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No commits in common. "6ec858802064f19f4c5f81ea26d8f179f178a966" and "a0a3aaddffb6db906fabfa90af3f74c7c257d780" have entirely different histories.

9 changed files with 130 additions and 29 deletions

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Content/Levels/MainMenu/MainMenu.umap (Stored with Git LFS)

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@ -3,7 +3,8 @@
#include "GameOverWidget.h" #include "GameOverWidget.h"
#include "CustomButton.h" #include "Blueprint/WidgetBlueprintLibrary.h"
#include "Components/Button.h"
#include "Components/TextBlock.h" #include "Components/TextBlock.h"
#include "Kismet/GameplayStatics.h" #include "Kismet/GameplayStatics.h"
#include "vampires/VampireGameInstance.h" #include "vampires/VampireGameInstance.h"
@ -12,22 +13,12 @@ void UGameOverWidget::NativeConstruct()
{ {
Super::NativeConstruct(); Super::NativeConstruct();
SetIsFocusable(false);
if (ReturnButton) if (ReturnButton)
{ {
ReturnButton->OnClicked.AddUniqueDynamic(this, &UGameOverWidget::ReturnButtonOnClicked); ReturnButton->OnClicked.AddUniqueDynamic(this, &UGameOverWidget::ReturnButtonOnClicked);
ReturnButton->OnFocused.AddUniqueDynamic(this, &UGameOverWidget::ReturnButtonOnFocused); ReturnButton->OnHovered.AddUniqueDynamic(this, &UGameOverWidget::ReturnButtonOnHovered);
ReturnButton->OnUnhovered.AddUniqueDynamic(this, &UGameOverWidget::ReturnButtonOnUnhovered);
} }
ReturnButton->SetKeyboardFocus();
}
FReply UGameOverWidget::NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent)
{
CurrentFocus->SetKeyboardFocus();
return Super::NativeOnMouseButtonUp(InGeometry, InMouseEvent);
} }
void UGameOverWidget::SetGameInfo(int Level, float Timer, int Kill, int Gold) void UGameOverWidget::SetGameInfo(int Level, float Timer, int Kill, int Gold)
@ -61,6 +52,8 @@ void UGameOverWidget::SetGameInfo(int Level, float Timer, int Kill, int Gold)
void UGameOverWidget::ReturnButtonOnClicked() void UGameOverWidget::ReturnButtonOnClicked()
{ {
PlayClickedSound();
if (UVampireGameInstance* GameInstance = Cast<UVampireGameInstance>(GetGameInstance())) if (UVampireGameInstance* GameInstance = Cast<UVampireGameInstance>(GetGameInstance()))
{ {
if (!GameInstance->MainMenuWorld.IsNull()) if (!GameInstance->MainMenuWorld.IsNull())
@ -76,7 +69,14 @@ void UGameOverWidget::ReturnButtonOnClicked()
} }
} }
void UGameOverWidget::ReturnButtonOnFocused(FFocusEvent InFocusEvent) void UGameOverWidget::ReturnButtonOnHovered()
{ {
SetCurrentFocus(ReturnButton); SetTextBlockHovered(ReturnBlock);
PlayHoveredSound();
}
void UGameOverWidget::ReturnButtonOnUnhovered()
{
SetTextBlockUnhovered(ReturnBlock);
PlayUnhoveredSound();
} }

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@ -4,10 +4,11 @@
#include "CoreMinimal.h" #include "CoreMinimal.h"
#include "VampireInteractiveWidget.h" #include "VampireInteractiveWidget.h"
#include "Blueprint/UserWidget.h"
#include "GameOverWidget.generated.h" #include "GameOverWidget.generated.h"
class UCustomButton;
class UTextBlock; class UTextBlock;
class UButton;
/** /**
* *
*/ */
@ -17,7 +18,10 @@ class VAMPIRES_API UGameOverWidget : public UVampireInteractiveWidget
GENERATED_BODY() GENERATED_BODY()
UPROPERTY(meta=(BindWidget)) UPROPERTY(meta=(BindWidget))
TObjectPtr<UCustomButton> ReturnButton; TObjectPtr<UButton> ReturnButton;
UPROPERTY(meta = (BindWidget))
TObjectPtr<UTextBlock> ReturnBlock;
UPROPERTY(meta = (BindWidget)) UPROPERTY(meta = (BindWidget))
TObjectPtr<UTextBlock> LevelBlock; TObjectPtr<UTextBlock> LevelBlock;
@ -33,8 +37,6 @@ class VAMPIRES_API UGameOverWidget : public UVampireInteractiveWidget
virtual void NativeConstruct() override; virtual void NativeConstruct() override;
virtual FReply NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent) override;
public: public:
void SetGameInfo(int Level, float Timer, int Kill, int Gold); void SetGameInfo(int Level, float Timer, int Kill, int Gold);
@ -43,5 +45,8 @@ private:
void ReturnButtonOnClicked(); void ReturnButtonOnClicked();
UFUNCTION() UFUNCTION()
void ReturnButtonOnFocused(FFocusEvent InFocusEvent); void ReturnButtonOnHovered();
UFUNCTION()
void ReturnButtonOnUnhovered();
}; };

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@ -6,7 +6,6 @@
#include "VampireInteractiveWidget.h" #include "VampireInteractiveWidget.h"
#include "LevelUpWidget.generated.h" #include "LevelUpWidget.generated.h"
class UCustomButton;
class UUpgradeButtonWidget; class UUpgradeButtonWidget;
class UScrollBox; class UScrollBox;
class UUpgradeButtonDataObject; class UUpgradeButtonDataObject;

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@ -37,8 +37,6 @@ void UMainMenuWidget::NativeConstruct()
UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(PlayerController, NewGameButton, EMouseLockMode::LockAlways); UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(PlayerController, NewGameButton, EMouseLockMode::LockAlways);
PlayerController->bShowMouseCursor = true; PlayerController->bShowMouseCursor = true;
} }
NewGameButton->SetKeyboardFocus();
} }
FReply UMainMenuWidget::NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent) FReply UMainMenuWidget::NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent)

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@ -6,7 +6,6 @@
#include "VampireInteractiveWidget.h" #include "VampireInteractiveWidget.h"
#include "OptionsMenuWidget.generated.h" #include "OptionsMenuWidget.generated.h"
class UTextBlock;
class UCustomSlider; class UCustomSlider;
class UCustomComboBoxString; class UCustomComboBoxString;
class USlider; class USlider;

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@ -3,6 +3,9 @@
#include "VampireInteractiveWidget.h" #include "VampireInteractiveWidget.h"
#include "Components/TextBlock.h"
#include "GameFramework/GameUserSettings.h"
#include "Kismet/GameplayStatics.h"
#include "vampires/DetectGamepad.h" #include "vampires/DetectGamepad.h"
void UVampireInteractiveWidget::NativeTick(const FGeometry& MyGeometry, float InDeltaTime) void UVampireInteractiveWidget::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
@ -17,7 +20,57 @@ FReply UVampireInteractiveWidget::NativeOnMouseButtonUp(const FGeometry& InGeome
return Super::NativeOnMouseButtonUp(InGeometry, InMouseEvent); return Super::NativeOnMouseButtonUp(InGeometry, InMouseEvent);
} }
void UVampireInteractiveWidget::SetReturnScreen(UUserWidget* UserWidget)
{
if (UserWidget)
{
PreviousScreen = UserWidget;
}
}
void UVampireInteractiveWidget::SetCurrentFocus(UUserWidget* UserWidget) void UVampireInteractiveWidget::SetCurrentFocus(UUserWidget* UserWidget)
{ {
CurrentFocus = UserWidget; CurrentFocus = UserWidget;
} }
void UVampireInteractiveWidget::PlayHoveredSound()
{
if (ButtonHoveredSound)
{
UGameplayStatics::PlaySound2D(GetWorld(), ButtonHoveredSound);
}
}
void UVampireInteractiveWidget::SetTextBlockHovered(UTextBlock* TextBlock)
{
TextBlock->SetColorAndOpacity(FSlateColor(ButtonHoveredTextColor));
}
void UVampireInteractiveWidget::SetTextBlockUnhovered(UTextBlock* TextBlock)
{
TextBlock->SetColorAndOpacity(FSlateColor(ButtonUnhoveredTextColor));
}
void UVampireInteractiveWidget::PlayUnhoveredSound()
{
if (ButtonUnhoveredSound)
{
UGameplayStatics::PlaySound2D(GetWorld(), ButtonUnhoveredSound);
}
}
void UVampireInteractiveWidget::PlayClickedSound()
{
if (ButtonClickedSound)
{
UGameplayStatics::PlaySound2D(GetWorld(), ButtonClickedSound);
}
}
void UVampireInteractiveWidget::ReturnToPreviousScreen()
{
GEngine->GameUserSettings->ApplySettings(false);
this->RemoveFromParent();
PreviousScreen->AddToViewport();
}

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@ -6,6 +6,9 @@
#include "Blueprint/UserWidget.h" #include "Blueprint/UserWidget.h"
#include "VampireInteractiveWidget.generated.h" #include "VampireInteractiveWidget.generated.h"
class UCustomButton;
class UButton;
class UTextBlock;
/** /**
* *
*/ */
@ -14,10 +17,32 @@ class VAMPIRES_API UVampireInteractiveWidget : public UUserWidget
{ {
GENERATED_BODY() GENERATED_BODY()
// TODO: Remove a lot of this stuff that has now been replaced by UCustomButton
protected: protected:
UPROPERTY() UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings | Sound")
TObjectPtr<USoundBase> ButtonHoveredSound;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings | Color")
FLinearColor ButtonHoveredTextColor = {0, 1, 0, 1};
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings | Color")
FLinearColor ButtonUnhoveredTextColor = {1, 1, 1, 1};
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings | Sound")
TObjectPtr<USoundBase> ButtonUnhoveredSound;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings | Sound")
TObjectPtr<USoundBase> ButtonClickedSound;
UPROPERTY(EditDefaultsOnly, BlueprintReadWrite, Category = "Widget Settings")
TArray<TObjectPtr<UButton>> InteractableButtons;
TObjectPtr<UUserWidget> CurrentFocus; TObjectPtr<UUserWidget> CurrentFocus;
UPROPERTY()
TObjectPtr<UUserWidget> PreviousScreen;
bool GamepadConnected = false; bool GamepadConnected = false;
virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override; virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override;
@ -25,6 +50,28 @@ protected:
virtual FReply NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent) override; virtual FReply NativeOnMouseButtonUp(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent) override;
public: public:
UFUNCTION()
void SetReturnScreen(UUserWidget* UserWidget);
UFUNCTION() UFUNCTION()
void SetCurrentFocus(UUserWidget* UserWidget); void SetCurrentFocus(UUserWidget* UserWidget);
protected:
UFUNCTION()
void PlayHoveredSound();
UFUNCTION()
void SetTextBlockHovered(UTextBlock* TextBlock);
UFUNCTION()
void SetTextBlockUnhovered(UTextBlock* TextBlock);
UFUNCTION()
void PlayUnhoveredSound();
UFUNCTION()
void PlayClickedSound();
UFUNCTION()
void ReturnToPreviousScreen();
}; };