Add variables and functions to MainMenuUIWidget
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@ -3,3 +3,52 @@
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#include "MainMenuUIWidget.h"
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#include "MainMenuUIWidget.h"
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void UMainMenuUIWidget::NativeConstruct()
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{
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Super::NativeConstruct();
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if (NewGameButton)
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{
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NewGameButton->OnClicked.AddUniqueDynamic(this, &UMainMenuUIWidget::NewGameButtonOnClicked);
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}
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if (LoadGameButton)
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{
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LoadGameButton->OnClicked.AddUniqueDynamic(this, &UMainMenuUIWidget::LoadGameButtonOnClicked);
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}
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if (OptionsButton)
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{
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OptionsButton->OnClicked.AddUniqueDynamic(this, &UMainMenuUIWidget::OptionsButtonOnClicked);
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}
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if (QuitButton)
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{
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QuitButton->OnClicked.AddUniqueDynamic(this, &UMainMenuUIWidget::QuitButtonOnClicked);
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}
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}
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void UMainMenuUIWidget::NewGameButtonOnClicked()
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{
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// TODO: Implement Functionality
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}
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void UMainMenuUIWidget::LoadGameButtonOnClicked()
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{
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// TODO: Implement Functionality
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}
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void UMainMenuUIWidget::OptionsButtonOnClicked()
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{
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// TODO: Implement Functionality
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}
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void UMainMenuUIWidget::QuitButtonOnClicked()
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{
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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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@ -3,7 +3,9 @@
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "CoreMinimal.h"
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#include "OptionsUIWidget.h"
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#include "Blueprint/UserWidget.h"
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#include "Blueprint/UserWidget.h"
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#include "Components/Button.h"
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#include "MainMenuUIWidget.generated.h"
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#include "MainMenuUIWidget.generated.h"
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/**
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/**
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@ -13,5 +15,49 @@ UCLASS()
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class NAKATOMI_API UMainMenuUIWidget : public UUserWidget
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class NAKATOMI_API UMainMenuUIWidget : public UUserWidget
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{
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{
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GENERATED_BODY()
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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UButton* NewGameButton;
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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UButton* LoadGameButton;
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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UButton* OptionsButton;
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UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
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UButton* QuitButton;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSubclassOf<class UUserWidget> NewGameMenuWidget;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSubclassOf<class UUserWidget> LoadGameMenuWidget;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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TSubclassOf<class UUserWidget> OptionsMenuWidget;
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private:
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UUserWidget* currentNewGameWidget;
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UUserWidget* currentLoadGameWidget;
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UOptionsUIWidget* currentOptionsMenuWidget;
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public:
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virtual void NativeConstruct() override;
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private:
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UFUNCTION()
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void NewGameButtonOnClicked();
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UFUNCTION()
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void LoadGameButtonOnClicked();
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UFUNCTION()
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void OptionsButtonOnClicked();
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UFUNCTION()
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void QuitButtonOnClicked();
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};
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};
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