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2 Commits
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5d44647170
| Author | SHA1 | Date | |
|---|---|---|---|
| 5d44647170 | |||
| 1794e5d418 |
@@ -86,6 +86,15 @@ GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient
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+ActiveClassRedirects=(OldClassName="TP_ThirdPersonCharacter",NewClassName="ZMMOPlayerCharacter")
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+ActiveClassRedirects=(OldClassName="ZMMOCharacter",NewClassName="ZMMOPlayerCharacter")
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[CoreRedirects]
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; Migração v1→v2 do FUIStylePanel: TMap<EUIPanelTexture,...> (Enum) → TMap<FName,...>.
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; Os campos *_DEPRECATED preservam a leitura do asset antigo; PostSerialize copia
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; pros novos ByName e após re-save os legacy ficam vazios. Os redirects podem
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; ser removidos quando todos os DTs do projeto tiverem sido re-salvos.
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+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelBackground",NewName="/Script/ZMMO.UIStylePanel.PanelBackground_DEPRECATED")
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+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutline",NewName="/Script/ZMMO.UIStylePanel.PanelOutline_DEPRECATED")
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+PropertyRedirects=(OldName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect",NewName="/Script/ZMMO.UIStylePanel.PanelOutlineEffect_DEPRECATED")
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[/Script/AndroidFileServerEditor.AndroidFileServerRuntimeSettings]
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bEnablePlugin=True
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bAllowNetworkConnection=True
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Content/ZMMO/UI/Shared/UI_ProgressBar_Master.uasset
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Content/ZMMO/UI/Shared/UI_ProgressBar_Master.uasset
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48
Source/ZMMO/Data/UI/UIStyleTokens.cpp
Normal file
48
Source/ZMMO/Data/UI/UIStyleTokens.cpp
Normal file
@@ -0,0 +1,48 @@
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#include "UIStyleTokens.h"
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#include "UObject/Class.h"
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#include "UObject/UnrealType.h"
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void FUIStylePanel::PostSerialize(const FArchive& Ar)
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{
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// Migração v1→v2: TMap<EUIPanelTexture, ...> (legacy) → TMap<FName, ...> (atual).
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// Roda no PostLoad de cada FUIStyleRow; depois do primeiro re-save no editor
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// os campos *_DEPRECATED ficam vazios e este código vira no-op.
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if (!Ar.IsLoading())
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{
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return;
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}
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const UEnum* EnumPtr = StaticEnum<EUIPanelTexture>();
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if (EnumPtr == nullptr)
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{
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return;
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}
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auto MigrateOne = [EnumPtr](
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TMap<EUIPanelTexture, FSlateBrush>& Legacy,
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TMap<FName, FSlateBrush>& ByName)
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{
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if (Legacy.IsEmpty())
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{
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return;
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}
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for (const TPair<EUIPanelTexture, FSlateBrush>& Pair : Legacy)
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{
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if (Pair.Key == EUIPanelTexture::None)
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{
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continue;
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}
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const FName KeyName(*EnumPtr->GetAuthoredNameStringByValue(static_cast<int64>(Pair.Key)));
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if (!ByName.Contains(KeyName))
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{
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ByName.Add(KeyName, Pair.Value);
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}
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}
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Legacy.Reset();
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};
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MigrateOne(PanelBackground_DEPRECATED, PanelBackgroundByName);
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MigrateOne(PanelOutline_DEPRECATED, PanelOutlineByName);
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MigrateOne(PanelOutlineEffect_DEPRECATED, PanelOutlineEffectByName);
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}
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@@ -290,23 +290,58 @@ struct ZMMO_API FUIPanelBrushSet
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};
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/**
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* Espelha 1:1 o Struct_UI_Style_Panels do Hyper, agora com 3 brushes por
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* EUIPanelTexture: fundo, contorno e efeito sobre o contorno. Tudo
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* data-driven via brush no DT_UI_Styles.
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* Espelha 1:1 o Struct_UI_Style_Panels do Hyper. 3 brushes por categoria
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* (FName livre): fundo, contorno e efeito sobre o contorno. Categorias são
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* editadas direto no DT_UI_Styles — UUIPanel_Base resolve via dropdown
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* dinâmico (meta=GetOptions).
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*
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* Migração: assets v1 tinham TMap<EUIPanelTexture, ...>; os campos
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* *_DEPRECATED preservam essas keys via PropertyRedirect no DefaultEngine.ini.
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* PostSerialize copia legacy→ByName no PostLoad — após re-save no editor,
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* o legacy fica vazio e o asset só carrega o ByName.
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*/
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USTRUCT(BlueprintType)
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struct ZMMO_API FUIStylePanel
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Panel|Texture")
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TMap<EUIPanelTexture, FSlateBrush> PanelBackground;
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// ---- Novo (FName livre) -------------------------------------------
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Panel|Texture")
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TMap<EUIPanelTexture, FSlateBrush> PanelOutline;
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TMap<FName, FSlateBrush> PanelBackgroundByName;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Panel|Texture")
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TMap<EUIPanelTexture, FSlateBrush> PanelOutlineEffect;
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TMap<FName, FSlateBrush> PanelOutlineByName;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Panel|Texture")
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TMap<FName, FSlateBrush> PanelOutlineEffectByName;
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// ---- Legacy (carrega assets antigos via CoreRedirect) -------------
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//
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// Não aparecem no Details (DeprecatedProperty); persistem só pra leitura
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// do asset pré-migração. PostSerialize copia o conteúdo pros campos
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// ByName e zera os legacy.
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UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Use PanelBackgroundByName (FName)."))
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TMap<EUIPanelTexture, FSlateBrush> PanelBackground_DEPRECATED;
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UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Use PanelOutlineByName (FName)."))
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TMap<EUIPanelTexture, FSlateBrush> PanelOutline_DEPRECATED;
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UPROPERTY(meta = (DeprecatedProperty, DeprecationMessage = "Use PanelOutlineEffectByName (FName)."))
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TMap<EUIPanelTexture, FSlateBrush> PanelOutlineEffect_DEPRECATED;
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/** Chamado automaticamente após Serialize. Migra dados legacy→ByName. */
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void PostSerialize(const FArchive& Ar);
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};
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template<>
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struct TStructOpsTypeTraits<FUIStylePanel> : public TStructOpsTypeTraitsBase2<FUIStylePanel>
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{
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enum
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{
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WithPostSerialize = true,
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};
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};
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USTRUCT(BlueprintType)
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@@ -62,21 +62,21 @@ void UUIPanel_Base::RefreshUIStyle()
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return B;
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}();
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auto ResolveFromTheme = [](EUIPanelTexture Key,
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const TMap<EUIPanelTexture, FSlateBrush>& Map) -> const FSlateBrush*
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auto ResolveFromTheme = [](FName Key,
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const TMap<FName, FSlateBrush>& Map) -> const FSlateBrush*
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{
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return (Key == EUIPanelTexture::None) ? nullptr : Map.Find(Key);
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return Key.IsNone() ? nullptr : Map.Find(Key);
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};
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const FSlateBrush* BgTex = bUseTheme
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? ResolveFromTheme(BackgroundKey, P.PanelBackground)
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? ResolveFromTheme(BackgroundKey, P.PanelBackgroundByName)
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: &Panels.PanelBackground;
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Background->SetBrush(BgTex ? *BgTex : NoDrawBrush);
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if (Outline)
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{
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const FSlateBrush* OlTex = bUseTheme
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? ResolveFromTheme(OutlineKey, P.PanelOutline)
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? ResolveFromTheme(OutlineKey, P.PanelOutlineByName)
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: &Panels.PanelOutline;
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Outline->SetBrush(OlTex ? *OlTex : NoDrawBrush);
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}
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@@ -84,7 +84,7 @@ void UUIPanel_Base::RefreshUIStyle()
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if (OutlineEffect)
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{
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const FSlateBrush* OeTex = bUseTheme
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? ResolveFromTheme(OutlineEffectKey, P.PanelOutlineEffect)
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? ResolveFromTheme(OutlineEffectKey, P.PanelOutlineEffectByName)
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: &Panels.PanelOutlineEffect;
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OutlineEffect->SetBrush(OeTex ? *OeTex : NoDrawBrush);
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}
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@@ -136,3 +136,59 @@ void UUIPanel_Base::HandleThemeChanged(FName /*NewThemeId*/)
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{
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RefreshUIStyle();
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}
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namespace
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{
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enum class EPanelBrushSlot : uint8 { Background, Outline, OutlineEffect };
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TArray<FString> CollectPanelOptions(EPanelBrushSlot Slot)
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{
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TArray<FString> Options;
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Options.Add(FString()); // entry vazia = "sem brush" (NoDrawType)
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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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if (!DT)
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{
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return Options;
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}
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const FUIStyleRow* Row = DT->FindRow<FUIStyleRow>(
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FName(TEXT("Default")), TEXT("UIPanelGetOptions"), false);
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if (!Row)
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{
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return Options;
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}
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const TMap<FName, FSlateBrush>* Map = nullptr;
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switch (Slot)
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{
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case EPanelBrushSlot::Background: Map = &Row->Style.Panel.PanelBackgroundByName; break;
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case EPanelBrushSlot::Outline: Map = &Row->Style.Panel.PanelOutlineByName; break;
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case EPanelBrushSlot::OutlineEffect: Map = &Row->Style.Panel.PanelOutlineEffectByName; break;
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}
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if (Map)
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{
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for (const TPair<FName, FSlateBrush>& Pair : *Map)
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{
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Options.Add(Pair.Key.ToString());
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}
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Options.Sort();
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}
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return Options;
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}
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}
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TArray<FString> UUIPanel_Base::GetPanelBackgroundOptions() const
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{
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return CollectPanelOptions(EPanelBrushSlot::Background);
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}
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TArray<FString> UUIPanel_Base::GetPanelOutlineOptions() const
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{
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return CollectPanelOptions(EPanelBrushSlot::Outline);
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}
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TArray<FString> UUIPanel_Base::GetPanelOutlineEffectOptions() const
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{
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return CollectPanelOptions(EPanelBrushSlot::OutlineEffect);
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}
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@@ -30,19 +30,26 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Panel")
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bool bUseTheme = true;
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// ---- Modo TEMA: escolhe a chave do mapa FUIStylePanel pra cada Border. ----
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// ---- Modo TEMA: chave FName do TMap FUIStylePanel pra cada Border. ----
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//
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// GetOptions popula dropdown lendo DT_UI_Styles row "Default" — adicione
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// uma entry em FUIStylePanel.PanelBackgroundByName no DT e a categoria
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// aparece aqui sem recompilar C++. Vazio = sem brush (NoDrawType).
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Panel",
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meta = (EditCondition = "bUseTheme", EditConditionHides))
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EUIPanelTexture BackgroundKey = EUIPanelTexture::None;
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meta = (EditCondition = "bUseTheme", EditConditionHides,
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GetOptions = "GetPanelBackgroundOptions"))
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FName BackgroundKey;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Panel",
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meta = (EditCondition = "bUseTheme", EditConditionHides))
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EUIPanelTexture OutlineKey = EUIPanelTexture::None;
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meta = (EditCondition = "bUseTheme", EditConditionHides,
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GetOptions = "GetPanelOutlineOptions"))
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FName OutlineKey;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Panel",
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meta = (EditCondition = "bUseTheme", EditConditionHides))
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EUIPanelTexture OutlineEffectKey = EUIPanelTexture::None;
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meta = (EditCondition = "bUseTheme", EditConditionHides,
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GetOptions = "GetPanelOutlineEffectOptions"))
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FName OutlineEffectKey;
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// ---- Modo MANUAL: 3 brushes editáveis direto no Details. ----
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@@ -54,6 +61,22 @@ public:
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UFUNCTION(BlueprintCallable, Category = "UI Style")
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void RefreshUIStyle();
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/**
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* Populadores do dropdown (meta=GetOptions) das chaves de textura.
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* Lêem DT_UI_Styles row "Default" e retornam as FName de cada sub-mapa
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* do FUIStylePanel. Editar o DT no editor reflete aqui sem recompilar.
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* São métodos de instância porque o UE precisa de UFUNCTION reflexável;
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* o conteúdo não usa estado da instância (poderia ser estático).
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*/
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UFUNCTION()
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TArray<FString> GetPanelBackgroundOptions() const;
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UFUNCTION()
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TArray<FString> GetPanelOutlineOptions() const;
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UFUNCTION()
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TArray<FString> GetPanelOutlineEffectOptions() const;
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protected:
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virtual void NativePreConstruct() override;
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virtual void NativeConstruct() override;
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278
Source/ZMMO/Game/UI/Widgets/UIProgressBar_Base.cpp
Normal file
278
Source/ZMMO/Game/UI/Widgets/UIProgressBar_Base.cpp
Normal file
@@ -0,0 +1,278 @@
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#include "UIProgressBar_Base.h"
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#include "Components/Image.h"
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#include "Materials/MaterialInstanceDynamic.h"
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#include "Materials/MaterialInterface.h"
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#include "Styling/SlateBrush.h"
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namespace
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{
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constexpr float MinAnimSeconds = 0.001f;
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|
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static const FName P_PrimaryLevel("PrimaryLevel");
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static const FName P_SecondaryLevel("SecondaryLevel");
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static const FName P_PrimaryColour("PrimaryColour");
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static const FName P_PrimaryColourBottom("PrimaryColourBottom");
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static const FName P_SecondaryColour("SecondaryColour");
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static const FName P_SecondaryColourBottom("SecondaryColourBottom");
|
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static const FName P_EmptyColour("EmptyColour");
|
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static const FName P_EnableGradient("EnableGradient");
|
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static const FName P_GradientSplit("GradientSplit");
|
||||
|
||||
FORCEINLINE float EaseOutCubic(float Alpha)
|
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{
|
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return 1.f - FMath::Pow(1.f - Alpha, 3.f);
|
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}
|
||||
}
|
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|
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void UUIProgressBar_Base::NativePreConstruct()
|
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{
|
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Super::NativePreConstruct();
|
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|
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CurrentPrimaryLevel = InitialPrimaryLevel;
|
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TargetPrimaryLevel = InitialPrimaryLevel;
|
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PrimaryStart = InitialPrimaryLevel;
|
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PrimaryElapsed = 0.f;
|
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bAnimatingPrimary = false;
|
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|
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CurrentSecondaryLevel = InitialSecondaryLevel;
|
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TargetSecondaryLevel = InitialSecondaryLevel;
|
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SecondaryStart = InitialSecondaryLevel;
|
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SecondaryElapsed = 0.f;
|
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bAnimatingSecondary = false;
|
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|
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EnsureMID();
|
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ApplyOverridesToMID();
|
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ApplyPrimaryToMID(CurrentPrimaryLevel);
|
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ApplySecondaryToMID(CurrentSecondaryLevel);
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::NativeConstruct()
|
||||
{
|
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Super::NativeConstruct();
|
||||
|
||||
EnsureMID();
|
||||
ApplyOverridesToMID();
|
||||
ApplyPrimaryToMID(CurrentPrimaryLevel);
|
||||
ApplySecondaryToMID(CurrentSecondaryLevel);
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
|
||||
{
|
||||
Super::NativeTick(MyGeometry, InDeltaTime);
|
||||
|
||||
if (!bAnimatingPrimary && !bAnimatingSecondary)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (bAnimatingPrimary)
|
||||
{
|
||||
PrimaryElapsed += InDeltaTime;
|
||||
const float Duration = FMath::Max(PrimaryAnimationSeconds, MinAnimSeconds);
|
||||
const float Alpha = FMath::Clamp(PrimaryElapsed / Duration, 0.f, 1.f);
|
||||
CurrentPrimaryLevel = FMath::Lerp(PrimaryStart, TargetPrimaryLevel, EaseOutCubic(Alpha));
|
||||
ApplyPrimaryToMID(CurrentPrimaryLevel);
|
||||
if (Alpha >= 1.f)
|
||||
{
|
||||
CurrentPrimaryLevel = TargetPrimaryLevel;
|
||||
ApplyPrimaryToMID(CurrentPrimaryLevel);
|
||||
bAnimatingPrimary = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (bAnimatingSecondary)
|
||||
{
|
||||
SecondaryElapsed += InDeltaTime;
|
||||
const float Duration = FMath::Max(SecondaryAnimationSeconds, MinAnimSeconds);
|
||||
const float Alpha = FMath::Clamp(SecondaryElapsed / Duration, 0.f, 1.f);
|
||||
CurrentSecondaryLevel = FMath::Lerp(SecondaryStart, TargetSecondaryLevel, EaseOutCubic(Alpha));
|
||||
ApplySecondaryToMID(CurrentSecondaryLevel);
|
||||
if (Alpha >= 1.f)
|
||||
{
|
||||
CurrentSecondaryLevel = TargetSecondaryLevel;
|
||||
ApplySecondaryToMID(CurrentSecondaryLevel);
|
||||
bAnimatingSecondary = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::SetTargetPrimaryLevel(float Primary01)
|
||||
{
|
||||
const float Clamped = FMath::Clamp(Primary01, 0.f, 1.f);
|
||||
if (PrimaryAnimationSeconds <= MinAnimSeconds)
|
||||
{
|
||||
SetPrimaryLevelImmediate(Clamped);
|
||||
return;
|
||||
}
|
||||
if (FMath::IsNearlyEqual(Clamped, CurrentPrimaryLevel, KINDA_SMALL_NUMBER) &&
|
||||
FMath::IsNearlyEqual(Clamped, TargetPrimaryLevel, KINDA_SMALL_NUMBER))
|
||||
{
|
||||
return;
|
||||
}
|
||||
TargetPrimaryLevel = Clamped;
|
||||
PrimaryStart = CurrentPrimaryLevel;
|
||||
PrimaryElapsed = 0.f;
|
||||
bAnimatingPrimary = true;
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::SetPrimaryLevelImmediate(float Primary01)
|
||||
{
|
||||
const float Clamped = FMath::Clamp(Primary01, 0.f, 1.f);
|
||||
CurrentPrimaryLevel = Clamped;
|
||||
TargetPrimaryLevel = Clamped;
|
||||
PrimaryStart = Clamped;
|
||||
PrimaryElapsed = 0.f;
|
||||
bAnimatingPrimary = false;
|
||||
ApplyPrimaryToMID(CurrentPrimaryLevel);
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::SetTargetSecondaryLevel(float Sec01)
|
||||
{
|
||||
const float Clamped = FMath::Clamp(Sec01, 0.f, 1.f);
|
||||
if (SecondaryAnimationSeconds <= MinAnimSeconds)
|
||||
{
|
||||
SetSecondaryLevelImmediate(Clamped);
|
||||
return;
|
||||
}
|
||||
if (FMath::IsNearlyEqual(Clamped, CurrentSecondaryLevel, KINDA_SMALL_NUMBER) &&
|
||||
FMath::IsNearlyEqual(Clamped, TargetSecondaryLevel, KINDA_SMALL_NUMBER))
|
||||
{
|
||||
return;
|
||||
}
|
||||
TargetSecondaryLevel = Clamped;
|
||||
SecondaryStart = CurrentSecondaryLevel;
|
||||
SecondaryElapsed = 0.f;
|
||||
bAnimatingSecondary = true;
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::SetSecondaryLevelImmediate(float Sec01)
|
||||
{
|
||||
const float Clamped = FMath::Clamp(Sec01, 0.f, 1.f);
|
||||
CurrentSecondaryLevel = Clamped;
|
||||
TargetSecondaryLevel = Clamped;
|
||||
SecondaryStart = Clamped;
|
||||
SecondaryElapsed = 0.f;
|
||||
bAnimatingSecondary = false;
|
||||
ApplySecondaryToMID(CurrentSecondaryLevel);
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::SetPrimaryColour(FLinearColor Color)
|
||||
{
|
||||
PrimaryColour = Color;
|
||||
bOverridePrimaryColour = true;
|
||||
if (FillMID) FillMID->SetVectorParameterValue(P_PrimaryColour, Color);
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::SetPrimaryColourBottom(FLinearColor Color)
|
||||
{
|
||||
PrimaryColourBottom = Color;
|
||||
bOverridePrimaryColourBottom = true;
|
||||
if (FillMID) FillMID->SetVectorParameterValue(P_PrimaryColourBottom, Color);
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::SetSecondaryColour(FLinearColor Color)
|
||||
{
|
||||
SecondaryColour = Color;
|
||||
bOverrideSecondaryColour = true;
|
||||
if (FillMID) FillMID->SetVectorParameterValue(P_SecondaryColour, Color);
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::SetSecondaryColourBottom(FLinearColor Color)
|
||||
{
|
||||
SecondaryColourBottom = Color;
|
||||
bOverrideSecondaryColourBottom = true;
|
||||
if (FillMID) FillMID->SetVectorParameterValue(P_SecondaryColourBottom, Color);
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::SetEmptyColour(FLinearColor Color)
|
||||
{
|
||||
EmptyColour = Color;
|
||||
bOverrideEmptyColour = true;
|
||||
if (FillMID) FillMID->SetVectorParameterValue(P_EmptyColour, Color);
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::SetGradientEnabled(bool bEnabled)
|
||||
{
|
||||
bEnableGradient = bEnabled;
|
||||
bOverrideEnableGradient = true;
|
||||
if (FillMID) FillMID->SetScalarParameterValue(P_EnableGradient, bEnabled ? 1.f : 0.f);
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::SetGradientSplit(float Split01)
|
||||
{
|
||||
GradientSplit = FMath::Clamp(Split01, 0.f, 1.f);
|
||||
bOverrideGradientSplit = true;
|
||||
if (FillMID) FillMID->SetScalarParameterValue(P_GradientSplit, GradientSplit);
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::ApplyOverridesToMID()
|
||||
{
|
||||
if (!FillMID)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (bOverridePrimaryColour) FillMID->SetVectorParameterValue(P_PrimaryColour, PrimaryColour);
|
||||
if (bOverridePrimaryColourBottom) FillMID->SetVectorParameterValue(P_PrimaryColourBottom, PrimaryColourBottom);
|
||||
if (bOverrideSecondaryColour) FillMID->SetVectorParameterValue(P_SecondaryColour, SecondaryColour);
|
||||
if (bOverrideSecondaryColourBottom) FillMID->SetVectorParameterValue(P_SecondaryColourBottom, SecondaryColourBottom);
|
||||
if (bOverrideEmptyColour) FillMID->SetVectorParameterValue(P_EmptyColour, EmptyColour);
|
||||
if (bOverrideEnableGradient) FillMID->SetScalarParameterValue(P_EnableGradient, bEnableGradient ? 1.f : 0.f);
|
||||
if (bOverrideGradientSplit) FillMID->SetScalarParameterValue(P_GradientSplit, GradientSplit);
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::ShowHealPreview(float TargetPct, FLinearColor PreviewColor)
|
||||
{
|
||||
SetSecondaryColour(PreviewColor);
|
||||
SetTargetSecondaryLevel(TargetPct);
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::ShowDamageLag(float OldPct, float NewPct, FLinearColor LagColor)
|
||||
{
|
||||
SetSecondaryColour(LagColor);
|
||||
SetSecondaryLevelImmediate(OldPct);
|
||||
SetPrimaryLevelImmediate(NewPct);
|
||||
SetTargetSecondaryLevel(NewPct);
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::ShowBuffer(float BufferPct, FLinearColor BufferColor)
|
||||
{
|
||||
SetSecondaryColour(BufferColor);
|
||||
SetTargetSecondaryLevel(FMath::Clamp(CurrentPrimaryLevel + BufferPct, 0.f, 1.f));
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::ClearSecondary()
|
||||
{
|
||||
SetTargetSecondaryLevel(0.f);
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::EnsureMID()
|
||||
{
|
||||
if (FillMID || !FillImage)
|
||||
{
|
||||
return;
|
||||
}
|
||||
UMaterialInterface* Mat = Cast<UMaterialInterface>(FillImage->GetBrush().GetResourceObject());
|
||||
if (!Mat)
|
||||
{
|
||||
return;
|
||||
}
|
||||
FillMID = UMaterialInstanceDynamic::Create(Mat, this);
|
||||
FillImage->SetBrushFromMaterial(FillMID);
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::ApplyPrimaryToMID(float Value)
|
||||
{
|
||||
if (FillMID)
|
||||
{
|
||||
FillMID->SetScalarParameterValue(P_PrimaryLevel, Value);
|
||||
}
|
||||
}
|
||||
|
||||
void UUIProgressBar_Base::ApplySecondaryToMID(float Value)
|
||||
{
|
||||
if (FillMID)
|
||||
{
|
||||
FillMID->SetScalarParameterValue(P_SecondaryLevel, Value);
|
||||
}
|
||||
}
|
||||
196
Source/ZMMO/Game/UI/Widgets/UIProgressBar_Base.h
Normal file
196
Source/ZMMO/Game/UI/Widgets/UIProgressBar_Base.h
Normal file
@@ -0,0 +1,196 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "CommonUserWidget.h"
|
||||
#include "UIProgressBar_Base.generated.h"
|
||||
|
||||
class UImage;
|
||||
class UMaterialInstanceDynamic;
|
||||
|
||||
/**
|
||||
* ProgressBar do ZMMO. Wrappa um UImage com material custom
|
||||
* (UI_M_ProgressBar) e expõe API com dois níveis:
|
||||
* Primary (preenchimento atual) + Secondary (preview / damage lag / buffer).
|
||||
*
|
||||
* Modelo assimétrico: SecondaryLevel só aparece visualmente se for MAIOR
|
||||
* que PrimaryLevel — representa heal preview, damage trail, buffer
|
||||
* empilhado em cima da barra principal.
|
||||
*
|
||||
* Cores: por padrão vêm da Material Instance atribuída ao FillImage.
|
||||
* Cada cor tem um toggle de override (InlineEditConditionToggle) que,
|
||||
* quando ligado, sobrescreve o valor da MI via MID em PreConstruct.
|
||||
*/
|
||||
UCLASS(Abstract, Blueprintable)
|
||||
class ZMMO_API UUIProgressBar_Base : public UCommonUserWidget
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// === Levels ===
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar",
|
||||
meta = (ClampMin = "0", ClampMax = "1"))
|
||||
float InitialPrimaryLevel = 1.f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar",
|
||||
meta = (ClampMin = "0", ClampMax = "1"))
|
||||
float InitialSecondaryLevel = 0.f;
|
||||
|
||||
// === Animation ===
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Animation",
|
||||
meta = (ClampMin = "0", ClampMax = "5"))
|
||||
float PrimaryAnimationSeconds = 0.25f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Animation",
|
||||
meta = (ClampMin = "0", ClampMax = "5"))
|
||||
float SecondaryAnimationSeconds = 0.8f;
|
||||
|
||||
// === Color overrides (sobrescrevem a MI) ===
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
|
||||
meta = (InlineEditConditionToggle))
|
||||
bool bOverridePrimaryColour = false;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
|
||||
meta = (EditCondition = "bOverridePrimaryColour"))
|
||||
FLinearColor PrimaryColour = FLinearColor(0.957f, 0.769f, 0.353f, 1.f);
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
|
||||
meta = (InlineEditConditionToggle))
|
||||
bool bOverridePrimaryColourBottom = false;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
|
||||
meta = (EditCondition = "bOverridePrimaryColourBottom"))
|
||||
FLinearColor PrimaryColourBottom = FLinearColor(0.478f, 0.282f, 0.094f, 1.f);
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
|
||||
meta = (InlineEditConditionToggle))
|
||||
bool bOverrideSecondaryColour = false;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
|
||||
meta = (EditCondition = "bOverrideSecondaryColour"))
|
||||
FLinearColor SecondaryColour = FLinearColor(0.246201f, 0.002428f, 0.002125f, 1.f);
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
|
||||
meta = (InlineEditConditionToggle))
|
||||
bool bOverrideSecondaryColourBottom = false;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
|
||||
meta = (EditCondition = "bOverrideSecondaryColourBottom"))
|
||||
FLinearColor SecondaryColourBottom = FLinearColor(0.123f, 0.001f, 0.001f, 1.f);
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
|
||||
meta = (InlineEditConditionToggle))
|
||||
bool bOverrideEmptyColour = false;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
|
||||
meta = (EditCondition = "bOverrideEmptyColour"))
|
||||
FLinearColor EmptyColour = FLinearColor(0.f, 0.f, 0.f, 0.6f);
|
||||
|
||||
// === Gradient overrides ===
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Gradient",
|
||||
meta = (InlineEditConditionToggle))
|
||||
bool bOverrideEnableGradient = false;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Gradient",
|
||||
meta = (EditCondition = "bOverrideEnableGradient"))
|
||||
bool bEnableGradient = true;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Gradient",
|
||||
meta = (InlineEditConditionToggle))
|
||||
bool bOverrideGradientSplit = false;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Gradient",
|
||||
meta = (EditCondition = "bOverrideGradientSplit", ClampMin = "0", ClampMax = "1"))
|
||||
float GradientSplit = 0.5f;
|
||||
|
||||
// === Primary API ===
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "ProgressBar")
|
||||
void SetTargetPrimaryLevel(float Primary01);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "ProgressBar")
|
||||
void SetPrimaryLevelImmediate(float Primary01);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "ProgressBar")
|
||||
float GetCurrentPrimaryLevel() const { return CurrentPrimaryLevel; }
|
||||
|
||||
// === Secondary API ===
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "ProgressBar")
|
||||
void SetTargetSecondaryLevel(float Sec01);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "ProgressBar")
|
||||
void SetSecondaryLevelImmediate(float Sec01);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category = "ProgressBar")
|
||||
float GetCurrentSecondaryLevel() const { return CurrentSecondaryLevel; }
|
||||
|
||||
// === Runtime color/gradient setters (também marcam o override pra evitar reset no próximo PreConstruct) ===
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Colors")
|
||||
void SetPrimaryColour(FLinearColor Color);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Colors")
|
||||
void SetPrimaryColourBottom(FLinearColor Color);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Colors")
|
||||
void SetSecondaryColour(FLinearColor Color);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Colors")
|
||||
void SetSecondaryColourBottom(FLinearColor Color);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Colors")
|
||||
void SetEmptyColour(FLinearColor Color);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Gradient")
|
||||
void SetGradientEnabled(bool bEnabled);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Gradient")
|
||||
void SetGradientSplit(float Split01);
|
||||
|
||||
// === Wrappers semânticos ===
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Effects")
|
||||
void ShowHealPreview(float TargetPct, FLinearColor PreviewColor);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Effects")
|
||||
void ShowDamageLag(float OldPct, float NewPct, FLinearColor LagColor);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Effects")
|
||||
void ShowBuffer(float BufferPct, FLinearColor BufferColor);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Effects")
|
||||
void ClearSecondary();
|
||||
|
||||
protected:
|
||||
virtual void NativePreConstruct() override;
|
||||
virtual void NativeConstruct() override;
|
||||
virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override;
|
||||
|
||||
UPROPERTY(meta = (BindWidget))
|
||||
TObjectPtr<UImage> FillImage;
|
||||
|
||||
private:
|
||||
UPROPERTY(Transient)
|
||||
TObjectPtr<UMaterialInstanceDynamic> FillMID;
|
||||
|
||||
void EnsureMID();
|
||||
void ApplyPrimaryToMID(float Value);
|
||||
void ApplySecondaryToMID(float Value);
|
||||
void ApplyOverridesToMID();
|
||||
|
||||
float CurrentPrimaryLevel = 1.f;
|
||||
float TargetPrimaryLevel = 1.f;
|
||||
float PrimaryStart = 1.f;
|
||||
float PrimaryElapsed = 0.f;
|
||||
bool bAnimatingPrimary = false;
|
||||
|
||||
float CurrentSecondaryLevel = 0.f;
|
||||
float TargetSecondaryLevel = 0.f;
|
||||
float SecondaryStart = 0.f;
|
||||
float SecondaryElapsed = 0.f;
|
||||
bool bAnimatingSecondary = false;
|
||||
};
|
||||
Reference in New Issue
Block a user