncryptionKey 不为空,需要先设置 EncryptionMode 和 EncryptionSecret。然后按照你的需要来设置频道参数,并调用 joinChannel。
//VideoCall.cpp void VideoCall::StartCall( const FString& ChannelName, const FString& EncryptionKey, const FString& EncryptionType) { if (!RtcEnginePtr) { return; } if (MediaEnginePtr) { if (!VideoFrameObserverPtr) { VideoFrameObserverPtr = MakeUnique<VideoFrameObserver>(); std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnCaptureVideoFrameCallback = [this](std::uint8_t* buffer, std::uint32_t width, std::uint32_t height, std::uint32_t size) { if (OnLocalFrameCallback) { OnLocalFrameCallback(buffer, width, height, size); } else { UE_LOG(LogTemp, Warning, TEXT("VideoCall OnLocalFrameCallback isn't set")); } }; VideoFrameObserverPtr->setOnCaptureVideoFrameCallback(std::move(OnCaptureVideoFrameCallback)); std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnRenderVideoFrameCallback = [this](std::uint8_t* buffer, std::uint32_t width, std::uint32_t height, std::uint32_t size) { if (OnRemoteFrameCallback) { OnRemoteFrameCallback(buffer, width, height, size); } else { UE_LOG(LogTemp, Warning, TEXT("VideoCall OnRemoteFrameCallback isn't set")); } }; VideoFrameObserverPtr->setOnRenderVideoFrameCallback(std::move(OnRenderVideoFrameCallback)); } MediaEnginePtr->registerVideoFrameObserver(VideoFrameObserverPtr.Get()); } int nRet = RtcEnginePtr->enableVideo(); if (nRet < 0) { UE_LOG(LogTemp, Warning, TEXT("enableVideo : %d"), nRet) } if (!EncryptionType.IsEmpty() && !EncryptionKey.IsEmpty()) { if (EncryptionType == "aes-256") { RtcEnginePtr->setEncryptionMode("aes-256-xts"); } else { RtcEnginePtr->setEncryptionMode("aes-128-xts"); } nRet = RtcEnginePtr->setEncryptionSecret(TCHAR_TO_ANSI(*EncryptionKey)); if (nRet < 0) { UE_LOG(LogTemp, Warning, TEXT("setEncryptionSecret : %d"), nRet) } } nRet = RtcEnginePtr->setChannelProfile(agora::rtc::CHANNEL_PROFILE_COMMUNICATION); if (nRet < 0) { UE_LOG(LogTemp, Warning, TEXT("setChannelProfile : %d"), nRet) } //"demoChannel1"; std::uint32_t nUID = 0; nRet = RtcEnginePtr->joinChannel(NULL, TCHAR_TO_ANSI(*ChannelName), NULL, nUID); if (nRet < 0) { UE_LOG(LogTemp, Warning, TEXT("joinChannel ret: %d"), nRet); } }
增加 StopCall 功能
根据你的场景需要,通过调用 leaveChannel 方法来结束通话,比如当要结束通话的时候,当你需要关闭应用的时候,或是当你的应用运行于后台的时候。调用 nullptr 作为实参的 registerVideoFrameObserver,用来取消 VideoFrameObserver的注册。
//VideoCall.cpp void VideoCall::StopCall() { if (!RtcEnginePtr) { return; } auto ConnectionState = RtcEnginePtr->getConnectionState(); if (agora::rtc::CONNECTION_STATE_DISCONNECTED != ConnectionState) { int nRet = RtcEnginePtr->leaveChannel(); if (nRet < 0) { UE_LOG(LogTemp, Warning, TEXT("leaveChannel ret: %d"), nRet); } if (MediaEnginePtr) { MediaEnginePtr->registerVideoFrameObserver(nullptr); } } }
创建 Video 方法
这些方法是用来管理视频的。
加 EnableVideo() 方法
EnableVideo() 会启用本示例中的视频。初始化 nRet,值为 0。如果 bEnable 为 true,则通过 RtcEnginePtr->enableVideo() 启用视频。否则,通过 RtcEnginePtr->disableVideo() 关闭视频。
//VideoCall.cpp bool VideoCall::EnableVideo(bool bEnable) { if (!RtcEnginePtr) { return false; } int nRet = 0; if (bEnable) nRet = RtcEnginePtr->enableVideo(); else nRet = RtcEnginePtr->disableVideo(); return nRet == 0 ? true : false; }
增加 MuteLocalVideo() 方法
MuteLocalVideo() 方法负责开启或关闭本地视频。在其余方法完成运行之前,需要保证 RtcEnginePtr 不为 nullptr。如果可以成功mute 或 unmute 本地视频,那么把 bLocalVideoMuted 设置为 bMuted。
//VideoCall.cpp bool VideoCall::MuteLocalVideo(bool bMuted) { if (!RtcEnginePtr) { return false; } int ret = RtcEnginePtr->muteLocalVideoStream(bMuted); if (ret == 0) bLocalVideoMuted = bMuted; return ret == 0 ? true : false; }
增加 IsLocalVideoMuted() 方法
IsLocalVideoMuted() 方法的作用是,当本地视频开启或关闭的时候,返回 bLocalVideoMuted。
//VideoCall.cpp bool VideoCall::IsLocalVideoMuted() { return bLocalVideoMuted; }
创建音频相关的方法
这些方法是用来管理音频的。
添加 MuteLocalAudio() 方法
MuteLocalAudio()用于 mute 或 unmute 本地音频:
//VideoCall.cpp bool VideoCall::MuteLocalAudio(bool bMuted) { if (!RtcEnginePtr) { return false; } int ret = RtcEnginePtr->muteLocalAudioStream(bMuted); if (ret == 0) bLocalAudioMuted = bMuted; return ret == 0 ? true : false; }
增加 IsLocalAudioMuted() 方法
IsLocalAudioMuted()方法的作用是,当 mute 或 unmute 本地音频的时候,返回 bLocalAudioMuted。
//VideoCall.cpp bool VideoCall::IsLocalAudioMuted() { return bLocalAudioMuted; }
创建 GUI
接下来就是要为一对一对话创建用户交互界面了,包括:
创建 VideoCallPlayerController
为了能够将我们的Widget Blueprints添加到Viewport中,我们创建我们的自定义播放器控制器类。
在 "内容浏览器 "中,按 "Add New "按钮,选择 "新建C++类"。在 "添加C++类 "窗口中,勾选 "显示所有类 "按钮,并输入PlayerController。按 "下一步 "按钮,给类命名为 VideoCallPlayerController。按Create Class按钮。
//VideoCallPlayerController.h #include "CoreMinimal.h" #include "GameFramework/PlayerController.h" #include "VideoCallPlayerController.generated.h" UCLASS() class AGORAVIDEOCALL_API AVideoCallPlayerController : public APlayerController { GENERATED_BODY() public: };
这个类是 BP_VideoCallPlayerController 的 Blueprint Asset 的基类,我们将在最后创建。
增加需要的 Include
在 VideoCallPlayerController.h 文件的头部包括了所需的头文件。
//VideoCallPlayerController.h #include "CoreMinimal.h" #include "GameFramework/PlayerController.h" #include "Templates/UniquePtr.h" #include "VideoCall.h" #include "VideoCallPlayerController.generated.h" //VideoCallPlayerController.cpp #include "Blueprint/UserWidget.h" #include "EnterChannelWidget.h" #include "VideoCallWidget.h"
类声明
为下一个类添加转发声明:
//VideoCallPlayerController.h class UEnterChannelWidget; class UVideoCallWidget;
稍后我们将跟进其中的两个创建,即 UEnterChannelWidget 和 UVideoCallWidget。
添加成员变量
现在,在编辑器中添加成员引用到 UMG Asset 中。
//VideoCallPlayerController.h ... UCLASS() class AGORAVIDEOCALL_API AVideoCallPlayerController : public APlayerController { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets") TSubclassOf<class UUserWidget> wEnterChannelWidget; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets") TSubclassOf<class UUserWidget> wVideoCallWidget; ... };
变量来保持创建后的小部件,以及一个指向VideoCall的指针。
//VideoCallPlayerController.h ... UCLASS() class AGORAVIDEOCALL_API AVideoCallPlayerController : public APlayerController { GENERATED_BODY() public: ... UEnterChannelWidget* EnterChannelWidget = nullptr; UVideoCallWidget* VideoCallWidget = nullptr; TUniquePtr<VideoCall> VideoCallPtr; ... };
覆盖 BeginPlay/EndPlay
//VideoCallPlayerController.h ... UCLASS() class AGORAVIDEOCALL_API AVideoCallPlayerController : public APlayerController { GENERATED_BODY()
public: ... void BeginPlay() override; void EndPlay(const EEndPlayReason::Type EndPlayReason) override; ... }; //VideoCallPlayerController.cpp void AVideoCallPlayerController::BeginPlay() { Super::BeginPlay(); //initialize wigets if (wEnterChannelWidget) // Check if the Asset is assigned in the blueprint. { // Create the widget and store it. if (!EnterChannelWidget) { EnterChannelWidget = CreateWidget<UEnterChannelWidget>(this, wEnterChannelWidget); EnterChannelWidget->SetVideoCallPlayerController(this); } // now you can use the widget directly since you have a referance for it. // Extra check to make sure the pointer holds the widget. if (EnterChannelWidget) { //let add it to the view port EnterChannelWidget->AddToViewport(); } //Show the Cursor. bShowMouseCursor = true; } if (wVideoCallWidget) { if (!VideoCallWidget) { VideoCallWidget = CreateWidget<UVideoCallWidget>(this, wVideoCallWidget); VideoCallWidget->SetVideoCallPlayerController(this); } if (VideoCallWidget) { VideoCallWidget->AddToViewport(); } VideoCallWidget->SetVisibility(ESlateVisibility::Collapsed); } //create video call and switch on the EnterChannelWidget VideoCallPtr = MakeUnique<VideoCall>(); FString Version = VideoCallPtr->GetVersion(); Version = "Agora version: " + Version; EnterChannelWidget->UpdateVersionText(Version); SwitchOnEnterChannelWidget(std::move(VideoCallPtr)); } void AVideoCallPlayerController::EndPlay(const EEndPlayReason::Type EndPlayReason) { Super::EndPlay(EndPlayReason); }
这时你可能注意到EnterChannelWidget和VideoCallWidget方法被标记为错误,那是因为它们还没有实现。我们将在接下来的步骤中实现它们。
增加 StartCall/EndCall
//VideoCallPlayerController.h ... UCLASS() class AGORAVIDEOCALL_API AVideoCallPlayerController : public APlayerController { GENERATED_BODY() public: ... void StartCall( TUniquePtr<VideoCall> PassedVideoCallPtr, const FString& ChannelName, const FString& EncryptionKey, const FString& EncryptionType ); void EndCall(TUniquePtr<VideoCall> PassedVideoCallPtr); ... }; //VideoCallPlayerController.cpp void AVideoCallPlayerController::StartCall( TUniquePtr<VideoCall> PassedVideoCallPtr, const FString& ChannelName, const FString& EncryptionKey, const FString& EncryptionType) { SwitchOnVideoCallWidget(std::move(PassedVideoCallPtr)); VideoCallWidget->OnStartCall( ChannelName, EncryptionKey, EncryptionType); } void AVideoCallPlayerController::EndCall(TUniquePtr<VideoCall> PassedVideoCallPtr) { SwitchOnEnterChannelWidget(std::move(PassedVideoCallPtr)); }
增加打开另一个小工具的方法
//VideoCallPlayerController.h ... UCLASS() class AGORAVIDEOCALL_API AVideoCallPlayerController : public APlayerController { GENERATED_BODY() public: ... void SwitchOnEnterChannelWidget(TUniquePtr<VideoCall> PassedVideoCallPtr); void SwitchOnVideoCallWidget(TUniquePtr<VideoCall> PassedVideoCallPtr); ... }; //VideoCallPlayerController.cpp void AVideoCallPlayerController::SwitchOnEnterChannelWidget(TUniquePtr<VideoCall> PassedVideoCallPtr) { if (!EnterChannelWidget) { return; } EnterChannelWidget->SetVideoCall(std::move(PassedVideoCallPtr)); EnterChannelWidget->SetVisibility(ESlateVisibility::Visible); } void AVideoCallPlayerController::SwitchOnVideoCallWidget(TUniquePtr<VideoCall> PassedVideoCallPtr) { if (!VideoCallWidget) { return; } VideoCallWidget->SetVideoCall(std::move(PassedVideoCallPtr)); VideoCallWidget->SetVisibility(ESlateVisibility::Visible); }
创建 EnterChannelWidget C++类
EnterChannelWidget是负责管理 UI 元素交互的。我们要创建一个新的 UserWidget 类型的类。在内容浏览器中,按Add New按钮,选择New C++类,然后勾选Show All Classes按钮,输入UserWidget。按下 "下一步 "按钮,为类设置一个名称,EnterChannelWidget。
我们会得到如下代码:
//EnterChannelWidget.h #include "CoreMinimal.h" #include "Blueprint/UserWidget.h" #include "EnterChannelWidget.generated.h" UCLASS() class AGORAVIDEOCALL_API UEnterChannelWidget : public UUserWidget { GENERATED_BODY() };
在EnterChannelWidget.h文件中增加一些必要的 include:
//EnterCahnnelWidget.h #include "CoreMinimal.h" #include "Blueprint/UserWidget.h" #include "Components/TextBlock.h" #include "Components/RichTextBlock.h" #include "Components/EditableTextBox.h" #include "Components/ComboBoxString.h" #include "Components/Button.h" #include "Components/Image.h" #include "VideoCall.h" #include "EnterChannelWidget.generated.h"
class AVideoCallPlayerController; //EnterCahnnelWidget.cpp #include "Blueprint/WidgetTree.h" #include "VideoCallPlayerController.h"
然后我们需要增加如下变量:
//EnterChannelWidget.h ... UCLASS() class AGORAVIDEOCALL_API UEnterChannelWidget : public UUserWidget { GENERATED_BODY() public: UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget)) UTextBlock* HeaderTextBlock = nullptr; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget)) UTextBlock* DescriptionTextBlock = nullptr; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget)) UEditableTextBox* ChannelNameTextBox = nullptr; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget)) UEditableTextBox* EncriptionKeyTextBox = nullptr; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget)) UTextBlock* EncriptionTypeTextBlock = nullptr; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget)) UComboBoxString* EncriptionTypeComboBox = nullptr; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget)) UButton* JoinButton = nullptr; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget)) UButton* TestButton = nullptr; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget)) UButton* VideoSettingsButton = nullptr; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget)) UTextBlock* ContactsTextBlock = nullptr; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget)) UTextBlock* BuildInfoTextBlock = nullptr; ... };
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
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:
总结