Add Basic Pause functionality
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@ -3,21 +3,58 @@
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#include "PauseUIWidget.h"
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#include "PauseUIWidget.h"
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#include "Blueprint/WidgetBlueprintLibrary.h"
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#include "Kismet/GameplayStatics.h"
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void UPauseUIWidget::NativeConstruct()
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void UPauseUIWidget::NativeConstruct()
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{
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{
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Super::NativeConstruct();
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Super::NativeConstruct();
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ResumeButton->OnClicked.AddUniqueDynamic(this, &UPauseUIWidget::ResumeButtonOnClicked);
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if (ResumeButton)
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OptionsButton->OnClicked.AddUniqueDynamic(this, &UPauseUIWidget::OptionsButtonOnClicked);
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{
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SaveButton->OnClicked.AddUniqueDynamic(this, &UPauseUIWidget::SaveButtonOnClicked);
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ResumeButton->OnClicked.AddUniqueDynamic(this, &UPauseUIWidget::ResumeButtonOnClicked);
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QuitButton->OnClicked.AddUniqueDynamic(this, &UPauseUIWidget::QuitButtonOnClicked);
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}
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CloseApplicationButton->OnClicked.AddUniqueDynamic(this, &UPauseUIWidget::CloseApplicationButtonOnClicked);
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if (OptionsButton)
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{
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OptionsButton->OnClicked.AddUniqueDynamic(this, &UPauseUIWidget::OptionsButtonOnClicked);
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}
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if (SaveButton)
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{
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SaveButton->OnClicked.AddUniqueDynamic(this, &UPauseUIWidget::SaveButtonOnClicked);
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}
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if (QuitButton)
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{
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QuitButton->OnClicked.AddUniqueDynamic(this, &UPauseUIWidget::QuitButtonOnClicked);
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}
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if (ExitGameButton)
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{
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ExitGameButton->OnClicked.AddUniqueDynamic(this, &UPauseUIWidget::ExitGameButtonOnClicked);
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}
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if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
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{
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UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(PlayerController, this, EMouseLockMode::LockAlways);
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PlayerController->bShowMouseCursor = true;
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}
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SetIsFocusable(true);
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}
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}
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void UPauseUIWidget::ResumeButtonOnClicked()
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void UPauseUIWidget::ResumeButtonOnClicked()
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{
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{
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// TODO: Implement Functionality
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this->RemoveFromParent();
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if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
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{
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UWidgetBlueprintLibrary::SetInputMode_GameOnly(PlayerController);
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PlayerController->bShowMouseCursor = false;
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PlayerController->SetPause(false);
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}
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}
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}
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void UPauseUIWidget::OptionsButtonOnClicked()
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void UPauseUIWidget::OptionsButtonOnClicked()
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@ -35,7 +72,12 @@ void UPauseUIWidget::QuitButtonOnClicked()
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// TODO: Implement Functionality
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// TODO: Implement Functionality
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}
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}
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void UPauseUIWidget::CloseApplicationButtonOnClicked()
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void UPauseUIWidget::ExitGameButtonOnClicked()
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{
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{
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// TODO: Implement Functionality
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// TODO: We probably want to do an autosave here.
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// TODO: Add platform specific Exit requests
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// This is not a bit deal for the moment as we are only building for windows
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// For some reason the generic version does not work the same as FWindowsPlatformMisc
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FWindowsPlatformMisc::RequestExit(false);
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}
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}
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@ -33,19 +33,24 @@ public:
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UButton* QuitButton;
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UButton* QuitButton;
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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UButton* CloseApplicationButton;
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UButton* ExitGameButton;
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public:
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public:
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virtual void NativeConstruct() override;
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virtual void NativeConstruct() override;
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private:
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private:
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UFUNCTION()
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void ResumeButtonOnClicked();
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void ResumeButtonOnClicked();
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UFUNCTION()
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void OptionsButtonOnClicked();
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void OptionsButtonOnClicked();
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UFUNCTION()
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void SaveButtonOnClicked();
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void SaveButtonOnClicked();
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UFUNCTION()
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void QuitButtonOnClicked();
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void QuitButtonOnClicked();
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void CloseApplicationButtonOnClicked();
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UFUNCTION()
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void ExitGameButtonOnClicked();
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};
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};
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@ -494,9 +494,15 @@ void APlayerCharacter::EndAimDownSightsCallback(const FInputActionInstance& Inst
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void APlayerCharacter::PauseCallback(const FInputActionInstance& Instance)
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void APlayerCharacter::PauseCallback(const FInputActionInstance& Instance)
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{
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{
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if (PauseMenuWidget)
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APlayerController* PlayerController = Cast<APlayerController>(GetController());
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if (PlayerController->SetPause(true))
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{
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{
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// TODO: Add pause functionality
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if (PauseMenuWidget)
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{
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// TODO: Add pause functionality
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currentPauseMenuWidget->AddToViewport();
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}
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}
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}
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}
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}
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