Files
ZMMO/Source/ZMMO/Game/UI/Widgets/UISpinner_Base.cpp
2026-05-23 02:16:27 -03:00

136 lines
3.8 KiB
C++

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