refactor(ui/panel): TMap<EUIPanelTexture> -> TMap<FName> com PostSerialize migration

FUIStylePanel migra de TMap<EUIPanelTexture, FSlateBrush> (enum legacy) para
TMap<FName, FSlateBrush>. Permite adicionar/remover categorias diretamente
no DT_UI_Styles via dropdown (meta=GetOptions) sem mexer no enum em C++.

PanelBackground, PanelOutline e PanelOutlineEffect viraram *_DEPRECATED.
Versoes novas: PanelBackgroundByName, PanelOutlineByName,
PanelOutlineEffectByName.

PostSerialize migra os legacy -> ByName no PostLoad de cada FUIStyleRow.
Apos o primeiro re-save no editor os deprecated ficam vazios e o codigo
vira no-op. PropertyRedirects em DefaultEngine.ini preservam a leitura
do asset antigo (3 entries: PanelBackground, PanelOutline, PanelOutlineEffect).

Atualiza UIPanel_Base pra ler ByName + DT_UI_Styles, UI_Panel_Master e
UI_PlayerStatus_Window resalvos. Inclui nova textura
T_Panel_Outline_Effect_Square_02.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-27 19:30:48 -03:00
parent 1794e5d418
commit 5d44647170
10 changed files with 191 additions and 20 deletions

View File

@@ -86,6 +86,15 @@ GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZMMOPlayerCharacter")
+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZMMOPlayerCharacter")
[CoreRedirects]
; Migração v1→v2 do FUIStylePanel: TMap<EUIPanelTexture,...> (Enum) → TMap<FName,...>.
; Os campos *_DEPRECATED preservam a leitura do asset antigo; PostSerialize copia
; pros novos ByName e após re-save os legacy ficam vazios. Os redirects podem
; ser removidos quando todos os DTs do projeto tiverem sido re-salvos.
+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelBackground",NewName="/Script/ZMMO.UIStylePanel.PanelBackground_DEPRECATED")
+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutline",NewName="/Script/ZMMO.UIStylePanel.PanelOutline_DEPRECATED")
+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect",NewName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect_DEPRECATED")
[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
bEnablePlugin=True
bAllowNetworkConnection=True

View File

@@ -0,0 +1,48 @@
#include "UIStyleTokens.h"
#include "UObject/Class.h"
#include "UObject/UnrealType.h"
void FUIStylePanel::PostSerialize(const FArchive& Ar)
{
// Migração v1→v2: TMap<EUIPanelTexture, ...> (legacy) → TMap<FName, ...> (atual).
// Roda no PostLoad de cada FUIStyleRow; depois do primeiro re-save no editor
// os campos *_DEPRECATED ficam vazios e este código vira no-op.
if (!Ar.IsLoading())
{
return;
}
const UEnum* EnumPtr = StaticEnum<EUIPanelTexture>();
if (EnumPtr == nullptr)
{
return;
}
auto MigrateOne = [EnumPtr](
TMap<EUIPanelTexture, FSlateBrush>& Legacy,
TMap<FName, FSlateBrush>& ByName)
{
if (Legacy.IsEmpty())
{
return;
}
for (const TPair<EUIPanelTexture, FSlateBrush>& Pair : Legacy)
{
if (Pair.Key == EUIPanelTexture::None)
{
continue;
}
const FName KeyName(*EnumPtr->GetAuthoredNameStringByValue(static_cast<int64>(Pair.Key)));
if (!ByName.Contains(KeyName))
{
ByName.Add(KeyName, Pair.Value);
}
}
Legacy.Reset();
};
MigrateOne(PanelBackground_DEPRECATED, PanelBackgroundByName);
MigrateOne(PanelOutline_DEPRECATED, PanelOutlineByName);
MigrateOne(PanelOutlineEffect_DEPRECATED, PanelOutlineEffectByName);
}

View File

@@ -290,23 +290,58 @@ struct ZMMO_API FUIPanelBrushSet
};
/**
* Espelha 1:1 o Struct_UI_Style_Panels do Hyper, agora com 3 brushes por
* EUIPanelTexture: fundo, contorno e efeito sobre o contorno. Tudo
* data-driven via brush no DT_UI_Styles.
* Espelha 1:1 o Struct_UI_Style_Panels do Hyper. 3 brushes por categoria
* (FName livre): fundo, contorno e efeito sobre o contorno. Categorias são
* editadas direto no DT_UI_Styles — UUIPanel_Base resolve via dropdown
* dinâmico (meta=GetOptions).
*
* Migração: assets v1 tinham TMap<EUIPanelTexture, ...>; os campos
* *_DEPRECATED preservam essas keys via PropertyRedirect no DefaultEngine.ini.
* PostSerialize copia legacy→ByName no PostLoad — após re-save no editor,
* o legacy fica vazio e o asset só carrega o ByName.
*/
USTRUCT(BlueprintType)
struct ZMMO_API FUIStylePanel
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Panel|Texture")
TMap<EUIPanelTexture, FSlateBrush> PanelBackground;
// ---- Novo (FName livre) -------------------------------------------
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Panel|Texture")
TMap<EUIPanelTexture, FSlateBrush> PanelOutline;
TMap<FName, FSlateBrush> PanelBackgroundByName;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Panel|Texture")
TMap<EUIPanelTexture, FSlateBrush> PanelOutlineEffect;
TMap<FName, FSlateBrush> PanelOutlineByName;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Panel|Texture")
TMap<FName, FSlateBrush> PanelOutlineEffectByName;
// ---- Legacy (carrega assets antigos via CoreRedirect) -------------
//
// Não aparecem no Details (DeprecatedProperty); persistem só pra leitura
// do asset pré-migração. PostSerialize copia o conteúdo pros campos
// ByName e zera os legacy.
UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Use PanelBackgroundByName (FName)."))
TMap<EUIPanelTexture, FSlateBrush> PanelBackground_DEPRECATED;
UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Use PanelOutlineByName (FName)."))
TMap<EUIPanelTexture, FSlateBrush> PanelOutline_DEPRECATED;
UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Use PanelOutlineEffectByName (FName)."))
TMap<EUIPanelTexture, FSlateBrush> PanelOutlineEffect_DEPRECATED;
/** Chamado automaticamente após Serialize. Migra dados legacy→ByName. */
void PostSerialize(const FArchive& Ar);
};
template<>
struct TStructOpsTypeTraits<FUIStylePanel> : public TStructOpsTypeTraitsBase2<FUIStylePanel>
{
enum
{
WithPostSerialize = true,
};
};
USTRUCT(BlueprintType)

View File

@@ -62,21 +62,21 @@ void UUIPanel_Base::RefreshUIStyle()
return B;
}();
auto ResolveFromTheme = [](EUIPanelTexture Key,
const TMap<EUIPanelTexture, FSlateBrush>& Map) -> const FSlateBrush*
auto ResolveFromTheme = [](FName Key,
const TMap<FName, FSlateBrush>& Map) -> const FSlateBrush*
{
return (Key == EUIPanelTexture::None) ? nullptr : Map.Find(Key);
return Key.IsNone() ? nullptr : Map.Find(Key);
};
const FSlateBrush* BgTex = bUseTheme
? ResolveFromTheme(BackgroundKey, P.PanelBackground)
? ResolveFromTheme(BackgroundKey, P.PanelBackgroundByName)
: &Panels.PanelBackground;
Background->SetBrush(BgTex ? *BgTex : NoDrawBrush);
if (Outline)
{
const FSlateBrush* OlTex = bUseTheme
? ResolveFromTheme(OutlineKey, P.PanelOutline)
? ResolveFromTheme(OutlineKey, P.PanelOutlineByName)
: &Panels.PanelOutline;
Outline->SetBrush(OlTex ? *OlTex : NoDrawBrush);
}
@@ -84,7 +84,7 @@ void UUIPanel_Base::RefreshUIStyle()
if (OutlineEffect)
{
const FSlateBrush* OeTex = bUseTheme
? ResolveFromTheme(OutlineEffectKey, P.PanelOutlineEffect)
? ResolveFromTheme(OutlineEffectKey, P.PanelOutlineEffectByName)
: &Panels.PanelOutlineEffect;
OutlineEffect->SetBrush(OeTex ? *OeTex : NoDrawBrush);
}
@@ -136,3 +136,59 @@ void UUIPanel_Base::HandleThemeChanged(FName /*NewThemeId*/)
{
RefreshUIStyle();
}
namespace
{
enum class EPanelBrushSlot : uint8 { Background, Outline, OutlineEffect };
TArray<FString> CollectPanelOptions(EPanelBrushSlot Slot)
{
TArray<FString> Options;
Options.Add(FString()); // entry vazia = "sem brush" (NoDrawType)
const UDataTable* DT = LoadObject<UDataTable>(nullptr,
TEXT("/Game/ZMMO/Data/UI/DT_UI_Styles.DT_UI_Styles"));
if (!DT)
{
return Options;
}
const FUIStyleRow* Row = DT->FindRow<FUIStyleRow>(
FName(TEXT("Default")), TEXT("UIPanelGetOptions"), false);
if (!Row)
{
return Options;
}
const TMap<FName, FSlateBrush>* Map = nullptr;
switch (Slot)
{
case EPanelBrushSlot::Background: Map = &Row->Style.Panel.PanelBackgroundByName; break;
case EPanelBrushSlot::Outline: Map = &Row->Style.Panel.PanelOutlineByName; break;
case EPanelBrushSlot::OutlineEffect: Map = &Row->Style.Panel.PanelOutlineEffectByName; break;
}
if (Map)
{
for (const TPair<FName, FSlateBrush>& Pair : *Map)
{
Options.Add(Pair.Key.ToString());
}
Options.Sort();
}
return Options;
}
}
TArray<FString> UUIPanel_Base::GetPanelBackgroundOptions() const
{
return CollectPanelOptions(EPanelBrushSlot::Background);
}
TArray<FString> UUIPanel_Base::GetPanelOutlineOptions() const
{
return CollectPanelOptions(EPanelBrushSlot::Outline);
}
TArray<FString> UUIPanel_Base::GetPanelOutlineEffectOptions() const
{
return CollectPanelOptions(EPanelBrushSlot::OutlineEffect);
}

View File

@@ -30,19 +30,26 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Panel")
bool bUseTheme = true;
// ---- Modo TEMA: escolhe a chave do mapa FUIStylePanel pra cada Border. ----
// ---- Modo TEMA: chave FName do TMap FUIStylePanel pra cada Border. ----
//
// GetOptions popula dropdown lendo DT_UI_Styles row "Default" — adicione
// uma entry em FUIStylePanel.PanelBackgroundByName no DT e a categoria
// aparece aqui sem recompilar C++. Vazio = sem brush (NoDrawType).
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Panel",
meta = (EditCondition = "bUseTheme", EditConditionHides))
EUIPanelTexture BackgroundKey = EUIPanelTexture::None;
meta = (EditCondition = "bUseTheme", EditConditionHides,
GetOptions = "GetPanelBackgroundOptions"))
FName BackgroundKey;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Panel",
meta = (EditCondition = "bUseTheme", EditConditionHides))
EUIPanelTexture OutlineKey = EUIPanelTexture::None;
meta = (EditCondition = "bUseTheme", EditConditionHides,
GetOptions = "GetPanelOutlineOptions"))
FName OutlineKey;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Panel",
meta = (EditCondition = "bUseTheme", EditConditionHides))
EUIPanelTexture OutlineEffectKey = EUIPanelTexture::None;
meta = (EditCondition = "bUseTheme", EditConditionHides,
GetOptions = "GetPanelOutlineEffectOptions"))
FName OutlineEffectKey;
// ---- Modo MANUAL: 3 brushes editáveis direto no Details. ----
@@ -54,6 +61,22 @@ public:
UFUNCTION(BlueprintCallable, Category = "UI Style")
void RefreshUIStyle();
/**
* Populadores do dropdown (meta=GetOptions) das chaves de textura.
* Lêem DT_UI_Styles row "Default" e retornam as FName de cada sub-mapa
* do FUIStylePanel. Editar o DT no editor reflete aqui sem recompilar.
* São métodos de instância porque o UE precisa de UFUNCTION reflexável;
* o conteúdo não usa estado da instância (poderia ser estático).
*/
UFUNCTION()
TArray<FString> GetPanelBackgroundOptions() const;
UFUNCTION()
TArray<FString> GetPanelOutlineOptions() const;
UFUNCTION()
TArray<FString> GetPanelOutlineEffectOptions() const;
protected:
virtual void NativePreConstruct() override;
virtual void NativeConstruct() override;