feat(char-spawn): Fase 4 client + UI WBPs paralelo (#2)
Co-authored-by: Mateus Rodrigues <mateuus27@outlook.com> Co-committed-by: Mateus Rodrigues <mateuus27@outlook.com>
This commit was merged in pull request #2.
This commit is contained in:
135
Source/ZMMO/Game/UI/Widgets/UISpinner_Base.cpp
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135
Source/ZMMO/Game/UI/Widgets/UISpinner_Base.cpp
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#include "UISpinner_Base.h"
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#include "ZMMOThemeSubsystem.h"
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#include "Engine/GameInstance.h"
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#include "Engine/DataTable.h"
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#include "Components/CircularThrobber.h"
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#include "UI/UIStyleRow.h"
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namespace
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{
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// Mesmo padrão de UUIPanel_Base: runtime usa o tema ativo; design-time
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// carrega a row "Default" de DT_UI_Styles para o Designer ver igual.
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FUIStyle ResolveSpinnerStyle(const UUserWidget* Widget, const FUIStyle& Fallback)
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{
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if (Widget)
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{
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if (const UGameInstance* GI = Widget->GetGameInstance())
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{
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if (const UZMMOThemeSubsystem* Theme = GI->GetSubsystem<UZMMOThemeSubsystem>())
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{
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return Theme->GetActiveUIStyle();
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}
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}
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}
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// Design-time relê o DT a cada chamada: editar o DT_UI_Styles e
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// RECOMPILAR o WBP já reflete (sem reiniciar o editor).
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FUIStyle DesignStyle;
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bool bHas = false;
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if (const UDataTable* DT = LoadObject<UDataTable>(nullptr,
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TEXT("/Game/ZMMO/Data/UI/DT_UI_Styles.DT_UI_Styles")))
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{
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if (const FUIStyleRow* Row = DT->FindRow<FUIStyleRow>(
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FName(TEXT("Default")), TEXT("UISpinnerDesign"), false))
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{
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DesignStyle = Row->Style;
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bHas = true;
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}
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}
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return bHas ? DesignStyle : Fallback;
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}
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}
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static FUIStyleSpinnerVariant ResolveSpinnerVariant(const FUIStyleSpinner& Sp, FName VariantName)
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{
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static const FUIStyleSpinner Defaults;
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FUIStyleSpinnerVariant V;
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if (const FUIStyleSpinnerColors* E = Sp.Colors.Find(VariantName)) { V.Colors = *E; }
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else if (const FUIStyleSpinnerColors* E2 = Defaults.Colors.Find(VariantName)) { V.Colors = *E2; }
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else { V.Colors = Defaults.Colors.FindRef(TEXT("Default")); }
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if (const FUIStyleSpinnerLayout* E = Sp.Layouts.Find(VariantName)) { V.Layout = *E; }
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else if (const FUIStyleSpinnerLayout* E2 = Defaults.Layouts.Find(VariantName)) { V.Layout = *E2; }
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else { V.Layout = Defaults.Layouts.FindRef(TEXT("Default")); }
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return V;
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}
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TArray<FString> UUISpinner_Base::GetVariantOptions() const
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{
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TArray<FString> Options;
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Options.Add(TEXT("Default"));
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if (const UDataTable* DT = LoadObject<UDataTable>(nullptr,
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TEXT("/Game/ZMMO/Data/UI/DT_UI_Styles.DT_UI_Styles")))
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{
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if (const FUIStyleRow* Row = DT->FindRow<FUIStyleRow>(
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FName(TEXT("Default")), TEXT("UISpinnerVariantOptions"), false))
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{
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for (const TPair<FName, FUIStyleSpinnerColors>& P : Row->Style.Spinner.Colors) { Options.AddUnique(P.Key.ToString()); }
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for (const TPair<FName, FUIStyleSpinnerLayout>& P : Row->Style.Spinner.Layouts) { Options.AddUnique(P.Key.ToString()); }
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}
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}
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return Options;
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}
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void UUISpinner_Base::RefreshUIStyle()
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{
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const FUIStyle Fallback;
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const FUIStyle AS = ResolveSpinnerStyle(this, Fallback);
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const FUIStyleSpinnerVariant V = ResolveSpinnerVariant(AS.Spinner, Variant);
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if (Throbber)
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{
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Throbber->SetNumberOfPieces(FMath::Max(1, V.Layout.NumberOfPieces));
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Throbber->SetPeriod(FMath::Max(0.05f, V.Layout.Period));
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Throbber->SetRadius(V.Layout.Radius);
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}
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BP_ApplySpinnerStyle(V);
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}
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void UUISpinner_Base::NativePreConstruct()
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{
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Super::NativePreConstruct();
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RefreshUIStyle();
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}
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void UUISpinner_Base::NativeConstruct()
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{
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Super::NativeConstruct();
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if (!bThemeBound)
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{
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if (const UGameInstance* GI = GetGameInstance())
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{
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if (UZMMOThemeSubsystem* Theme = GI->GetSubsystem<UZMMOThemeSubsystem>())
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{
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Theme->OnThemeChanged.AddDynamic(this, &UUISpinner_Base::HandleThemeChanged);
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bThemeBound = true;
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}
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}
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}
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RefreshUIStyle();
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}
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void UUISpinner_Base::NativeDestruct()
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{
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if (bThemeBound)
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{
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if (const UGameInstance* GI = GetGameInstance())
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{
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if (UZMMOThemeSubsystem* Theme = GI->GetSubsystem<UZMMOThemeSubsystem>())
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{
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Theme->OnThemeChanged.RemoveDynamic(this, &UUISpinner_Base::HandleThemeChanged);
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}
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}
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bThemeBound = false;
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}
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Super::NativeDestruct();
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}
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void UUISpinner_Base::HandleThemeChanged(FName /*NewThemeId*/)
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{
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RefreshUIStyle();
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}
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