89 lines
2.2 KiB
C++
89 lines
2.2 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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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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{
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Super::NativeConstruct();
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if (ResumeButton)
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{
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ResumeButton->OnClicked.AddUniqueDynamic(this, &UPauseUIWidget::ResumeButtonOnClicked);
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}
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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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void UPauseUIWidget::ResumeButtonOnClicked()
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{
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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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void UPauseUIWidget::OptionsButtonOnClicked()
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{
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// TODO: Implement Functionality
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if (OptionsMenuWidget)
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{
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currentOptionsMenuWidget = CreateWidget<UUserWidget>(GetWorld(), OptionsMenuWidget);
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currentOptionsMenuWidget->AddToViewport();
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}
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}
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void UPauseUIWidget::SaveButtonOnClicked()
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{
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// TODO: Implement Functionality
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}
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void UPauseUIWidget::QuitButtonOnClicked()
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{
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// TODO: Implement Functionality
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}
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void UPauseUIWidget::ExitGameButtonOnClicked()
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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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