Nakatomi/Source/Nakatomi/MainMenuUIWidget.h

67 lines
1.4 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "OptionsUIWidget.h"
#include "Blueprint/UserWidget.h"
#include "Components/Button.h"
#include "MainMenuUIWidget.generated.h"
/**
*
*/
UCLASS()
class NAKATOMI_API UMainMenuUIWidget : public UUserWidget
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
UButton* NewGameButton;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
UButton* LoadGameButton;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
UButton* OptionsButton;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
UButton* QuitButton;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSubclassOf<class UUserWidget> NewGameMenuWidget;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSubclassOf<class UUserWidget> LoadGameMenuWidget;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSubclassOf<class UUserWidget> OptionsMenuWidget;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSoftObjectPtr<UWorld> NewGameLevel;
private:
UUserWidget* currentNewGameWidget;
UUserWidget* currentLoadGameWidget;
UOptionsUIWidget* currentOptionsMenuWidget;
public:
virtual void NativeConstruct() override;
private:
UFUNCTION()
void NewGameButtonOnClicked();
UFUNCTION()
void LoadGameButtonOnClicked();
UFUNCTION()
void OptionsButtonOnClicked();
UFUNCTION()
void QuitButtonOnClicked();
};