Nakatomi/Source/Nakatomi/PauseUIWidget.cpp

89 lines
2.2 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "PauseUIWidget.h"
#include "Blueprint/WidgetBlueprintLibrary.h"
#include "Kismet/GameplayStatics.h"
void UPauseUIWidget::NativeConstruct()
{
Super::NativeConstruct();
if (ResumeButton)
{
ResumeButton->OnClicked.AddUniqueDynamic(this, &UPauseUIWidget::ResumeButtonOnClicked);
}
if (OptionsButton)
{
OptionsButton->OnClicked.AddUniqueDynamic(this, &UPauseUIWidget::OptionsButtonOnClicked);
}
if (SaveButton)
{
SaveButton->OnClicked.AddUniqueDynamic(this, &UPauseUIWidget::SaveButtonOnClicked);
}
if (QuitButton)
{
QuitButton->OnClicked.AddUniqueDynamic(this, &UPauseUIWidget::QuitButtonOnClicked);
}
if (ExitGameButton)
{
ExitGameButton->OnClicked.AddUniqueDynamic(this, &UPauseUIWidget::ExitGameButtonOnClicked);
}
if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
{
UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(PlayerController, this, EMouseLockMode::LockAlways);
PlayerController->bShowMouseCursor = true;
}
SetIsFocusable(true);
}
void UPauseUIWidget::ResumeButtonOnClicked()
{
this->RemoveFromParent();
if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
{
UWidgetBlueprintLibrary::SetInputMode_GameOnly(PlayerController);
PlayerController->bShowMouseCursor = false;
PlayerController->SetPause(false);
}
}
void UPauseUIWidget::OptionsButtonOnClicked()
{
// TODO: Implement Functionality
if (OptionsMenuWidget)
{
currentOptionsMenuWidget = CreateWidget<UUserWidget>(GetWorld(), OptionsMenuWidget);
currentOptionsMenuWidget->AddToViewport();
}
}
void UPauseUIWidget::SaveButtonOnClicked()
{
// TODO: Implement Functionality
}
void UPauseUIWidget::QuitButtonOnClicked()
{
// TODO: Implement Functionality
}
void UPauseUIWidget::ExitGameButtonOnClicked()
{
// TODO: We probably want to do an autosave here.
// TODO: Add platform specific Exit requests
// This is not a bit deal for the moment as we are only building for windows
// For some reason the generic version does not work the same as FWindowsPlatformMisc
FWindowsPlatformMisc::RequestExit(false);
}