教你用 C++ 在 Unreal 中为游戏增加实时音视频互动

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。

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。

  • 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。

//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

  • 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。

//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

  • Buffer:用于存储RGBA缓冲区、Width、Height和BufferSize的变量 - 视频帧的参数。

  • RenderTargetImage:允许你在UI中显示Slate Brush或纹理或材质的图像小部件。

  • RenderTargetTexture:动态纹理,我们将使用Buffer变量更新。

  • FUpdateTextureRegion2D:指定一个纹理的更新区域 刷子 - 一个包含如何绘制Slate元素的笔刷。我们将用它来绘制RenderTargetImage上的RenderTargetTexture。

//VideoViewWidget.h


...


UCLASS()
class AGORAVIDEOCALL_API UVideoViewWidget : public UUserWidget
{
  GENERATED_BODY()


public:
  UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
    UImage* RenderTargetImage = nullptr;


  UPROPERTY(EditDefaultsOnly)
    UTexture2D* RenderTargetTexture = nullptr;


  UTexture2D* CameraoffTexture = nullptr;


  uint8* Buffer = nullptr;
  uint32_t Width = 0;
  uint32_t Height = 0;
  uint32 BufferSize = 0;
  FUpdateTextureRegion2D* UpdateTextureRegion = nullptr;


  FSlateBrush Brush;


  FCriticalSection Mutex;


  ...
};

覆盖 NativeConstruct() 方法

在NativeConstruct中,我们将用默认颜色初始化我们的图像。为了初始化我们的RenderTargetTexture,我们需要使用CreateTransient调用创建动态纹理(Texture2D)。然后分配BufferSize为Width * Height * 4的BufferSize(用于存储RGBA格式,每个像素可以用4个字节表示)。为了更新我们的纹理,我们可以使用UpdateTextureRegions函数。这个函数的输入参数之一是我们的像素数据缓冲区。这样,每当我们修改像素数据缓冲区时,我们就需要调用这个函数来使变化在纹理中可见。现在用我们的RenderTargetTexture初始化Brush变量,然后在RenderTargetImage widget中设置这个Brush。

//VideoViewWidget.h


...


UCLASS()
class AGORAVIDEOCALL_API UVideoViewWidget : public UUserWidget
{
  GENERATED_BODY()


public:


...


  void NativeConstruct() override;


  ...
};
//VideoViewWidget.cpp


void UVideoViewWidget::NativeConstruct()
{
  Super::NativeConstruct();


  Width = 640;
  Height = 360;


  RenderTargetTexture = UTexture2D::CreateTransient(Width, Height, PF_R8G8B8A8);
  RenderTargetTexture->UpdateResource();


  BufferSize = Width * Height * 4;
  Buffer = new uint8[BufferSize];
  for (uint32 i = 0; i < Width * Height; ++i)
  {
    Buffer[i * 4 + 0] = 0x32;
    Buffer[i * 4 + 1] = 0x32;
    Buffer[i * 4 + 2] = 0x32;
    Buffer[i * 4 + 3] = 0xFF;
  }
  UpdateTextureRegion = new FUpdateTextureRegion2D(0, 0, 0, 0, Width, Height);
  RenderTargetTexture->UpdateTextureRegions(0, 1, UpdateTextureRegion, Width * 4, (uint32)4, Buffer);


  Brush.SetResourceObject(RenderTargetTexture);
  RenderTargetImage->SetBrush(Brush);
}

覆盖 NativeDestruct() 方法

//VideoViewWidget.h


...


UCLASS()
class AGORAVIDEOCALL_API UVideoViewWidget : public UUserWidget
{
  GENERATED_BODY()


public:


  ...


  void NativeDestruct() override;


  ...
};
//VideoViewWidget.cpp


void UVideoViewWidget::NativeDestruct()
{
  Super::NativeDestruct();


  delete[] Buffer;
  delete UpdateTextureRegion;
}

覆盖 NativeTick() 方法

如果UpdateTextureRegion Width或Height不等于memember的Width Height值,我们需要重新创建RenderTargetTexture以支持更新的值,并像Native Construct成员一样重复初始化。否则只需用Buffer调用UpdateTextureRegions。

//VideoViewWidget.h


...


UCLASS()
class AGORAVIDEOCALL_API UVideoViewWidget : public UUserWidget
{
  GENERATED_BODY()


public:


  ...


  void NativeTick(const FGeometry& MyGeometry, float DeltaTime) override;


  ...
};
//VideoViewWidget.cpp


void UVideoViewWidget::NativeTick(const FGeometry& MyGeometry, float DeltaTime)
{
  Super::NativeTick(MyGeometry, DeltaTime);


  FScopeLock lock(&Mutex);


  if (UpdateTextureRegion->Width != Width ||
    UpdateTextureRegion->Height != Height)
  {
    auto NewUpdateTextureRegion = new FUpdateTextureRegion2D(0, 0, 0, 0, Width, Height);


    auto NewRenderTargetTexture = UTexture2D::CreateTransient(Width, Height, PF_R8G8B8A8);
    NewRenderTargetTexture->UpdateResource();
    NewRenderTargetTexture->UpdateTextureRegions(0, 1, NewUpdateTextureRegion, Width * 4, (uint32)4, Buffer);


    Brush.SetResourceObject(NewRenderTargetTexture);
    RenderTargetImage->SetBrush(Brush);


    //UClass's such as UTexture2D are automatically garbage collected when there is no hard pointer references made to that object.
    //So if you just leave it and don't reference it elsewhere then it will be destroyed automatically.


    FUpdateTextureRegion2D* TmpUpdateTextureRegion = UpdateTextureRegion;


    RenderTargetTexture = NewRenderTargetTexture;
    UpdateTextureRegion = NewUpdateTextureRegion;


    delete TmpUpdateTextureRegion;
    return;
  }


  RenderTargetTexture->UpdateTextureRegions(0, 1, UpdateTextureRegion, Width * 4, (uint32)4, Buffer);
}

增加 UpdateBuffer() 方法

通过调用来更新 Buffer 值。我们希望从 Agora SDK 线程接收到新的值。由于 UE4 的限制,我们将值保存到变量 Buffer 中,并在 NativeTick 方法中更新纹理,所以这里不调用UpdateTextureRegions。

//VideoViewWidget.h


...


UCLASS()
class AGORAVIDEOCALL_API UVideoViewWidget : public UUserWidget
{
  GENERATED_BODY()


public:


  ...


  void UpdateBuffer( uint8* RGBBuffer, uint32_t Width, uint32_t Height, uint32_t Size );
  void ResetBuffer();
  ...
};
//VideoViewWidget.cpp 


void UVideoViewWidget::UpdateBuffer(
  uint8* RGBBuffer,
  uint32_t NewWidth,
  uint32_t NewHeight,
  uint32_t NewSize)
{
  FScopeLock lock(&Mutex);


  if (!RGBBuffer)
  {
    return;
  }


  if (BufferSize == NewSize)
  {
    std::copy(RGBBuffer, RGBBuffer + NewSize, Buffer);
  }
  else
  {
    delete[] Buffer;
    BufferSize = NewSize;
    Width = NewWidth;
    Height = NewHeight;
    Buffer = new uint8[BufferSize];
    std::copy(RGBBuffer, RGBBuffer + NewSize, Buffer);
  }
}


void UVideoViewWidget::ResetBuffer()
{
  for (uint32 i = 0; i < Width * Height; ++i)
  {
    Buffer[i * 4 + 0] = 0x32;
    Buffer[i * 4 + 1] = 0x32;
    Buffer[i * 4 + 2] = 0x32;
    Buffer[i * 4 + 3] = 0xFF;
  }
}

创建 VideoCallViewWidget C++类

VideoCallViewWidget 类的作用是显示本地和远程用户的视频。我们需要两个 VideoViewWidget 小部件,一个用来显示来自本地摄像头的视频,另一个用来显示从远程用户收到的视频(假设我们只支持一个远程用户)。

创建类和添加所需的 include

像之前那样创建Widget C++类,添加所需的include。

//VideoCallViewWidget.h 


#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "Components/SizeBox.h"


#include "VideoViewWidget.h"


#include "VideoCallViewWidget.generated.h"
//VideoCallViewWidget.cpp


#include "Components/CanvasPanelSlot.h"

添加成员变量

//VideoCallViewWidget.h 


...


UCLASS()
class AGORAVIDEOCALL_API UVideoCallViewWidget : public UUserWidget
{
  GENERATED_BODY()


public:


  UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
    UVideoViewWidget* MainVideoViewWidget = nullptr;


  UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
    USizeBox* MainVideoSizeBox = nullptr;


  UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
    UVideoViewWidget* AdditionalVideoViewWidget = nullptr;


  UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
    USizeBox* AdditionalVideoSizeBox = nullptr;


public:
  int32 MainVideoWidth = 0;
  int32 MainVideoHeight = 0;


  ...
};

覆盖 NativeTick() 方法

```
//VideoCallViewWidget.h 


...


UCLASS()
class AGORAVIDEOCALL_API UVideoCallViewWidget : public UUserWidget
{
  GENERATED_BODY()


public:


  ...


  void NativeTick(const FGeometry& MyGeometry, float DeltaTime) override;


  ...
};
//VideoCallViewWidget.cpp


void UVideoCallViewWidget::NativeTick(const FGeometry& MyGeometry, float DeltaTime)
{
  Super::NativeTick(MyGeometry, DeltaTime);


  auto ScreenSize = MyGeometry.GetLocalSize();


  if (MainVideoHeight != 0)
  {
    float AspectRatio = 0;
    AspectRatio = MainVideoWidth / (float)MainVideoHeight;


    auto MainVideoGeometry = MainVideoViewWidget->GetCachedGeometry();
    auto MainVideoScreenSize = MainVideoGeometry.GetLocalSize();
    if (MainVideoScreenSize.X == 0)
    {
      return;
    }


    auto NewMainVideoHeight = MainVideoScreenSize.Y;
    auto NewMainVideoWidth = AspectRatio * NewMainVideoHeight;


    MainVideoSizeBox->SetMinDesiredWidth(NewMainVideoWidth);
    MainVideoSizeBox->SetMinDesiredHeight(NewMainVideoHeight);


    UCanvasPanelSlot* CanvasSlot = Cast<UCanvasPanelSlot>(MainVideoSizeBox->Slot);
    CanvasSlot->SetAutoSize(true);


    FVector2D NewPosition;
    NewPosition.X = -NewMainVideoWidth / 2;
    NewPosition.Y = -NewMainVideoHeight / 2;
    CanvasSlot->SetPosition(NewPosition);
  }
}

更新 UpdateMainVideoBuffer/UpdateAdditionalVideoBuffe

//VideoCallViewWidget.h 


...


UCLASS()
class AGORAVIDEOCALL_API UVideoCallViewWidget : public UUserWidget
{
  GENERATED_BODY()


public:


  ...


  void UpdateMainVideoBuffer( uint8* RGBBuffer, uint32_t Width, uint32_t Height, uint32_t Size);
  void UpdateAdditionalVideoBuffer( uint8* RGBBuffer, uint32_t Width, uint32_t Height, uint32_t Size);


  void ResetBuffers();
  ...
};
//VideoCallViewWidget.cpp


void UVideoCallViewWidget::UpdateMainVideoBuffer(
  uint8* RGBBuffer,
  uint32_t Width,
  uint32_t Height,
  uint32_t Size)
{
  if (!MainVideoViewWidget)
  {
    return;
  }
  MainVideoWidth = Width;
  MainVideoHeight = Height;
  MainVideoViewWidget->UpdateBuffer(RGBBuffer, Width, Height, Size);
}


void UVideoCallViewWidget::UpdateAdditionalVideoBuffer(
  uint8* RGBBuffer,
  uint32_t Width,
  uint32_t Height,
  uint32_t Size)
{
  if (!AdditionalVideoViewWidget)
  {
    return;
  }
  AdditionalVideoViewWidget->UpdateBuffer(RGBBuffer, Width, Height, Size);
}


void UVideoCallViewWidget::ResetBuffers()
{
  if (!MainVideoViewWidget || !AdditionalVideoViewWidget)
  {
    return;
  }
  MainVideoViewWidget->ResetBuffer();
  AdditionalVideoViewWidget->ResetBuffer();
}

创建 VideoCallWidget C++ 类

VideoCallWidget 类作为示例应用程序的音频/视频调用小部件。它包含以下控件,与蓝图资产中的UI元素绑定。

创建类和添加所需的include

像之前那样创建Widget C++类,添加必要的include和转发声明。

//VideoCallWidget.h
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"


#include "Templates/UniquePtr.h"
#include "Components/Image.h"
#include "Components/Button.h"
#include "Engine/Texture2D.h"


#include "VideoCall.h"


#include "VideoCallViewWidget.h"


#include "VideoCallWidget.generated.h"


class AVideoCallPlayerController;
class UVideoViewWidget;
//VideoCallWidget.cpp


#include "Kismet/GameplayStatics.h"
#include "UObject/ConstructorHelpers.h"
#include "Components/CanvasPanelSlot.h"


#include "VideoViewWidget.h"


#include "VideoCallPlayerController.h"

增加成员变量

//VideoCallWidget.h


...


UCLASS()
class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
{
  GENERATED_BODY()


public:
  AVideoCallPlayerController* PlayerController = nullptr;


public:
  UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
    UVideoCallViewWidget* VideoCallViewWidget = nullptr;


  //Buttons
  UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
    UButton* EndCallButton = nullptr;
  UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
    UButton* MuteLocalAudioButton = nullptr;
  UPROPERTY(BlueprintReadOnly, meta = (BindWidget))
    UButton* VideoModeButton = nullptr;


  //Button textures
  int32 ButtonSizeX = 96;
  int32 ButtonSizeY = 96;
  UTexture2D* EndCallButtonTexture = nullptr;
  UTexture2D* AudioButtonMuteTexture = nullptr;
  UTexture2D* AudioButtonUnmuteTexture = nullptr;
  UTexture2D* VideomodeButtonCameraoffTexture = nullptr;
  UTexture2D* VideomodeButtonCameraonTexture = nullptr;


  TUniquePtr<VideoCall> VideoCallPtr;


  ...
};

初始化VideoCallWidget

为每个按钮找到asset图像,并将其分配到相应的纹理。然后用纹理初始化每个按钮。

//VideoCallWidget.h


...


UCLASS()
class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
{
  GENERATED_BODY()


public:


  ...


  UVideoCallWidget(const FObjectInitializer& ObjectInitializer);


  void NativeConstruct() override;
  void NativeDestruct() override;


private:
  void InitButtons();


  ...
};
//VideoCallWidget.cpp 


void UVideoCallWidget::NativeConstruct()
{
  Super::NativeConstruct();


  InitButtons();
}


void UVideoCallWidget::NativeDestruct()
{
  Super::NativeDestruct();


  if (VideoCallPtr)
  {
    VideoCallPtr->StopCall();
  }
}


UVideoCallWidget::UVideoCallWidget(const FObjectInitializer& ObjectInitializer)
  : Super(ObjectInitializer)
{
  static ConstructorHelpers::FObjectFinder<UTexture2D>
    EndCallButtonTextureFinder(TEXT("Texture'/Game/ButtonTextures/hangup.hangup'"));
  if (EndCallButtonTextureFinder.Succeeded())
  {
    EndCallButtonTexture = EndCallButtonTextureFinder.Object;
  }
  static ConstructorHelpers::FObjectFinder<UTexture2D>
    AudioButtonMuteTextureFinder(TEXT("Texture'/Game/ButtonTextures/mute.mute'"));
  if (AudioButtonMuteTextureFinder.Succeeded())
  {
    AudioButtonMuteTexture = AudioButtonMuteTextureFinder.Object;
  }
  static ConstructorHelpers::FObjectFinder<UTexture2D>
    AudioButtonUnmuteTextureFinder(TEXT("Texture'/Game/ButtonTextures/unmute.unmute'"));
  if (AudioButtonUnmuteTextureFinder.Succeeded())
  {
    AudioButtonUnmuteTexture = AudioButtonUnmuteTextureFinder.Object;
  }
  static ConstructorHelpers::FObjectFinder<UTexture2D>
    VideomodeButtonCameraonTextureFinder(TEXT("Texture'/Game/ButtonTextures/cameraon.cameraon'"));
  if (VideomodeButtonCameraonTextureFinder.Succeeded())
  {
    VideomodeButtonCameraonTexture = VideomodeButtonCameraonTextureFinder.Object;
  }
  static ConstructorHelpers::FObjectFinder<UTexture2D>
    VideomodeButtonCameraoffTextureFinder(TEXT("Texture'/Game/ButtonTextures/cameraoff.cameraoff'"));
  if (VideomodeButtonCameraoffTextureFinder.Succeeded())
  {
    VideomodeButtonCameraoffTexture = VideomodeButtonCameraoffTextureFinder.Object;
  }
}


void UVideoCallWidget::InitButtons()
{
  if (EndCallButtonTexture)
  {
    EndCallButton->WidgetStyle.Normal.SetResourceObject(EndCallButtonTexture);
    EndCallButton->WidgetStyle.Normal.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
    EndCallButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Type::Image;


    EndCallButton->WidgetStyle.Hovered.SetResourceObject(EndCallButtonTexture);
    EndCallButton->WidgetStyle.Hovered.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
    EndCallButton->WidgetStyle.Hovered.DrawAs = ESlateBrushDrawType::Type::Image;


    EndCallButton->WidgetStyle.Pressed.SetResourceObject(EndCallButtonTexture);
    EndCallButton->WidgetStyle.Pressed.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
    EndCallButton->WidgetStyle.Pressed.DrawAs = ESlateBrushDrawType::Type::Image;
  }
  EndCallButton->OnClicked.AddDynamic(this, &UVideoCallWidget::OnEndCall);


  SetAudioButtonToMute();
  MuteLocalAudioButton->OnClicked.AddDynamic(this, &UVideoCallWidget::OnMuteLocalAudio);


  SetVideoModeButtonToCameraOff();
  VideoModeButton->OnClicked.AddDynamic(this, &UVideoCallWidget::OnChangeVideoMode);


}

添加按钮纹理

在演示程序中找到目录Content/ButtonTextures(你不必打开项目,只需在文件系统中找到这个文件夹即可)。所有的按钮纹理都存储在那里。在你的项目内容中创建一个名为ButtonTextures的新目录,将所有的按钮图片拖放到那里,让它们在你的项目中可用。

添加Setters

//VideoCallWidget.h


...


UCLASS()
class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
{
  GENERATED_BODY()


  ...


public:
  void SetVideoCallPlayerController(AVideoCallPlayerController* VideoCallPlayerController);
  void SetVideoCall(TUniquePtr<VideoCall> PassedVideoCallPtr);


  ...
};
//VideoCallWidget.cpp


void UVideoCallWidget::SetVideoCallPlayerController(AVideoCallPlayerController* VideoCallPlayerController)
{
  PlayerController = VideoCallPlayerController;
}


void UVideoCallWidget::SetVideoCall(TUniquePtr<VideoCall> PassedVideoCallPtr)
{
  VideoCallPtr = std::move(PassedVideoCallPtr);
}

增加用来更新 view 的方法

//VideoCallWidget.h


...


UCLASS()
class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
{
  GENERATED_BODY()


  ...


private:


  void SetVideoModeButtonToCameraOff();
  void SetVideoModeButtonToCameraOn();


  void SetAudioButtonToMute();
  void SetAudioButtonToUnMute();


  ...
};
//VideoCallWidget.cpp


void UVideoCallWidget::SetVideoModeButtonToCameraOff()
{
  if (VideomodeButtonCameraoffTexture)
  {
    VideoModeButton->WidgetStyle.Normal.SetResourceObject(VideomodeButtonCameraoffTexture);
    VideoModeButton->WidgetStyle.Normal.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
    VideoModeButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Type::Image;


    VideoModeButton->WidgetStyle.Hovered.SetResourceObject(VideomodeButtonCameraoffTexture);
    VideoModeButton->WidgetStyle.Hovered.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
    VideoModeButton->WidgetStyle.Hovered.DrawAs = ESlateBrushDrawType::Type::Image;


    VideoModeButton->WidgetStyle.Pressed.SetResourceObject(VideomodeButtonCameraoffTexture);
    VideoModeButton->WidgetStyle.Pressed.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
    VideoModeButton->WidgetStyle.Pressed.DrawAs = ESlateBrushDrawType::Type::Image;
  }
}


void UVideoCallWidget::SetVideoModeButtonToCameraOn()
{
  if (VideomodeButtonCameraonTexture)
  {
    VideoModeButton->WidgetStyle.Normal.SetResourceObject(VideomodeButtonCameraonTexture);
    VideoModeButton->WidgetStyle.Normal.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
    VideoModeButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Type::Image;


    VideoModeButton->WidgetStyle.Hovered.SetResourceObject(VideomodeButtonCameraonTexture);
    VideoModeButton->WidgetStyle.Hovered.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
    VideoModeButton->WidgetStyle.Hovered.DrawAs = ESlateBrushDrawType::Type::Image;


    VideoModeButton->WidgetStyle.Pressed.SetResourceObject(VideomodeButtonCameraonTexture);
    VideoModeButton->WidgetStyle.Pressed.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
    VideoModeButton->WidgetStyle.Pressed.DrawAs = ESlateBrushDrawType::Type::Image;
  }
}


void UVideoCallWidget::SetAudioButtonToMute()
{
  if (AudioButtonMuteTexture)
  {
    MuteLocalAudioButton->WidgetStyle.Normal.SetResourceObject(AudioButtonMuteTexture);
    MuteLocalAudioButton->WidgetStyle.Normal.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
    MuteLocalAudioButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Type::Image;


    MuteLocalAudioButton->WidgetStyle.Hovered.SetResourceObject(AudioButtonMuteTexture);
    MuteLocalAudioButton->WidgetStyle.Hovered.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
    MuteLocalAudioButton->WidgetStyle.Hovered.DrawAs = ESlateBrushDrawType::Type::Image;


    MuteLocalAudioButton->WidgetStyle.Pressed.SetResourceObject(AudioButtonMuteTexture);
    MuteLocalAudioButton->WidgetStyle.Pressed.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
    MuteLocalAudioButton->WidgetStyle.Pressed.DrawAs = ESlateBrushDrawType::Type::Image;
  }
}


void UVideoCallWidget::SetAudioButtonToUnMute()
{
  if (AudioButtonUnmuteTexture)
  {
    MuteLocalAudioButton->WidgetStyle.Normal.SetResourceObject(AudioButtonUnmuteTexture);
    MuteLocalAudioButton->WidgetStyle.Normal.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
    MuteLocalAudioButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Type::Image;


    MuteLocalAudioButton->WidgetStyle.Hovered.SetResourceObject(AudioButtonUnmuteTexture);
    MuteLocalAudioButton->WidgetStyle.Hovered.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
    MuteLocalAudioButton->WidgetStyle.Hovered.DrawAs = ESlateBrushDrawType::Type::Image;


    MuteLocalAudioButton->WidgetStyle.Pressed.SetResourceObject(AudioButtonUnmuteTexture);
    MuteLocalAudioButton->WidgetStyle.Pressed.ImageSize = FVector2D(ButtonSizeX, ButtonSizeY);
    MuteLocalAudioButton->WidgetStyle.Pressed.DrawAs = ESlateBrushDrawType::Type::Image;
  }
}

增加 OnStartCall 方法

//VideoCallWidget.h


...


UCLASS()
class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
{
  GENERATED_BODY()


public:


  ...


  void OnStartCall( const FString& ChannelName, const FString& EncryptionKey, const FString& EncryptionType );


  ...
};
//VideoCallWidget.cpp


void UVideoCallWidget::OnStartCall(
  const FString& ChannelName,
  const FString& EncryptionKey,
  const FString& EncryptionType)
{
  if (!VideoCallPtr)
  {
    return;
  }


  auto OnLocalFrameCallback = [this](
    std::uint8_t* Buffer,
    std::uint32_t Width,
    std::uint32_t Height,
    std::uint32_t Size)
  {
    VideoCallViewWidget->UpdateAdditionalVideoBuffer(Buffer, Width, Height, Size);
  };
  VideoCallPtr->RegisterOnLocalFrameCallback(OnLocalFrameCallback);


  auto OnRemoteFrameCallback = [this](
    std::uint8_t* Buffer,
    std::uint32_t Width,
    std::uint32_t Height,
    std::uint32_t Size)
  {
    VideoCallViewWidget->UpdateMainVideoBuffer(Buffer, Width, Height, Size);
  };
  VideoCallPtr->RegisterOnRemoteFrameCallback(OnRemoteFrameCallback);


  VideoCallPtr->StartCall(ChannelName, EncryptionKey, EncryptionType);
}

增加 OnEndCall方法

//VideoCallWidget.h


...


UCLASS()
class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
{
  GENERATED_BODY()


public:


  ...


  UFUNCTION(BlueprintCallable)
  void OnEndCall();


  ...
};
//VideoCallWidget.cpp 


void UVideoCallWidget::OnEndCall()
{
  if (VideoCallPtr)
  {
    VideoCallPtr->StopCall();
  }


  if (VideoCallViewWidget)
  {
    VideoCallViewWidget->ResetBuffers();
  }


  if (PlayerController)
  {
    SetVisibility(ESlateVisibility::Collapsed);
    PlayerController->EndCall(std::move(VideoCallPtr));
  }
}

增加 OnMuteLocalAudio 方法

//VideoCallWidget.h


...


UCLASS()
class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
{
  GENERATED_BODY()


public:


  ...


  UFUNCTION(BlueprintCallable)
  void OnMuteLocalAudio();


  ...
};
//VideoCallWidget.cpp


void UVideoCallWidget::OnMuteLocalAudio()
{
  if (!VideoCallPtr)
  {
    return;
  }
  if (VideoCallPtr->IsLocalAudioMuted())
  {
    VideoCallPtr->MuteLocalAudio(false);
    SetAudioButtonToMute();
  }
  else
  {
    VideoCallPtr->MuteLocalAudio(true);
    SetAudioButtonToUnMute();
  }
}

增加 OnChangeVideoMode方法

//VideoCallWidget.h


...


UCLASS()
class AGORAVIDEOCALL_API UVideoCallWidget : public UUserWidget
{
  GENERATED_BODY()


public:


  ...


  UFUNCTION(BlueprintCallable)
  void OnChangeVideoMode();


  ...
};
//VideoCallWidget.cpp


void UVideoCallWidget::OnChangeVideoMode()
{
  if (!VideoCallPtr)
  {
    return;
  }
  if (!VideoCallPtr->IsLocalVideoMuted())
  {
    VideoCallPtr->MuteLocalVideo(true);


    SetVideoModeButtonToCameraOn();
  }
  else
  {
    VideoCallPtr->EnableVideo(true);
    VideoCallPtr->MuteLocalVideo(false);


    SetVideoModeButtonToCameraOff();
  }
}

增加 Blueprint 类

确保C++代码正确编译。没有成功编译的项目,你将无法进行下一步的操作。如果你已经成功地编译了C++代码,但在虚幻编辑器中仍然没有看到所需的类,请尝试重新打开项目。

创建 BP_EnterChannelWidget Blueprint Asset。

创建一个 UEnterChannelWidget 的 Blueprint,右键点击内容,选择用户界面菜单并选择 Widget Blueprint。

更改这个新的用户小工具的类的父类。打开 Blueprint,会出现 UMG 编辑器界面,默认情况下 Designer 选项卡是打开的。点击图形按钮(右上角按钮),选择 "类设置"。在面板 "Details "中,点击下拉列表 "父类",选择之前创建的C++ 类 UEnterChannelWidget。现在返回到设计页面。调色板窗口包含几种不同类型的小部件,你可以用它们来构造你的 UI 元素。找到 Text、Editable Text、Button 和 ComboBox(String)元素,然后将它们拖到工作区,如图中所示。然后进入 "EnterChannelWidget.h "文件中的 UEnterChannelWidget 的定义,查看成员变量的名称和对应的类型(UTextBlock、EditableTextBox、UButton和UComboBoxString)。返回到 BP_VideoCallWiewVidget 编辑器中,给你拖动的UI元素设置相同的名称。你可以通过点击元素并在 "详细信息 "面板中更改名称来完成。尝试编译蓝图。如果你忘了添加什么东西,或者在你的UserWidget类中出现了widget名称/类型不匹配的情况,你会出现一个错误。

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

创建 BP_VideoViewWidget Asset。

设定图片的锚点

创建 BP_VideoCallViewWidget Asset

创建 BPVideoCallViewWidget Asset ,将父类设置为 UVideoCallViewWidget,并添加 BPVideoViewWidget 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:

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