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C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

时间:2021-09-08 14:11     来源/作者:声网Agora

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:

  • Unreal 4.34 以上版本
  • Visual Studio 或 Xcode(版本根据 Unreal 配置要求而定)
  • 运行 Windows 7 以上系统的 PC 或 一台 Mac
  • Agora 注册账号一枚(免费注册,见官网 Agora.io)
  • 如果你的企业网络存在防火墙,请在声网文档中心搜索「应用企业防火墙限制」,进行配置。

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。

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

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。

  1. // Uncomment if you are using Slate UI
  2. 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

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

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......

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

然后会打开一个新的对话框 。

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

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。

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

父类谁定为 None,然后点击下一步。

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

为 VideoFrameObserver明明,然后选择 Create Class。

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

创建 VideoFrameObserver 类接口。

打开 VideoFrameObserver.h 文件然后添加如下代码:

  1. //VideoFrameObserver.h
  2. #include "CoreMinimal.h"
  3. #include <functional>
  4. #include "AgoraMediaEngine.h"
  5. class AGORAVIDEOCALL_API VideoFrameObserver : public agora::media::IVideoFrameObserver
  6. {
  7. public:
  8. virtual ~VideoFrameObserver() = default;
  9. public:
  10. bool onCaptureVideoFrame(VideoFrame& videoFrame) override;
  11. bool onRenderVideoFrame(unsigned int uid, VideoFrame& videoFrame) override;
  12. void setOnCaptureVideoFrameCallback(
  13. std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> callback);
  14. void setOnRenderVideoFrameCallback(
  15. std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> callback);
  16. virtual VIDEO_FRAME_TYPE getVideoFormatPreference() override { return FRAME_TYPE_RGBA; }
  17. private:
  18. std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnCaptureVideoFrame;
  19. std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnRenderVideoFrame;
  20. };

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。

  1. //VideoFrameObserver.cpp
  2. bool VideoFrameObserver::onCaptureVideoFrame(VideoFrame& Frame)
  3. {
  4. const auto BufferSize = Frame.yStride*Frame.height;
  5. if (OnCaptureVideoFrame)
  6. {
  7. OnCaptureVideoFrame( static_cast< uint8_t* >( Frame.yBuffer ), Frame.width, Frame.height, BufferSize );
  8. }
  9. return true;
  10. }
  11. bool VideoFrameObserver::onRenderVideoFrame(unsigned int uid, VideoFrame& Frame)
  12. {
  13. const auto BufferSize = Frame.yStride*Frame.height;
  14. if (OnRenderVideoFrame)
  15. {
  16. OnRenderVideoFrame( static_cast<uint8_t*>(Frame.yBuffer), Frame.width, Frame.height, BufferSize );
  17. }
  18. return true;
  19. }

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。

  1. //VideoFrameObserver.cpp
  2. void VideoFrameObserver::setOnCaptureVideoFrameCallback(
  3. std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> Callback)
  4. {
  5. OnCaptureVideoFrame = Callback;
  6. }
  7. void VideoFrameObserver::setOnRenderVideoFrameCallback(
  8. std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> Callback)
  9. {
  10. OnRenderVideoFrame = Callback;
  11. }

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:

  1. //VideoCall.h
  2. #pragma once
  3. #include "CoreMinimal.h"
  4. #include <functional>
  5. #include <vector>
  6. #include "AgoraRtcEngine.h"
  7. #include "AgoraMediaEngine.h"
  8. class VideoFrameObserver;
  9. class AGORAVIDEOCALL_API VideoCall
  10. {
  11. public:
  12. VideoCall();
  13. ~VideoCall();
  14. FString GetVersion() const;
  15. void RegisterOnLocalFrameCallback(
  16. std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnLocalFrameCallback);
  17. void RegisterOnRemoteFrameCallback(
  18. std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnRemoteFrameCallback);
  19. void StartCall(
  20. const FString& ChannelName,
  21. const FString& EncryptionKey,
  22. const FString& EncryptionType);
  23. void StopCall();
  24. bool MuteLocalAudio(bool bMuted = true);
  25. bool IsLocalAudioMuted();
  26. bool MuteLocalVideo(bool bMuted = true);
  27. bool IsLocalVideoMuted();
  28. bool EnableVideo(bool bEnable = true);
  29. private:
  30. void InitAgora();
  31. private:
  32. TSharedPtr<agora::rtc::ue4::AgoraRtcEngine> RtcEnginePtr;
  33. TSharedPtr<agora::media::ue4::AgoraMediaEngine> MediaEnginePtr;
  34. TUniquePtr<VideoFrameObserver> VideoFrameObserverPtr;
  35. //callback
  36. //data, w, h, size
  37. std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnLocalFrameCallback;
  38. std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnRemoteFrameCallback;
  39. bool bLocalAudioMuted = false;
  40. bool bLocalVideoMuted = false;
  41. };

创建初始化方法

进入 VideoCall.cpp 文件,添加以下代码:

  1. //VideoCall.cpp
  2. #include "AgoraVideoDeviceManager.h"
  3. #include "AgoraAudioDeviceManager.h"
  4. #include "MediaShaders.h"
  5. #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。

  1. //VideoCall.cpp
  2. VideoCall::VideoCall()
  3. {
  4. InitAgora();
  5. }
  6. VideoCall::~VideoCall()
  7. {
  8. StopCall();
  9. }
  10. void VideoCall::InitAgora()
  11. {
  12. RtcEnginePtr = TSharedPtr<agora::rtc::ue4::AgoraRtcEngine>(agora::rtc::ue4::AgoraRtcEngine::createAgoraRtcEngine());
  13. static agora::rtc::RtcEngineContext ctx;
  14. ctx.appId = "aab8b8f5a8cd4469a63042fcfafe7063";
  15. ctx.eventHandler = new agora::rtc::IRtcEngineEventHandler();
  16. int ret = RtcEnginePtr->initialize(ctx);
  17. if (ret < 0)
  18. {
  19. UE_LOG(LogTemp, Warning, TEXT("RtcEngine initialize ret: %d"), ret);
  20. }
  21. MediaEnginePtr = TSharedPtr<agora::media::ue4::AgoraMediaEngine>(agora::media::ue4::AgoraMediaEngine::Create(RtcEnginePtr.Get()));
  22. }
  23. FString VideoCall::GetVersion() const
  24. {
  25. if (!RtcEnginePtr)
  26. {
  27. return "";
  28. }
  29. int build = 0;
  30. const char* version = RtcEnginePtr->getVersion(&build);
  31. return FString(ANSI_TO_TCHAR(version));
  32. }

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

  1. //VideoCall.cpp
  2. void VideoCall::RegisterOnLocalFrameCallback(
  3. std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnFrameCallback)
  4. {
  5. OnLocalFrameCallback = std::move(OnFrameCallback);
  6. }
  7. void VideoCall::RegisterOnRemoteFrameCallback(
  8. std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnFrameCallback)
  9. {
  10. OnRemoteFrameCallback = std::move(OnFrameCallback);
  11. }

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。

  • OnLocalFrameCallback:用于 SDK 获取本地摄像头采集到的视频帧。
  • OnRemoteFrameCallback:用于 SDK 获取远端摄像头采集到的视频帧。

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。

  1. //VideoCall.cpp
  2. void VideoCall::StartCall(
  3. const FString& ChannelName,
  4. const FString& EncryptionKey,
  5. const FString& EncryptionType)
  6. {
  7. if (!RtcEnginePtr)
  8. {
  9. return;
  10. }
  11. if (MediaEnginePtr)
  12. {
  13. if (!VideoFrameObserverPtr)
  14. {
  15. VideoFrameObserverPtr = MakeUnique<VideoFrameObserver>();
  16. std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnCaptureVideoFrameCallback
  17. = [this](std::uint8_t* buffer, std::uint32_t width, std::uint32_t height, std::uint32_t size)
  18. {
  19. if (OnLocalFrameCallback)
  20. {
  21. OnLocalFrameCallback(buffer, width, height, size);
  22. }
  23. else { UE_LOG(LogTemp, Warning, TEXT("VideoCall OnLocalFrameCallback isn't set")); }
  24. };
  25. VideoFrameObserverPtr->setOnCaptureVideoFrameCallback(std::move(OnCaptureVideoFrameCallback));
  26. std::function<void(std::uint8_t*, std::uint32_t, std::uint32_t, std::uint32_t)> OnRenderVideoFrameCallback
  27. = [this](std::uint8_t* buffer, std::uint32_t width, std::uint32_t height, std::uint32_t size)
  28. {
  29. if (OnRemoteFrameCallback)
  30. {
  31. OnRemoteFrameCallback(buffer, width, height, size);
  32. }
  33. else { UE_LOG(LogTemp, Warning, TEXT("VideoCall OnRemoteFrameCallback isn't set")); }
  34. };
  35. VideoFrameObserverPtr->setOnRenderVideoFrameCallback(std::move(OnRenderVideoFrameCallback));
  36. }
  37. MediaEnginePtr->registerVideoFrameObserver(VideoFrameObserverPtr.Get());
  38. }
  39. int nRet = RtcEnginePtr->enableVideo();
  40. if (nRet < 0)
  41. {
  42. UE_LOG(LogTemp, Warning, TEXT("enableVideo : %d"), nRet)
  43. }
  44. if (!EncryptionType.IsEmpty() && !EncryptionKey.IsEmpty())
  45. {
  46. if (EncryptionType == "aes-256")
  47. {
  48. RtcEnginePtr->setEncryptionMode("aes-256-xts");
  49. }
  50. else
  51. {
  52. RtcEnginePtr->setEncryptionMode("aes-128-xts");
  53. }
  54. nRet = RtcEnginePtr->setEncryptionSecret(TCHAR_TO_ANSI(*EncryptionKey));
  55. if (nRet < 0)
  56. {
  57. UE_LOG(LogTemp, Warning, TEXT("setEncryptionSecret : %d"), nRet)
  58. }
  59. }
  60. nRet = RtcEnginePtr->setChannelProfile(agora::rtc::CHANNEL_PROFILE_COMMUNICATION);
  61. if (nRet < 0)
  62. {
  63. UE_LOG(LogTemp, Warning, TEXT("setChannelProfile : %d"), nRet)
  64. }
  65. //"demoChannel1";
  66. std::uint32_t nUID = 0;
  67. nRet = RtcEnginePtr->joinChannel(NULL, TCHAR_TO_ANSI(*ChannelName), NULL, nUID);
  68. if (nRet < 0)
  69. {
  70. UE_LOG(LogTemp, Warning, TEXT("joinChannel ret: %d"), nRet);
  71. }
  72. }

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。

  1. //VideoCall.cpp
  2. void VideoCall::StopCall()
  3. {
  4. if (!RtcEnginePtr)
  5. {
  6. return;
  7. }
  8. auto ConnectionState = RtcEnginePtr->getConnectionState();
  9. if (agora::rtc::CONNECTION_STATE_DISCONNECTED != ConnectionState)
  10. {
  11. int nRet = RtcEnginePtr->leaveChannel();
  12. if (nRet < 0)
  13. {
  14. UE_LOG(LogTemp, Warning, TEXT("leaveChannel ret: %d"), nRet);
  15. }
  16. if (MediaEnginePtr)
  17. {
  18. MediaEnginePtr->registerVideoFrameObserver(nullptr);
  19. }
  20. }
  21. }

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。

  1. //VideoCall.cpp
  2. bool VideoCall::EnableVideo(bool bEnable)
  3. {
  4. if (!RtcEnginePtr)
  5. {
  6. return false;
  7. }
  8. int nRet = 0;
  9. if (bEnable)
  10. nRet = RtcEnginePtr->enableVideo();
  11. else
  12. nRet = RtcEnginePtr->disableVideo();
  13. return nRet == 0 ? true : false;
  14. }

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。

  1. //VideoCall.cpp
  2. bool VideoCall::MuteLocalVideo(bool bMuted)
  3. {
  4. if (!RtcEnginePtr)
  5. {
  6. return false;
  7. }
  8. int ret = RtcEnginePtr->muteLocalVideoStream(bMuted);
  9. if (ret == 0)
  10. bLocalVideoMuted = bMuted;
  11. return ret == 0 ? true : false;
  12. }

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。

  1. //VideoCall.cpp
  2. bool VideoCall::IsLocalVideoMuted()
  3. {
  4. return bLocalVideoMuted;
  5. }

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:

  1. //VideoCall.cpp
  2. bool VideoCall::MuteLocalAudio(bool bMuted)
  3. {
  4. if (!RtcEnginePtr)
  5. {
  6. return false;
  7. }
  8. int ret = RtcEnginePtr->muteLocalAudioStream(bMuted);
  9. if (ret == 0)
  10. bLocalAudioMuted = bMuted;
  11. return ret == 0 ? true : false;
  12. }

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。

  1. //VideoCall.cpp
  2. bool VideoCall::IsLocalAudioMuted()
  3. {
  4. return bLocalAudioMuted;
  5. }

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
  • 创建 EnterChannelWidget C++ Class
  • 创建 VideoViewWidget C++ Class
  • 创建 VideoCallViewWidget C++ Class
  • 创建 VideoCallWidget C++ Class
  • 创建 BP_EnterChannelWidget blueprint asset
  • 创建 BP_VideoViewWidget Asset
  • 创建 BP_VideoCallViewWidget Asset
  • 创建 BP_VideoCallWidget Asset
  • 创建 BP_VideoCallPlayerController blueprint asset
  • 创建 BP_AgoraVideoCallGameModeBase Asset
  • 修改 Game Mode

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。

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

  1. //VideoCallPlayerController.h
  2. #include "CoreMinimal.h"
  3. #include "GameFramework/PlayerController.h"
  4. #include "VideoCallPlayerController.generated.h"
  5. UCLASS()
  6. class AGORAVIDEOCALL_API AVideoCallPlayerController : public APlayerController
  7. {
  8. GENERATED_BODY()
  9. public:
  10. };

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。

  1. //VideoCallPlayerController.h
  2. #include "CoreMinimal.h"
  3. #include "GameFramework/PlayerController.h"
  4. #include "Templates/UniquePtr.h"
  5. #include "VideoCall.h"
  6. #include "VideoCallPlayerController.generated.h"
  7. //VideoCallPlayerController.cpp
  8. #include "Blueprint/UserWidget.h"
  9. #include "EnterChannelWidget.h"
  10. #include "VideoCallWidget.h"

类声明

为下一个类添加转发声明:

  1. //VideoCallPlayerController.h
  2. class UEnterChannelWidget;
  3. 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。

  1. //VideoCallPlayerController.h
  2. ...
  3. UCLASS()
  4. class AGORAVIDEOCALL_API AVideoCallPlayerController : public APlayerController
  5. {
  6. GENERATED_BODY()
  7. public:
  8. UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
  9. TSubclassOf<class UUserWidget> wEnterChannelWidget;
  10. UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Widgets")
  11. TSubclassOf<class UUserWidget> wVideoCallWidget;
  12. ...
  13. };

变量来保持创建后的小部件,以及一个指向VideoCall的指针。

  1. //VideoCallPlayerController.h
  2. ...
  3. UCLASS()
  4. class AGORAVIDEOCALL_API AVideoCallPlayerController : public APlayerController
  5. {
  6. GENERATED_BODY()
  7. public:
  8. ...
  9. UEnterChannelWidget* EnterChannelWidget = nullptr;
  10. UVideoCallWidget* VideoCallWidget = nullptr;
  11. TUniquePtr<VideoCall> VideoCallPtr;
  12. ...
  13. };

覆盖 BeginPlay/EndPlay

  1. //VideoCallPlayerController.h
  2. ...
  3. UCLASS()
  4. class AGORAVIDEOCALL_API AVideoCallPlayerController : public APlayerController
  5. {
  6. GENERATED_BODY()
  1. public:
  2. ...
  3. void BeginPlay() override;
  4. void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
  5. ...
  6. };
  7. //VideoCallPlayerController.cpp
  8. void AVideoCallPlayerController::BeginPlay()
  9. {
  10. Super::BeginPlay();
  11. //initialize wigets
  12. if (wEnterChannelWidget) // Check if the Asset is assigned in the blueprint.
  13. {
  14. // Create the widget and store it.
  15. if (!EnterChannelWidget)
  16. {
  17. EnterChannelWidget = CreateWidget<UEnterChannelWidget>(this, wEnterChannelWidget);
  18. EnterChannelWidget->SetVideoCallPlayerController(this);
  19. }
  20. // now you can use the widget directly since you have a referance for it.
  21. // Extra check to make sure the pointer holds the widget.
  22. if (EnterChannelWidget)
  23. {
  24. //let add it to the view port
  25. EnterChannelWidget->AddToViewport();
  26. }
  27. //Show the Cursor.
  28. bShowMouseCursor = true;
  29. }
  30. if (wVideoCallWidget)
  31. {
  32. if (!VideoCallWidget)
  33. {
  34. VideoCallWidget = CreateWidget<UVideoCallWidget>(this, wVideoCallWidget);
  35. VideoCallWidget->SetVideoCallPlayerController(this);
  36. }
  37. if (VideoCallWidget)
  38. {
  39. VideoCallWidget->AddToViewport();
  40. }
  41. VideoCallWidget->SetVisibility(ESlateVisibility::Collapsed);
  42. }
  43. //create video call and switch on the EnterChannelWidget
  44. VideoCallPtr = MakeUnique<VideoCall>();
  45. FString Version = VideoCallPtr->GetVersion();
  46. Version = "Agora version: " + Version;
  47. EnterChannelWidget->UpdateVersionText(Version);
  48. SwitchOnEnterChannelWidget(std::move(VideoCallPtr));
  49. }
  50. void AVideoCallPlayerController::EndPlay(const EEndPlayReason::Type EndPlayReason)
  51. {
  52. Super::EndPlay(EndPlayReason);
  53. }

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

  1. //VideoCallPlayerController.h
  2. ...
  3. UCLASS()
  4. class AGORAVIDEOCALL_API AVideoCallPlayerController : public APlayerController
  5. {
  6. GENERATED_BODY()
  7. public:
  8. ...
  9. void StartCall(
  10. TUniquePtr<VideoCall> PassedVideoCallPtr,
  11. const FString& ChannelName,
  12. const FString& EncryptionKey,
  13. const FString& EncryptionType
  14. );
  15. void EndCall(TUniquePtr<VideoCall> PassedVideoCallPtr);
  16. ...
  17. };
  18. //VideoCallPlayerController.cpp
  19. void AVideoCallPlayerController::StartCall(
  20. TUniquePtr<VideoCall> PassedVideoCallPtr,
  21. const FString& ChannelName,
  22. const FString& EncryptionKey,
  23. const FString& EncryptionType)
  24. {
  25. SwitchOnVideoCallWidget(std::move(PassedVideoCallPtr));
  26. VideoCallWidget->OnStartCall(
  27. ChannelName,
  28. EncryptionKey,
  29. EncryptionType);
  30. }
  31. void AVideoCallPlayerController::EndCall(TUniquePtr<VideoCall> PassedVideoCallPtr)
  32. {
  33. SwitchOnEnterChannelWidget(std::move(PassedVideoCallPtr));
  34. }

增加打开另一个小工具的方法

  1. //VideoCallPlayerController.h
  2. ...
  3. UCLASS()
  4. class AGORAVIDEOCALL_API AVideoCallPlayerController : public APlayerController
  5. {
  6. GENERATED_BODY()
  7. public:
  8. ...
  9. void SwitchOnEnterChannelWidget(TUniquePtr<VideoCall> PassedVideoCallPtr);
  10. void SwitchOnVideoCallWidget(TUniquePtr<VideoCall> PassedVideoCallPtr);
  11. ...
  12. };
  13. //VideoCallPlayerController.cpp
  14. void AVideoCallPlayerController::SwitchOnEnterChannelWidget(TUniquePtr<VideoCall> PassedVideoCallPtr)
  15. {
  16. if (!EnterChannelWidget)
  17. {
  18. return;
  19. }
  20. EnterChannelWidget->SetVideoCall(std::move(PassedVideoCallPtr));
  21. EnterChannelWidget->SetVisibility(ESlateVisibility::Visible);
  22. }
  23. void AVideoCallPlayerController::SwitchOnVideoCallWidget(TUniquePtr<VideoCall> PassedVideoCallPtr)
  24. {
  25. if (!VideoCallWidget)
  26. {
  27. return;
  28. }
  29. VideoCallWidget->SetVideoCall(std::move(PassedVideoCallPtr));
  30. VideoCallWidget->SetVisibility(ESlateVisibility::Visible);
  31. }

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。

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

我们会得到如下代码:

  1. //EnterChannelWidget.h
  2. #include "CoreMinimal.h"
  3. #include "Blueprint/UserWidget.h"
  4. #include "EnterChannelWidget.generated.h"
  5. UCLASS()
  6. class AGORAVIDEOCALL_API UEnterChannelWidget : public UUserWidget
  7. {
  8. GENERATED_BODY()
  9. };

在EnterChannelWidget.h文件中增加一些必要的 include:

  1. //EnterCahnnelWidget.h
  2. #include "CoreMinimal.h"
  3. #include "Blueprint/UserWidget.h"
  4. #include "Components/TextBlock.h"
  5. #include "Components/RichTextBlock.h"
  6. #include "Components/EditableTextBox.h"
  7. #include "Components/ComboBoxString.h"
  8. #include "Components/Button.h"
  9. #include "Components/Image.h"
  10. #include "VideoCall.h"
  11. #include "EnterChannelWidget.generated.h"
  1. class AVideoCallPlayerController;
  2. //EnterCahnnelWidget.cpp
  3. #include "Blueprint/WidgetTree.h"
  4. #include "VideoCallPlayerController.h"

然后我们需要增加如下变量:

  1. //EnterChannelWidget.h
  2. ...
  3. UCLASS()
  4. class AGORAVIDEOCALL_API UEnterChannelWidget : public UUserWidget
  5. {
  6. GENERATED_BODY()
  7. public:
  8. UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget))
  9. UTextBlock* HeaderTextBlock = nullptr;
  10. UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget))
  11. UTextBlock* DescriptionTextBlock = nullptr;
  12. UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget))
  13. UEditableTextBox* ChannelNameTextBox = nullptr;
  14. UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget))
  15. UEditableTextBox* EncriptionKeyTextBox = nullptr;
  16. UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget))
  17. UTextBlock* EncriptionTypeTextBlock = nullptr;
  18. UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget))
  19. UComboBoxString* EncriptionTypeComboBox = nullptr;
  20. UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget))
  21. UButton* JoinButton = nullptr;
  22. UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget))
  23. UButton* TestButton = nullptr;
  24. UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget))
  25. UButton* VideoSettingsButton = nullptr;
  26. UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget))
  27. UTextBlock* ContactsTextBlock = nullptr;
  28. UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget))
  29. UTextBlock* BuildInfoTextBlock = nullptr;
  30. ...
  31. };

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:

  1. //EnterChannelWidget.h
  2. ...
  3. UCLASS()
  4. class AGORAVIDEOCALL_API UEnterChannelWidget : public UUserWidget
  5. {
  6. GENERATED_BODY()
  7. ...
  8. public:
  9. AVideoCallPlayerController* PlayerController = nullptr;
  10. TUniquePtr<VideoCall> VideoCallPtr;
  11. ...
  12. };

添加 Constructor 和 Construct/Destruct 方法

  1. //EnterChannelWidget.h
  2.  
  3. ...
  4.  
  5. UCLASS()
  6. class AGORAVIDEOCALL_API UEnterChannelWidget : public UUserWidget
  7. {
  8. GENERATED_BODY()
  9.  
  10. public:
  11.  
  12. ...
  13.  
  14. UEnterChannelWidget(const FObjectInitializer& objectInitializer);
  15.  
  16. void NativeConstruct() override;
  17.  
  18. ...
  19. };
  20. //EnterChannelWidget.cpp
  21.  
  22. UEnterChannelWidget::UEnterChannelWidget(const FObjectInitializer& objectInitializer)
  23. : Super(objectInitializer)
  24. {
  25. }
  26.  
  27. void UEnterChannelWidget::NativeConstruct()
  28. {
  29. Super::NativeConstruct();
  30.  
  31. if (HeaderTextBlock)
  32. HeaderTextBlock->SetText(FText::FromString("Enter a conference room name"));
  33.  
  34. if (DescriptionTextBlock)
  35. DescriptionTextBlock->SetText(FText::FromString("If you are the first person to specify this name, \
  36. the room will be created and you will\nbe placed in it. \
  37. If it has already been created you will join the conference in progress"));
  38.  
  39. if (ChannelNameTextBox)
  40. ChannelNameTextBox->SetHintText(FText::FromString("Channel Name"));
  41.  
  42. if (EncriptionKeyTextBox)
  43. EncriptionKeyTextBox->SetHintText(FText::FromString("Encription Key"));
  44.  
  45. if (EncriptionTypeTextBlock)
  46. EncriptionTypeTextBlock->SetText(FText::FromString("Enc Type:"));
  47.  
  48. if (EncriptionTypeComboBox)
  49. {
  50. EncriptionTypeComboBox->AddOption("aes-128");
  51. EncriptionTypeComboBox->AddOption("aes-256");
  52. EncriptionTypeComboBox->SetSelectedIndex(0);
  53. }
  54.  
  55. if (JoinButton)
  56. {
  57. UTextBlock* JoinTextBlock = WidgetTree->ConstructWidget<UTextBlock>(UTextBlock::StaticClass());
  58. JoinTextBlock->SetText(FText::FromString("Join"));
  59. JoinButton->AddChild(JoinTextBlock);
  60. JoinButton->OnClicked.AddDynamic(this, &UEnterChannelWidget::OnJoin);
  61. }
  62.  
  63. if (ContactsTextBlock)
  64. ContactsTextBlock->SetText(FText::FromString("agora.io Contact support: 400 632 6626"));
  65.  
  66. if (BuildInfoTextBlock)
  67. BuildInfoTextBlock->SetText(FText::FromString(" "));
  68. }

增加 Setter 方法

初始化 PlayerController 和 VideoCallPtr 变量

  1. //EnterChannelWidget.h
  2.  
  3. ...
  4.  
  5. UCLASS()
  6. class AGORAVIDEOCALL_API UEnterChannelWidget : public UUserWidget
  7. {
  8. GENERATED_BODY()
  9.  
  10. public:
  11.  
  12. ...
  13.  
  14. void SetVideoCallPlayerController(AVideoCallPlayerController* VideoCallPlayerController);
  15.  
  16. void SetVideoCall(TUniquePtr<VideoCall> PassedVideoCallPtr);
  17.  
  18. ...
  19. };
  20. //EnterChannelWidget.cpp
  21.  
  22. void UEnterChannelWidget::SetVideoCallPlayerController(AVideoCallPlayerController* VideoCallPlayerController)
  23. {
  24. PlayerController = VideoCallPlayerController;
  25. }
  26.  
  27. void UEnterChannelWidget::SetVideoCall(TUniquePtr<VideoCall> PassedVideoCallPtr)
  28. {
  29. VideoCallPtr = std::move(PassedVideoCallPtr);
  30. }

增加 BlueprintCallable方法

要对相应的按钮 "onButtonClick "事件做出反应。

  1. //EnterChannelWidget.h
  2. ..
  3.  
  4. UCLASS()
  5. class AGORAVIDEOCALL_API UEnterChannelWidget : public UUserWidget
  6. {
  7. GENERATED_BODY()
  8.  
  9. public:
  10.  
  11. ...
  12.  
  13. UFUNCTION(BlueprintCallable)
  14. void OnJoin();
  15.  
  16. ...
  17. };
  18. //EnterChannelWidget.cpp
  19.  
  20. void UEnterChannelWidget::OnJoin()
  21. {
  22. if (!PlayerController || !VideoCallPtr)
  23. {
  24. return;
  25. }
  26.  
  27. FString ChannelName = ChannelNameTextBox->GetText().ToString();
  28.  
  29. FString EncryptionKey = EncriptionKeyTextBox->GetText().ToString();
  30. FString EncryptionType = EncriptionTypeComboBox->GetSelectedOption();
  31.  
  32. SetVisibility(ESlateVisibility::Collapsed);
  33.  
  34. PlayerController->StartCall(
  35. std::move(VideoCallPtr),
  36. ChannelName,
  37. EncryptionKey,
  38. EncryptionType);
  39. }

增加 update 方法

  1. //EnterChannelWidget.h
  2.  
  3. ...
  4.  
  5. UCLASS()
  6. class AGORAVIDEOCALL_API UEnterChannelWidget : public UUserWidget
  7. {
  8. GENERATED_BODY()
  9.  
  10. public:
  11. ...
  12.  
  13. void UpdateVersionText(FString newValue);
  14.  
  15. ...
  16. };
  17. //EnterChannelWidget.cpp
  18.  
  19. void UEnterChannelWidget::UpdateVersionText(FString newValue)
  20. {
  21. if (BuildInfoTextBlock)
  22. BuildInfoTextBlock->SetText(FText::FromString(newValue));
  23. }

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

  1. //VideoViewWidget.h
  2.  
  3. #include "CoreMinimal.h"
  4. #include "Blueprint/UserWidget.h"
  5.  
  6. #include "Components/Image.h"
  7.  
  8. #include "VideoViewWidget.generated.h"
  9. //VideoViewWidget.cpp
  10.  
  11. #include "EngineUtils.h"
  12. #include "Engine/Texture2D.h"
  13.  
  14. #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。

  1. //VideoViewWidget.h
  2.  
  3. ...
  4.  
  5. UCLASS()
  6. class AGORAVIDEOCALL_API UVideoViewWidget : public UUserWidget
  7. {
  8. GENERATED_BODY()
  9.  
  10. public:
  11. UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
  12. UImage* RenderTargetImage = nullptr;
  13.  
  14. UPROPERTY(EditDefaultsOnly)
  15. UTexture2D* RenderTargetTexture = nullptr;
  16.  
  17. UTexture2D* CameraoffTexture = nullptr;
  18.  
  19. uint8* Buffer = nullptr;
  20. uint32_t Width = 0;
  21. uint32_t Height = 0;
  22. uint32 BufferSize = 0;
  23. FUpdateTextureRegion2D* UpdateTextureRegion = nullptr;
  24.  
  25. FSlateBrush Brush;
  26.  
  27. FCriticalSection Mutex;
  28.  
  29. ...
  30. };

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。

  1. //VideoViewWidget.h
  2. ...
  3.  
  4. UCLASS()
  5. class AGORAVIDEOCALL_API UVideoViewWidget : public UUserWidget
  6. {
  7. GENERATED_BODY()
  8.  
  9. public:
  10.  
  11. ...
  12.  
  13. void NativeConstruct() override;
  14.  
  15. ...
  16. };
  17. //VideoViewWidget.cpp
  18.  
  19. void UVideoViewWidget::NativeConstruct()
  20. {
  21. Super::NativeConstruct();
  22.  
  23. Width = 640;
  24. Height = 360;
  25.  
  26. RenderTargetTexture = UTexture2D::CreateTransient(Width, Height, PF_R8G8B8A8);
  27. RenderTargetTexture->UpdateResource();
  28.  
  29. BufferSize = Width * Height * 4;
  30. Buffer = new uint8[BufferSize];
  31. for (uint32 i = 0; i < Width * Height; ++i)
  32. {
  33. Buffer[i * 4 + 0] = 0x32;
  34. Buffer[i * 4 + 1] = 0x32;
  35. Buffer[i * 4 + 2] = 0x32;
  36. Buffer[i * 4 + 3] = 0xFF;
  37. }
  38. UpdateTextureRegion = new FUpdateTextureRegion2D(0, 0, 0, 0, Width, Height);
  39. RenderTargetTexture->UpdateTextureRegions(0, 1, UpdateTextureRegion, Width * 4, (uint32)4, Buffer);
  40.  
  41. Brush.SetResourceObject(RenderTargetTexture);
  42. RenderTargetImage->SetBrush(Brush);
  43. }

覆盖 NativeDestruct() 方法

  1. //VideoViewWidget.h
  2. ...
  3.  
  4. UCLASS()
  5. class AGORAVIDEOCALL_API UVideoViewWidget : public UUserWidget
  6. {
  7. GENERATED_BODY()
  8.  
  9. public:
  10.  
  11. ...
  12.  
  13. void NativeDestruct() override;
  14.  
  15. ...
  16. };
  17. //VideoViewWidget.cpp
  18.  
  19. void UVideoViewWidget::NativeDestruct()
  20. {
  21. Super::NativeDestruct();
  22.  
  23. delete[] Buffer;
  24. delete UpdateTextureRegion;
  25. }

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。

  1. //VideoViewWidget.h
  2.  
  3. ...
  4.  
  5. UCLASS()
  6. class AGORAVIDEOCALL_API UVideoViewWidget : public UUserWidget
  7. {
  8. GENERATED_BODY()
  9.  
  10. public:
  11.  
  12. ...
  13.  
  14. void NativeTick(const FGeometry& MyGeometry, float DeltaTime) override;
  15.  
  16. ...
  17. };
  18. //VideoViewWidget.cpp
  19.  
  20. void UVideoViewWidget::NativeTick(const FGeometry& MyGeometry, float DeltaTime)
  21. {
  22. Super::NativeTick(MyGeometry, DeltaTime);
  23.  
  24. FScopeLock lock(&Mutex);
  25.  
  26. if (UpdateTextureRegion->Width != Width ||
  27. UpdateTextureRegion->Height != Height)
  28. {
  29. auto NewUpdateTextureRegion = new FUpdateTextureRegion2D(0, 0, 0, 0, Width, Height);
  30.  
  31. auto NewRenderTargetTexture = UTexture2D::CreateTransient(Width, Height, PF_R8G8B8A8);
  32. NewRenderTargetTexture->UpdateResource();
  33. NewRenderTargetTexture->UpdateTextureRegions(0, 1, NewUpdateTextureRegion, Width * 4, (uint32)4, Buffer);
  34.  
  35. Brush.SetResourceObject(NewRenderTargetTexture);
  36. RenderTargetImage->SetBrush(Brush);
  37.  
  38. //UClass's such as UTexture2D are automatically garbage collected when there is no hard pointer references made to that object.
  39. //So if you just leave it and don't reference it elsewhere then it will be destroyed automatically.
  40.  
  41. FUpdateTextureRegion2D* TmpUpdateTextureRegion = UpdateTextureRegion;
  42.  
  43. RenderTargetTexture = NewRenderTargetTexture;
  44. UpdateTextureRegion = NewUpdateTextureRegion;
  45.  
  46. delete TmpUpdateTextureRegion;
  47. return;
  48. }
  49. RenderTargetTexture->UpdateTextureRegions(0, 1, UpdateTextureRegion, Width * 4, (uint32)4, Buffer);
  50. }

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。

  1. //VideoViewWidget.h
  2. ...
  3.  
  4. UCLASS()
  5. class AGORAVIDEOCALL_API UVideoViewWidget : public UUserWidget
  6. {
  7. GENERATED_BODY()
  8.  
  9. public:
  10.  
  11. ...
  12.  
  13. void UpdateBuffer( uint8* RGBBuffer, uint32_t Width, uint32_t Height, uint32_t Size );
  14. void ResetBuffer();
  15. ...
  16. };
  17. //VideoViewWidget.cpp
  18.  
  19. void UVideoViewWidget::UpdateBuffer(
  20. uint8* RGBBuffer,
  21. uint32_t NewWidth,
  22. uint32_t NewHeight,
  23. uint32_t NewSize)
  24. {
  25. FScopeLock lock(&Mutex);
  26.  
  27. if (!RGBBuffer)
  28. {
  29. return;
  30. }
  31.  
  32. if (BufferSize == NewSize)
  33. {
  34. std::copy(RGBBuffer, RGBBuffer + NewSize, Buffer);
  35. }
  36. else
  37. {
  38. delete[] Buffer;
  39. BufferSize = NewSize;
  40. Width = NewWidth;
  41. Height = NewHeight;
  42. Buffer = new uint8[BufferSize];
  43. std::copy(RGBBuffer, RGBBuffer + NewSize, Buffer);
  44. }
  45. }
  46.  
  47. void UVideoViewWidget::ResetBuffer()
  48. {
  49. for (uint32 i = 0; i < Width * Height; ++i)
  50. {
  51. Buffer[i * 4 + 0] = 0x32;
  52. Buffer[i * 4 + 1] = 0x32;
  53. Buffer[i * 4 + 2] = 0x32;
  54. Buffer[i * 4 + 3] = 0xFF;
  55. }
  56. }

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。

  1. //VideoCallViewWidget.h
  2.  
  3. #include "CoreMinimal.h"
  4. #include "Blueprint/UserWidget.h"
  5. #include "Components/SizeBox.h"
  6.  
  7. #include "VideoViewWidget.h"
  8.  
  9. #include "VideoCallViewWidget.generated.h"
  10. //VideoCallViewWidget.cpp
  11.  
  12. #include "Components/CanvasPanelSlot.h"

添加成员变量

  1. //VideoCallViewWidget.h
  2.  
  3. ...
  4.  
  5. UCLASS()
  6. class AGORAVIDEOCALL_API UVideoCallViewWidget : public UUserWidget
  7. {
  8. GENERATED_BODY()
  9.  
  10. public:
  11.  
  12. UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
  13. UVideoViewWidget* MainVideoViewWidget = nullptr;
  14.  
  15. UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
  16. USizeBox* MainVideoSizeBox = nullptr;
  17.  
  18. UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
  19. UVideoViewWidget* AdditionalVideoViewWidget = nullptr;
  20.  
  21. UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
  22. USizeBox* AdditionalVideoSizeBox = nullptr;
  23.  
  24. public:
  25. int32 MainVideoWidth = 0;
  26. int32 MainVideoHeight = 0;
  27.  
  28. ...
  29. };

覆盖 NativeTick() 方法

  1. ``
  2. //VideoCallViewWidget.h
  3.  
  4. ...
  5.  
  6. UCLASS()
  7. class AGORAVIDEOCALL_API UVideoCallViewWidget : public UUserWidget
  8. {
  9. GENERATED_BODY()
  10.  
  11. public:
  12.  
  13. ...
  14.  
  15. void NativeTick(const FGeometry& MyGeometry, float DeltaTime) override;
  16.  
  17. ...
  18. };
  19. //VideoCallViewWidget.cpp
  20.  
  21. void UVideoCallViewWidget::NativeTick(const FGeometry& MyGeometry, float DeltaTime)
  22. {
  23. Super::NativeTick(MyGeometry, DeltaTime);
  24.  
  25. auto ScreenSize = MyGeometry.GetLocalSize();
  26.  
  27. if (MainVideoHeight != 0)
  28. {
  29. float AspectRatio = 0;
  30. AspectRatio = MainVideoWidth / (float)MainVideoHeight;
  31.  
  32. auto MainVideoGeometry = MainVideoViewWidget->GetCachedGeometry();
  33. auto MainVideoScreenSize = MainVideoGeometry.GetLocalSize();
  34. if (MainVideoScreenSize.X == 0)
  35. {
  36. return;
  37. }
  38.  
  39. auto NewMainVideoHeight = MainVideoScreenSize.Y;
  40. auto NewMainVideoWidth = AspectRatio * NewMainVideoHeight;
  41.  
  42. MainVideoSizeBox->SetMinDesiredWidth(NewMainVideoWidth);
  43. MainVideoSizeBox->SetMinDesiredHeight(NewMainVideoHeight);
  44.  
  45. UCanvasPanelSlot* CanvasSlot = Cast<UCanvasPanelSlot>(MainVideoSizeBox->Slot);
  46. CanvasSlot->SetAutoSize(true);
  47.  
  48. FVector2D NewPosition;
  49. NewPosition.X = -NewMainVideoWidth / 2;
  50. NewPosition.Y = -NewMainVideoHeight / 2;
  51. CanvasSlot->SetPosition(NewPosition);
  52. }
  53. }

更新 UpdateMainVideoBuffer/UpdateAdditionalVideoBuffe

  1. //VideoCallViewWidget.h
  2.  
  3. ...
  4.  
  5. UCLASS()
  6. class AGORAVIDEOCALL_API UVideoCallViewWidget : public UUserWidget
  7. {
  8. GENERATED_BODY()
  9.  
  10. public:
  11.  
  12. ...
  13.  
  14. void UpdateMainVideoBuffer( uint8* RGBBuffer, uint32_t Width, uint32_t Height, uint32_t Size);
  15. void UpdateAdditionalVideoBuffer( uint8* RGBBuffer, uint32_t Width, uint32_t Height, uint32_t Size);
  16.  
  17. void ResetBuffers();
  18. ...
  19. };
  20. //VideoCallViewWidget.cpp
  21.  
  22. void UVideoCallViewWidget::UpdateMainVideoBuffer(
  23. uint8* RGBBuffer,
  24. uint32_t Width,
  25. uint32_t Height,
  26. uint32_t Size)
  27. {
  28. if (!MainVideoViewWidget)
  29. {
  30. return;
  31. }
  32. MainVideoWidth = Width;
  33. MainVideoHeight = Height;
  34. MainVideoViewWidget->UpdateBuffer(RGBBuffer, Width, Height, Size);
  35. }
  36.  
  37. void UVideoCallViewWidget::UpdateAdditionalVideoBuffer(
  38. uint8* RGBBuffer,
  39. uint32_t Width,
  40. uint32_t Height,
  41. uint32_t Size)
  42. {
  43. if (!AdditionalVideoViewWidget)
  44. {
  45. return;
  46. }
  47. AdditionalVideoViewWidget->UpdateBuffer(RGBBuffer, Width, Height, Size);
  48. }
  49.  
  50. void UVideoCallViewWidget::ResetBuffers()
  51. {
  52. if (!MainVideoViewWidget || !AdditionalVideoViewWidget)
  53. {
  54. return;
  55. }
  56. MainVideoViewWidget->ResetBuffer();
  57. AdditionalVideoViewWidget->ResetBuffer();
  58. }

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。

  1. //VideoCallWidget.h
  2. #include "CoreMinimal.h"
  3. #include "Blueprint/UserWidget.h"
  4.  
  5. #include "Templates/UniquePtr.h"
  6. #include "Components/Image.h"
  7. #include "Components/Button.h"
  8. #include "Engine/Texture2D.h"
  9.  
  10. #include "VideoCall.h"
  11.  
  12. #include "VideoCallViewWidget.h"
  13.  
  14. #include "VideoCallWidget.generated.h"
  15.  
  16. class AVideoCallPlayerController;
  17. class UVideoViewWidget;
  18. //VideoCallWidget.cpp
  19.  
  20. #include "Kismet/GameplayStatics.h"
  21. #include "UObject/ConstructorHelpers.h"
  22. #include "Components/CanvasPanelSlot.h"
  23.  
  24. #include "VideoViewWidget.h"
  25.  
  26. #include "VideoCallPlayerController.h"

增加成员变量

  1. //VideoCallWidget.h
  2. ...
  3.  
  4. UCLASS()
  5. class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
  6. {
  7. GENERATED_BODY()
  8.  
  9. public:
  10. AVideoCallPlayerController* PlayerController = nullptr;
  11.  
  12. public:
  13. UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
  14. UVideoCallViewWidget* VideoCallViewWidget = nullptr;
  15.  
  16. //Buttons
  17. UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
  18. UButton* EndCallButton = nullptr;
  19. UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
  20. UButton* MuteLocalAudioButton = nullptr;
  21. UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
  22. UButton* VideoModeButton = nullptr;
  23.  
  24. //Button textures
  25. int32 ButtonSizeX = 96;
  26. int32 ButtonSizeY = 96;
  27. UTexture2D* EndCallButtonTexture = nullptr;
  28. UTexture2D* AudioButtonMuteTexture = nullptr;
  29. UTexture2D* AudioButtonUnmuteTexture = nullptr;
  30. UTexture2D* VideomodeButtonCameraoffTexture = nullptr;
  31. UTexture2D* VideomodeButtonCameraonTexture = nullptr;
  32.  
  33. TUniquePtr<VideoCall> VideoCallPtr;
  34.  
  35. ...
  36. };

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。

  1. //VideoCallWidget.h
  2.  
  3. ...
  4.  
  5. UCLASS()
  6. class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
  7. {
  8. GENERATED_BODY()
  9.  
  10. public:
  11.  
  12. ..
  13.  
  14. UVideoCallWidget(const FObjectInitializer& ObjectInitializer);
  15.  
  16. void NativeConstruct() override;
  17. void NativeDestruct() override;
  18.  
  19. private:
  20. void InitButtons();
  21.  
  22. ...
  23. };
  24. //VideoCallWidget.cpp
  25.  
  26. void UVideoCallWidget::NativeConstruct()
  27. {
  28. Super::NativeConstruct();
  29.  
  30. InitButtons();
  31. }
  32.  
  33. void UVideoCallWidget::NativeDestruct()
  34. {
  35. Super::NativeDestruct();
  36.  
  37. if (VideoCallPtr)
  38. {
  39. VideoCallPtr->StopCall();
  40. }
  41. }
  42.  
  43. UVideoCallWidget::UVideoCallWidget(const FObjectInitializer& ObjectInitializer)
  44. : Super(ObjectInitializer)
  45. {
  46. static ConstructorHelpers::FObjectFinder<UTexture2D>
  47. EndCallButtonTextureFinder(TEXT("Texture'/Game/ButtonTextures/hangup.hangup'"));
  48. if (EndCallButtonTextureFinder.Succeeded())
  49. {
  50. EndCallButtonTexture = EndCallButtonTextureFinder.Object;
  51. }
  52. static ConstructorHelpers::FObjectFinder<UTexture2D>
  53. AudioButtonMuteTextureFinder(TEXT("Texture'/Game/ButtonTextures/mute.mute'"));
  54. if (AudioButtonMuteTextureFinder.Succeeded())
  55. {
  56. AudioButtonMuteTexture = AudioButtonMuteTextureFinder.Object;
  57. }
  58. static ConstructorHelpers::FObjectFinder<UTexture2D>
  59. AudioButtonUnmuteTextureFinder(TEXT("Texture'/Game/ButtonTextures/unmute.unmute'"));
  60. if (AudioButtonUnmuteTextureFinder.Succeeded())
  61. {
  62. AudioButtonUnmuteTexture = AudioButtonUnmuteTextureFinder.Object;
  63. }
  64. static ConstructorHelpers::FObjectFinder<UTexture2D>
  65. VideomodeButtonCameraonTextureFinder(TEXT("Texture'/Game/ButtonTextures/cameraon.cameraon'"));
  66. if (VideomodeButtonCameraonTextureFinder.Succeeded())
  67. {
  68. VideomodeButtonCameraonTexture = VideomodeButtonCameraonTextureFinder.Object;
  69. }
  70. static ConstructorHelpers::FObjectFinder<UTexture2D>
  71. VideomodeButtonCameraoffTextureFinder(TEXT("Texture'/Game/ButtonTextures/cameraoff.cameraoff'"));
  72. if (VideomodeButtonCameraoffTextureFinder.Succeeded())
  73. {
  74. VideomodeButtonCameraoffTexture = VideomodeButtonCameraoffTextureFinder.Object;
  75. }
  76. }
  77.  
  78. void UVideoCallWidget::InitButtons()
  79. {
  80. if (EndCallButtonTexture)
  81. {
  82. EndCallButton->WidgetStyle.Normal.SetResourceObject(EndCallButtonTexture);
  83. EndCallButton->WidgetStyle.Normal.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
  84. EndCallButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Type::Image;
  85.  
  86. EndCallButton->WidgetStyle.Hovered.SetResourceObject(EndCallButtonTexture);
  87. EndCallButton->WidgetStyle.Hovered.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
  88. EndCallButton->WidgetStyle.Hovered.DrawAs = ESlateBrushDrawType::Type::Image;
  89.  
  90. EndCallButton->WidgetStyle.Pressed.SetResourceObject(EndCallButtonTexture);
  91. EndCallButton->WidgetStyle.Pressed.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
  92. EndCallButton->WidgetStyle.Pressed.DrawAs = ESlateBrushDrawType::Type::Image;
  93. }
  94. EndCallButton->OnClicked.AddDynamic(this, &UVideoCallWidget::OnEndCall);
  95.  
  96. SetAudioButtonToMute();
  97. MuteLocalAudioButton->OnClicked.AddDynamic(this, &UVideoCallWidget::OnMuteLocalAudio);
  98.  
  99. SetVideoModeButtonToCameraOff();
  100. VideoModeButton->OnClicked.AddDynamic(this, &UVideoCallWidget::OnChangeVideoMode);
  101.  
  102. }

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

  1. //VideoCallWidget.h
  2.  
  3. ...
  4.  
  5. UCLASS()
  6. class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
  7. {
  8. GENERATED_BODY()
  9.  
  10. ...
  11.  
  12. public:
  13. void SetVideoCallPlayerController(AVideoCallPlayerController* VideoCallPlayerController);
  14. void SetVideoCall(TUniquePtr<VideoCall> PassedVideoCallPtr);
  15.  
  16. ...
  17. };
  18. //VideoCallWidget.cpp
  19.  
  20. void UVideoCallWidget::SetVideoCallPlayerController(AVideoCallPlayerController* VideoCallPlayerController)
  21. {
  22. PlayerController = VideoCallPlayerController;
  23. }
  24.  
  25. void UVideoCallWidget::SetVideoCall(TUniquePtr<VideoCall> PassedVideoCallPtr)
  26. {
  27. VideoCallPtr = std::move(PassedVideoCallPtr);
  28. }

增加用来更新 view 的方法

  1. //VideoCallWidget.h
  2.  
  3. ...
  4.  
  5. UCLASS()
  6. class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
  7. {
  8. GENERATED_BODY()
  9.  
  10. ...
  11.  
  12. private:
  13.  
  14. void SetVideoModeButtonToCameraOff();
  15. void SetVideoModeButtonToCameraOn();
  16.  
  17. void SetAudioButtonToMute();
  18. void SetAudioButtonToUnMute();
  19.  
  20. ...
  21. };
  22. //VideoCallWidget.cpp
  23.  
  24. void UVideoCallWidget::SetVideoModeButtonToCameraOff()
  25. {
  26. if (VideomodeButtonCameraoffTexture)
  27. {
  28. VideoModeButton->WidgetStyle.Normal.SetResourceObject(VideomodeButtonCameraoffTexture);
  29. VideoModeButton->WidgetStyle.Normal.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
  30. VideoModeButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Type::Image;
  31.  
  32. VideoModeButton->WidgetStyle.Hovered.SetResourceObject(VideomodeButtonCameraoffTexture);
  33. VideoModeButton->WidgetStyle.Hovered.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
  34. VideoModeButton->WidgetStyle.Hovered.DrawAs = ESlateBrushDrawType::Type::Image;
  35.  
  36. VideoModeButton->WidgetStyle.Pressed.SetResourceObject(VideomodeButtonCameraoffTexture);
  37. VideoModeButton->WidgetStyle.Pressed.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
  38. VideoModeButton->WidgetStyle.Pressed.DrawAs = ESlateBrushDrawType::Type::Image;
  39. }
  40. }
  41.  
  42. void UVideoCallWidget::SetVideoModeButtonToCameraOn()
  43. {
  44. if (VideomodeButtonCameraonTexture)
  45. {
  46. VideoModeButton->WidgetStyle.Normal.SetResourceObject(VideomodeButtonCameraonTexture);
  47. VideoModeButton->WidgetStyle.Normal.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
  48. VideoModeButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Type::Image;
  49.  
  50. VideoModeButton->WidgetStyle.Hovered.SetResourceObject(VideomodeButtonCameraonTexture);
  51. VideoModeButton->WidgetStyle.Hovered.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
  52. VideoModeButton->WidgetStyle.Hovered.DrawAs = ESlateBrushDrawType::Type::Image;
  53.  
  54. VideoModeButton->WidgetStyle.Pressed.SetResourceObject(VideomodeButtonCameraonTexture);
  55. VideoModeButton->WidgetStyle.Pressed.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
  56. VideoModeButton->WidgetStyle.Pressed.DrawAs = ESlateBrushDrawType::Type::Image;
  57. }
  58. }
  59.  
  60. void UVideoCallWidget::SetAudioButtonToMute()
  61. {
  62. if (AudioButtonMuteTexture)
  63. {
  64. MuteLocalAudioButton->WidgetStyle.Normal.SetResourceObject(AudioButtonMuteTexture);
  65. MuteLocalAudioButton->WidgetStyle.Normal.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
  66. MuteLocalAudioButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Type::Image;
  67.  
  68. MuteLocalAudioButton->WidgetStyle.Hovered.SetResourceObject(AudioButtonMuteTexture);
  69. MuteLocalAudioButton->WidgetStyle.Hovered.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
  70. MuteLocalAudioButton->WidgetStyle.Hovered.DrawAs = ESlateBrushDrawType::Type::Image;
  71.  
  72. MuteLocalAudioButton->WidgetStyle.Pressed.SetResourceObject(AudioButtonMuteTexture);
  73. MuteLocalAudioButton->WidgetStyle.Pressed.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
  74. MuteLocalAudioButton->WidgetStyle.Pressed.DrawAs = ESlateBrushDrawType::Type::Image;
  75. }
  76. }
  77.  
  78. void UVideoCallWidget::SetAudioButtonToUnMute()
  79. {
  80. if (AudioButtonUnmuteTexture)
  81. {
  82. MuteLocalAudioButton->WidgetStyle.Normal.SetResourceObject(AudioButtonUnmuteTexture);
  83. MuteLocalAudioButton->WidgetStyle.Normal.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
  84. MuteLocalAudioButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Type::Image;
  85.  
  86. MuteLocalAudioButton->WidgetStyle.Hovered.SetResourceObject(AudioButtonUnmuteTexture);
  87. MuteLocalAudioButton->WidgetStyle.Hovered.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
  88. MuteLocalAudioButton->WidgetStyle.Hovered.DrawAs = ESlateBrushDrawType::Type::Image;
  89.  
  90. MuteLocalAudioButton->WidgetStyle.Pressed.SetResourceObject(AudioButtonUnmuteTexture);
  91. MuteLocalAudioButton->WidgetStyle.Pressed.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
  92. MuteLocalAudioButton->WidgetStyle.Pressed.DrawAs = ESlateBrushDrawType::Type::Image;
  93. }
  94. }

增加 OnStartCall 方法

  1. //VideoCallWidget.h
  2.  
  3. ...
  4.  
  5. UCLASS()
  6. class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
  7. {
  8. GENERATED_BODY()
  9.  
  10. public:
  11.  
  12. ...
  13.  
  14. void OnStartCall( const FString& ChannelName, const FString& EncryptionKey, const FString& EncryptionType );
  15.  
  16. ...
  17. };
  18. //VideoCallWidget.cpp
  19.  
  20. void UVideoCallWidget::OnStartCall(
  21. const FString& ChannelName,
  22. const FString& EncryptionKey,
  23. const FString& EncryptionType)
  24. {
  25. if (!VideoCallPtr)
  26. {
  27. return;
  28. }
  29.  
  30. auto OnLocalFrameCallback = [this](
  31. std::uint8_t* Buffer,
  32. std::uint32_t Width,
  33. std::uint32_t Height,
  34. std::uint32_t Size)
  35. {
  36. VideoCallViewWidget->UpdateAdditionalVideoBuffer(Buffer, Width, Height, Size);
  37. };
  38. VideoCallPtr->RegisterOnLocalFrameCallback(OnLocalFrameCallback);
  39.  
  40. auto OnRemoteFrameCallback = [this](
  41. std::uint8_t* Buffer,
  42. std::uint32_t Width,
  43. std::uint32_t Height,
  44. std::uint32_t Size)
  45. {
  46. VideoCallViewWidget->UpdateMainVideoBuffer(Buffer, Width, Height, Size);
  47. };
  48. VideoCallPtr->RegisterOnRemoteFrameCallback(OnRemoteFrameCallback);
  49.  
  50. VideoCallPtr->StartCall(ChannelName, EncryptionKey, EncryptionType);
  51. }

增加 OnEndCall方法

  1. //VideoCallWidget.h
  2.  
  3. ...
  4.  
  5. UCLASS()
  6. class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
  7. {
  8. GENERATED_BODY()
  9.  
  10. public:
  11.  
  12. ...
  13.  
  14. UFUNCTION(BlueprintCallable)
  15. void OnEndCall();
  16.  
  17. ...
  18. };
  19. //VideoCallWidget.cpp
  20.  
  21. void UVideoCallWidget::OnEndCall()
  22. {
  23. if (VideoCallPtr)
  24. {
  25. VideoCallPtr->StopCall();
  26. }
  27.  
  28. if (VideoCallViewWidget)
  29. {
  30. VideoCallViewWidget->ResetBuffers();
  31. }
  32.  
  33. if (PlayerController)
  34. {
  35. SetVisibility(ESlateVisibility::Collapsed);
  36. PlayerController->EndCall(std::move(VideoCallPtr));
  37. }
  38. }

增加 OnMuteLocalAudio 方法

  1. //VideoCallWidget.h
  2.  
  3. ...
  4.  
  5. UCLASS()
  6. class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
  7. {
  8. GENERATED_BODY()
  9.  
  10. public:
  11.  
  12. ...
  13.  
  14. UFUNCTION(BlueprintCallable)
  15. void OnMuteLocalAudio();
  16.  
  17. ...
  18. };
  19. //VideoCallWidget.cpp
  20.  
  21. void UVideoCallWidget::OnMuteLocalAudio()
  22. {
  23. if (!VideoCallPtr)
  24. {
  25. return;
  26. }
  27. if (VideoCallPtr->IsLocalAudioMuted())
  28. {
  29. VideoCallPtr->MuteLocalAudio(false);
  30. SetAudioButtonToMute();
  31. }
  32. else
  33. {
  34. VideoCallPtr->MuteLocalAudio(true);
  35. SetAudioButtonToUnMute();
  36. }
  37. }

增加 OnChangeVideoMode方法

  1. //VideoCallWidget.h
  2.  
  3. ...
  4.  
  5. UCLASS()
  6. class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
  7. {
  8. GENERATED_BODY()
  9.  
  10. public:
  11.  
  12. ...
  13.  
  14. UFUNCTION(BlueprintCallable)
  15. void OnChangeVideoMode();
  16.  
  17. ...
  18. };
  19. //VideoCallWidget.cpp
  20.  
  21. void UVideoCallWidget::OnChangeVideoMode()
  22. {
  23. if (!VideoCallPtr)
  24. {
  25. return;
  26. }
  27. if (!VideoCallPtr->IsLocalVideoMuted())
  28. {
  29. VideoCallPtr->MuteLocalVideo(true);
  30.  
  31. SetVideoModeButtonToCameraOn();
  32. }
  33. else
  34. {
  35. VideoCallPtr->EnableVideo(true);
  36. VideoCallPtr->MuteLocalVideo(false);
  37.  
  38. SetVideoModeButtonToCameraOff();
  39. }
  40. }

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。

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

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。

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

保存到文件夹中,例如 /Content/Widgets/BP_EnterChannelWidget.uasset。

创建 BP_VideoViewWidget Asset。

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

设定图片的锚点

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

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。

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

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。

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

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。

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

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。

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

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:

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

指定项目的设置

进入 Edit->Project settings,打开 Maps & Modes。设定默认参数:

C++ 在 Unreal 中为游戏增加实时音视频互动的教程详解

总结

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原文链接:https://blog.csdn.net/agora_cloud/article/details/106293719

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