Add MainMenuWidget

This commit is contained in:
baz 2025-05-07 01:07:02 +01:00
parent d6b143b7b1
commit 6ab631515b
2 changed files with 131 additions and 0 deletions

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// Louis Hobbs | 2024-2025
#include "MainMenuWidget.h"
#include "Blueprint/WidgetBlueprintLibrary.h"
#include "Components/Button.h"
#include "Kismet/GameplayStatics.h"
void UMainMenuWidget::NativeConstruct()
{
Super::NativeConstruct();
if (NewGameButton)
{
NewGameButton->OnClicked.AddUniqueDynamic(this, &UMainMenuWidget::NewGameButtonOnClicked);
NewGameButton->OnClicked.AddUniqueDynamic(this, &UMainMenuWidget::PlayClickedSound);
NewGameButton->OnHovered.AddUniqueDynamic(this, &UMainMenuWidget::PlayHoveredSound);
NewGameButton->OnHovered.AddUniqueDynamic(this, &UMainMenuWidget::NewGameTextBlockHoveredDelegate);
NewGameButton->OnUnhovered.AddUniqueDynamic(this, &UMainMenuWidget::NewGameTextBlockUnhoveredDelegate);
NewGameButton->OnUnhovered.AddUniqueDynamic(this, &UMainMenuWidget::PlayUnhoveredSound);
}
if (QuitButton)
{
QuitButton->OnClicked.AddUniqueDynamic(this, &UMainMenuWidget::QuitButtonOnClicked);
QuitButton->OnClicked.AddUniqueDynamic(this, &UMainMenuWidget::PlayClickedSound);
QuitButton->OnHovered.AddUniqueDynamic(this, &UMainMenuWidget::PlayHoveredSound);
QuitButton->OnHovered.AddUniqueDynamic(this, &UMainMenuWidget::QuitTextBlockHoveredDelegate);
QuitButton->OnUnhovered.AddUniqueDynamic(this, &UMainMenuWidget::QuitTextBlockUnhoveredDelegate);
QuitButton->OnUnhovered.AddUniqueDynamic(this, &UMainMenuWidget::PlayUnhoveredSound);
}
if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
{
UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(PlayerController, this, EMouseLockMode::LockAlways);
PlayerController->bShowMouseCursor = true;
}
}
void UMainMenuWidget::NewGameButtonOnClicked()
{
if (!NewGameLevel.IsNull())
{
UGameplayStatics::OpenLevelBySoftObjectPtr(GetWorld(), NewGameLevel);
}
if (APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0))
{
PlayerController->bShowMouseCursor = false;
UWidgetBlueprintLibrary::SetInputMode_GameOnly(PlayerController);
}
SetIsFocusable(false);
}
void UMainMenuWidget::QuitButtonOnClicked()
{
// 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);
}

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// Louis Hobbs | 2024-2025
#pragma once
#include "CoreMinimal.h"
#include "VampireInteractiveWidget.h"
#include "MainMenuWidget.generated.h"
class UButton;
/**
*
*/
UCLASS()
class VAMPIRES_API UMainMenuWidget : public UVampireInteractiveWidget
{
GENERATED_BODY()
// TODO: Add options menu
public:
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
TObjectPtr<UButton> NewGameButton;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
TObjectPtr<UTextBlock> NewGameTextBlock;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
TObjectPtr<UButton> QuitButton;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
TObjectPtr<UTextBlock> QuitTextBlock;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSubclassOf<class UUserWidget> NewGameMenuWidget;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
TSoftObjectPtr<UWorld> NewGameLevel;
private:
UPROPERTY()
TObjectPtr<UUserWidget> currentNewGameWidget;
public:
virtual void NativeConstruct() override;
private:
UFUNCTION()
void NewGameButtonOnClicked();
UFUNCTION()
void QuitButtonOnClicked();
UFUNCTION()
void NewGameTextBlockHoveredDelegate() { SetTextBlockHovered(NewGameTextBlock); }
UFUNCTION()
void NewGameTextBlockUnhoveredDelegate() { SetTextBlockUnhovered(NewGameTextBlock); }
UFUNCTION()
void QuitTextBlockHoveredDelegate() { SetTextBlockHovered(QuitTextBlock); }
UFUNCTION()
void QuitTextBlockUnhoveredDelegate() { SetTextBlockUnhovered(QuitTextBlock); }
};