Final Widget cleanup for now
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7e940e33fd
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BIN
Content/Levels/MainMenu/MainMenu.umap
(Stored with Git LFS)
BIN
Content/Levels/MainMenu/MainMenu.umap
(Stored with Git LFS)
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@ -6,6 +6,7 @@
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#include "VampireInteractiveWidget.h"
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#include "VampireInteractiveWidget.h"
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#include "LevelUpWidget.generated.h"
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#include "LevelUpWidget.generated.h"
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class UCustomButton;
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class UUpgradeButtonWidget;
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class UUpgradeButtonWidget;
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class UScrollBox;
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class UScrollBox;
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class UUpgradeButtonDataObject;
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class UUpgradeButtonDataObject;
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@ -37,6 +37,8 @@ void UMainMenuWidget::NativeConstruct()
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UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(PlayerController, NewGameButton, EMouseLockMode::LockAlways);
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UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(PlayerController, NewGameButton, EMouseLockMode::LockAlways);
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PlayerController->bShowMouseCursor = true;
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PlayerController->bShowMouseCursor = true;
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}
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}
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NewGameButton->SetKeyboardFocus();
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}
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}
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FReply UMainMenuWidget::NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent)
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FReply UMainMenuWidget::NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent)
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@ -6,6 +6,7 @@
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#include "VampireInteractiveWidget.h"
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#include "VampireInteractiveWidget.h"
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#include "OptionsMenuWidget.generated.h"
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#include "OptionsMenuWidget.generated.h"
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class UTextBlock;
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class UCustomSlider;
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class UCustomSlider;
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class UCustomComboBoxString;
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class UCustomComboBoxString;
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class USlider;
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class USlider;
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@ -3,9 +3,6 @@
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#include "VampireInteractiveWidget.h"
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#include "VampireInteractiveWidget.h"
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#include "Components/TextBlock.h"
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#include "GameFramework/GameUserSettings.h"
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#include "Kismet/GameplayStatics.h"
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#include "vampires/DetectGamepad.h"
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#include "vampires/DetectGamepad.h"
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void UVampireInteractiveWidget::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
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void UVampireInteractiveWidget::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
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@ -20,57 +17,7 @@ FReply UVampireInteractiveWidget::NativeOnMouseButtonUp(const FGeometry& InGeome
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return Super::NativeOnMouseButtonUp(InGeometry, InMouseEvent);
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return Super::NativeOnMouseButtonUp(InGeometry, InMouseEvent);
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}
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}
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void UVampireInteractiveWidget::SetReturnScreen(UUserWidget* UserWidget)
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{
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if (UserWidget)
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{
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PreviousScreen = UserWidget;
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}
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}
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void UVampireInteractiveWidget::SetCurrentFocus(UUserWidget* UserWidget)
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void UVampireInteractiveWidget::SetCurrentFocus(UUserWidget* UserWidget)
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{
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{
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CurrentFocus = UserWidget;
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CurrentFocus = UserWidget;
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}
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}
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void UVampireInteractiveWidget::PlayHoveredSound()
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{
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if (ButtonHoveredSound)
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{
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UGameplayStatics::PlaySound2D(GetWorld(), ButtonHoveredSound);
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}
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}
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void UVampireInteractiveWidget::SetTextBlockHovered(UTextBlock* TextBlock)
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{
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TextBlock->SetColorAndOpacity(FSlateColor(ButtonHoveredTextColor));
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}
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void UVampireInteractiveWidget::SetTextBlockUnhovered(UTextBlock* TextBlock)
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{
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TextBlock->SetColorAndOpacity(FSlateColor(ButtonUnhoveredTextColor));
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}
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void UVampireInteractiveWidget::PlayUnhoveredSound()
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{
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if (ButtonUnhoveredSound)
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{
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UGameplayStatics::PlaySound2D(GetWorld(), ButtonUnhoveredSound);
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}
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}
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void UVampireInteractiveWidget::PlayClickedSound()
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{
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if (ButtonClickedSound)
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{
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UGameplayStatics::PlaySound2D(GetWorld(), ButtonClickedSound);
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}
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}
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void UVampireInteractiveWidget::ReturnToPreviousScreen()
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{
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GEngine->GameUserSettings->ApplySettings(false);
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this->RemoveFromParent();
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PreviousScreen->AddToViewport();
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}
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@ -6,9 +6,6 @@
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#include "Blueprint/UserWidget.h"
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#include "Blueprint/UserWidget.h"
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#include "VampireInteractiveWidget.generated.h"
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#include "VampireInteractiveWidget.generated.h"
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class UCustomButton;
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class UButton;
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class UTextBlock;
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/**
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/**
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*
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*
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*/
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*/
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@ -17,31 +14,9 @@ class VAMPIRES_API UVampireInteractiveWidget : 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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// TODO: Remove a lot of this stuff that has now been replaced by UCustomButton
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protected:
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protected:
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings | Sound")
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TObjectPtr<USoundBase> ButtonHoveredSound;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings | Color")
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FLinearColor ButtonHoveredTextColor = {0, 1, 0, 1};
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings | Color")
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FLinearColor ButtonUnhoveredTextColor = {1, 1, 1, 1};
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings | Sound")
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TObjectPtr<USoundBase> ButtonUnhoveredSound;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings | Sound")
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TObjectPtr<USoundBase> ButtonClickedSound;
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UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings")
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TArray<TObjectPtr<UButton>> InteractableButtons;
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TObjectPtr<UUserWidget> CurrentFocus;
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UPROPERTY()
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UPROPERTY()
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TObjectPtr<UUserWidget> PreviousScreen;
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TObjectPtr<UUserWidget> CurrentFocus;
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bool GamepadConnected = false;
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bool GamepadConnected = false;
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@ -50,28 +25,6 @@ protected:
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virtual FReply NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent) override;
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virtual FReply NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent) override;
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public:
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public:
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UFUNCTION()
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void SetReturnScreen(UUserWidget* UserWidget);
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UFUNCTION()
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UFUNCTION()
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void SetCurrentFocus(UUserWidget* UserWidget);
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void SetCurrentFocus(UUserWidget* UserWidget);
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protected:
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UFUNCTION()
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void PlayHoveredSound();
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UFUNCTION()
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void SetTextBlockHovered(UTextBlock* TextBlock);
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UFUNCTION()
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void SetTextBlockUnhovered(UTextBlock* TextBlock);
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UFUNCTION()
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void PlayUnhoveredSound();
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UFUNCTION()
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void PlayClickedSound();
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UFUNCTION()
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void ReturnToPreviousScreen();
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};
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};
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