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:
2026-05-23 02:16:27 -03:00
committed by Mateuus
parent 2cd8b3b2bb
commit 0e96956a17
317 changed files with 7311 additions and 121 deletions

View File

@@ -12,6 +12,11 @@ enum class EZMMOThemeKey : uint8
HUD_HealthBar UMETA(DisplayName = "HUD - Health Bar"),
HUD_ManaBar UMETA(DisplayName = "HUD - Mana Bar"),
// Boot
Boot_Background UMETA(DisplayName = "Boot - Background"),
Boot_Logo UMETA(DisplayName = "Boot - Logo"),
Boot_Music UMETA(DisplayName = "Boot - Music"),
// Login / Character Select
Login_Background UMETA(DisplayName = "Login - Background"),
Login_Logo UMETA(DisplayName = "Login - Logo"),

View File

@@ -28,6 +28,15 @@ struct ZMMO_API FUIStyle
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style")
FUIStyleText Text;
/**
* Categorias tipográficas nomeadas (data-driven). O autor define as
* chaves aqui no DT_UI_Styles ("Title", "Section", "Body", "Label",
* "Dim", ou customizadas); o UUICommonText_Base escolhe pelo nome
* (dropdown populado a partir destas chaves — sem enum fixo em C++).
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style")
TMap<FName, FUITextStyle> TextRoles;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style")
FUIStyleButton Button;
@@ -42,6 +51,23 @@ struct ZMMO_API FUIStyle
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style")
FUIStyleTooltip Tooltip;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style")
FUIStyleSpinner Spinner;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style")
FUIStyleCheckBox CheckBox;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style")
FUIStyleInput Input;
/**
* Fundo de tela cheia do front-end (ex.: Boot/Login). Brush data-driven:
* a tela aplica no seu Border_Bg via RefreshUIStyle — nunca hard-ref no
* WBP (ARQUITETURA.md §5). Preenchido em DT_UI_Styles.
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style")
FSlateBrush ScreenBackground;
};
/**

View File

@@ -5,6 +5,7 @@
#include "Styling/SlateBrush.h"
#include "Layout/Margin.h"
#include "Templates/SubclassOf.h"
#include "Engine/Texture2D.h"
#include "UIStyleTypes.h"
#include "UIStyleTokens.generated.h"
@@ -171,7 +172,97 @@ struct ZMMO_API FUIStyleText
float TitleLetterSpacing = 0.f; // informativo (RichText/futuro)
};
/** Cores de uma variante de botão (primary/secondary/danger/ghost). */
/**
* Uma categoria tipográfica nomeada do tema. As categorias NÃO são fixas em
* C++: o autor cria as que quiser ("Title", "Section", "Body", "Label", …)
* no mapa FUIStyle.TextRoles do DT_UI_Styles. O UUICommonText_Base só
* referencia o nome (dropdown vem do DT).
*/
USTRUCT(BlueprintType)
struct ZMMO_API FUITextStyle
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Text")
FSlateFontInfo Font;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Text")
FLinearColor Color = FLinearColor(FColor(244, 240, 230));
/** Caixa-alta (ex.: labels/eyebrows). */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Text")
bool bUppercase = false;
};
// =====================================================================
// FUIStyleButton — padrão multi-map (Hyper-style). 3 sub-mapas com a MESMA
// chave (nome da variante: "Primary", "Secondary", "Danger", "Ghost", ou
// customizada). UUIButton_Base.Variant é FName e busca em cada sub-mapa.
// O struct FUIStyleButtonVariant (composto, FLAT) permanece com a forma
// antiga — assim o hook BP_ApplyUIStyle dos WBP_Master continua funcional.
// =====================================================================
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleButtonBackground
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
FLinearColor BgNormal = FLinearColor::Transparent;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
FLinearColor BgHover = FLinearColor::Transparent;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
FLinearColor BgPressed = FLinearColor::Transparent;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
FLinearColor BgDisabled = FLinearColor(0.f, 0.f, 0.f, 0.42f);
/** Textura opcional como background (Hyper-style). */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
TObjectPtr<UTexture2D> BackgroundTexture = nullptr;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
FMargin BackgroundMargin = FMargin(8.f);
};
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleButtonStroke
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
FLinearColor BorderNormal = FLinearColor::Transparent;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
FLinearColor BorderHover = FLinearColor::Transparent;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button", meta = (ClampMin = "0"))
float BorderWidth = 1.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button", meta = (ClampMin = "0"))
float CornerRadius = 8.f;
};
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleButtonFont
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
FLinearColor TextColor = FLinearColor::White;
/** CommonTextStyle define fonte/tamanho/peso; TextColor sobrescreve a cor. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
TSubclassOf<UCommonTextStyle> TextStyle;
};
/**
* View FLAT composta da variante de botão (Background + Stroke + Font).
* Mantida com a forma antiga (BgNormal/BgHover/.../TextStyle no topo) para
* NÃO QUEBRAR o hook BP_ApplyUIStyle nos WBP_Master existentes. É construída
* pelo UUIButton_Base::ResolveVariant a partir dos 3 sub-mapas do tema.
*/
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleButtonVariant
{
@@ -198,14 +289,21 @@ struct ZMMO_API FUIStyleButtonVariant
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
FLinearColor TextColor = FLinearColor::White;
/**
* Estilo de texto desta variante (padrão Hyper/CommonUI: CommonTextStyle).
* Define fonte/tamanho/peso. A COR é sobreposta pelo TextColor acima
* (FUIStyle manda na cor por tema). Permite Primary/Secondary/Danger/Ghost
* com tipografias diferentes. Preenchido em DT_UI_Styles por tema.
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
TSubclassOf<UCommonTextStyle> TextStyle;
// Campos extras vindos das sub-categorias (background texture + stroke):
UPROPERTY(BlueprintReadOnly, Category = "UI Style|Button")
TObjectPtr<UTexture2D> BackgroundTexture = nullptr;
UPROPERTY(BlueprintReadOnly, Category = "UI Style|Button")
FMargin BackgroundMargin = FMargin(8.f);
UPROPERTY(BlueprintReadOnly, Category = "UI Style|Button")
float BorderWidth = 1.f;
UPROPERTY(BlueprintReadOnly, Category = "UI Style|Button")
float CornerRadius = 8.f;
};
USTRUCT(BlueprintType)
@@ -213,74 +311,85 @@ struct ZMMO_API FUIStyleButton
{
GENERATED_BODY()
/**
* Defaults = paleta Aurora Arcana (styles.css .btn-*). Garante que mesmo
* sem DataTable (preview de designer) o botão já saia estilizado.
*/
FUIStyleButton()
{
// .btn-primary — dourado, texto quase preto
Primary.BgNormal = FLinearColor(FColor(201, 167, 90)); // gold
Primary.BgHover = FLinearColor(FColor(231, 200, 115)); // gold-hi
Primary.BgPressed = FLinearColor(FColor(201, 167, 90));
Primary.BgDisabled = FLinearColor(FColor(201, 167, 90, 107));
Primary.BorderNormal = FLinearColor(FColor(201, 167, 90));
Primary.BorderHover = FLinearColor(FColor(231, 200, 115));
Primary.TextColor = FLinearColor(FColor(10, 10, 18)); // ~#0A0A12
// ---- Backgrounds (Primary/Secondary/Danger/Ghost) ----
FUIStyleButtonBackground PriBg;
PriBg.BgNormal = FLinearColor(FColor(201, 167, 90)); // gold
PriBg.BgHover = FLinearColor(FColor(231, 200, 115)); // gold-hi
PriBg.BgPressed = FLinearColor(FColor(201, 167, 90));
PriBg.BgDisabled = FLinearColor(FColor(201, 167, 90, 107));
Backgrounds.Add(TEXT("Primary"), PriBg);
// .btn-secondary — painel sólido + borda
Secondary.BgNormal = FLinearColor(FColor(17, 24, 42)); // panel-2
Secondary.BgHover = FLinearColor(FColor(22, 32, 58)); // #16203A
Secondary.BgPressed = FLinearColor(FColor(17, 24, 42));
Secondary.BorderNormal = FLinearColor(FColor(58, 75, 120)); // border
Secondary.BorderHover = FLinearColor(FColor(78, 163, 255)); // blue
Secondary.TextColor = FLinearColor(FColor(244, 240, 230));// text
FUIStyleButtonBackground SecBg;
SecBg.BgNormal = FLinearColor(FColor(17, 24, 42)); // panel-2
SecBg.BgHover = FLinearColor(FColor(22, 32, 58));
SecBg.BgPressed = FLinearColor(FColor(17, 24, 42));
Backgrounds.Add(TEXT("Secondary"), SecBg);
// .btn-danger
Danger.BgNormal = FLinearColor(FColor(217, 92, 92, 36)); // rgba(.14)
Danger.BgHover = FLinearColor(FColor(217, 92, 92, 66)); // rgba(.26)
Danger.BgPressed = FLinearColor(FColor(217, 92, 92, 36));
Danger.BorderNormal = FLinearColor(FColor(217, 92, 92)); // danger
Danger.BorderHover = FLinearColor(FColor(217, 92, 92));
Danger.TextColor = FLinearColor(FColor(240, 182, 182)); // #F0B6B6
FUIStyleButtonBackground DngBg;
DngBg.BgNormal = FLinearColor(FColor(217, 92, 92, 36));
DngBg.BgHover = FLinearColor(FColor(217, 92, 92, 66));
DngBg.BgPressed = FLinearColor(FColor(217, 92, 92, 36));
Backgrounds.Add(TEXT("Danger"), DngBg);
// .btn-ghost — transparente + borda suave
Ghost.BgNormal = FLinearColor::Transparent;
Ghost.BgHover = FLinearColor(FColor(22, 32, 58, 128));
Ghost.BgPressed = FLinearColor::Transparent;
Ghost.BorderNormal = FLinearColor(FColor(58, 75, 120, 140)); // border-soft
Ghost.BorderHover = FLinearColor(FColor(78, 163, 255));
Ghost.TextColor = FLinearColor(FColor(174, 182, 200)); // text-2
FUIStyleButtonBackground GhoBg;
GhoBg.BgNormal = FLinearColor::Transparent;
GhoBg.BgHover = FLinearColor(FColor(22, 32, 58, 128));
GhoBg.BgPressed = FLinearColor::Transparent;
Backgrounds.Add(TEXT("Ghost"), GhoBg);
// ---- Strokes ----
FUIStyleButtonStroke PriS;
PriS.BorderNormal = FLinearColor(FColor(201, 167, 90));
PriS.BorderHover = FLinearColor(FColor(231, 200, 115));
Strokes.Add(TEXT("Primary"), PriS);
FUIStyleButtonStroke SecS;
SecS.BorderNormal = FLinearColor(FColor(58, 75, 120));
SecS.BorderHover = FLinearColor(FColor(78, 163, 255));
Strokes.Add(TEXT("Secondary"), SecS);
FUIStyleButtonStroke DngS;
DngS.BorderNormal = FLinearColor(FColor(217, 92, 92));
DngS.BorderHover = FLinearColor(FColor(217, 92, 92));
Strokes.Add(TEXT("Danger"), DngS);
FUIStyleButtonStroke GhoS;
GhoS.BorderNormal = FLinearColor(FColor(58, 75, 120, 140));
GhoS.BorderHover = FLinearColor(FColor(78, 163, 255));
Strokes.Add(TEXT("Ghost"), GhoS);
// ---- Fonts ----
FUIStyleButtonFont PriF; PriF.TextColor = FLinearColor(FColor(10, 10, 18));
Fonts.Add(TEXT("Primary"), PriF);
FUIStyleButtonFont SecF; SecF.TextColor = FLinearColor(FColor(244, 240, 230));
Fonts.Add(TEXT("Secondary"), SecF);
FUIStyleButtonFont DngF; DngF.TextColor = FLinearColor(FColor(240, 182, 182));
Fonts.Add(TEXT("Danger"), DngF);
FUIStyleButtonFont GhoF; GhoF.TextColor = FLinearColor(FColor(174, 182, 200));
Fonts.Add(TEXT("Ghost"), GhoF);
}
// .btn-primary — dourado, texto quase preto
/** Cores/textura de fundo por variante (chave FName). */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
FUIStyleButtonVariant Primary;
TMap<FName, FUIStyleButtonBackground> Backgrounds;
// .btn-secondary — painel sólido + borda
/** Borda (cor, espessura, raio) por variante. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
FUIStyleButtonVariant Secondary;
TMap<FName, FUIStyleButtonStroke> Strokes;
// .btn-danger
/** Tipografia (cor de texto, CommonTextStyle) por variante. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
FUIStyleButtonVariant Danger;
// .btn-ghost — transparente + borda suave
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
FUIStyleButtonVariant Ghost;
TMap<FName, FUIStyleButtonFont> Fonts;
// Globais comuns às variantes:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
FMargin Padding = FMargin(22.f, 12.f);
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
float MinHeight = 48.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
float CornerRadius = 8.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
float BorderWidth = 1.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Button")
float HoverScale = 1.02f;
@@ -444,3 +553,333 @@ struct ZMMO_API FUIStyleTooltip
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Tooltip")
FLinearColor TextColor = FLinearColor(FColor(244, 240, 230)); // Text
};
// =====================================================================
// FUIStyleSpinner — padrão multi-map (Hyper-style). Sub-mapas por categoria
// (Colors, Layouts) com a MESMA CHAVE de variante. Permite criar variantes
// como "Default", "Small", "Loading", etc.
// =====================================================================
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleSpinnerColors
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Spinner")
FLinearColor Color = FLinearColor(FColor(201, 167, 90)); // Gold
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Spinner")
FLinearColor TrackColor = FLinearColor(FColor(58, 75, 120, 140));
};
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleSpinnerLayout
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Spinner")
float Radius = 28.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Spinner")
float Thickness = 3.f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Spinner", meta = (ClampMin = "1"))
int32 NumberOfPieces = 8;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Spinner", meta = (ClampMin = "0.05"))
float Period = 0.9f;
};
/** View FLAT composta da variante de Spinner. */
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleSpinnerVariant
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, Category = "UI Style|Spinner")
FUIStyleSpinnerColors Colors;
UPROPERTY(BlueprintReadOnly, Category = "UI Style|Spinner")
FUIStyleSpinnerLayout Layout;
};
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleSpinner
{
GENERATED_BODY()
FUIStyleSpinner()
{
Colors.Add(TEXT("Default"), FUIStyleSpinnerColors());
Layouts.Add(TEXT("Default"), FUIStyleSpinnerLayout());
}
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Spinner")
TMap<FName, FUIStyleSpinnerColors> Colors;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Spinner")
TMap<FName, FUIStyleSpinnerLayout> Layouts;
};
// =====================================================================
// FUIStyleCheckBox — padrão multi-map (Hyper-style). Sub-mapas por categoria
// visual (Fills, Strokes, Layouts) com a MESMA CHAVE de variante. Cada
// UUICheckBox_Base referencia o nome (FName Variant) e o C++ compõe.
// =====================================================================
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleCheckBoxFill
{
GENERATED_BODY()
/** Preenchimento da caixa quando marcada. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|CheckBox")
FLinearColor BoxColor = FLinearColor(FColor(201, 167, 90)); // Gold
/** Cor do "tique"/glifo de check. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|CheckBox")
FLinearColor CheckColor = FLinearColor(FColor(18, 22, 34)); // Bg0
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|CheckBox")
FLinearColor HoveredColor = FLinearColor(FColor(224, 196, 130));
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|CheckBox")
FLinearColor PressedColor = FLinearColor(FColor(178, 146, 74));
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|CheckBox")
FLinearColor DisabledColor = FLinearColor(FColor(90, 96, 112, 140));
};
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleCheckBoxStroke
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|CheckBox")
FLinearColor BorderColor = FLinearColor(FColor(58, 75, 120, 140));
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|CheckBox", meta = (ClampMin = "0"))
float BorderThickness = 1.5f;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|CheckBox", meta = (ClampMin = "0"))
float CornerRadius = 4.f;
};
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleCheckBoxLayout
{
GENERATED_BODY()
/** Lado da caixa (px). */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|CheckBox", meta = (ClampMin = "8"))
float BoxSize = 22.f;
};
/** View FLAT composta da variante de CheckBox — usada pelo BP hook. */
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleCheckBoxVariant
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, Category = "UI Style|CheckBox")
FUIStyleCheckBoxFill Fill;
UPROPERTY(BlueprintReadOnly, Category = "UI Style|CheckBox")
FUIStyleCheckBoxStroke Stroke;
UPROPERTY(BlueprintReadOnly, Category = "UI Style|CheckBox")
FUIStyleCheckBoxLayout Layout;
};
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleCheckBox
{
GENERATED_BODY()
FUIStyleCheckBox()
{
Fills.Add(TEXT("Default"), FUIStyleCheckBoxFill());
Strokes.Add(TEXT("Default"), FUIStyleCheckBoxStroke());
Layouts.Add(TEXT("Default"), FUIStyleCheckBoxLayout());
}
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|CheckBox")
TMap<FName, FUIStyleCheckBoxFill> Fills;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|CheckBox")
TMap<FName, FUIStyleCheckBoxStroke> Strokes;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|CheckBox")
TMap<FName, FUIStyleCheckBoxLayout> Layouts;
};
// =====================================================================
// FUIStyleInput — padrão multi-map (estilo Hyper): sub-mapas independentes
// por categoria visual (Backgrounds, Strokes, Typography). O widget escolhe
// um nome único de variante (ex.: "Box") que existe em CADA sub-mapa;
// reaproveita-se sem dor (ex.: mesma Stroke em vários Backgrounds).
// =====================================================================
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleInputBackground
{
GENERATED_BODY()
/**
* Brush completo do background (Image, Image Size, Matiz, Desenhar como,
* Ladrilhos, Margin/9-slice, UV). Mesma UI de FSlateBrush exposta no UMG.
* Se Brush.ResourceObject for nulo, pinta cor sólida (procedural — DrawAs
* = Image sem textura).
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Input")
FSlateBrush Brush;
/** Tint multiplicado por cima do Brush em estado de hover. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Input")
FLinearColor HoveredColor = FLinearColor::White;
/** Tint multiplicado por cima do Brush em estado de focus. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Input")
FLinearColor FocusedColor = FLinearColor::White;
};
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleInputStroke
{
GENERATED_BODY()
/**
* Brush completo da borda (Image, Image Size, Matiz, Desenhar como,
* Ladrilhos, Margin). Use textura 9-slice (DrawAs=Box) ou Image para
* stroke decorada estilo Hyper Search.
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Input")
FSlateBrush Brush;
/** Espessura procedural (efeito visual; usado por widgets que renderizam stroke vector). */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Input", meta = (ClampMin = "0"))
float BorderThickness = 1.f;
/** Raio do canto procedural (efeito visual; usado por widgets que renderizam RoundedBox). */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Input", meta = (ClampMin = "0"))
float CornerRadius = 6.f;
};
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleInputTypography
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Input")
FLinearColor TextColor = FLinearColor(FColor(244, 240, 230));
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Input")
FLinearColor HintColor = FLinearColor(FColor(150, 160, 180, 200));
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Input", meta = (ClampMin = "1"))
float Size = 16.f;
/** Fonte específica desta tipografia. Se vazia, usa FUIStyle.Text.BodyFont. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Input")
FSlateFontInfo FontOverride;
};
/**
* View "composta" da variante (Background + Stroke + Typography). Não é
* editada diretamente no DT — é o que o UUIInput_Base monta ao resolver
* a chave Variant nos 3 sub-mapas. Mantida aqui para uso no C++.
*/
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleInputVariant
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, Category = "UI Style|Input")
FUIStyleInputBackground Background;
UPROPERTY(BlueprintReadOnly, Category = "UI Style|Input")
FUIStyleInputStroke Stroke;
UPROPERTY(BlueprintReadOnly, Category = "UI Style|Input")
FUIStyleInputTypography Typography;
};
/**
* Campo de texto — padrão multi-map (Hyper-style). 3 sub-mapas independentes
* com a MESMA CHAVE (nome da variante: "Box", "Outline", "Underline",
* "Search", ou customizada). O UUIInput_Base usa Variant=FName e busca o
* pedaço em cada sub-mapa; assim dá pra reaproveitar (ex.: a mesma Stroke
* em variantes com Backgrounds diferentes).
*
* Construtor já popula com defaults bonitos inspirados na Login.
*/
USTRUCT(BlueprintType)
struct ZMMO_API FUIStyleInput
{
GENERATED_BODY()
FUIStyleInput()
{
auto MakeBg = [](const FLinearColor& Tint)
{
FUIStyleInputBackground B;
B.Brush.TintColor = FSlateColor(Tint);
B.Brush.DrawAs = ESlateBrushDrawType::Image;
return B;
};
// ---- Backgrounds ----
Backgrounds.Add(TEXT("Box"), MakeBg(FLinearColor(FColor(9, 13, 24, 235))));
Backgrounds.Add(TEXT("Outline"), MakeBg(FLinearColor(0, 0, 0, 0)));
Backgrounds.Add(TEXT("Underline"), MakeBg(FLinearColor(0, 0, 0, 0)));
Backgrounds.Add(TEXT("Search"), MakeBg(FLinearColor(FColor(17, 24, 42))));
auto MakeStroke = [](const FLinearColor& Tint, float Thickness, float Radius)
{
FUIStyleInputStroke S;
S.Brush.TintColor = FSlateColor(Tint);
S.Brush.DrawAs = ESlateBrushDrawType::Box;
S.Brush.Margin = FMargin(4.f);
S.BorderThickness = Thickness;
S.CornerRadius = Radius;
return S;
};
// ---- Strokes ----
Strokes.Add(TEXT("Box"), MakeStroke(FLinearColor(FColor(58, 75, 120, 140)), 1.f, 6.f));
Strokes.Add(TEXT("Outline"), MakeStroke(FLinearColor(FColor(58, 75, 120)), 1.f, 6.f));
Strokes.Add(TEXT("Underline"), MakeStroke(FLinearColor(FColor(58, 75, 120, 160)), 2.f, 0.f));
Strokes.Add(TEXT("Search"), MakeStroke(FLinearColor(FColor(58, 75, 120, 140)), 1.f, 18.f));
// ---- Typography ----
FUIStyleInputTypography DefaultType;
DefaultType.TextColor = FLinearColor(FColor(244, 240, 230));
DefaultType.HintColor = FLinearColor(FColor(150, 160, 180, 200));
DefaultType.Size = 16.f;
Typography.Add(TEXT("Box"), DefaultType);
Typography.Add(TEXT("Outline"), DefaultType);
Typography.Add(TEXT("Underline"), DefaultType);
Typography.Add(TEXT("Search"), DefaultType);
}
/** Cores/textura de fundo por variante (chave FName). */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Input")
TMap<FName, FUIStyleInputBackground> Backgrounds;
/** Borda (cor, espessura, arredondamento) por variante. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Input")
TMap<FName, FUIStyleInputStroke> Strokes;
/** Tipografia (cor de texto/hint, tamanho, fonte) por variante. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Input")
TMap<FName, FUIStyleInputTypography> Typography;
/** Padding interno do campo (px, uniforme) — comum a todas variantes. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Input", meta = (ClampMin = "0"))
float Padding = 10.f;
/** Altura mínima do campo (px). */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Input", meta = (ClampMin = "0"))
float MinHeight = 44.f;
/** Largura mínima PADRÃO do campo (px). Designer mostra esse tamanho. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "UI Style|Input", meta = (ClampMin = "0"))
float MinWidth = 240.f;
};

View File

@@ -21,14 +21,12 @@ enum class EUITheme : uint8
RPG UMETA(DisplayName = "RPG")
};
/** Variante visual do botão (mapeia 1:1 com os campos de FUIStyleButton). */
/** Posição do rótulo no UUIInput_Base. */
UENUM(BlueprintType)
enum class EUIButtonVariant : uint8
enum class EUIInputLabelLayout : uint8
{
Primary UMETA(DisplayName = "Primary"),
Secondary UMETA(DisplayName = "Secondary"),
Danger UMETA(DisplayName = "Danger"),
Ghost UMETA(DisplayName = "Ghost")
Stacked UMETA(DisplayName = "Stacked (label acima)"),
Inline UMETA(DisplayName = "Inline (label à esquerda)")
};
/** Forma/silhueta de um botão — usada pelo widget para escolher dimensões. */

View File

@@ -0,0 +1,92 @@
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "Engine/World.h"
#include "ZoneRow.h"
#include "MapDef.generated.h"
/**
* FZMMOMapSpawn
*
* Ponto de spawn dentro de um mapa, identificado por `Tag`. Usado pelo
* server pra decidir onde materializar um char quando ele entra:
* - Char sem posicao salva: usa spawn com tag="default"
* - Char saindo de raid: pode pedir tag="raid_return"
* - Char morto: pode pedir tag="graveyard"
*
* ZeusEditorTools pode auto-popular o `Spawns[]` do FZMMOMapDef varrendo
* todos APlayerStart (ou ator custom AZMMOMapSpawnPoint) presentes no
* `.umap` do `ClientLevel` — botao "Sync from level".
*/
USTRUCT(BlueprintType)
struct ZMMO_API FZMMOMapSpawn
{
GENERATED_BODY()
/** Identificador do spawn (ex.: "default", "raid_return"). "default" e obrigatorio. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Spawn")
FName Tag = TEXT("default");
/** Posicao em cm (espaco do mundo). */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Spawn")
FVector PositionCm = FVector::ZeroVector;
/** Yaw em graus. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Spawn")
float YawDeg = 0.f;
};
/**
* FZMMOMapDef
*
* Definicao canonica de um mapa do MMO. Linha da DT_Maps no cliente.
* Exportada para `Server/ZeusServerEngine/Config/DataTables/maps_config.json`
* pelo plugin ZeusEditorTools — o JSON e a fonte que o WorldServer consome.
*
* Identidade:
* - `MapId` (uint16) e a chave estavel cross-cliente/server. 0 = invalido
* (detecta bug de leitura de DB / migration esquecida).
* - RowName na DataTable e o nome interno (ex.: "TestWorld") — usado no
* exporter como `name` do JSON. Nao duplicamos em campo `Name`.
*
* Wire economy:
* - `S_CHAR_SELECT_OK` envia `mapId` como uint16 (2 bytes) em vez de
* `mapName` (string), evitando ~10-30 bytes por handoff.
*/
USTRUCT(BlueprintType)
struct ZMMO_API FZMMOMapDef : public FTableRowBase
{
GENERATED_BODY()
/** ID estavel uint16. 0 = invalido. int32 aqui pois UE nao expoe uint16 em UPROPERTY. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map", meta = (ClampMin = "1", ClampMax = "65535"))
int32 MapId = 0;
/** Nome de exibicao localizavel. Aparece em UI/loading screen. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map")
FText DisplayName;
/** Asset do level no cliente. Exporter converte pra string canonica no JSON do server. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map|Level")
TSoftObjectPtr<UWorld> ClientLevel;
/**
* Pontos de spawn taggeados. Editavel inline na DataTable;
* ZeusEditorTools pode auto-popular varrendo PlayerStart do .umap.
* Pelo menos um com Tag="default" e esperado.
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map|Spawns")
TArray<FZMMOMapSpawn> Spawns;
/** Regras PvP/Safe/Dungeon. Reusa enum de FZoneRow. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map")
EZoneRules Rules = EZoneRules::PvE;
/** Faixa de level recomendada — display only. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map|Display")
int32 RecommendedLevelMin = 1;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Map|Display")
int32 RecommendedLevelMax = 99;
};

View File

@@ -34,6 +34,20 @@ void AZMMOPlayerController::BeginPlay()
{
Super::BeginPlay();
if (IsLocalPlayerController())
{
// Limpa estado de input herdado da UI do FrontEnd (UIManagerSubsystem
// e LocalPlayerSubsystem — sobrevive ao travel, e o controller anterior
// (AZMMOFrontEndPlayerController) tinha setado FInputModeUIOnly +
// bShowMouseCursor=true). Sem este reset, WASD/Look podem nao chegar
// ao pawn porque o Slate ainda esta com foco no widget antigo.
FInputModeGameOnly InputMode;
InputMode.SetConsumeCaptureMouseDown(true);
SetInputMode(InputMode);
bShowMouseCursor = false;
FlushPressedKeys();
}
if (ShouldUseTouchControls() && IsLocalPlayerController())
{
MobileControlsWidget = CreateWidget<UUserWidget>(this, MobileControlsWidgetClass);

View File

@@ -18,6 +18,7 @@
#include "ZMMO.h"
#include "ZMMOWorldSubsystem.h"
#include "ZeusNetworkSubsystem.h"
#include "UI/FrontEnd/UIFrontEndFlowSubsystem.h"
DEFINE_LOG_CATEGORY(LogZMMOPlayer);
@@ -108,6 +109,31 @@ void AZMMOPlayerCharacter::BeginPlay()
ResolveZeusNetworkSubsystem();
BindZeusSpawnDelegate();
TryRegisterLocalEntityFromCachedSpawn();
// Fase 4: reposiciona o pawn na pos salva no DB (vinda no S_CHAR_SELECT_OK
// e memorizada no Flow). Substitui o PlayerStart default do level. Se nao
// ha pose pendente (primeiro boot / debug PIE direto no level), mantem o
// PlayerStart.
if (const UGameInstance* GI = GetGameInstance())
{
if (UUIFrontEndFlowSubsystem* Flow = GI->GetSubsystem<UUIFrontEndFlowSubsystem>())
{
FVector PosCm = FVector::ZeroVector;
float YawDeg = 0.0f;
if (Flow->ConsumePendingSpawnPose(PosCm, YawDeg))
{
const FRotator NewRot(0.0f, YawDeg, 0.0f);
SetActorLocationAndRotation(PosCm, NewRot, /*bSweep=*/false, nullptr, ETeleportType::TeleportPhysics);
if (AController* C = GetController())
{
C->SetControlRotation(NewRot);
}
UE_LOG(LogZMMOPlayer, Log,
TEXT("AZMMOPlayerCharacter: pawn reposicionado pra pos do DB (%s) yaw=%.1f"),
*PosCm.ToString(), YawDeg);
}
}
}
}
void AZMMOPlayerCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)

View File

@@ -19,6 +19,15 @@ void UZMMOWorldSubsystem::Initialize(FSubsystemCollectionBase& Collection)
RemoteEntityClasses.Add(EZMMOEntityType::NPC, AZMMOEntity::StaticClass());
RemoteEntityClasses.Add(EZMMOEntityType::Object, AZMMOEntity::StaticClass());
}
// Bind + replay vivem em OnWorldBeginPlay (mundo pronto). Initialize roda
// MUITO cedo no pipeline de LoadMap — antes do GameMode ser instanciado
// e antes do WorldPartition terminar de carregar cells. Spawns dinamicos
// feitos aqui podem ser perdidos durante a fase de setup posterior.
}
void UZMMOWorldSubsystem::OnWorldBeginPlay(UWorld& InWorld)
{
Super::OnWorldBeginPlay(InWorld);
if (UZeusNetworkSubsystem* ZeusNet = ResolveZeusNetworkSubsystem())
{
@@ -26,10 +35,26 @@ void UZMMOWorldSubsystem::Initialize(FSubsystemCollectionBase& Collection)
ZeusNet->OnPlayerDespawned.AddDynamic(this, &UZMMOWorldSubsystem::HandlePlayerDespawned);
ZeusNet->OnPlayerStateUpdate.AddDynamic(this, &UZMMOWorldSubsystem::HandlePlayerStateUpdate);
UE_LOG(LogZMMO, Log, TEXT("ZMMOWorldSubsystem bound to ZeusNetworkSubsystem delegates."));
// Catch-up race fix (Fase 3): broadcasts de proxies remotos chegam
// enquanto o cliente novo ainda esta em OpenLevel. UZeusNetworkSubsystem
// cacheia em PendingRemoteSpawnsByEntity. Aplicamos aqui — mundo ja
// esta pronto (GameMode ativo, WorldPartition cells inicializadas).
int32 ReplayCount = 0;
ZeusNet->ForEachPendingRemoteSpawn(
[this, &ReplayCount](const int32 EntityId, const FVector PosCm, const float YawDeg, const int64 ServerTimeMs)
{
HandlePlayerSpawned(EntityId, /*bIsLocal=*/false, PosCm, YawDeg, ServerTimeMs);
++ReplayCount;
});
if (ReplayCount > 0)
{
UE_LOG(LogZMMO, Log, TEXT("ZMMOWorldSubsystem: replay de %d proxy(ies) cacheados."), ReplayCount);
}
}
else
{
UE_LOG(LogZMMO, Warning, TEXT("ZMMOWorldSubsystem: ZeusNetworkSubsystem not found at Initialize."));
UE_LOG(LogZMMO, Warning, TEXT("ZMMOWorldSubsystem: ZeusNetworkSubsystem not found at OnWorldBeginPlay."));
}
}

View File

@@ -44,6 +44,7 @@ class ZMMO_API UZMMOWorldSubsystem : public UWorldSubsystem
public:
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void OnWorldBeginPlay(UWorld& InWorld) override;
virtual void Deinitialize() override;
/**

View File

@@ -0,0 +1,90 @@
#pragma once
#include "CoreMinimal.h"
/**
* Opcodes do CharServer (WebSocket) consumidos pelo cliente. Espelha
* `Server/ZeusCharServer/src/protocol/CharOpcodes.ts` (faixa 2000-2099).
*
* Wire: string = uint16 LE (len) + UTF-8; inteiros LE. O cabeçalho de 32B
* é responsabilidade do UZeusCharServerSubsystem (Send/OnRawMessage operam
* sobre o payload já sem header).
*/
namespace ZMMOCharOp
{
// Autenticação — payload começa com uint8 method (ver ZMMOCharAuthMethod)
constexpr int32 C_CHAR_AUTH_REQUEST = 2000;
constexpr int32 S_CHAR_AUTH_OK = 2001; // string(accountId)+string(user)+uint64(expiresMs)
constexpr int32 S_CHAR_AUTH_REJECT = 2002; // uint16(reason)
// Listagem/criação/seleção de personagem
constexpr int32 C_CHAR_LIST_REQUEST = 2010; // uint8 hasWorldFilter [+ uint8[16] worldId]
constexpr int32 S_CHAR_LIST = 2011;
constexpr int32 C_CHAR_CREATE = 2020; // uint8[16] worldId + slot + ...
constexpr int32 S_CHAR_CREATE_OK = 2021;
constexpr int32 S_CHAR_CREATE_REJECT= 2022;
// Delete agendado (rathena-style two-step)
constexpr int32 C_CHAR_DELETE_REQUEST = 2030;
constexpr int32 S_CHAR_DELETE_ACK = 2031;
constexpr int32 C_CHAR_DELETE_ACCEPT = 2032;
constexpr int32 S_CHAR_DELETE_ACCEPT_ACK = 2033;
constexpr int32 C_CHAR_DELETE_CANCEL = 2034;
constexpr int32 S_CHAR_DELETE_CANCEL_ACK = 2035;
constexpr int32 C_CHAR_SELECT = 2040;
constexpr int32 S_CHAR_SELECT_OK = 2041;
constexpr int32 S_CHAR_SELECT_REJECT= 2042;
// Listagem de mundos (Fase 1 do ARQUITETURA_SERVER_SELECT)
constexpr int32 C_WORLD_LIST_REQUEST = 2060; // payload vazio
constexpr int32 S_WORLD_LIST = 2061; // uint16 count + entries
/**
* Push do CharServer com update de UM mundo (state/pop/queueLen).
* Wire: string worldId + uint16 pop + uint16 queueLen + uint8 state
*/
constexpr int32 S_WORLD_STATUS_UPDATE = 2062;
}
/**
* Método de autenticação enviado como uint8 prefix no payload do
* C_CHAR_AUTH_REQUEST.
*/
namespace ZMMOCharAuthMethod
{
constexpr uint8 TOKEN = 0;
constexpr uint8 PASSWORD = 1;
}
/** Espelha `CharRejectReason` em CharOpcodes.ts. */
namespace ZMMOCharRejectReason
{
constexpr uint16 Unknown = 0;
constexpr uint16 InvalidToken = 1;
constexpr uint16 AccountBanned = 2;
constexpr uint16 AlreadyOnline = 3;
constexpr uint16 InvalidCredentials = 4;
constexpr uint16 AccountLocked = 5;
constexpr uint16 AccountSuspended = 6;
constexpr uint16 CredentialsAuthDisabled = 7;
constexpr uint16 WorldOffline = 8;
constexpr uint16 WorldMaintenance = 9;
constexpr uint16 WorldFull = 10;
constexpr uint16 WorldRegionMismatch = 11;
constexpr uint16 WorldNotFound = 12;
constexpr uint16 NameInUse = 20;
constexpr uint16 InvalidName = 21;
constexpr uint16 SlotOccupied = 22;
constexpr uint16 CharNotFound = 23;
constexpr uint16 DeleteScheduled = 24;
constexpr uint16 DeleteNotScheduled = 25;
}
/** Estado do mundo no wire (uint8). Espelha `WireWorldState` em CharOpcodes.ts. */
namespace ZMMOWireWorldState
{
constexpr uint8 Offline = 0;
constexpr uint8 Online = 1;
constexpr uint8 Maintenance = 2;
}

View File

@@ -0,0 +1,178 @@
#include "UIBootScreen_Base.h"
#include "ZMMO.h"
#include "UIButton_Base.h"
#include "UISpinner_Base.h"
#include "UIFrontEndFlowSubsystem.h"
#include "ZMMOThemeSubsystem.h"
#include "ZeusCharServerSubsystem.h"
#include "CommonTextBlock.h"
#include "Components/Border.h"
#include "Engine/GameInstance.h"
#include "Engine/DataTable.h"
#include "UI/UIStyleRow.h"
namespace
{
// Runtime usa o tema ativo; design-time carrega a row "Default" de
// DT_UI_Styles para o Designer ver o fundo (mesmo padrão de UUIPanel_Base).
FUIStyle ResolveBootStyle(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("UIBootDesign"), false))
{
DesignStyle = Row->Style;
bHas = true;
}
}
return bHas ? DesignStyle : Fallback;
}
}
void UUIBootScreen_Base::NativePreConstruct()
{
Super::NativePreConstruct();
RefreshUIStyle(); // preview do fundo no Designer (DT_UI_Styles "Default")
}
void UUIBootScreen_Base::NativeOnActivated()
{
Super::NativeOnActivated(); // base: RefreshUIStyle + BP_OnScreenActivated
if (Btn_Start)
{
Btn_Start->OnClicked().AddUObject(this, &UUIBootScreen_Base::HandleStartClicked);
}
UZeusCharServerSubsystem* Char = GetCharServer();
const bool bConnected = Char && Char->IsConnected();
SetReady(bConnected);
if (Char && !bCharBound)
{
Char->OnConnected.AddDynamic(this, &UUIBootScreen_Base::HandleCharConnected);
Char->OnConnectionFailed.AddDynamic(this, &UUIBootScreen_Base::HandleCharConnectionFailed);
bCharBound = true;
}
// A conexão em si é disparada pelo UUIFrontEndFlowSubsystem (estado Boot).
}
void UUIBootScreen_Base::NativeOnDeactivated()
{
if (Btn_Start)
{
Btn_Start->OnClicked().RemoveAll(this);
}
if (bCharBound)
{
if (UZeusCharServerSubsystem* Char = GetCharServer())
{
Char->OnConnected.RemoveDynamic(this, &UUIBootScreen_Base::HandleCharConnected);
Char->OnConnectionFailed.RemoveDynamic(this, &UUIBootScreen_Base::HandleCharConnectionFailed);
}
bCharBound = false;
}
Super::NativeOnDeactivated();
}
void UUIBootScreen_Base::RefreshUIStyle_Implementation()
{
Super::RefreshUIStyle_Implementation();
const FUIStyle Fallback;
const FUIStyle AS = ResolveBootStyle(this, Fallback);
if (Border_Bg)
{
// Fundo data-driven do DT_UI_Styles (T_Boot_Background) — sem
// hard-ref de textura no WBP (§5). Fallback p/ cor se vazio.
if (AS.ScreenBackground.GetResourceObject() != nullptr)
{
Border_Bg->SetBrush(AS.ScreenBackground);
}
else
{
Border_Bg->SetBrushColor(AS.Palette.Bg0);
}
}
if (Text_Status)
{
Text_Status->SetColorAndOpacity(FSlateColor(AS.Semantic.OnSurfaceMuted));
}
}
void UUIBootScreen_Base::SetReady(bool bReady)
{
if (Btn_Start)
{
// Enquanto conecta: OCULTO (Collapsed, sem ocupar layout). Conectado:
// visível e interagível.
Btn_Start->SetVisibility(
bReady ? ESlateVisibility::Visible : ESlateVisibility::Collapsed);
Btn_Start->SetIsInteractionEnabled(bReady);
}
if (Spinner_Connect)
{
Spinner_Connect->SetVisibility(
bReady ? ESlateVisibility::Collapsed : ESlateVisibility::HitTestInvisible);
}
if (Text_Status)
{
Text_Status->SetText(bReady ? ReadyText : ConnectingText);
}
}
UZeusCharServerSubsystem* UUIBootScreen_Base::GetCharServer() const
{
const UGameInstance* GI = GetGameInstance();
return GI ? GI->GetSubsystem<UZeusCharServerSubsystem>() : nullptr;
}
void UUIBootScreen_Base::HandleStartClicked()
{
UZeusCharServerSubsystem* Char = GetCharServer();
if (!Char || !Char->IsConnected())
{
return; // botão só age quando conectado (defensivo)
}
if (const UGameInstance* GI = GetGameInstance())
{
if (UUIFrontEndFlowSubsystem* Flow = GI->GetSubsystem<UUIFrontEndFlowSubsystem>())
{
Flow->RequestEnterLogin();
}
}
}
void UUIBootScreen_Base::HandleCharConnected()
{
UE_LOG(LogZMMO, Log, TEXT("BootScreen: CharServer conectado — botão liberado."));
SetReady(true);
}
void UUIBootScreen_Base::HandleCharConnectionFailed(FString Reason)
{
UE_LOG(LogZMMO, Warning, TEXT("BootScreen: falha ao conectar ao CharServer: %s"), *Reason);
SetReady(false);
if (Text_Status)
{
Text_Status->SetText(FailedText);
}
}

View File

@@ -0,0 +1,73 @@
#pragma once
#include "CoreMinimal.h"
#include "UIActivatableScreen_Base.h"
#include "UIBootScreen_Base.generated.h"
class UUIButton_Base;
class UUISpinner_Base;
class UCommonTextBlock;
class UBorder;
class UZeusCharServerSubsystem;
/**
* Tela de Boot — primeira tela do front-end. Reconstruída a partir do mock
* do Zeus UMG Forge com os widgets compartilhados (UI_Button_Master,
* UI_Spinner_Master). Camada Abstract; o WBP concreto (WBP_Boot) herda
* DIRETO desta classe (ARQUITETURA.md §3.3).
*
* O UUIFrontEndFlowSubsystem dispara a conexão ao ZeusCharServer (WebSocket)
* ao entrar no estado Boot. Esta tela OBSERVA o UZeusCharServerSubsystem:
* enquanto não conecta, mostra o spinner e o botão desabilitado; ao conectar,
* libera o botão "Iniciar" (clique → Flow::RequestEnterLogin → Login).
* Sem hard-ref de asset de tema (§5): cores vêm do FUIStyle.
*/
UCLASS(Abstract, Blueprintable)
class ZMMO_API UUIBootScreen_Base : public UUIActivatableScreen_Base
{
GENERATED_BODY()
protected:
virtual void NativePreConstruct() override;
virtual void NativeOnActivated() override;
virtual void NativeOnDeactivated() override;
virtual void RefreshUIStyle_Implementation() override;
/** Texto exibido enquanto conecta / quando pronto / em erro. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Boot")
FText ConnectingText = FText::FromString(TEXT("Conectando ao Gateway"));
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Boot")
FText ReadyText = FText::FromString(TEXT("Pronto"));
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Boot")
FText FailedText = FText::FromString(TEXT("Falha ao conectar — tentando novamente"));
// ---- Widgets do WBP (nomes esperados) ----
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UUIButton_Base> Btn_Start;
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UUISpinner_Base> Spinner_Connect;
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UCommonTextBlock> Text_Status;
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UBorder> Border_Bg;
private:
void SetReady(bool bReady);
UZeusCharServerSubsystem* GetCharServer() const;
UFUNCTION()
void HandleStartClicked();
UFUNCTION()
void HandleCharConnected();
UFUNCTION()
void HandleCharConnectionFailed(FString Reason);
bool bCharBound = false;
};

View File

@@ -0,0 +1,151 @@
#include "UICharCard_Base.h"
#include "ZMMO.h"
#include "CommonTextBlock.h"
#include "Engine/World.h"
#include "TimerManager.h"
#include "UI/Widgets/UIButton_Base.h"
void UUICharCard_Base::NativeConstruct()
{
Super::NativeConstruct();
if (!bBound)
{
if (Btn_Select) Btn_Select->OnClicked().AddUObject(this, &UUICharCard_Base::HandleSelectClicked);
if (Btn_Delete) Btn_Delete->OnClicked().AddUObject(this, &UUICharCard_Base::HandleDeleteClicked);
if (Btn_AcceptDelete) Btn_AcceptDelete->OnClicked().AddUObject(this, &UUICharCard_Base::HandleAcceptDeleteClicked);
if (Btn_CancelDelete) Btn_CancelDelete->OnClicked().AddUObject(this, &UUICharCard_Base::HandleCancelDeleteClicked);
bBound = true;
}
}
void UUICharCard_Base::NativeDestruct()
{
StopCountdownTimer();
if (bBound)
{
if (Btn_Select) Btn_Select->OnClicked().RemoveAll(this);
if (Btn_Delete) Btn_Delete->OnClicked().RemoveAll(this);
if (Btn_AcceptDelete) Btn_AcceptDelete->OnClicked().RemoveAll(this);
if (Btn_CancelDelete) Btn_CancelDelete->OnClicked().RemoveAll(this);
bBound = false;
}
Super::NativeDestruct();
}
void UUICharCard_Base::SetFromSummary(const FZMMOCharSummary& InSummary)
{
Summary = InSummary;
const bool bDeleteScheduled = Summary.DeleteScheduledAtMs > 0;
if (Text_Name)
{
Text_Name->SetText(FText::FromString(Summary.Name));
}
if (Text_Level)
{
Text_Level->SetText(FText::FromString(FString::Printf(TEXT("Lv %d / %d"), Summary.BaseLevel, Summary.JobLevel)));
}
if (Text_Class)
{
Text_Class->SetText(FText::FromString(FString::Printf(TEXT("Classe %d"), Summary.ClassId)));
}
const ESlateVisibility ActionVis = bDeleteScheduled ? ESlateVisibility::Collapsed : ESlateVisibility::Visible;
const ESlateVisibility ConfirmVis = bDeleteScheduled ? ESlateVisibility::Visible : ESlateVisibility::Collapsed;
if (Btn_Select) Btn_Select->SetVisibility(ActionVis);
if (Btn_Delete) Btn_Delete->SetVisibility(ActionVis);
if (Btn_AcceptDelete) Btn_AcceptDelete->SetVisibility(ConfirmVis);
if (Btn_CancelDelete) Btn_CancelDelete->SetVisibility(ConfirmVis);
if (Text_DeleteCountdown)
{
Text_DeleteCountdown->SetVisibility(bDeleteScheduled
? ESlateVisibility::HitTestInvisible
: ESlateVisibility::Collapsed);
}
if (bDeleteScheduled)
{
TickCountdown();
StartCountdownTimer();
}
else
{
StopCountdownTimer();
}
OnSummaryApplied(bDeleteScheduled);
}
void UUICharCard_Base::TickCountdown()
{
if (!Text_DeleteCountdown || Summary.DeleteScheduledAtMs <= 0) return;
// FDateTime::UtcNow().ToUnixTimestamp() retorna segundos UNIX UTC.
// Multiplicamos por 1000 pra equiparar com Summary.DeleteScheduledAtMs (ms).
const int64 NowMs = FDateTime::UtcNow().ToUnixTimestamp() * 1000LL;
const int64 RemainingMs = Summary.DeleteScheduledAtMs - NowMs;
if (RemainingMs <= 0)
{
Text_DeleteCountdown->SetText(FText::FromString(TEXT("Pronto para deletar")));
// Pode habilitar visualmente o Btn_AcceptDelete aqui se quiser feedback
// (ja esta enabled por default; futuramente pode mudar variant cor).
StopCountdownTimer();
return;
}
const int64 TotalSec = RemainingMs / 1000;
if (TotalSec >= 60)
{
const int64 Mins = TotalSec / 60;
const int64 Secs = TotalSec % 60;
Text_DeleteCountdown->SetText(FText::FromString(FString::Printf(
TEXT("Delete em %lldm %02llds"), static_cast<long long>(Mins), static_cast<long long>(Secs))));
}
else
{
Text_DeleteCountdown->SetText(FText::FromString(FString::Printf(
TEXT("Delete em %llds"), static_cast<long long>(TotalSec))));
}
}
void UUICharCard_Base::StartCountdownTimer()
{
UWorld* W = GetWorld();
if (!W) return;
if (CountdownTimerHandle.IsValid()) return;
W->GetTimerManager().SetTimer(CountdownTimerHandle, this,
&UUICharCard_Base::TickCountdown, 1.0f, true /* loop */, 1.0f /* first delay */);
}
void UUICharCard_Base::StopCountdownTimer()
{
if (!CountdownTimerHandle.IsValid()) return;
if (UWorld* W = GetWorld())
{
W->GetTimerManager().ClearTimer(CountdownTimerHandle);
}
CountdownTimerHandle.Invalidate();
}
void UUICharCard_Base::HandleSelectClicked()
{
OnCardSelected.Broadcast(Summary.CharId);
}
void UUICharCard_Base::HandleDeleteClicked()
{
OnCardDeleteRequest.Broadcast(Summary.CharId);
}
void UUICharCard_Base::HandleAcceptDeleteClicked()
{
OnCardDeleteAccept.Broadcast(Summary.CharId);
}
void UUICharCard_Base::HandleCancelDeleteClicked()
{
OnCardDeleteCancel.Broadcast(Summary.CharId);
}

View File

@@ -0,0 +1,91 @@
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "ZMMOCharSummary.h"
#include "UICharCard_Base.generated.h"
class UCommonTextBlock;
class UBorder;
class UUIButton_Base;
class UWidget;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FZMMOOnCharCardSelected, FString, CharId);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FZMMOOnCharCardDeleteRequest, FString, CharId);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FZMMOOnCharCardDeleteAccept, FString, CharId);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FZMMOOnCharCardDeleteCancel, FString, CharId);
/**
* Card de personagem (instanciado dinamicamente pelo Lobby/CharSelect).
*
* Quando `Summary.DeleteScheduledAtMs > 0`, o card alterna os botoes:
* - Btn_Select → escondido
* - Btn_Delete → escondido
* - Btn_AcceptDelete → visivel (efetiva o delete depois da janela)
* - Btn_CancelDelete → visivel (cancela o agendamento)
*
* Visibilidade so e alterada se os widgets opcionais estiverem bindados —
* o WBP pode optar por mostrar/esconder via BP override.
*/
UCLASS(Abstract, Blueprintable)
class ZMMO_API UUICharCard_Base : public UUserWidget
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Zeus|CharCard")
void SetFromSummary(const FZMMOCharSummary& InSummary);
UPROPERTY(BlueprintReadOnly, Category = "Zeus|CharCard")
FZMMOCharSummary Summary;
UPROPERTY(BlueprintAssignable, Category = "Zeus|CharCard")
FZMMOOnCharCardSelected OnCardSelected;
UPROPERTY(BlueprintAssignable, Category = "Zeus|CharCard")
FZMMOOnCharCardDeleteRequest OnCardDeleteRequest;
UPROPERTY(BlueprintAssignable, Category = "Zeus|CharCard")
FZMMOOnCharCardDeleteAccept OnCardDeleteAccept;
UPROPERTY(BlueprintAssignable, Category = "Zeus|CharCard")
FZMMOOnCharCardDeleteCancel OnCardDeleteCancel;
/**
* Hook BP — chamado apos SetFromSummary aplicar valores. Util pra
* ajustar visual quando delete esta agendado (badges, cores, etc).
*/
UFUNCTION(BlueprintImplementableEvent, Category = "Zeus|CharCard")
void OnSummaryApplied(bool bIsDeleteScheduled);
protected:
virtual void NativeConstruct() override;
virtual void NativeDestruct() override;
void HandleSelectClicked();
void HandleDeleteClicked();
void HandleAcceptDeleteClicked();
void HandleCancelDeleteClicked();
/** Re-renderiza o texto do countdown (chamado pelo timer 1s). */
UFUNCTION()
void TickCountdown();
void StartCountdownTimer();
void StopCountdownTimer();
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UBorder> Card_Bg;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UCommonTextBlock> Text_Name;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UCommonTextBlock> Text_Level;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UCommonTextBlock> Text_Class;
UPROPERTY(meta = (BindWidget)) TObjectPtr<UUIButton_Base> Btn_Select;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UUIButton_Base> Btn_Delete;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UUIButton_Base> Btn_AcceptDelete;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UUIButton_Base> Btn_CancelDelete;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UCommonTextBlock> Text_DeleteCountdown;
private:
bool bBound = false;
FTimerHandle CountdownTimerHandle;
};

View File

@@ -0,0 +1,97 @@
#include "UICharacterCreatePage_Base.h"
#include "ZMMO.h"
#include "CharServerOpcodes.h"
#include "UIFrontEndFlowSubsystem.h"
#include "WireHelpers.h"
#include "ZeusCharServerSubsystem.h"
#include "Components/EditableTextBox.h"
#include "Components/ComboBoxString.h"
#include "CommonTextBlock.h"
#include "Engine/GameInstance.h"
#include "UI/Widgets/UIButton_Base.h"
using ZMMOWire::WriteUuid16;
using ZMMOWire::WriteUInt8;
using ZMMOWire::WriteUInt16;
using ZMMOWire::WriteUInt32;
using ZMMOWire::WriteStringUtf8;
void UUICharacterCreatePage_Base::NativeConstruct()
{
Super::NativeConstruct();
if (!bBound)
{
if (Btn_Confirm) Btn_Confirm->OnClicked().AddUObject(this, &UUICharacterCreatePage_Base::HandleSubmitClicked);
if (Btn_Cancel) Btn_Cancel->OnClicked().AddUObject(this, &UUICharacterCreatePage_Base::HandleCancelClicked);
bBound = true;
}
if (Text_Error) Text_Error->SetText(FText::GetEmpty());
}
void UUICharacterCreatePage_Base::NativeDestruct()
{
if (bBound)
{
if (Btn_Confirm) Btn_Confirm->OnClicked().RemoveAll(this);
if (Btn_Cancel) Btn_Cancel->OnClicked().RemoveAll(this);
bBound = false;
}
Super::NativeDestruct();
}
void UUICharacterCreatePage_Base::SubmitCreate()
{
const FString Name = Input_Name ? Input_Name->GetText().ToString() : FString();
if (Name.IsEmpty())
{
if (Text_Error) Text_Error->SetText(FText::FromString(TEXT("Informe um nome.")));
return;
}
UGameInstance* GI = GetGameInstance();
if (!GI) return;
UUIFrontEndFlowSubsystem* Flow = GI->GetSubsystem<UUIFrontEndFlowSubsystem>();
UZeusCharServerSubsystem* Char = GI->GetSubsystem<UZeusCharServerSubsystem>();
if (!Flow || !Char) return;
const FString WorldId = Flow->GetSelectedWorldId();
if (WorldId.IsEmpty())
{
if (Text_Error) Text_Error->SetText(FText::FromString(TEXT("Mundo nao selecionado.")));
return;
}
int32 ClassId = 0;
if (Combo_Class)
{
const FString Sel = Combo_Class->GetSelectedOption();
LexFromString(ClassId, *Sel);
}
// Slot: simples, sempre 0 por enquanto (servidor valida unicidade na conta).
const uint8 SlotIdx = 0;
TArray<uint8> Payload;
if (!WriteUuid16(Payload, WorldId))
{
if (Text_Error) Text_Error->SetText(FText::FromString(TEXT("WorldId invalido.")));
return;
}
WriteUInt8(Payload, SlotIdx);
WriteStringUtf8(Payload, Name);
WriteUInt16(Payload, static_cast<uint16>(ClassId));
WriteUInt32(Payload, 0); // hair
WriteUInt32(Payload, 0); // hairColor
WriteUInt32(Payload, 0); // skinColor
WriteUInt8(Payload, 0); // bodyType
Char->SendCharRequest(ZMMOCharOp::C_CHAR_CREATE, Payload);
if (Text_Error) Text_Error->SetText(FText::GetEmpty());
OnRequestSent.Broadcast();
}
void UUICharacterCreatePage_Base::CancelCreate()
{
OnCancelled.Broadcast();
}

View File

@@ -0,0 +1,58 @@
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "UICharacterCreatePage_Base.generated.h"
class UEditableTextBox;
class UComboBoxString;
class UCommonTextBlock;
class UUIButton_Base;
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FZMMOOnCharCreateRequestSent);
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FZMMOOnCharCreateCancelled);
/**
* Page de criacao de personagem dentro do Lobby. Form minimo: nome + classId
* (combo) + appearance default. Quando confirma, monta o payload do
* C_CHAR_CREATE e envia via UZeusCharServerSubsystem. O Lobby host escuta
* S_CHAR_CREATE_OK/REJECT.
*
* Wire C_CHAR_CREATE (espelha char-create.service.ts):
* uint8[16] worldId + uint8 slot + string name + uint16 classId
* + uint32 hair + uint32 hairColor + uint32 skinColor + uint8 bodyType
*/
UCLASS(Abstract, Blueprintable)
class ZMMO_API UUICharacterCreatePage_Base : public UUserWidget
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Zeus|CharCreate")
void SubmitCreate();
UFUNCTION(BlueprintCallable, Category = "Zeus|CharCreate")
void CancelCreate();
UPROPERTY(BlueprintAssignable, Category = "Zeus|CharCreate")
FZMMOOnCharCreateRequestSent OnRequestSent;
UPROPERTY(BlueprintAssignable, Category = "Zeus|CharCreate")
FZMMOOnCharCreateCancelled OnCancelled;
protected:
virtual void NativeConstruct() override;
virtual void NativeDestruct() override;
void HandleSubmitClicked() { SubmitCreate(); }
void HandleCancelClicked() { CancelCreate(); }
UPROPERTY(meta = (BindWidget)) TObjectPtr<UEditableTextBox> Input_Name;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UComboBoxString> Combo_Class;
UPROPERTY(meta = (BindWidget)) TObjectPtr<UUIButton_Base> Btn_Confirm;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UUIButton_Base> Btn_Cancel;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UCommonTextBlock> Text_Error;
private:
bool bBound = false;
};

View File

@@ -1,6 +1,7 @@
#include "UIFrontEndFlowSubsystem.h"
#include "ZMMO.h"
#include "Data/World/MapDef.h"
#include "UIFrontEndScreenSet.h"
#include "UIManagerSubsystem.h"
#include "UIPrimaryGameLayout_Base.h"
@@ -8,7 +9,9 @@
#include "ZMMOGameInstance.h"
#include "ZMMOThemeSubsystem.h"
#include "ZeusNetworkSubsystem.h"
#include "ZeusCharServerSubsystem.h"
#include "CommonActivatableWidget.h"
#include "Engine/DataTable.h"
#include "Engine/GameInstance.h"
#include "Engine/LocalPlayer.h"
#include "UObject/UObjectGlobals.h"
@@ -54,22 +57,15 @@ void UUIFrontEndFlowSubsystem::StartFrontEnd()
SetState(EZMMOFrontEndState::Boot);
// Substitui o auto-connect do GameInstance: o fluxo dirige a conexão.
if (UZeusNetworkSubsystem* Zeus = GetZeusNetwork())
// Pré-login fala com o ZeusCharServer (WebSocket), NÃO com o world server
// UDP. A tela Boot observa o CharServer e libera o botão ao conectar.
if (UZeusCharServerSubsystem* Char = GetCharServer())
{
FString Host = TEXT("127.0.0.1");
int32 Port = 27777;
if (const UZMMOGameInstance* GI = Cast<UZMMOGameInstance>(GetGameInstance()))
{
Host = GI->ZeusServerHost;
Port = GI->ZeusServerPort;
}
SetState(EZMMOFrontEndState::Connecting);
Zeus->ConnectToZeusServer(Host, Port);
Char->ConnectToDefaultCharServer(); // lê CharServerUrl de Project Settings
}
else
{
UE_LOG(LogZMMO, Warning, TEXT("FrontEndFlow: ZeusNetworkSubsystem indisponível; sem conexão."));
UE_LOG(LogZMMO, Warning, TEXT("FrontEndFlow: ZeusCharServerSubsystem indisponível; sem conexão de Boot."));
}
}
@@ -160,6 +156,10 @@ bool UUIFrontEndFlowSubsystem::RequestBack()
{
switch (CurrentState)
{
case EZMMOFrontEndState::Login:
// Volta à Boot (CharServer segue conectado; só re-mostra a tela).
SetState(EZMMOFrontEndState::Boot);
return true;
case EZMMOFrontEndState::ServerSelect:
SetState(EZMMOFrontEndState::Login);
return true;
@@ -221,6 +221,12 @@ UZeusNetworkSubsystem* UUIFrontEndFlowSubsystem::GetZeusNetwork() const
return GI ? GI->GetSubsystem<UZeusNetworkSubsystem>() : nullptr;
}
UZeusCharServerSubsystem* UUIFrontEndFlowSubsystem::GetCharServer() const
{
const UGameInstance* GI = GetGameInstance();
return GI ? GI->GetSubsystem<UZeusCharServerSubsystem>() : nullptr;
}
UUIManagerSubsystem* UUIFrontEndFlowSubsystem::GetUIManager() const
{
if (const UGameInstance* GI = GetGameInstance())
@@ -257,14 +263,19 @@ void UUIFrontEndFlowSubsystem::BindNetwork()
{
return;
}
// CharServer (WebSocket) dirige o pré-login: Boot→Login.
if (UZeusCharServerSubsystem* Char = GetCharServer())
{
Char->OnConnected.AddDynamic(this, &UUIFrontEndFlowSubsystem::HandleConnected);
Char->OnConnectionFailed.AddDynamic(this, &UUIFrontEndFlowSubsystem::HandleConnectionFailed);
Char->OnDisconnected.AddDynamic(this, &UUIFrontEndFlowSubsystem::HandleCharDisconnected);
}
// UDP (world server) só interessa para o handoff de travel.
if (UZeusNetworkSubsystem* Zeus = GetZeusNetwork())
{
Zeus->OnConnected.AddDynamic(this, &UUIFrontEndFlowSubsystem::HandleConnected);
Zeus->OnConnectionFailed.AddDynamic(this, &UUIFrontEndFlowSubsystem::HandleConnectionFailed);
Zeus->OnDisconnected.AddDynamic(this, &UUIFrontEndFlowSubsystem::HandleDisconnected);
Zeus->OnServerTravelRequested.AddDynamic(this, &UUIFrontEndFlowSubsystem::HandleServerTravelRequested);
bNetBound = true;
}
bNetBound = true;
}
void UUIFrontEndFlowSubsystem::UnbindNetwork()
@@ -273,11 +284,14 @@ void UUIFrontEndFlowSubsystem::UnbindNetwork()
{
return;
}
if (UZeusCharServerSubsystem* Char = GetCharServer())
{
Char->OnConnected.RemoveDynamic(this, &UUIFrontEndFlowSubsystem::HandleConnected);
Char->OnConnectionFailed.RemoveDynamic(this, &UUIFrontEndFlowSubsystem::HandleConnectionFailed);
Char->OnDisconnected.RemoveDynamic(this, &UUIFrontEndFlowSubsystem::HandleCharDisconnected);
}
if (UZeusNetworkSubsystem* Zeus = GetZeusNetwork())
{
Zeus->OnConnected.RemoveDynamic(this, &UUIFrontEndFlowSubsystem::HandleConnected);
Zeus->OnConnectionFailed.RemoveDynamic(this, &UUIFrontEndFlowSubsystem::HandleConnectionFailed);
Zeus->OnDisconnected.RemoveDynamic(this, &UUIFrontEndFlowSubsystem::HandleDisconnected);
Zeus->OnServerTravelRequested.RemoveDynamic(this, &UUIFrontEndFlowSubsystem::HandleServerTravelRequested);
}
bNetBound = false;
@@ -285,25 +299,66 @@ void UUIFrontEndFlowSubsystem::UnbindNetwork()
void UUIFrontEndFlowSubsystem::HandleConnected()
{
UE_LOG(LogZMMO, Log, TEXT("FrontEndFlow: conectado → Login."));
SetState(EZMMOFrontEndState::Login);
// NÃO auto-avança: a tela Boot libera o botão "Iniciar"; o usuário clica
// (→ RequestEnterLogin). Mantém o estado Boot.
UE_LOG(LogZMMO, Log, TEXT("FrontEndFlow: CharServer conectado (estado %s)."),
*UEnum::GetValueAsString(CurrentState));
}
void UUIFrontEndFlowSubsystem::HandleConnectionFailed(FString Reason)
{
UE_LOG(LogZMMO, Warning, TEXT("FrontEndFlow: conexão falhou (%s) → volta a Login."), *Reason);
SetState(EZMMOFrontEndState::Login);
// Permanece em Boot; a tela mostra erro e o CharServer pode re-tentar.
UE_LOG(LogZMMO, Warning, TEXT("FrontEndFlow: conexão ao CharServer falhou (%s)."), *Reason);
}
void UUIFrontEndFlowSubsystem::HandleDisconnected()
void UUIFrontEndFlowSubsystem::HandleCharDisconnected(int32 StatusCode, FString Reason)
{
UE_LOG(LogZMMO, Log, TEXT("FrontEndFlow: desconectado."));
if (CurrentState != EZMMOFrontEndState::InWorld)
UE_LOG(LogZMMO, Log, TEXT("FrontEndFlow: CharServer desconectou (code=%d, %s)."),
StatusCode, *Reason);
// Se caiu antes de entrar no mundo, volta a Boot para reconectar.
if (CurrentState != EZMMOFrontEndState::InWorld &&
CurrentState != EZMMOFrontEndState::EnteringWorld &&
CurrentState != EZMMOFrontEndState::Boot)
{
SetState(EZMMOFrontEndState::Boot);
if (UZeusCharServerSubsystem* Char = GetCharServer())
{
Char->ConnectToDefaultCharServer();
}
}
}
void UUIFrontEndFlowSubsystem::RequestEnterLogin()
{
if (CurrentState == EZMMOFrontEndState::Boot)
{
SetState(EZMMOFrontEndState::Login);
}
}
void UUIFrontEndFlowSubsystem::RequestEnterServerSelect()
{
if (CurrentState == EZMMOFrontEndState::Login)
{
SetState(EZMMOFrontEndState::ServerSelect);
}
}
void UUIFrontEndFlowSubsystem::SetSelectedWorldId(const FString& WorldId)
{
SelectedWorldId = WorldId;
UE_LOG(LogZMMO, Log, TEXT("FrontEndFlow: mundo selecionado = %s"), *SelectedWorldId);
}
void UUIFrontEndFlowSubsystem::ClearSelectedWorld()
{
if (!SelectedWorldId.IsEmpty())
{
UE_LOG(LogZMMO, Log, TEXT("FrontEndFlow: limpando mundo selecionado (%s)"), *SelectedWorldId);
SelectedWorldId.Reset();
}
}
void UUIFrontEndFlowSubsystem::HandleServerTravelRequested(const FString& MapName, const FString& MapPath)
{
UE_LOG(LogZMMO, Log, TEXT("FrontEndFlow: travel pedido pelo servidor → %s (%s)."), *MapName, *MapPath);
@@ -312,7 +367,15 @@ void UUIFrontEndFlowSubsystem::HandleServerTravelRequested(const FString& MapNam
if (!MapPath.IsEmpty())
{
UGameplayStatics::OpenLevel(GetGameInstance(), FName(*MapPath));
// Forca ZMMOGameMode em qualquer mapa que venha do WorldServer.
// World Settings do .umap podem ter override herdado de L_FrontEnd
// (GameModeOverride=ZMMOFrontEndGameMode) — sobrescrevemos via URL
// option pra nao depender de cada artista configurar.
// Evolucao natural: quando o WorldServer enviar GameMode no
// S_TRAVEL_TO_MAP (wire estendido), trocar este literal por
// `?game=` + valor recebido do server.
const FString Options = TEXT("game=/Script/ZMMO.ZMMOGameMode");
UGameplayStatics::OpenLevel(GetGameInstance(), FName(*MapPath), /*bAbsolute=*/true, Options);
}
}
@@ -337,3 +400,70 @@ void UUIFrontEndFlowSubsystem::HandleServerHelloTheme(FName ThemeId)
}
}
}
const FZMMOMapDef* UUIFrontEndFlowSubsystem::FindMapDef(int32 MapId) const
{
if (MapId <= 0) return nullptr;
if (MapsTableAsset.IsNull())
{
UE_LOG(LogZMMO, Warning, TEXT("FrontEndFlow: MapsTableAsset nao configurado — adicione DT_Maps em DefaultGame.ini"));
return nullptr;
}
const UDataTable* Table = MapsTableAsset.LoadSynchronous();
if (!Table) return nullptr;
for (const TPair<FName, uint8*>& Row : Table->GetRowMap())
{
const FZMMOMapDef* Def = reinterpret_cast<const FZMMOMapDef*>(Row.Value);
if (Def && Def->MapId == MapId)
{
return Def;
}
}
return nullptr;
}
FString UUIFrontEndFlowSubsystem::ResolveLevelPathByMapId(int32 MapId) const
{
const FZMMOMapDef* Def = FindMapDef(MapId);
if (!Def) return FString();
const FSoftObjectPath ObjPath = Def->ClientLevel.ToSoftObjectPath();
if (!ObjPath.IsValid()) return FString();
return ObjPath.GetLongPackageName();
}
void UUIFrontEndFlowSubsystem::SetPendingSpawnPose(FVector PosCm, float YawDeg)
{
PendingSpawnPosCm = PosCm;
PendingSpawnYawDeg = YawDeg;
bHasPendingSpawnPose = true;
UE_LOG(LogZMMO, Log, TEXT("FrontEndFlow: PendingSpawnPose set pos=(%.1f,%.1f,%.1f) yaw=%.1f"),
PosCm.X, PosCm.Y, PosCm.Z, YawDeg);
}
bool UUIFrontEndFlowSubsystem::ConsumePendingSpawnPose(FVector& OutPosCm, float& OutYawDeg)
{
if (!bHasPendingSpawnPose) return false;
OutPosCm = PendingSpawnPosCm;
OutYawDeg = PendingSpawnYawDeg;
bHasPendingSpawnPose = false;
UE_LOG(LogZMMO, Log, TEXT("FrontEndFlow: PendingSpawnPose consumido pos=(%.1f,%.1f,%.1f) yaw=%.1f"),
OutPosCm.X, OutPosCm.Y, OutPosCm.Z, OutYawDeg);
return true;
}
bool UUIFrontEndFlowSubsystem::TravelToMapById(int32 MapId)
{
const FString MapPath = ResolveLevelPathByMapId(MapId);
if (MapPath.IsEmpty())
{
UE_LOG(LogZMMO, Warning, TEXT("FrontEndFlow: TravelToMapById(%d) falhou — sem entrada no DT_Maps"), MapId);
return false;
}
UE_LOG(LogZMMO, Log, TEXT("FrontEndFlow: TravelToMapById(%d) -> %s"), MapId, *MapPath);
bTravelingToWorld = true;
SetState(EZMMOFrontEndState::EnteringWorld);
const FString Options = TEXT("game=/Script/ZMMO.ZMMOGameMode");
UGameplayStatics::OpenLevel(GetGameInstance(), FName(*MapPath), /*bAbsolute=*/true, Options);
return true;
}

View File

@@ -1,6 +1,7 @@
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataTable.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "UI/FrontEndTypes.h"
#include "UIFrontEndFlowSubsystem.generated.h"
@@ -8,6 +9,8 @@
class UUIFrontEndScreenSet;
class UUIManagerSubsystem;
class UZeusNetworkSubsystem;
class UZeusCharServerSubsystem;
struct FZMMOMapDef;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnZMMOFrontEndStateChanged, EZMMOFrontEndState, NewState);
@@ -57,6 +60,64 @@ public:
UFUNCTION(BlueprintCallable, Category = "FrontEnd")
bool RequestBack();
/** Chamado pela tela Boot quando o usuário clica "Iniciar" (já conectado). */
UFUNCTION(BlueprintCallable, Category = "FrontEnd")
void RequestEnterLogin();
/** Chamado pela tela Login após autenticação OK no CharServer. */
UFUNCTION(BlueprintCallable, Category = "FrontEnd")
void RequestEnterServerSelect();
/**
* Memoriza o mundo escolhido na ServerSelect (UUID v4 string). Lido pelo
* CharSelect/CharCreate na hora de filtrar/criar personagens. Limpo no
* logout/back para ServerSelect.
*/
UFUNCTION(BlueprintCallable, Category = "FrontEnd|Worlds")
void SetSelectedWorldId(const FString& WorldId);
UFUNCTION(BlueprintPure, Category = "FrontEnd|Worlds")
FString GetSelectedWorldId() const { return SelectedWorldId; }
UFUNCTION(BlueprintCallable, Category = "FrontEnd|Worlds")
void ClearSelectedWorld();
/**
* Resolve `MapId` (uint16 recebido do CharServer) → row do DT_Maps.
* Carrega o asset sync (PIE/dev OK; em prod considerar StreamableManager).
* Retorna nullptr se MapId=0, DT_Maps nao configurado, ou mapId nao
* encontrado.
*/
const FZMMOMapDef* FindMapDef(int32 MapId) const;
/**
* Helper: resolve `MapId` no DT_Maps e retorna `ClientLevel.ToSoftObjectPath().GetLongPackageName()`
* (ex.: `/Game/ThirdPerson/TestWorld`). String vazia se nao encontrado.
*/
UFUNCTION(BlueprintPure, Category = "FrontEnd|Maps")
FString ResolveLevelPathByMapId(int32 MapId) const;
/**
* Inicia transicao pra mundo dado um `MapId`: faz `OpenLevel` com
* `?game=/Script/ZMMO.ZMMOGameMode`. No-op se `MapId` invalido ou
* DT_Maps nao tem entrada.
*/
UFUNCTION(BlueprintCallable, Category = "FrontEnd|Maps")
bool TravelToMapById(int32 MapId);
/**
* Memoriza a pose autoritativa do char vinda no `S_CHAR_SELECT_OK`
* (pos salva no DB + yaw). Sobrevive ao travel porque vivemos no
* GameInstance. Lida pelo `AZMMOPlayerCharacter::BeginPlay` pra
* reposicionar o pawn local em vez de spawnar no PlayerStart default
* do level. Limpa apos consumo (a proxima sessao reenvia).
*/
UFUNCTION(BlueprintCallable, Category = "FrontEnd|Spawn")
void SetPendingSpawnPose(FVector PosCm, float YawDeg);
UFUNCTION(BlueprintCallable, Category = "FrontEnd|Spawn")
bool ConsumePendingSpawnPose(FVector& OutPosCm, float& OutYawDeg);
UPROPERTY(BlueprintAssignable, Category = "FrontEnd")
FOnZMMOFrontEndStateChanged OnStateChanged;
@@ -65,10 +126,20 @@ protected:
UPROPERTY(Config, EditDefaultsOnly, Category = "FrontEnd")
TSoftObjectPtr<UUIFrontEndScreenSet> ScreenSetAsset;
/**
* DataTable com FZMMOMapDef. Source of truth client-side para
* `MapId -> ClientLevel/spawns/displayName`. Configure em DefaultGame.ini:
* [/Script/ZMMO.UIFrontEndFlowSubsystem]
* MapsTableAsset=/Game/ZMMO/Data/World/DT_Maps.DT_Maps
*/
UPROPERTY(Config, EditDefaultsOnly, Category = "FrontEnd|Maps")
TSoftObjectPtr<UDataTable> MapsTableAsset;
private:
void BindNetwork();
void UnbindNetwork();
UZeusNetworkSubsystem* GetZeusNetwork() const;
UZeusCharServerSubsystem* GetCharServer() const;
UUIManagerSubsystem* GetUIManager() const;
UUIFrontEndScreenSet* GetScreenSet();
@@ -82,7 +153,7 @@ private:
void HandleConnectionFailed(FString Reason);
UFUNCTION()
void HandleDisconnected();
void HandleCharDisconnected(int32 StatusCode, FString Reason);
UFUNCTION()
void HandleServerTravelRequested(const FString& MapName, const FString& MapPath);
@@ -100,6 +171,19 @@ private:
UPROPERTY(Transient)
EZMMOFrontEndState CurrentState = EZMMOFrontEndState::None;
UPROPERTY(Transient)
FString SelectedWorldId;
/** Pose autoritativa pendente (do S_CHAR_SELECT_OK). */
UPROPERTY(Transient)
FVector PendingSpawnPosCm = FVector::ZeroVector;
UPROPERTY(Transient)
float PendingSpawnYawDeg = 0.f;
UPROPERTY(Transient)
bool bHasPendingSpawnPose = false;
UPROPERTY(Transient)
TObjectPtr<UUIFrontEndScreenSet> ScreenSet;

View File

@@ -0,0 +1,340 @@
#include "UILoginScreen_Base.h"
#include "ZMMO.h"
#include "CharServerOpcodes.h"
#include "UIButton_Base.h"
#include "UICheckBox_Base.h"
#include "UILabel_Base.h"
#include "ZMMOLoginSaveGame.h"
#include "Kismet/GameplayStatics.h"
#include "UIFrontEndFlowSubsystem.h"
#include "ZMMOThemeSubsystem.h"
#include "ZeusCharServerSubsystem.h"
#include "ZeusPacketWriter.h"
#include "ZeusPacketReader.h"
#include "CommonTextBlock.h"
#include "Components/Border.h"
#include "Engine/GameInstance.h"
#include "Engine/DataTable.h"
#include "UI/UIStyleRow.h"
namespace
{
// Mesmo helper da Boot: runtime usa o tema ativo; design-time carrega a
// row "Default" de DT_UI_Styles para o Designer ver o fundo.
FUIStyle ResolveLoginStyle(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("UILoginDesign"), false))
{
DesignStyle = Row->Style;
bHas = true;
}
}
return bHas ? DesignStyle : Fallback;
}
}
void UUILoginScreen_Base::NativePreConstruct()
{
Super::NativePreConstruct();
RefreshUIStyle(); // preview do fundo no Designer (DT_UI_Styles "Default")
}
void UUILoginScreen_Base::NativeOnActivated()
{
Super::NativeOnActivated(); // base: RefreshUIStyle + BP_OnScreenActivated
if (Btn_Login)
{
Btn_Login->OnClicked().AddUObject(this, &UUILoginScreen_Base::HandleLoginClicked);
}
if (Btn_Back)
{
Btn_Back->OnClicked().AddUObject(this, &UUILoginScreen_Base::HandleBackClicked);
}
UZeusCharServerSubsystem* Char = GetCharServer();
if (Char && !bRawBound)
{
Char->OnRawMessage.AddDynamic(this, &UUILoginScreen_Base::HandleCharRawMessage);
bRawBound = true;
}
bAwaitingAuth = false;
const bool bConnected = Char && Char->IsConnected();
SetBusy(false);
if (Btn_Login)
{
Btn_Login->SetIsInteractionEnabled(bConnected);
}
SetStatus(bConnected ? IdleText : NotConnectedText);
// "Lembrar Acesso": tenta restaurar usuário salvo (async, não trava UI).
LoadRememberedAccess();
}
void UUILoginScreen_Base::NativeOnDeactivated()
{
if (Btn_Login)
{
Btn_Login->OnClicked().RemoveAll(this);
}
if (Btn_Back)
{
Btn_Back->OnClicked().RemoveAll(this);
}
if (bRawBound)
{
if (UZeusCharServerSubsystem* Char = GetCharServer())
{
Char->OnRawMessage.RemoveDynamic(this, &UUILoginScreen_Base::HandleCharRawMessage);
}
bRawBound = false;
}
Super::NativeOnDeactivated();
}
void UUILoginScreen_Base::RefreshUIStyle_Implementation()
{
Super::RefreshUIStyle_Implementation();
const FUIStyle Fallback;
const FUIStyle AS = ResolveLoginStyle(this, Fallback);
if (Border_Bg)
{
// Fundo data-driven (DT_UI_Styles) — sem hard-ref de textura no WBP
// (§5). Fallback p/ cor se vazio.
if (AS.ScreenBackground.GetResourceObject() != nullptr)
{
Border_Bg->SetBrush(AS.ScreenBackground);
}
else
{
Border_Bg->SetBrushColor(AS.Palette.Bg0);
}
}
if (Text_Status)
{
Text_Status->SetColorAndOpacity(FSlateColor(AS.Semantic.OnSurfaceMuted));
}
}
UZeusCharServerSubsystem* UUILoginScreen_Base::GetCharServer() const
{
const UGameInstance* GI = GetGameInstance();
return GI ? GI->GetSubsystem<UZeusCharServerSubsystem>() : nullptr;
}
void UUILoginScreen_Base::SetBusy(bool bBusy)
{
if (Btn_Login)
{
Btn_Login->SetIsInteractionEnabled(!bBusy);
}
if (Input_User)
{
Input_User->SetIsEnabled(!bBusy);
}
if (Input_Password)
{
Input_Password->SetIsEnabled(!bBusy);
}
}
void UUILoginScreen_Base::SetStatus(const FText& InText)
{
if (Text_Status)
{
Text_Status->SetText(InText);
}
}
void UUILoginScreen_Base::HandleLoginClicked()
{
if (bAwaitingAuth)
{
return;
}
UZeusCharServerSubsystem* Char = GetCharServer();
if (!Char || !Char->IsConnected())
{
SetStatus(NotConnectedText);
return;
}
const FString User = Input_User ? Input_User->GetText().ToString() : FString();
const FString Pass = Input_Password ? Input_Password->GetText().ToString() : FString();
if (User.TrimStartAndEnd().IsEmpty() || Pass.IsEmpty())
{
SetStatus(EmptyFieldsText);
return;
}
// "Lembrar Acesso": salva/apaga ANTES do envio do auth — atende a
// expectativa "marquei → vai lembrar próxima vez" independente do
// resultado da autenticação (senha errada ainda lembra do usuário,
// padrão dos launchers comerciais).
SaveOrClearRememberedAccess(User);
FZeusPacketWriter W;
W.WriteUInt8(ZMMOCharAuthMethod::PASSWORD);
W.WriteStringUtf8(User.TrimStartAndEnd());
W.WriteStringUtf8(Pass);
const bool bSent = Char->SendCharRequest(
ZMMOCharOp::C_CHAR_AUTH_REQUEST, W.GetBuffer());
if (!bSent)
{
UE_LOG(LogZMMO, Warning, TEXT("Login: falha ao enviar C_CHAR_AUTH_REQUEST."));
SetStatus(NotConnectedText);
return;
}
bAwaitingAuth = true;
SetBusy(true);
SetStatus(AuthenticatingText);
UE_LOG(LogZMMO, Log, TEXT("Login: C_CHAR_AUTH_REQUEST enviado (PASSWORD)."));
}
void UUILoginScreen_Base::HandleBackClicked()
{
if (const UGameInstance* GI = GetGameInstance())
{
if (UUIFrontEndFlowSubsystem* Flow = GI->GetSubsystem<UUIFrontEndFlowSubsystem>())
{
Flow->RequestBack();
}
}
}
void UUILoginScreen_Base::HandleCharRawMessage(int32 Opcode, const TArray<uint8>& Payload)
{
if (!bAwaitingAuth)
{
return; // só nos interessa a resposta do auth que disparamos
}
if (Opcode == ZMMOCharOp::S_CHAR_AUTH_OK)
{
bAwaitingAuth = false;
FZeusPacketReader R(Payload.GetData(), Payload.Num());
FString AccountId, Username;
R.ReadStringUtf8(AccountId);
R.ReadStringUtf8(Username);
uint64 ExpiresMs = 0;
R.ReadUInt64(ExpiresMs);
UE_LOG(LogZMMO, Log, TEXT("Login: S_CHAR_AUTH_OK (account=%s user=%s) → ServerSelect."),
*AccountId, *Username);
if (const UGameInstance* GI = GetGameInstance())
{
if (UUIFrontEndFlowSubsystem* Flow = GI->GetSubsystem<UUIFrontEndFlowSubsystem>())
{
Flow->RequestEnterServerSelect();
}
}
}
else if (Opcode == ZMMOCharOp::S_CHAR_AUTH_REJECT)
{
bAwaitingAuth = false;
FZeusPacketReader R(Payload.GetData(), Payload.Num());
uint16 Reason = 0;
R.ReadUInt16(Reason);
UE_LOG(LogZMMO, Warning, TEXT("Login: S_CHAR_AUTH_REJECT (reason=%u)."), Reason);
SetBusy(false);
FText Message;
switch (Reason)
{
case ZMMOCharRejectReason::InvalidCredentials: Message = InvalidCredentialsText; break;
case ZMMOCharRejectReason::AccountLocked: Message = AccountLockedText; break;
case ZMMOCharRejectReason::AccountSuspended: Message = AccountSuspendedText; break;
case ZMMOCharRejectReason::AccountBanned: Message = AccountSuspendedText; break;
case ZMMOCharRejectReason::CredentialsAuthDisabled: Message = CredentialsDisabledText; break;
default:
Message = FText::Format(
NSLOCTEXT("ZMMO", "LoginRejectFmt", "{0} (cód. {1})"),
RejectedText, FText::AsNumber(Reason));
break;
}
SetStatus(Message);
}
}
void UUILoginScreen_Base::LoadRememberedAccess()
{
if (!UGameplayStatics::DoesSaveGameExist(
UZMMOLoginSaveGame::SlotName, UZMMOLoginSaveGame::UserIndex))
{
return;
}
FAsyncLoadGameFromSlotDelegate Delegate;
Delegate.BindUFunction(this,
FName(TEXT("HandleLoadLoginCacheCompleted")));
UGameplayStatics::AsyncLoadGameFromSlot(
UZMMOLoginSaveGame::SlotName, UZMMOLoginSaveGame::UserIndex, Delegate);
}
void UUILoginScreen_Base::HandleLoadLoginCacheCompleted(const FString& /*InSlotName*/,
int32 /*InUserIndex*/, USaveGame* LoadedGame)
{
const UZMMOLoginSaveGame* Save = Cast<UZMMOLoginSaveGame>(LoadedGame);
if (!Save || !Save->bRememberAccess || Save->SavedUsername.IsEmpty())
{
return;
}
if (Input_User)
{
Input_User->SetText(FText::FromString(Save->SavedUsername));
}
if (RememberAccess)
{
RememberAccess->SetIsChecked(true);
}
}
void UUILoginScreen_Base::SaveOrClearRememberedAccess(const FString& User)
{
const bool bRemember = RememberAccess ? RememberAccess->IsChecked() : false;
if (bRemember)
{
UZMMOLoginSaveGame* Save = Cast<UZMMOLoginSaveGame>(
UGameplayStatics::CreateSaveGameObject(UZMMOLoginSaveGame::StaticClass()));
if (Save)
{
Save->SavedUsername = User.TrimStartAndEnd();
Save->bRememberAccess = true;
UGameplayStatics::AsyncSaveGameToSlot(
Save, UZMMOLoginSaveGame::SlotName, UZMMOLoginSaveGame::UserIndex);
}
}
else if (UGameplayStatics::DoesSaveGameExist(
UZMMOLoginSaveGame::SlotName, UZMMOLoginSaveGame::UserIndex))
{
// Checkbox desmarcada: apaga save antigo (não vamos lembrar mais).
UGameplayStatics::DeleteGameInSlot(
UZMMOLoginSaveGame::SlotName, UZMMOLoginSaveGame::UserIndex);
}
}

View File

@@ -0,0 +1,119 @@
#pragma once
#include "CoreMinimal.h"
#include "UIActivatableScreen_Base.h"
#include "UILoginScreen_Base.generated.h"
class UUIButton_Base;
class UUICheckBox_Base;
class UUILabel_Base;
class UCommonTextBlock;
class UBorder;
class USaveGame;
class UZeusCharServerSubsystem;
/**
* Tela de Login — reconstruída a partir do mock do Zeus UMG Forge
* (WBP_LoginScreen) com os widgets compartilhados (UI_Button_Master,
* UI_CheckBox_Master). Camada Abstract; o WBP concreto (WBP_Login) herda
* DIRETO desta classe (ARQUITETURA.md §3.3).
*
* Auth: ao clicar "Entrar", envia C_CHAR_AUTH_REQUEST (opcode 2000) pelo
* WebSocket do UZeusCharServerSubsystem como `uint8(PASSWORD) +
* string(user) + string(password)`. CharServer chama AccountService.login
* (Argon2id + lockout). S_CHAR_AUTH_OK → Flow::RequestEnterServerSelect;
* reject (InvalidCredentials/AccountLocked/Suspended/etc.) → status
* mapeado. Sem hard-ref de asset de tema (§5). Contas são criadas no
* servidor via `npm run account`.
*/
UCLASS(Abstract, Blueprintable)
class ZMMO_API UUILoginScreen_Base : public UUIActivatableScreen_Base
{
GENERATED_BODY()
protected:
virtual void NativePreConstruct() override;
virtual void NativeOnActivated() override;
virtual void NativeOnDeactivated() override;
virtual void RefreshUIStyle_Implementation() override;
/** Textos de status/feedback da autenticação. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Login")
FText IdleText = FText::FromString(TEXT("Acesso protegido pelo Farol da Manhã."));
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Login")
FText AuthenticatingText = FText::FromString(TEXT("Autenticando…"));
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Login")
FText NotConnectedText = FText::FromString(TEXT("Sem conexão com o Gateway."));
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Login")
FText EmptyFieldsText = FText::FromString(TEXT("Informe usuário e senha."));
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Login")
FText RejectedText = FText::FromString(TEXT("Acesso negado pelo Gateway."));
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Login")
FText InvalidCredentialsText = FText::FromString(TEXT("Usuário ou senha inválidos."));
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Login")
FText AccountLockedText = FText::FromString(TEXT("Conta bloqueada por excesso de tentativas. Aguarde e tente novamente."));
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Login")
FText AccountSuspendedText = FText::FromString(TEXT("Conta suspensa. Contate o suporte."));
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Login")
FText CredentialsDisabledText = FText::FromString(TEXT("Autenticação por credenciais indisponível no servidor."));
// ---- Widgets do WBP (nomes esperados) ----
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UBorder> Border_Bg;
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UUILabel_Base> Input_User;
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UUILabel_Base> Input_Password;
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UUICheckBox_Base> RememberAccess;
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UUIButton_Base> Btn_Login;
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UUIButton_Base> Btn_Back;
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UCommonTextBlock> Text_Status;
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UCommonTextBlock> Text_Version;
private:
UZeusCharServerSubsystem* GetCharServer() const;
void SetBusy(bool bBusy);
void SetStatus(const FText& InText);
void HandleLoginClicked();
void HandleBackClicked();
UFUNCTION()
void HandleCharRawMessage(int32 Opcode, const TArray<uint8>& Payload);
/** "Lembrar Acesso" — async load do cache local (LoginCache slot) e
popula Input_User + Check_Remember se houver entrada salva. */
void LoadRememberedAccess();
UFUNCTION()
void HandleLoadLoginCacheCompleted(const FString& InSlotName, int32 InUserIndex, USaveGame* LoadedGame);
/** Salva (se checkbox marcada) ou apaga (se desmarcada) o cache de Login.
Chamado em HandleLoginClicked — antes do envio do auth, atende a
expectativa "marquei → vai lembrar próxima vez" independente do
resultado da autenticação. */
void SaveOrClearRememberedAccess(const FString& User);
bool bRawBound = false;
bool bAwaitingAuth = false;
};

View File

@@ -0,0 +1,92 @@
#include "UIServerCard_Base.h"
#include "ZMMO.h"
#include "CommonTextBlock.h"
#include "Components/Border.h"
#include "Components/ProgressBar.h"
#include "UI/Widgets/UIButton_Base.h"
void UUIServerCard_Base::NativePreConstruct()
{
Super::NativePreConstruct();
// Reaplica tema do botao antes de qualquer SetIsEnabled — garante que o
// background da variante "Primary" pinta tanto em Normal quanto Disabled.
if (Btn_Enter)
{
Btn_Enter->RefreshUIStyle();
}
}
void UUIServerCard_Base::NativeConstruct()
{
Super::NativeConstruct();
if (Btn_Enter && !bBound)
{
Btn_Enter->OnClicked().AddUObject(this, &UUIServerCard_Base::HandleEnterClicked);
bBound = true;
}
if (Btn_Enter)
{
Btn_Enter->RefreshUIStyle();
}
}
void UUIServerCard_Base::NativeDestruct()
{
if (Btn_Enter && bBound)
{
Btn_Enter->OnClicked().RemoveAll(this);
bBound = false;
}
Super::NativeDestruct();
}
void UUIServerCard_Base::SetFromEntry(const FZMMOWorldEntry& InEntry)
{
Entry = InEntry;
if (Text_Name)
{
Text_Name->SetText(FText::FromString(Entry.WorldName));
}
if (Text_Pop)
{
Text_Pop->SetText(FText::FromString(FString::Printf(TEXT("%d/%d"), Entry.Population, Entry.Capacity)));
}
if (Text_Status)
{
Text_Status->SetText(FormatStatus(Entry.State));
}
if (Bar_Pop)
{
const float Ratio = (Entry.Capacity > 0)
? FMath::Clamp(static_cast<float>(Entry.Population) / static_cast<float>(Entry.Capacity), 0.f, 1.f)
: 0.f;
Bar_Pop->SetPercent(Ratio);
}
// Botao "Selecionar" sempre habilitado — mesmo com world offline,
// o usuario pode entrar no Lobby pra ver a lista de personagens, criar/
// deletar. O gate de "entrar no mundo" fica no proprio Lobby (botao
// "Entrar no Servidor"), que checa World.State antes do handoff.
if (Btn_Enter)
{
Btn_Enter->RefreshUIStyle();
}
}
void UUIServerCard_Base::HandleEnterClicked()
{
OnCardPressed.Broadcast(Entry.WorldId, Entry.State);
}
FText UUIServerCard_Base::FormatStatus_Implementation(uint8 State) const
{
switch (State)
{
case 1: return NSLOCTEXT("ZMMO.ServerSelect", "StatusOnline", "Online");
case 2: return NSLOCTEXT("ZMMO.ServerSelect", "StatusMaintenance", "Manutencao");
case 0:
default: return NSLOCTEXT("ZMMO.ServerSelect", "StatusOffline", "Offline");
}
}

View File

@@ -0,0 +1,74 @@
#pragma once
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "ZMMOWorldEntry.h"
#include "UIServerCard_Base.generated.h"
class UCommonTextBlock;
class UBorder;
class UUIButton_Base;
class UProgressBar;
/**
* Card de servidor (mundo) instanciado dinamicamente pela ServerSelect.
*
* Recebe um `FZMMOWorldEntry` e renderiza nome/pop/status/bar; ao clicar
* em "Entrar" dispara `OnCardPressed.Broadcast(WorldId, State)`. A tela
* dona (UUIServerSelectScreen_Base) escuta esse delegate.
*
* WBP filho (`WBP_ServerCard`) precisa expor (via nomes de variavel):
* - Card_Bg : Border (opcional - background com estado)
* - Text_Name : CommonTextBlock
* - Text_Pop : CommonTextBlock
* - Text_Status : CommonTextBlock
* - Btn_Enter : Button
* - Bar_Pop : ProgressBar (opcional)
*/
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FZMMOOnServerCardPressed, FString, WorldId, uint8, State);
UCLASS(Abstract, Blueprintable)
class ZMMO_API UUIServerCard_Base : public UUserWidget
{
GENERATED_BODY()
public:
/**
* Aplica os dados de um mundo no card.
*/
UFUNCTION(BlueprintCallable, Category = "Zeus|ServerCard")
void SetFromEntry(const FZMMOWorldEntry& Entry);
/** Dados atuais (copia). */
UPROPERTY(BlueprintReadOnly, Category = "Zeus|ServerCard")
FZMMOWorldEntry Entry;
/**
* Disparado quando o botao "Entrar" do card e clicado.
* State e o wire state (0=Offline, 1=Online, 2=Maintenance).
*/
UPROPERTY(BlueprintAssignable, Category = "Zeus|ServerCard")
FZMMOOnServerCardPressed OnCardPressed;
protected:
virtual void NativePreConstruct() override;
virtual void NativeConstruct() override;
virtual void NativeDestruct() override;
void HandleEnterClicked();
/** Texto i18n correspondente ao state. Subclasse pode override em BP. */
UFUNCTION(BlueprintNativeEvent, Category = "Zeus|ServerCard")
FText FormatStatus(uint8 State) const;
virtual FText FormatStatus_Implementation(uint8 State) const;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UBorder> Card_Bg;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UCommonTextBlock> Text_Name;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UCommonTextBlock> Text_Pop;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UCommonTextBlock> Text_Status;
UPROPERTY(meta = (BindWidget)) TObjectPtr<UUIButton_Base> Btn_Enter;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UProgressBar> Bar_Pop;
private:
bool bBound = false;
};

View File

@@ -0,0 +1,331 @@
#include "UIServerSelectScreen_Base.h"
#include "ZMMO.h"
#include "ZMMOThemeSubsystem.h"
#include "CharServerOpcodes.h"
#include "UIFrontEndFlowSubsystem.h"
#include "UIServerCard_Base.h"
#include "WireHelpers.h"
#include "ZeusCharServerSubsystem.h"
#include "CommonTextBlock.h"
#include "Components/Border.h"
#include "Components/GridPanel.h"
#include "Components/GridSlot.h"
#include "Components/PanelWidget.h"
#include "Engine/GameInstance.h"
#include "Engine/DataTable.h"
#include "UI/UIStyleRow.h"
using ZMMOWire::ReadU8;
using ZMMOWire::ReadU16;
using ZMMOWire::ReadStringUtf8;
namespace
{
FUIStyle ResolveServerSelectStyle(const UUserWidget* Widget, const FUIStyle& Fallback)
{
if (Widget)
{
if (const UGameInstance* GI = Widget->GetGameInstance())
{
if (const UZMMOThemeSubsystem* Theme = GI->GetSubsystem<UZMMOThemeSubsystem>())
{
return Theme->GetActiveUIStyle();
}
}
}
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("UIServerSelectDesign"), false))
{
DesignStyle = Row->Style;
bHas = true;
}
}
return bHas ? DesignStyle : Fallback;
}
}
void UUIServerSelectScreen_Base::NativePreConstruct()
{
Super::NativePreConstruct();
RefreshUIStyle();
}
void UUIServerSelectScreen_Base::NativeOnActivated()
{
Super::NativeOnActivated();
UE_LOG(LogZMMO, Log, TEXT("ServerSelect: ativada."));
if (UZeusCharServerSubsystem* Char = GetCharServer())
{
if (!bSubscribed)
{
Char->OnRawMessage.AddDynamic(this, &UUIServerSelectScreen_Base::HandleCharRawMessage);
bSubscribed = true;
}
}
RequestWorldList();
}
void UUIServerSelectScreen_Base::NativeOnDeactivated()
{
if (bSubscribed)
{
if (UZeusCharServerSubsystem* Char = GetCharServer())
{
Char->OnRawMessage.RemoveDynamic(this, &UUIServerSelectScreen_Base::HandleCharRawMessage);
}
bSubscribed = false;
}
Super::NativeOnDeactivated();
}
void UUIServerSelectScreen_Base::RefreshUIStyle_Implementation()
{
Super::RefreshUIStyle_Implementation();
const FUIStyle Fallback;
const FUIStyle AS = ResolveServerSelectStyle(this, Fallback);
if (Border_Bg)
{
if (AS.ScreenBackground.GetResourceObject() != nullptr)
{
Border_Bg->SetBrush(AS.ScreenBackground);
}
else
{
Border_Bg->SetBrushColor(AS.Palette.Bg0);
}
}
if (Text_Title)
{
Text_Title->SetColorAndOpacity(FSlateColor(AS.Semantic.OnSurface));
}
}
void UUIServerSelectScreen_Base::RequestWorldList()
{
UZeusCharServerSubsystem* Char = GetCharServer();
if (!Char || !Char->IsConnected())
{
UE_LOG(LogZMMO, Warning, TEXT("ServerSelect: CharServer indisponivel — pulando RequestWorldList"));
return;
}
TArray<uint8> EmptyPayload;
Char->SendCharRequest(ZMMOCharOp::C_WORLD_LIST_REQUEST, EmptyPayload);
}
void UUIServerSelectScreen_Base::SelectWorldAndProceed(const FString& WorldId)
{
if (WorldId.IsEmpty())
{
UE_LOG(LogZMMO, Warning, TEXT("ServerSelect: SelectWorldAndProceed com WorldId vazio."));
return;
}
UGameInstance* GI = GetGameInstance();
if (!GI)
{
return;
}
if (UUIFrontEndFlowSubsystem* Flow = GI->GetSubsystem<UUIFrontEndFlowSubsystem>())
{
Flow->SetSelectedWorldId(WorldId);
Flow->SetState(EZMMOFrontEndState::Lobby);
}
}
void UUIServerSelectScreen_Base::HandleCharRawMessage(int32 Opcode, const TArray<uint8>& Payload)
{
if (Opcode == ZMMOCharOp::S_WORLD_LIST)
{
ParseWorldList(Payload);
}
else if (Opcode == ZMMOCharOp::S_WORLD_STATUS_UPDATE)
{
ApplyStatusUpdate(Payload);
}
}
void UUIServerSelectScreen_Base::ApplyStatusUpdate(const TArray<uint8>& Payload)
{
// Wire: string worldId + uint16 pop + uint16 queueLen + uint8 state
int32 Pos = 0;
FString WorldId;
uint16 Pop = 0;
uint16 QueueLen = 0;
uint8 State = 0;
if (!ReadStringUtf8(Payload, Pos, WorldId)
|| !ReadU16(Payload, Pos, Pop)
|| !ReadU16(Payload, Pos, QueueLen)
|| !ReadU8(Payload, Pos, State))
{
UE_LOG(LogZMMO, Warning, TEXT("ServerSelect: S_WORLD_STATUS_UPDATE malformado"));
return;
}
int32 Idx = INDEX_NONE;
for (int32 i = 0; i < Worlds.Num(); ++i)
{
if (Worlds[i].WorldId == WorldId)
{
Idx = i;
break;
}
}
if (Idx == INDEX_NONE)
{
// Mundo desconhecido (ainda nao recebemos via S_WORLD_LIST). Pede lista
// completa pra trazer dados estaticos (name/host/region/capacity).
UE_LOG(LogZMMO, Log, TEXT("ServerSelect: STATUS_UPDATE de mundo desconhecido (%s) — pedindo lista"), *WorldId);
RequestWorldList();
return;
}
FZMMOWorldEntry& Entry = Worlds[Idx];
Entry.Population = static_cast<int32>(Pop);
Entry.QueueLen = static_cast<int32>(QueueLen);
Entry.State = State;
UE_LOG(LogZMMO, Log, TEXT("ServerSelect: world %s atualizado (state=%d pop=%d)"),
*WorldId, State, Entry.Population);
// Atualiza apenas o card afetado (preserva animacoes/scroll dos demais).
if (SpawnedCards.IsValidIndex(Idx) && SpawnedCards[Idx])
{
SpawnedCards[Idx]->SetFromEntry(Entry);
}
OnWorldListReceived();
}
void UUIServerSelectScreen_Base::ParseWorldList(const TArray<uint8>& Payload)
{
int32 Pos = 0;
uint16 Count = 0;
if (!ReadU16(Payload, Pos, Count))
{
UE_LOG(LogZMMO, Warning, TEXT("ServerSelect: S_WORLD_LIST malformado (sem count)"));
return;
}
TArray<FZMMOWorldEntry> NewWorlds;
NewWorlds.Reserve(Count);
for (uint16 i = 0; i < Count; ++i)
{
FZMMOWorldEntry Entry;
FString RegionStr;
uint16 Port = 0;
uint16 Cap = 0;
uint16 Pop = 0;
uint16 QueueLen = 0;
uint8 State = 0;
if (!ReadStringUtf8(Payload, Pos, Entry.WorldId)
|| !ReadStringUtf8(Payload, Pos, Entry.WorldName)
|| !ReadStringUtf8(Payload, Pos, RegionStr)
|| !ReadStringUtf8(Payload, Pos, Entry.Host)
|| !ReadU16(Payload, Pos, Port)
|| !ReadU16(Payload, Pos, Cap)
|| !ReadU16(Payload, Pos, Pop)
|| !ReadU16(Payload, Pos, QueueLen)
|| !ReadU8(Payload, Pos, State))
{
UE_LOG(LogZMMO, Warning, TEXT("ServerSelect: S_WORLD_LIST malformado (entry %d)"), i);
return;
}
Entry.Region = RegionStr;
Entry.Port = static_cast<int32>(Port);
Entry.Capacity = static_cast<int32>(Cap);
Entry.Population = static_cast<int32>(Pop);
Entry.QueueLen = static_cast<int32>(QueueLen);
Entry.State = State;
NewWorlds.Add(MoveTemp(Entry));
}
Worlds = MoveTemp(NewWorlds);
UE_LOG(LogZMMO, Log, TEXT("ServerSelect: recebidos %d mundos"), Worlds.Num());
RebuildCards();
OnWorldListReceived();
}
void UUIServerSelectScreen_Base::RebuildCards()
{
if (!CardContainer)
{
UE_LOG(LogZMMO, Warning, TEXT("ServerSelect: CardContainer nao bindado — cards nao serao exibidos"));
return;
}
if (!CardClass)
{
UE_LOG(LogZMMO, Warning, TEXT("ServerSelect: CardClass nao configurada — defina no WBP_ServerSelect Defaults"));
return;
}
// Limpa cards antigos (delegate + remove do container).
for (UUIServerCard_Base* Old : SpawnedCards)
{
if (Old)
{
Old->OnCardPressed.RemoveDynamic(this, &UUIServerSelectScreen_Base::HandleCardPressed);
}
}
SpawnedCards.Reset();
CardContainer->ClearChildren();
UGridPanel* AsGrid = Cast<UGridPanel>(CardContainer);
const int32 GridColumns = 2; // bate com o mock (ColumnFill[0]/[1])
int32 Index = 0;
for (const FZMMOWorldEntry& W : Worlds)
{
UUIServerCard_Base* Card = CreateWidget<UUIServerCard_Base>(this, CardClass);
if (!Card)
{
UE_LOG(LogZMMO, Warning, TEXT("ServerSelect: falha ao criar card para %s"), *W.WorldName);
continue;
}
Card->SetFromEntry(W);
Card->OnCardPressed.AddDynamic(this, &UUIServerSelectScreen_Base::HandleCardPressed);
CardContainer->AddChild(Card);
// Quando o container e um GridPanel, distribui em grid (row, col) — bate
// com o layout do mock (2 colunas, N linhas).
if (AsGrid)
{
if (UGridSlot* GS = Cast<UGridSlot>(Card->Slot))
{
GS->SetRow(Index / GridColumns);
GS->SetColumn(Index % GridColumns);
GS->SetHorizontalAlignment(HAlign_Fill);
GS->SetVerticalAlignment(VAlign_Fill);
GS->SetPadding(FMargin(12.f, 12.f, 12.f, 12.f));
}
}
SpawnedCards.Add(Card);
++Index;
}
}
void UUIServerSelectScreen_Base::HandleCardPressed(FString WorldId, uint8 State)
{
// O ServerSelect permite escolher qualquer mundo (online/maintenance/
// offline) — o usuario entra no Lobby pra gerenciar chars desse mundo.
// O bloqueio real (handoff -> world) acontece no botao "Entrar no
// Servidor" do Lobby, que checa World.State antes do C_CHAR_SELECT.
UE_LOG(LogZMMO, Log, TEXT("ServerSelect: mundo %s selecionado (state=%d)"), *WorldId, State);
SelectWorldAndProceed(WorldId);
}
UZeusCharServerSubsystem* UUIServerSelectScreen_Base::GetCharServer() const
{
if (const UGameInstance* GI = GetGameInstance())
{
return GI->GetSubsystem<UZeusCharServerSubsystem>();
}
return nullptr;
}

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#pragma once
#include "CoreMinimal.h"
#include "UIActivatableScreen_Base.h"
#include "ZMMOWorldEntry.h"
#include "UIServerSelectScreen_Base.generated.h"
class UCommonTextBlock;
class UBorder;
class UPanelWidget;
class UUIServerCard_Base;
class UZeusCharServerSubsystem;
/**
* Tela de Server Select — Fase 1 do ARQUITETURA_SERVER_SELECT.
*
* Fluxo:
* 1. NativeOnActivated subscreve OnRawMessage do UZeusCharServerSubsystem
* 2. Envia C_WORLD_LIST_REQUEST (payload vazio)
* 3. ParseWorldList monta `Worlds`
* 4. RebuildCards apaga filhos de `CardContainer` e instancia 1 WBP_ServerCard
* por mundo, bindando `OnCardPressed -> SelectWorldAndProceed`
* 5. Dispara `OnWorldListReceived` (BIE) pra extensoes em BP
*/
UCLASS(Abstract, Blueprintable)
class ZMMO_API UUIServerSelectScreen_Base : public UUIActivatableScreen_Base
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Zeus|ServerSelect")
void RequestWorldList();
UFUNCTION(BlueprintCallable, Category = "Zeus|ServerSelect")
void SelectWorldAndProceed(const FString& WorldId);
UPROPERTY(BlueprintReadOnly, Category = "Zeus|ServerSelect")
TArray<FZMMOWorldEntry> Worlds;
UFUNCTION(BlueprintImplementableEvent, Category = "Zeus|ServerSelect")
void OnWorldListReceived();
protected:
virtual void NativePreConstruct() override;
virtual void NativeOnActivated() override;
virtual void NativeOnDeactivated() override;
virtual void RefreshUIStyle_Implementation() override;
UFUNCTION()
void HandleCharRawMessage(int32 Opcode, const TArray<uint8>& Payload);
UFUNCTION()
void HandleCardPressed(FString WorldId, uint8 State);
UZeusCharServerSubsystem* GetCharServer() const;
void ParseWorldList(const TArray<uint8>& Payload);
void ApplyStatusUpdate(const TArray<uint8>& Payload);
void RebuildCards();
/** Background e titulo (mantidos para RefreshUIStyle). */
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UBorder> Border_Bg;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UCommonTextBlock> Text_Title;
/**
* Container onde os cards sao instanciados (ScrollBox/VerticalBox/
* UniformGridPanel/WrapBox — qualquer UPanelWidget serve).
*/
UPROPERTY(meta = (BindWidget)) TObjectPtr<UPanelWidget> CardContainer;
/**
* Classe do card a instanciar. Configurada no WBP_ServerSelect
* (Defaults) ou via Project Settings se for global.
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Zeus|ServerSelect")
TSubclassOf<UUIServerCard_Base> CardClass;
private:
bool bSubscribed = false;
UPROPERTY(Transient)
TArray<TObjectPtr<UUIServerCard_Base>> SpawnedCards;
};

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#include "UIUserLobbyScreen_Base.h"
#include "ZMMO.h"
#include "CharServerOpcodes.h"
#include "UIFrontEndFlowSubsystem.h"
#include "UICharCard_Base.h"
#include "UICharacterCreatePage_Base.h"
#include "WireHelpers.h"
#include "ZeusCharServerSubsystem.h"
#include "ZeusNetworkSubsystem.h"
#include "CommonTextBlock.h"
#include "Components/PanelWidget.h"
#include "Components/WidgetSwitcher.h"
#include "Engine/GameInstance.h"
#include "UI/Widgets/UIButton_Base.h"
using ZMMOWire::ReadU8;
using ZMMOWire::ReadU16;
using ZMMOWire::ReadU32;
using ZMMOWire::ReadU64;
using ZMMOWire::ReadFloat;
using ZMMOWire::ReadStringUtf8;
using ZMMOWire::ReadUuid16;
using ZMMOWire::WriteUuid16;
void UUIUserLobbyScreen_Base::NativeOnActivated()
{
Super::NativeOnActivated();
UE_LOG(LogZMMO, Log, TEXT("Lobby: ativada."));
if (UZeusCharServerSubsystem* Char = GetCharServer())
{
if (!bSubscribed)
{
Char->OnRawMessage.AddDynamic(this, &UUIUserLobbyScreen_Base::HandleCharRawMessage);
bSubscribed = true;
}
}
if (!bButtonsBound)
{
if (Btn_Back) Btn_Back->OnClicked().AddUObject(this, &UUIUserLobbyScreen_Base::BackToServerSelect);
if (Btn_Create) Btn_Create->OnClicked().AddUObject(this, &UUIUserLobbyScreen_Base::ShowCharCreatePage);
bButtonsBound = true;
}
ShowCharSelectPage();
RequestCharList();
}
void UUIUserLobbyScreen_Base::NativeOnDeactivated()
{
if (bSubscribed)
{
if (UZeusCharServerSubsystem* Char = GetCharServer())
{
Char->OnRawMessage.RemoveDynamic(this, &UUIUserLobbyScreen_Base::HandleCharRawMessage);
}
bSubscribed = false;
}
Super::NativeOnDeactivated();
}
void UUIUserLobbyScreen_Base::RequestCharList()
{
UZeusCharServerSubsystem* Char = GetCharServer();
if (!Char || !Char->IsConnected()) return;
FString WorldId;
if (UGameInstance* GI = GetGameInstance())
{
if (UUIFrontEndFlowSubsystem* Flow = GI->GetSubsystem<UUIFrontEndFlowSubsystem>())
{
WorldId = Flow->GetSelectedWorldId();
}
}
// Wire: uint8 hasFilter + (uint8[16] worldId se hasFilter==1)
TArray<uint8> Payload;
if (WorldId.IsEmpty())
{
Payload.Add(0);
}
else
{
Payload.Add(1);
if (!WriteUuid16(Payload, WorldId))
{
UE_LOG(LogZMMO, Warning, TEXT("Lobby: SelectedWorldId invalido (%s) — pedindo sem filtro"), *WorldId);
Payload.Reset();
Payload.Add(0);
}
}
Char->SendCharRequest(ZMMOCharOp::C_CHAR_LIST_REQUEST, Payload);
}
void UUIUserLobbyScreen_Base::ShowCharSelectPage()
{
if (PageSwitcher) PageSwitcher->SetActiveWidgetIndex(0);
}
void UUIUserLobbyScreen_Base::ShowCharCreatePage()
{
if (PageSwitcher) PageSwitcher->SetActiveWidgetIndex(1);
}
void UUIUserLobbyScreen_Base::BackToServerSelect()
{
UGameInstance* GI = GetGameInstance();
if (!GI) return;
if (UUIFrontEndFlowSubsystem* Flow = GI->GetSubsystem<UUIFrontEndFlowSubsystem>())
{
Flow->ClearSelectedWorld();
Flow->SetState(EZMMOFrontEndState::ServerSelect);
}
}
void UUIUserLobbyScreen_Base::HandleCharRawMessage(int32 Opcode, const TArray<uint8>& Payload)
{
switch (Opcode)
{
case ZMMOCharOp::S_CHAR_LIST: ParseCharList(Payload); break;
case ZMMOCharOp::S_CHAR_SELECT_OK: HandleCharSelectOk(Payload); break;
case ZMMOCharOp::S_CHAR_SELECT_REJECT: HandleCharSelectReject(Payload); break;
case ZMMOCharOp::S_CHAR_CREATE_OK: HandleCharCreateOk(Payload); break;
case ZMMOCharOp::S_CHAR_CREATE_REJECT: HandleCharCreateReject(Payload); break;
case ZMMOCharOp::S_CHAR_DELETE_ACK: HandleCharDeleteAck(Payload); break;
case ZMMOCharOp::S_CHAR_DELETE_ACCEPT_ACK: HandleCharDeleteAcceptAck(Payload); break;
case ZMMOCharOp::S_CHAR_DELETE_CANCEL_ACK: HandleCharDeleteCancelAck(Payload); break;
default: break;
}
}
void UUIUserLobbyScreen_Base::ParseCharList(const TArray<uint8>& Payload)
{
int32 Pos = 0;
uint16 Count = 0;
if (!ReadU16(Payload, Pos, Count))
{
UE_LOG(LogZMMO, Warning, TEXT("Lobby: S_CHAR_LIST malformado (sem count)"));
return;
}
TArray<FZMMOCharSummary> New;
New.Reserve(Count);
for (uint16 i = 0; i < Count; ++i)
{
FZMMOCharSummary E;
uint64 charId64 = 0;
uint8 slot = 0;
uint16 classId = 0;
uint32 baseLvl = 0, baseExp = 0, jobLvl = 0, jobExp = 0;
uint16 s = 0, a = 0, v = 0, in_ = 0, d = 0, l = 0;
uint32 hp = 0, maxHp = 0, sp = 0, maxSp = 0, money = 0;
uint16 mapId16 = 0;
float px = 0, py = 0, pz = 0, yaw = 0;
uint32 hair = 0, hairColor = 0, skinColor = 0;
uint8 bodyType = 0;
uint64 deleteAt = 0;
if (!ReadU64(Payload, Pos, charId64)
|| !ReadUuid16(Payload, Pos, E.WorldId)
|| !ReadU8(Payload, Pos, slot)
|| !ReadStringUtf8(Payload, Pos, E.Name)
|| !ReadU16(Payload, Pos, classId)
|| !ReadU32(Payload, Pos, baseLvl)
|| !ReadU32(Payload, Pos, baseExp)
|| !ReadU32(Payload, Pos, jobLvl)
|| !ReadU32(Payload, Pos, jobExp)
|| !ReadU16(Payload, Pos, s) || !ReadU16(Payload, Pos, a) || !ReadU16(Payload, Pos, v)
|| !ReadU16(Payload, Pos, in_) || !ReadU16(Payload, Pos, d) || !ReadU16(Payload, Pos, l)
|| !ReadU32(Payload, Pos, hp) || !ReadU32(Payload, Pos, maxHp)
|| !ReadU32(Payload, Pos, sp) || !ReadU32(Payload, Pos, maxSp)
|| !ReadU32(Payload, Pos, money)
|| !ReadU16(Payload, Pos, mapId16)
|| !ReadFloat(Payload, Pos, px) || !ReadFloat(Payload, Pos, py) || !ReadFloat(Payload, Pos, pz)
|| !ReadFloat(Payload, Pos, yaw)
|| !ReadU32(Payload, Pos, hair) || !ReadU32(Payload, Pos, hairColor) || !ReadU32(Payload, Pos, skinColor)
|| !ReadU8(Payload, Pos, bodyType)
|| !ReadU64(Payload, Pos, deleteAt))
{
UE_LOG(LogZMMO, Warning, TEXT("Lobby: S_CHAR_LIST malformado (entry %d)"), i);
return;
}
E.CharId = FString::Printf(TEXT("%llu"), static_cast<unsigned long long>(charId64));
E.Slot = slot; E.ClassId = classId;
E.BaseLevel = baseLvl; E.BaseExp = static_cast<int32>(baseExp);
E.JobLevel = jobLvl; E.JobExp = static_cast<int32>(jobExp);
E.Stats.Str = s; E.Stats.Agi = a; E.Stats.Vit = v;
E.Stats.Int = in_; E.Stats.Dex = d; E.Stats.Luk = l;
E.Hp = hp; E.MaxHp = maxHp; E.Sp = sp; E.MaxSp = maxSp;
E.Money = static_cast<int32>(money);
E.MapId = static_cast<int32>(mapId16);
E.Position = FVector(px, py, pz); E.YawDeg = yaw;
E.Appearance.Hair = hair; E.Appearance.HairColor = hairColor;
E.Appearance.SkinColor = skinColor; E.Appearance.BodyType = bodyType;
E.DeleteScheduledAtMs = static_cast<int64>(deleteAt);
New.Add(MoveTemp(E));
}
Chars = MoveTemp(New);
UE_LOG(LogZMMO, Log, TEXT("Lobby: recebidos %d chars"), Chars.Num());
RebuildCards();
OnCharListReceived();
}
void UUIUserLobbyScreen_Base::RebuildCards()
{
if (!CardContainer || !CharCardClass) return;
for (UUICharCard_Base* Old : SpawnedCards)
{
if (Old)
{
Old->OnCardSelected.RemoveDynamic(this, &UUIUserLobbyScreen_Base::HandleCardSelected);
Old->OnCardDeleteRequest.RemoveDynamic(this, &UUIUserLobbyScreen_Base::HandleCardDeleteRequest);
Old->OnCardDeleteAccept.RemoveDynamic(this, &UUIUserLobbyScreen_Base::HandleCardAcceptDeleteRequest);
Old->OnCardDeleteCancel.RemoveDynamic(this, &UUIUserLobbyScreen_Base::HandleCardCancelDeleteRequest);
}
}
SpawnedCards.Reset();
CardContainer->ClearChildren();
for (const FZMMOCharSummary& C : Chars)
{
UUICharCard_Base* Card = CreateWidget<UUICharCard_Base>(this, CharCardClass);
if (!Card) continue;
Card->SetFromSummary(C);
Card->OnCardSelected.AddDynamic(this, &UUIUserLobbyScreen_Base::HandleCardSelected);
Card->OnCardDeleteRequest.AddDynamic(this, &UUIUserLobbyScreen_Base::HandleCardDeleteRequest);
Card->OnCardDeleteAccept.AddDynamic(this, &UUIUserLobbyScreen_Base::HandleCardAcceptDeleteRequest);
Card->OnCardDeleteCancel.AddDynamic(this, &UUIUserLobbyScreen_Base::HandleCardCancelDeleteRequest);
CardContainer->AddChild(Card);
SpawnedCards.Add(Card);
}
}
void UUIUserLobbyScreen_Base::HandleCardSelected(FString CharId)
{
UE_LOG(LogZMMO, Log, TEXT("Lobby: char %s selecionado — enviando C_CHAR_SELECT"), *CharId);
UZeusCharServerSubsystem* Char = GetCharServer();
if (!Char) return;
uint64 CharId64 = 0;
LexFromString(CharId64, *CharId);
// Wire: uint64 charId
TArray<uint8> Payload;
for (int32 i = 0; i < 8; ++i) Payload.Add(static_cast<uint8>((CharId64 >> (8 * i)) & 0xFF));
Char->SendCharRequest(ZMMOCharOp::C_CHAR_SELECT, Payload);
}
void UUIUserLobbyScreen_Base::HandleCardDeleteRequest(FString CharId)
{
UE_LOG(LogZMMO, Log, TEXT("Lobby: DELETE_REQUEST char %s"), *CharId);
SendCharIdOpcode(ZMMOCharOp::C_CHAR_DELETE_REQUEST, CharId);
}
void UUIUserLobbyScreen_Base::HandleCardAcceptDeleteRequest(FString CharId)
{
UE_LOG(LogZMMO, Log, TEXT("Lobby: DELETE_ACCEPT char %s"), *CharId);
SendCharIdOpcode(ZMMOCharOp::C_CHAR_DELETE_ACCEPT, CharId);
}
void UUIUserLobbyScreen_Base::HandleCardCancelDeleteRequest(FString CharId)
{
UE_LOG(LogZMMO, Log, TEXT("Lobby: DELETE_CANCEL char %s"), *CharId);
SendCharIdOpcode(ZMMOCharOp::C_CHAR_DELETE_CANCEL, CharId);
}
void UUIUserLobbyScreen_Base::SendCharIdOpcode(int32 Opcode, const FString& CharId)
{
UZeusCharServerSubsystem* Char = GetCharServer();
if (!Char) return;
uint64 CharId64 = 0;
LexFromString(CharId64, *CharId);
TArray<uint8> Payload;
for (int32 i = 0; i < 8; ++i) Payload.Add(static_cast<uint8>((CharId64 >> (8 * i)) & 0xFF));
Char->SendCharRequest(Opcode, Payload);
}
void UUIUserLobbyScreen_Base::HandleCharDeleteAck(const TArray<uint8>& Payload)
{
// Wire: uint64 charId + uint16 reason + uint64 effectiveAtMs
int32 Pos = 0; uint64 CharId64 = 0; uint16 Reason = 0; uint64 EffectiveAtMs = 0;
if (!ReadU64(Payload, Pos, CharId64) || !ReadU16(Payload, Pos, Reason) || !ReadU64(Payload, Pos, EffectiveAtMs))
{
UE_LOG(LogZMMO, Warning, TEXT("Lobby: S_CHAR_DELETE_ACK malformado"));
return;
}
if (Reason == 0)
{
UE_LOG(LogZMMO, Log, TEXT("Lobby: delete agendado char=%llu (effective=%llu)"),
static_cast<unsigned long long>(CharId64), static_cast<unsigned long long>(EffectiveAtMs));
}
else
{
UE_LOG(LogZMMO, Warning, TEXT("Lobby: DELETE_ACK rejeitado (reason=%d)"), Reason);
}
RequestCharList();
}
void UUIUserLobbyScreen_Base::HandleCharDeleteAcceptAck(const TArray<uint8>& Payload)
{
int32 Pos = 0; uint64 CharId64 = 0; uint16 Reason = 0;
ReadU64(Payload, Pos, CharId64); ReadU16(Payload, Pos, Reason);
if (Reason == 0)
{
UE_LOG(LogZMMO, Log, TEXT("Lobby: char %llu DELETADO"), static_cast<unsigned long long>(CharId64));
}
else
{
UE_LOG(LogZMMO, Warning, TEXT("Lobby: DELETE_ACCEPT rejeitado (reason=%d)"), Reason);
}
RequestCharList();
}
void UUIUserLobbyScreen_Base::HandleCharDeleteCancelAck(const TArray<uint8>& Payload)
{
int32 Pos = 0; uint64 CharId64 = 0; uint16 Reason = 0;
ReadU64(Payload, Pos, CharId64); ReadU16(Payload, Pos, Reason);
if (Reason == 0)
{
UE_LOG(LogZMMO, Log, TEXT("Lobby: delete cancelado char %llu"), static_cast<unsigned long long>(CharId64));
}
RequestCharList();
}
void UUIUserLobbyScreen_Base::HandleCharSelectOk(const TArray<uint8>& Payload)
{
// Wire: uint64 charId + uint16 mapId + float x/y/z + float yaw +
// string worldHost + uint16 worldPort + string handoffToken + string region
int32 Pos = 0;
uint64 CharId64 = 0; FString WorldHost, HandoffToken, Region;
uint16 MapId16 = 0;
float Px=0, Py=0, Pz=0, Yaw=0; uint16 WorldPort = 0;
if (!ReadU64(Payload, Pos, CharId64)
|| !ReadU16(Payload, Pos, MapId16)
|| !ReadFloat(Payload, Pos, Px) || !ReadFloat(Payload, Pos, Py) || !ReadFloat(Payload, Pos, Pz)
|| !ReadFloat(Payload, Pos, Yaw)
|| !ReadStringUtf8(Payload, Pos, WorldHost)
|| !ReadU16(Payload, Pos, WorldPort)
|| !ReadStringUtf8(Payload, Pos, HandoffToken)
|| !ReadStringUtf8(Payload, Pos, Region))
{
UE_LOG(LogZMMO, Warning, TEXT("Lobby: S_CHAR_SELECT_OK malformado"));
return;
}
UE_LOG(LogZMMO, Log, TEXT("Lobby: handoff -> world=%s:%d mapId=%u token=%s..."),
*WorldHost, WorldPort, static_cast<uint32>(MapId16), *HandoffToken.Left(8));
UGameInstance* GI = GetGameInstance();
if (!GI) return;
UUIFrontEndFlowSubsystem* Flow = GI->GetSubsystem<UUIFrontEndFlowSubsystem>();
if (Flow)
{
Flow->SetState(EZMMOFrontEndState::EnteringWorld);
// Memoriza pose pra `AZMMOPlayerCharacter::BeginPlay` reposicionar
// o pawn local na pos salva no DB (em vez do PlayerStart default).
Flow->SetPendingSpawnPose(FVector(Px, Py, Pz), Yaw);
}
// Fase 3: handoff UDP — apresenta o ticket no `C_CONNECT_REQUEST`. O
// WorldServer valida via GETDEL no Valkey regional. WorldServer envia
// `S_CONNECT_OK` (sucesso) ou `S_CONNECT_REJECT` (ticket invalido/expirado).
// Disparamos PRIMEIRO o connect (nao-bloqueante), depois o OpenLevel —
// ZeusNetworkSubsystem e per-GameInstance e persiste cross-travel.
if (UZeusNetworkSubsystem* ZeusNet = GI->GetSubsystem<UZeusNetworkSubsystem>())
{
ZeusNet->ConnectToZeusServerWithTicket(WorldHost, static_cast<int32>(WorldPort), HandoffToken);
}
else
{
UE_LOG(LogZMMO, Error, TEXT("Lobby: ZeusNetworkSubsystem ausente — handoff abortado"));
}
// Fase 4: lookup mapId no DT_Maps e dispara OpenLevel pro level certo.
// Se DT_Maps nao tem entrada (ou ainda nao foi criada no editor),
// caimos no fallback do S_TRAVEL_TO_MAP do server (mapName/mapPath string).
if (Flow && MapId16 != 0)
{
if (!Flow->TravelToMapById(static_cast<int32>(MapId16)))
{
UE_LOG(LogZMMO, Warning, TEXT("Lobby: mapId=%u nao resolvido no DT_Maps — esperando S_TRAVEL_TO_MAP do server."),
static_cast<uint32>(MapId16));
}
}
}
void UUIUserLobbyScreen_Base::HandleCharSelectReject(const TArray<uint8>& Payload)
{
int32 Pos = 0;
uint16 Reason = 0;
ReadU16(Payload, Pos, Reason);
UE_LOG(LogZMMO, Warning, TEXT("Lobby: S_CHAR_SELECT_REJECT reason=%d"), Reason);
}
void UUIUserLobbyScreen_Base::HandleCharCreateOk(const TArray<uint8>& /*Payload*/)
{
UE_LOG(LogZMMO, Log, TEXT("Lobby: S_CHAR_CREATE_OK — refresh lista"));
ShowCharSelectPage();
RequestCharList();
}
void UUIUserLobbyScreen_Base::HandleCharCreateReject(const TArray<uint8>& Payload)
{
int32 Pos = 0;
uint16 Reason = 0;
ReadU16(Payload, Pos, Reason);
UE_LOG(LogZMMO, Warning, TEXT("Lobby: S_CHAR_CREATE_REJECT reason=%d"), Reason);
}
UZeusCharServerSubsystem* UUIUserLobbyScreen_Base::GetCharServer() const
{
if (const UGameInstance* GI = GetGameInstance())
{
return GI->GetSubsystem<UZeusCharServerSubsystem>();
}
return nullptr;
}

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@@ -0,0 +1,113 @@
#pragma once
#include "CoreMinimal.h"
#include "UIActivatableScreen_Base.h"
#include "ZMMOCharSummary.h"
#include "UIUserLobbyScreen_Base.generated.h"
class UCommonTextBlock;
class UBorder;
class UPanelWidget;
class UWidgetSwitcher;
class UUIButton_Base;
class UUICharCard_Base;
class UUICharacterCreatePage_Base;
class UZeusCharServerSubsystem;
/**
* Tela Lobby (host) — Fase 1.5 do ARQUITETURA_SERVER_SELECT.
*
* Fluxo:
* 1. NativeOnActivated: pega `SelectedWorldId` do FlowSubsystem, envia
* C_CHAR_LIST_REQUEST filtrado por esse mundo
* 2. Parse S_CHAR_LIST -> Chars[]; instancia 1 WBP_CharCard por entry
* 3. Card "Selecionar" -> C_CHAR_SELECT(charId) -> S_CHAR_SELECT_OK ->
* handoff UDP pro WorldServer
* 4. Botao "Criar Personagem" -> mostra page interna `CharacterCreate`
* 5. Botao "Voltar" -> ClearSelectedWorld + Flow.SetState(ServerSelect)
*
* Pages internas via UWidgetSwitcher:
* - PageIndex 0: Lista de chars (CardContainer)
* - PageIndex 1: Form de criar personagem (CreatePage)
*/
UCLASS(Abstract, Blueprintable)
class ZMMO_API UUIUserLobbyScreen_Base : public UUIActivatableScreen_Base
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Zeus|Lobby")
void RequestCharList();
UFUNCTION(BlueprintCallable, Category = "Zeus|Lobby")
void ShowCharSelectPage();
UFUNCTION(BlueprintCallable, Category = "Zeus|Lobby")
void ShowCharCreatePage();
UFUNCTION(BlueprintCallable, Category = "Zeus|Lobby")
void BackToServerSelect();
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Lobby")
TArray<FZMMOCharSummary> Chars;
UFUNCTION(BlueprintImplementableEvent, Category = "Zeus|Lobby")
void OnCharListReceived();
protected:
virtual void NativeOnActivated() override;
virtual void NativeOnDeactivated() override;
UFUNCTION()
void HandleCharRawMessage(int32 Opcode, const TArray<uint8>& Payload);
UFUNCTION()
void HandleCardSelected(FString CharId);
UFUNCTION()
void HandleCardDeleteRequest(FString CharId);
UZeusCharServerSubsystem* GetCharServer() const;
void ParseCharList(const TArray<uint8>& Payload);
void HandleCharSelectOk(const TArray<uint8>& Payload);
void HandleCharSelectReject(const TArray<uint8>& Payload);
void HandleCharCreateOk(const TArray<uint8>& Payload);
void HandleCharCreateReject(const TArray<uint8>& Payload);
void HandleCharDeleteAck(const TArray<uint8>& Payload);
void HandleCharDeleteAcceptAck(const TArray<uint8>& Payload);
void HandleCharDeleteCancelAck(const TArray<uint8>& Payload);
UFUNCTION()
void HandleCardAcceptDeleteRequest(FString CharId);
UFUNCTION()
void HandleCardCancelDeleteRequest(FString CharId);
void SendCharIdOpcode(int32 Opcode, const FString& CharId);
void RebuildCards();
/** Container de cards (ScrollBox/GridPanel/UniformGridPanel). */
UPROPERTY(meta = (BindWidget)) TObjectPtr<UPanelWidget> CardContainer;
/** Switcher entre Lista (0) e Criar (1). */
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UWidgetSwitcher> PageSwitcher;
/** Page de criacao (WBP_CharacterCreate) — opcional, pode estar embedado. */
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UUICharacterCreatePage_Base> CharCreatePage;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UCommonTextBlock> Text_Title;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UCommonTextBlock> Text_WorldName;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UUIButton_Base> Btn_Back;
UPROPERTY(meta = (BindWidgetOptional)) TObjectPtr<UUIButton_Base> Btn_Create;
/** Classe do card a instanciar. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Zeus|Lobby")
TSubclassOf<UUICharCard_Base> CharCardClass;
private:
bool bSubscribed = false;
bool bButtonsBound = false;
UPROPERTY(Transient)
TArray<TObjectPtr<UUICharCard_Base>> SpawnedCards;
};

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@@ -0,0 +1,136 @@
#pragma once
// Helpers de leitura/escrita binarios LE (UTF-8) compartilhados pelas telas
// do FrontEnd (Boot/Login/ServerSelect/Lobby/CharCreate). Funcoes `inline`
// pra evitar ODR violation quando dois .cpp caem no mesmo unity build do
// UBT — definicoes em anonymous namespace cada um colidiam apos a
// reorganizacao automatica de unities.
#include "CoreMinimal.h"
namespace ZMMOWire
{
inline bool ReadU8(const TArray<uint8>& Buf, int32& Pos, uint8& Out)
{
if (Pos + 1 > Buf.Num()) return false;
Out = Buf[Pos];
Pos += 1;
return true;
}
inline bool ReadU16(const TArray<uint8>& Buf, int32& Pos, uint16& Out)
{
if (Pos + 2 > Buf.Num()) return false;
Out = static_cast<uint16>(Buf[Pos]) | (static_cast<uint16>(Buf[Pos + 1]) << 8);
Pos += 2;
return true;
}
inline bool ReadU32(const TArray<uint8>& Buf, int32& Pos, uint32& Out)
{
if (Pos + 4 > Buf.Num()) return false;
Out = static_cast<uint32>(Buf[Pos])
| (static_cast<uint32>(Buf[Pos + 1]) << 8)
| (static_cast<uint32>(Buf[Pos + 2]) << 16)
| (static_cast<uint32>(Buf[Pos + 3]) << 24);
Pos += 4;
return true;
}
inline bool ReadU64(const TArray<uint8>& Buf, int32& Pos, uint64& Out)
{
if (Pos + 8 > Buf.Num()) return false;
Out = 0;
for (int32 i = 0; i < 8; ++i)
{
Out |= (static_cast<uint64>(Buf[Pos + i]) << (8 * i));
}
Pos += 8;
return true;
}
inline bool ReadFloat(const TArray<uint8>& Buf, int32& Pos, float& Out)
{
uint32 Raw = 0;
if (!ReadU32(Buf, Pos, Raw)) return false;
FMemory::Memcpy(&Out, &Raw, sizeof(float));
return true;
}
inline bool ReadStringUtf8(const TArray<uint8>& Buf, int32& Pos, FString& Out)
{
uint16 Len = 0;
if (!ReadU16(Buf, Pos, Len)) return false;
if (Pos + Len > Buf.Num()) return false;
if (Len == 0) { Out.Reset(); return true; }
Out = FString(FUTF8ToTCHAR(reinterpret_cast<const ANSICHAR*>(Buf.GetData() + Pos), Len));
Pos += Len;
return true;
}
/** Le 16 bytes raw e devolve UUID canonico "xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx". */
inline bool ReadUuid16(const TArray<uint8>& Buf, int32& Pos, FString& Out)
{
if (Pos + 16 > Buf.Num()) return false;
auto HexNibble = [](uint8 B, ANSICHAR* Dst)
{
static const ANSICHAR* H = "0123456789abcdef";
Dst[0] = H[(B >> 4) & 0xF];
Dst[1] = H[B & 0xF];
};
ANSICHAR Raw[37]; Raw[36] = 0;
int32 J = 0;
for (int32 I = 0; I < 16; ++I)
{
if (I == 4 || I == 6 || I == 8 || I == 10) Raw[J++] = '-';
HexNibble(Buf[Pos + I], &Raw[J]);
J += 2;
}
Out = ANSI_TO_TCHAR(Raw);
Pos += 16;
return true;
}
inline void WriteUInt8(TArray<uint8>& Buf, uint8 V) { Buf.Add(V); }
inline void WriteUInt16(TArray<uint8>& Buf, uint16 V)
{
Buf.Add(static_cast<uint8>(V & 0xFF));
Buf.Add(static_cast<uint8>((V >> 8) & 0xFF));
}
inline void WriteUInt32(TArray<uint8>& Buf, uint32 V)
{
for (int32 I = 0; I < 4; ++I) Buf.Add(static_cast<uint8>((V >> (8 * I)) & 0xFF));
}
inline void WriteStringUtf8(TArray<uint8>& Buf, const FString& S)
{
FTCHARToUTF8 Conv(*S);
const int32 Len = Conv.Length();
WriteUInt16(Buf, static_cast<uint16>(Len));
Buf.Append(reinterpret_cast<const uint8*>(Conv.Get()), Len);
}
/** Aceita UUID canonico (com hifens) e escreve 16 bytes binarios. */
inline bool WriteUuid16(TArray<uint8>& Buf, const FString& Uuid)
{
FString Hex = Uuid.Replace(TEXT("-"), TEXT(""));
if (Hex.Len() != 32) return false;
auto HexVal = [](TCHAR C) -> int32
{
if (C >= TEXT('0') && C <= TEXT('9')) return C - TEXT('0');
if (C >= TEXT('a') && C <= TEXT('f')) return C - TEXT('a') + 10;
if (C >= TEXT('A') && C <= TEXT('F')) return C - TEXT('A') + 10;
return -1;
};
for (int32 I = 0; I < 16; ++I)
{
const int32 H = HexVal(Hex[I * 2]);
const int32 L = HexVal(Hex[I * 2 + 1]);
if (H < 0 || L < 0) return false;
Buf.Add(static_cast<uint8>((H << 4) | L));
}
return true;
}
}

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@@ -0,0 +1,103 @@
#pragma once
#include "CoreMinimal.h"
#include "ZMMOCharSummary.generated.h"
/** Stats primarios do personagem (espelha `CharStats` em char.types.ts). */
USTRUCT(BlueprintType)
struct FZMMOCharStats
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 Str = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 Agi = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 Vit = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 Int = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 Dex = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 Luk = 1;
};
/** Aparencia (espelha `CharAppearance` em char.types.ts). */
USTRUCT(BlueprintType)
struct FZMMOCharAppearance
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 Hair = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 HairColor = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 SkinColor = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char") int32 BodyType = 0;
};
/**
* Resumo de personagem recebido do CharServer via S_CHAR_LIST.
* Espelha `CharSummary` em `Server/ZeusCharServer/src/types/char.types.ts`.
*/
USTRUCT(BlueprintType)
struct FZMMOCharSummary
{
GENERATED_BODY()
/** charId — BIGINT UNSIGNED no banco; armazenado como FString aqui pra preservar 64 bits. */
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
FString CharId;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
FString WorldId;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 Slot = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
FString Name;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 ClassId = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 BaseLevel = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 BaseExp = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 JobLevel = 1;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 JobExp = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
FZMMOCharStats Stats;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 Hp = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 MaxHp = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 Sp = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 MaxSp = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 Money = 0;
/** ID do mapa (uint16). Resolvido via DT_Maps no cliente. 0 = invalido. */
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int32 MapId = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
FVector Position = FVector::ZeroVector;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
float YawDeg = 0.f;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
FZMMOCharAppearance Appearance;
/** Epoch ms em que o delete vai efetivar. 0 = nao agendado. */
UPROPERTY(BlueprintReadOnly, Category = "Zeus|Char")
int64 DeleteScheduledAtMs = 0;
};

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@@ -0,0 +1,3 @@
#include "ZMMOLoginSaveGame.h"
const FString UZMMOLoginSaveGame::SlotName = TEXT("LoginCache");

View File

@@ -0,0 +1,37 @@
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/SaveGame.h"
#include "ZMMOLoginSaveGame.generated.h"
/**
* Cache local da tela de Login. Persiste APENAS o nome do usuário (texto
* plano — risco zero, é só rótulo) e o estado da checkbox "Lembrar Acesso".
*
* NÃO persistir senha aqui (CWE-256). Quando o auth real (HTTP/JWT) entrar,
* adicionar `FString EncryptedRefreshToken` cifrado via DPAPI
* (CryptProtectData no Windows / equivalente em outras plataformas) — o token
* é opaco e revogável, padrão dominante em jogos comerciais
* (Battle.net/Riot/Epic). Senha em si nunca toca o disco do cliente.
*
* Arquivo: [Project]/Saved/SaveGames/LoginCache_0.sav (binary blob das
* UPROPERTY não-Transient via UE serializer).
*/
UCLASS()
class ZMMO_API UZMMOLoginSaveGame : public USaveGame
{
GENERATED_BODY()
public:
UPROPERTY()
FString SavedUsername;
UPROPERTY()
bool bRememberAccess = false;
/** Slot do arquivo .sav (sem extensão). */
static const FString SlotName;
/** Index de usuário do SO — 0 para single-player local. */
static constexpr int32 UserIndex = 0;
};

View File

@@ -0,0 +1,45 @@
#pragma once
#include "CoreMinimal.h"
#include "ZMMOWorldEntry.generated.h"
/**
* Entrada de mundo (server) recebida do CharServer via S_WORLD_LIST.
* Espelha `WorldRecord` em `Server/ZeusCharServer/src/types/world.types.ts`.
*
* State usa o wire raw (0=Offline, 1=Online, 2=Maintenance — ver
* ZMMOWireWorldState em CharServerOpcodes.h).
*/
USTRUCT(BlueprintType)
struct FZMMOWorldEntry
{
GENERATED_BODY()
UPROPERTY(BlueprintReadOnly, Category = "Zeus|World")
FString WorldId;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|World")
FString WorldName;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|World")
FString Region;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|World")
FString Host;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|World")
int32 Port = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|World")
int32 Capacity = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|World")
int32 Population = 0;
UPROPERTY(BlueprintReadOnly, Category = "Zeus|World")
int32 QueueLen = 0;
/** 0=Offline, 1=Online, 2=Maintenance (vide ZMMOWireWorldState). */
UPROPERTY(BlueprintReadOnly, Category = "Zeus|World")
uint8 State = 0;
};

View File

@@ -33,16 +33,68 @@ namespace
}
}
const FUIStyleButtonVariant& UUIButton_Base::ResolveVariant(const FUIStyleButton& Button) const
FUIStyleButtonVariant UUIButton_Base::ResolveVariant(const FUIStyleButton& Button) const
{
switch (Variant)
// Compõe FLAT a partir dos 3 sub-mapas do tema (Backgrounds/Strokes/Fonts).
// Fallback inline → Defaults (constructor de FUIStyleButton popula
// Primary/Secondary/Danger/Ghost com defaults Aurora Arcana — GC-safe).
static const FUIStyleButton Defaults;
FUIStyleButtonVariant V;
const FUIStyleButtonBackground* BG = Button.Backgrounds.Find(Variant);
if (!BG) { BG = Defaults.Backgrounds.Find(Variant); }
if (!BG) { BG = Defaults.Backgrounds.Find(TEXT("Primary")); }
if (BG)
{
case EUIButtonVariant::Secondary: return Button.Secondary;
case EUIButtonVariant::Danger: return Button.Danger;
case EUIButtonVariant::Ghost: return Button.Ghost;
case EUIButtonVariant::Primary:
default: return Button.Primary;
V.BgNormal = BG->BgNormal;
V.BgHover = BG->BgHover;
V.BgPressed = BG->BgPressed;
V.BgDisabled = BG->BgDisabled;
V.BackgroundTexture = BG->BackgroundTexture;
V.BackgroundMargin = BG->BackgroundMargin;
}
const FUIStyleButtonStroke* ST = Button.Strokes.Find(Variant);
if (!ST) { ST = Defaults.Strokes.Find(Variant); }
if (!ST) { ST = Defaults.Strokes.Find(TEXT("Primary")); }
if (ST)
{
V.BorderNormal = ST->BorderNormal;
V.BorderHover = ST->BorderHover;
V.BorderWidth = ST->BorderWidth;
V.CornerRadius = ST->CornerRadius;
}
const FUIStyleButtonFont* F = Button.Fonts.Find(Variant);
if (!F) { F = Defaults.Fonts.Find(Variant); }
if (!F) { F = Defaults.Fonts.Find(TEXT("Primary")); }
if (F)
{
V.TextColor = F->TextColor;
V.TextStyle = F->TextStyle;
}
return V;
}
TArray<FString> UUIButton_Base::GetVariantOptions() const
{
TArray<FString> Options;
for (const TCHAR* N : { TEXT("Primary"), TEXT("Secondary"), TEXT("Danger"), TEXT("Ghost") })
{
Options.Add(N);
}
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("UIButtonVariantOptions"), false))
{
for (const TPair<FName, FUIStyleButtonBackground>& P : Row->Style.Button.Backgrounds) { Options.AddUnique(P.Key.ToString()); }
for (const TPair<FName, FUIStyleButtonStroke>& P : Row->Style.Button.Strokes) { Options.AddUnique(P.Key.ToString()); }
for (const TPair<FName, FUIStyleButtonFont>& P : Row->Style.Button.Fonts) { Options.AddUnique(P.Key.ToString()); }
}
}
return Options;
}
// ---- Hyper "Set Button Text" ----
@@ -229,17 +281,18 @@ void UUIButton_Base::ApplyVisualState(EUIButtonVisual State)
Brush.TintColor = FSlateColor(Fill);
if (bRoundedBackground)
{
const float R = AS.Button.CornerRadius;
// CornerRadius/BorderWidth agora vêm da variante composta (Stroke).
const float R = V.CornerRadius;
Brush.DrawAs = ESlateBrushDrawType::RoundedBox;
Brush.OutlineSettings = FSlateBrushOutlineSettings(
FVector4(R, R, R, R), FSlateColor(Outline), AS.Button.BorderWidth);
FVector4(R, R, R, R), FSlateColor(Outline), V.BorderWidth);
Brush.OutlineSettings.RoundingType = ESlateBrushRoundingType::FixedRadius;
}
else
{
Brush.DrawAs = ESlateBrushDrawType::Box;
Brush.OutlineSettings = FSlateBrushOutlineSettings(
FVector4(0, 0, 0, 0), FSlateColor(Outline), AS.Button.BorderWidth);
FVector4(0, 0, 0, 0), FSlateColor(Outline), V.BorderWidth);
}
Background->SetBrush(Brush);
}

View File

@@ -42,8 +42,18 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Button")
EUIButtonShape ButtonTypeSelection = EUIButtonShape::Rectangle;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Button")
EUIButtonVariant Variant = EUIButtonVariant::Primary;
/**
* Variante visual do botão (dropdown vem de FUIStyle.Button.Backgrounds/
* Strokes/Fonts no DT_UI_Styles + as 4 clássicas como fallback).
* Data-driven via FName, sem enum fixo (padrão Hyper-style).
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Button",
meta = (GetOptions = "GetVariantOptions"))
FName Variant = TEXT("Primary");
/** Opções do dropdown de Variant (data-driven do DT_UI_Styles). */
UFUNCTION()
TArray<FString> GetVariantOptions() const;
/** Hyper "Transform Policy = To Upper": força o texto em maiúsculas. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Button")
@@ -174,7 +184,7 @@ protected:
meta = (DisplayName = "Apply UI Style"))
void BP_ApplyUIStyle(const FUIStyleButton& Button, const FUIStyleButtonVariant& VariantStyle);
const FUIStyleButtonVariant& ResolveVariant(const FUIStyleButton& Button) const;
FUIStyleButtonVariant ResolveVariant(const FUIStyleButton& Button) const;
// ---- Widgets visuais opcionais (nomes espelham o Hyper) ----
UPROPERTY(meta = (BindWidgetOptional))

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@@ -0,0 +1,216 @@
#include "UICheckBox_Base.h"
#include "ZMMOThemeSubsystem.h"
#include "Engine/GameInstance.h"
#include "Engine/DataTable.h"
#include "Components/CheckBox.h"
#include "CommonTextBlock.h"
#include "UICommonText_Base.h"
#include "UI/UIStyleRow.h"
namespace
{
// Mesmo padrão de UUISpinner_Base: runtime usa o tema ativo; design-time
// carrega a row "Default" de DT_UI_Styles para o Designer ver igual.
FUIStyle ResolveCheckBoxStyle(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("UICheckBoxDesign"), false))
{
DesignStyle = Row->Style;
bHas = true;
}
}
return bHas ? DesignStyle : Fallback;
}
}
TArray<FString> UUICheckBox_Base::GetLabelTextRoleOptions() const
{
return UUICommonText_Base::GetThemeTextRoleOptions();
}
TArray<FString> UUICheckBox_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("UICheckBoxVariantOptions"), false))
{
for (const TPair<FName, FUIStyleCheckBoxFill>& P : Row->Style.CheckBox.Fills) { Options.AddUnique(P.Key.ToString()); }
for (const TPair<FName, FUIStyleCheckBoxStroke>& P : Row->Style.CheckBox.Strokes) { Options.AddUnique(P.Key.ToString()); }
for (const TPair<FName, FUIStyleCheckBoxLayout>& P : Row->Style.CheckBox.Layouts) { Options.AddUnique(P.Key.ToString()); }
}
}
return Options;
}
static FUIStyleCheckBoxVariant ResolveCheckBoxVariant(const FUIStyleCheckBox& C, FName VariantName)
{
static const FUIStyleCheckBox Defaults;
FUIStyleCheckBoxVariant V;
if (const FUIStyleCheckBoxFill* E = C.Fills.Find(VariantName)) { V.Fill = *E; }
else if (const FUIStyleCheckBoxFill* E2 = Defaults.Fills.Find(VariantName)) { V.Fill = *E2; }
else { V.Fill = Defaults.Fills.FindRef(TEXT("Default")); }
if (const FUIStyleCheckBoxStroke* E = C.Strokes.Find(VariantName)) { V.Stroke = *E; }
else if (const FUIStyleCheckBoxStroke* E2 = Defaults.Strokes.Find(VariantName)) { V.Stroke = *E2; }
else { V.Stroke = Defaults.Strokes.FindRef(TEXT("Default")); }
if (const FUIStyleCheckBoxLayout* E = C.Layouts.Find(VariantName)) { V.Layout = *E; }
else if (const FUIStyleCheckBoxLayout* E2 = Defaults.Layouts.Find(VariantName)) { V.Layout = *E2; }
else { V.Layout = Defaults.Layouts.FindRef(TEXT("Default")); }
return V;
}
void UUICheckBox_Base::RefreshUIStyle()
{
const FUIStyle Fallback;
const FUIStyle AS = ResolveCheckBoxStyle(this, Fallback);
const FUIStyleCheckBoxVariant V = ResolveCheckBoxVariant(AS.CheckBox, Variant);
if (Label && !LabelText.IsEmpty())
{
Label->SetText(LabelText);
}
if (UUICommonText_Base* CT = Cast<UUICommonText_Base>(Label))
{
if (CT->TextRole != LabelTextRole)
{
CT->TextRole = LabelTextRole;
}
CT->RefreshUIStyle();
}
if (CheckBox)
{
FCheckBoxStyle S = CheckBox->GetWidgetStyle();
const FVector2D Box(V.Layout.BoxSize, V.Layout.BoxSize);
auto Paint = [&Box](FSlateBrush& Brush, const FLinearColor& Tint)
{
Brush.TintColor = FSlateColor(Tint);
Brush.ImageSize = Box;
};
Paint(S.UncheckedImage, V.Stroke.BorderColor);
Paint(S.UncheckedHoveredImage, V.Fill.HoveredColor);
Paint(S.UncheckedPressedImage, V.Fill.PressedColor);
Paint(S.CheckedImage, V.Fill.BoxColor);
Paint(S.CheckedHoveredImage, V.Fill.HoveredColor);
Paint(S.CheckedPressedImage, V.Fill.PressedColor);
Paint(S.UndeterminedImage, V.Stroke.BorderColor);
Paint(S.UndeterminedHoveredImage, V.Fill.HoveredColor);
Paint(S.UndeterminedPressedImage, V.Fill.PressedColor);
S.ForegroundColor = FSlateColor(V.Fill.CheckColor);
S.BorderBackgroundColor = FSlateColor(V.Fill.DisabledColor);
CheckBox->SetWidgetStyle(S);
}
BP_ApplyCheckBoxStyle(V);
}
bool UUICheckBox_Base::IsChecked() const
{
return CheckBox ? CheckBox->IsChecked() : false;
}
void UUICheckBox_Base::SetIsChecked(bool bInChecked)
{
if (CheckBox)
{
CheckBox->SetIsChecked(bInChecked);
}
}
void UUICheckBox_Base::NativePreConstruct()
{
Super::NativePreConstruct();
RefreshUIStyle();
}
void UUICheckBox_Base::SynchronizeProperties()
{
Super::SynchronizeProperties();
// Live no Designer: edita LabelText/LabelTextRole nos Detalhes e o canvas
// reflete na hora (sem precisar recompilar o WBP).
RefreshUIStyle();
}
void UUICheckBox_Base::NativeConstruct()
{
Super::NativeConstruct();
if (CheckBox && !bCheckBound)
{
CheckBox->OnCheckStateChanged.AddDynamic(this, &UUICheckBox_Base::HandleCheckStateChanged);
bCheckBound = true;
}
if (!bThemeBound)
{
if (const UGameInstance* GI = GetGameInstance())
{
if (UZMMOThemeSubsystem* Theme = GI->GetSubsystem<UZMMOThemeSubsystem>())
{
Theme->OnThemeChanged.AddDynamic(this, &UUICheckBox_Base::HandleThemeChanged);
bThemeBound = true;
}
}
}
RefreshUIStyle();
}
void UUICheckBox_Base::NativeDestruct()
{
if (bCheckBound && CheckBox)
{
CheckBox->OnCheckStateChanged.RemoveDynamic(this, &UUICheckBox_Base::HandleCheckStateChanged);
bCheckBound = false;
}
if (bThemeBound)
{
if (const UGameInstance* GI = GetGameInstance())
{
if (UZMMOThemeSubsystem* Theme = GI->GetSubsystem<UZMMOThemeSubsystem>())
{
Theme->OnThemeChanged.RemoveDynamic(this, &UUICheckBox_Base::HandleThemeChanged);
}
}
bThemeBound = false;
}
Super::NativeDestruct();
}
void UUICheckBox_Base::HandleThemeChanged(FName /*NewThemeId*/)
{
RefreshUIStyle();
}
void UUICheckBox_Base::HandleCheckStateChanged(bool bIsChecked)
{
OnCheckStateChanged.Broadcast(bIsChecked);
}

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#pragma once
#include "CoreMinimal.h"
#include "CommonUserWidget.h"
#include "UI/UIStyleTokens.h"
#include "UICheckBox_Base.generated.h"
class UCheckBox;
class UCommonTextBlock;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FUICheckBoxStateChanged, bool, bIsChecked);
/**
* Checkbox compartilhado do ZMMO — mesmo padrão de UUISpinner_Base /
* UUIPanel_Base. Fundação CommonUI (UCommonUserWidget). Camada Abstract; o
* WBP concreto (UI_CheckBox_Master) herda DIRETO desta classe C++ (UMG não
* encadeia árvores — ARQUITETURA.md §3.3).
*
* Visual data-driven por FUIStyle.CheckBox (UZMMOThemeSubsystem). C++ aplica
* o que dá no UCheckBox; cor/brush finos vão pelo hook BP_ApplyCheckBoxStyle
* (o WBP tinge os brushes do estilo do UCheckBox).
*/
UCLASS(Abstract, Blueprintable)
class ZMMO_API UUICheckBox_Base : public UCommonUserWidget
{
GENERATED_BODY()
public:
/** Re-resolve os tokens do tema ativo e reaplica. */
UFUNCTION(BlueprintCallable, Category = "UI Style")
void RefreshUIStyle();
UFUNCTION(BlueprintPure, Category = "CheckBox")
bool IsChecked() const;
UFUNCTION(BlueprintCallable, Category = "CheckBox")
void SetIsChecked(bool bInChecked);
/** Disparado quando o usuário (ou código) muda o estado da caixa. */
UPROPERTY(BlueprintAssignable, Category = "CheckBox")
FUICheckBoxStateChanged OnCheckStateChanged;
/** Rótulo ao lado da caixa. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "CheckBox")
FText LabelText;
/**
* Categoria tipográfica do rótulo (dropdown vem do DT_UI_Styles).
* Exposto na raiz: dá pra trocar aqui sem selecionar o Label interno.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "CheckBox",
meta = (GetOptions = "GetLabelTextRoleOptions"))
FName LabelTextRole = TEXT("Label");
/** Opções do dropdown de LabelTextRole (data-driven do DT_UI_Styles). */
UFUNCTION()
TArray<FString> GetLabelTextRoleOptions() const;
/**
* Variante visual do checkbox (dropdown vem de FUIStyle.CheckBox.Fills/
* Strokes/Layouts no DT_UI_Styles). Data-driven, sem enum fixo.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "CheckBox",
meta = (GetOptions = "GetVariantOptions"))
FName Variant = TEXT("Default");
UFUNCTION()
TArray<FString> GetVariantOptions() const;
protected:
virtual void NativePreConstruct() override;
virtual void SynchronizeProperties() override;
virtual void NativeConstruct() override;
virtual void NativeDestruct() override;
/** Hook opcional: o WBP aplica cor/brush no estilo do UCheckBox. */
UFUNCTION(BlueprintImplementableEvent, Category = "UI Style",
meta = (DisplayName = "Apply CheckBox Style"))
void BP_ApplyCheckBoxStyle(const FUIStyleCheckBoxVariant& VariantStyle);
/** Caixa de check (nome esperado no WBP: "CheckBox"). */
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UCheckBox> CheckBox;
/** Rótulo opcional ao lado (nome esperado no WBP: "Label"). */
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UCommonTextBlock> Label;
private:
UFUNCTION()
void HandleThemeChanged(FName NewThemeId);
UFUNCTION()
void HandleCheckStateChanged(bool bIsChecked);
bool bThemeBound = false;
bool bCheckBound = false;
};

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#include "UICommonText_Base.h"
#include "ZMMOThemeSubsystem.h"
#include "Engine/GameInstance.h"
#include "Engine/DataTable.h"
#include "Styling/CoreStyle.h"
#include "UI/UIStyleRow.h"
namespace
{
const TCHAR* GStylesDT = TEXT("/Game/ZMMO/Data/UI/DT_UI_Styles.DT_UI_Styles");
// Retorna POR VALOR (cópia fresca): nunca persiste ponteiro de FontObject
// num static não-rastreado por GC (causa AV ao hashear a fonte no preview).
FUIStyle ResolveTextStyle(const UWidget* 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. Local (não-static): a fonte
// fica viva apenas durante o RefreshUIStyle (o UObject UFont é mantido
// pelo DataTable carregado — sem ponteiro pendurado entre frames).
FUIStyle DesignStyle;
bool bHas = false;
if (const UDataTable* DT = LoadObject<UDataTable>(nullptr, GStylesDT))
{
if (const FUIStyleRow* Row = DT->FindRow<FUIStyleRow>(
FName(TEXT("Default")), TEXT("UITextDesign"), false))
{
DesignStyle = Row->Style;
bHas = true;
}
}
return bHas ? DesignStyle : Fallback;
}
// Fallback: categorias clássicas a partir de FUIStyle.Text (já configurado
// com as FF_ fonts no DT) enquanto o mapa TextRoles não for preenchido.
bool LegacyRole(const FUIStyle& AS, FName Role, FSlateFontInfo& OutFont,
FLinearColor& OutColor, bool& bOutUpper)
{
const FUIStyleText& T = AS.Text;
const FUIStylePalette& P = AS.Palette;
const FString R = Role.ToString();
bOutUpper = false;
if (R.Equals(TEXT("Title"), ESearchCase::IgnoreCase)) { OutFont = T.TitleFont; OutColor = P.Text; return true; }
if (R.Equals(TEXT("Section"), ESearchCase::IgnoreCase)) { OutFont = T.SectionFont; OutColor = P.Text; return true; }
if (R.Equals(TEXT("Button"), ESearchCase::IgnoreCase)) { OutFont = T.ButtonFont; OutColor = P.Text; return true; }
if (R.Equals(TEXT("Label"), ESearchCase::IgnoreCase)) { OutFont = T.LabelFont; OutColor = P.Text2; bOutUpper = T.bLabelUppercase; return true; }
if (R.Equals(TEXT("Dim"), ESearchCase::IgnoreCase)) { OutFont = T.BodyFont; OutColor = P.TextDim; return true; }
if (R.Equals(TEXT("Body"), ESearchCase::IgnoreCase)) { OutFont = T.BodyFont; OutColor = P.Text; return true; }
return false;
}
}
void UUICommonText_Base::RefreshUIStyle()
{
const FUIStyle Fallback;
const FUIStyle AS = ResolveTextStyle(this, Fallback);
FSlateFontInfo RoleFont;
FLinearColor RoleColor = AS.Palette.Text;
bool bUpper = false;
// 1) Mapa data-driven (autor define no DT_UI_Styles).
if (const FUITextStyle* E = AS.TextRoles.Find(TextRole))
{
RoleFont = E->Font;
RoleColor = E->Color;
bUpper = E->bUppercase;
}
// 2) Fallback p/ categorias clássicas de FUIStyle.Text.
else if (!LegacyRole(AS, TextRole, RoleFont, RoleColor, bUpper))
{
RoleFont = AS.Text.BodyFont;
RoleColor = AS.Palette.Text;
}
// Nunca deixa sem fonte (evita o "A BASIC LATIN" gigante/quebrado).
if (RoleFont.FontObject == nullptr && RoleFont.CompositeFont == nullptr)
{
RoleFont = FCoreStyle::GetDefaultFontStyle("Regular", 14);
}
SetFont(RoleFont);
SetColorAndOpacity(FSlateColor(RoleColor));
if (bUpper)
{
const FText Cur = GetText();
if (!Cur.IsEmpty())
{
SetText(FText::FromString(Cur.ToString().ToUpper()));
}
}
}
TArray<FString> UUICommonText_Base::GetTextRoleOptions() const
{
return GetThemeTextRoleOptions();
}
TArray<FString> UUICommonText_Base::GetThemeTextRoleOptions()
{
TArray<FString> Options;
// Categorias clássicas sempre disponíveis (fallback garantido).
for (const TCHAR* N : { TEXT("Title"), TEXT("Section"), TEXT("Body"),
TEXT("Button"), TEXT("Label"), TEXT("Dim") })
{
Options.Add(N);
}
// + chaves definidas pelo autor no DT_UI_Styles (data-driven).
if (const UDataTable* DT = LoadObject<UDataTable>(nullptr, GStylesDT))
{
if (const FUIStyleRow* Row = DT->FindRow<FUIStyleRow>(
FName(TEXT("Default")), TEXT("UITextRoleOptions"), false))
{
for (const TPair<FName, FUITextStyle>& Pair : Row->Style.TextRoles)
{
Options.AddUnique(Pair.Key.ToString());
}
}
}
return Options;
}
void UUICommonText_Base::SynchronizeProperties()
{
Super::SynchronizeProperties();
RefreshUIStyle();
}

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#pragma once
#include "CoreMinimal.h"
#include "CommonTextBlock.h"
#include "UICommonText_Base.generated.h"
/**
* Texto compartilhado do ZMMO. Subclasse de UCommonTextBlock (leaf, usado
* direto na árvore). A categoria tipográfica NÃO é um enum fixo: é um nome
* (FName) resolvido contra o mapa FUIStyle.TextRoles do DT_UI_Styles via
* UZMMOThemeSubsystem — o dropdown do Details é populado a partir do DT
* (GetOptions). Data-driven, sem struct/enum pré-definido (pedido do autor).
*
* Fallback: se a chave não existir no mapa, cai nas categorias clássicas de
* FUIStyle.Text (Title/Section/Body/Button/Label/Dim) — assim já renderiza
* com as fontes do tema (FF_Cinzel/FF_Rajdhani) mesmo antes do mapa ser
* preenchido no DT.
*/
UCLASS(Blueprintable)
class ZMMO_API UUICommonText_Base : public UCommonTextBlock
{
GENERATED_BODY()
public:
/**
* Nome da categoria tipográfica (chave de FUIStyle.TextRoles no
* DT_UI_Styles). O dropdown é populado pelo DT — ver GetTextRoleOptions.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UI Style",
meta = (GetOptions = "GetTextRoleOptions"))
FName TextRole = TEXT("Body");
/** Re-resolve o tema ativo e reaplica fonte/cor (chamar em troca de tema). */
UFUNCTION(BlueprintCallable, Category = "UI Style")
void RefreshUIStyle();
/** Opções do dropdown de TextRole — lidas do DT_UI_Styles (data-driven). */
UFUNCTION()
TArray<FString> GetTextRoleOptions() const;
/**
* Mesma lista (clássicas + chaves do DT) reutilizável por outras bases
* que expõem um TextRole na raiz (ex.: UUICheckBox_Base, UUIInput_Base).
*/
static TArray<FString> GetThemeTextRoleOptions();
protected:
virtual void SynchronizeProperties() override;
};

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#include "UIInput_Base.h"
#include "ZMMOThemeSubsystem.h"
#include "Engine/GameInstance.h"
#include "Engine/DataTable.h"
#include "Components/EditableTextBox.h"
#include "Components/SizeBox.h"
#include "Components/Image.h"
#include "Styling/CoreStyle.h"
#include "Styling/SlateBrush.h"
#include "UI/UIStyleRow.h"
namespace
{
// Mesmo helper das outras bases: runtime usa o tema ativo; design-time
// carrega a row "Default" de DT_UI_Styles para o Designer ver igual.
FUIStyle ResolveInputStyle(const UUserWidget* Widget, const FUIStyle& Fallback)
{
if (Widget)
{
if (const UGameInstance* GI = Widget->GetGameInstance())
{
if (const UZMMOThemeSubsystem* Theme = GI->GetSubsystem<UZMMOThemeSubsystem>())
{
return Theme->GetActiveUIStyle();
}
}
}
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("UIInputDesign"), false))
{
DesignStyle = Row->Style;
bHas = true;
}
}
return bHas ? DesignStyle : Fallback;
}
// Pinta um UImage com o FSlateBrush vindo do DT (já tem Image, ImageSize,
// TintColor, DrawAs, Tiling, Margin/9-slice, UV — tudo). Brush vazio
// (sem ResourceObject e DrawAs!=NoDrawType) força Image procedural com
// Tint da própria struct — evita brush nulo que vira magenta.
void PaintImage(UImage* Img, const FSlateBrush& Brush)
{
if (!IsValid(Img)) { return; }
FSlateBrush B = Brush;
if (!B.GetResourceObject() && B.DrawAs != ESlateBrushDrawType::NoDrawType)
{
// Sem textura: pintura procedural (cor sólida).
B.DrawAs = ESlateBrushDrawType::Image;
}
Img->SetBrush(B);
// SetColorAndOpacity = identidade; cor já vem do Brush.TintColor.
Img->SetColorAndOpacity(FLinearColor::White);
}
}
TArray<FString> UUIInput_Base::CollectVariantOptions()
{
TArray<FString> Options;
for (const TCHAR* N : { TEXT("Box"), TEXT("Outline"), TEXT("Underline"), TEXT("Search") })
{
Options.Add(N);
}
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("UIInputVariantOptions"), false))
{
for (const TPair<FName, FUIStyleInputBackground>& P : Row->Style.Input.Backgrounds) { Options.AddUnique(P.Key.ToString()); }
for (const TPair<FName, FUIStyleInputStroke>& P : Row->Style.Input.Strokes) { Options.AddUnique(P.Key.ToString()); }
for (const TPair<FName, FUIStyleInputTypography>& P : Row->Style.Input.Typography) { Options.AddUnique(P.Key.ToString()); }
}
}
return Options;
}
TArray<FString> UUIInput_Base::GetVariantOptions() const
{
return CollectVariantOptions();
}
FUIStyleInputVariant UUIInput_Base::ResolveVariant(const FUIStyleInput& I) const
{
// Padrão multi-map (Hyper-style): compõe a variante buscando o nome
// (Variant FName) em CADA sub-mapa independente. Se um sub-mapa não
// tiver a chave, cai nos Defaults inline (sempre GC-safe — só
// cores/floats no constructor de FUIStyleInput).
static const FUIStyleInput Defaults;
FUIStyleInputVariant V;
if (const FUIStyleInputBackground* E = I.Backgrounds.Find(Variant)) { V.Background = *E; }
else if (const FUIStyleInputBackground* E2 = Defaults.Backgrounds.Find(Variant)) { V.Background = *E2; }
else { V.Background = Defaults.Backgrounds.FindRef(TEXT("Box")); }
if (const FUIStyleInputStroke* E = I.Strokes.Find(Variant)) { V.Stroke = *E; }
else if (const FUIStyleInputStroke* E2 = Defaults.Strokes.Find(Variant)) { V.Stroke = *E2; }
else { V.Stroke = Defaults.Strokes.FindRef(TEXT("Box")); }
if (const FUIStyleInputTypography* E = I.Typography.Find(Variant)) { V.Typography = *E; }
else if (const FUIStyleInputTypography* E2 = Defaults.Typography.Find(Variant)) { V.Typography = *E2; }
else { V.Typography = Defaults.Typography.FindRef(TEXT("Box")); }
return V;
}
void UUIInput_Base::ApplyStyle(const FUIStyleInputVariant& V, float InPadding,
const FSlateFontInfo& ThemeFont, float FontSizePx)
{
// Background e Stroke (UImages) — seguro em design-time e runtime.
if (IsValid(Background))
{
PaintImage(Background, V.Background.Brush);
}
if (IsValid(Stroke))
{
PaintImage(Stroke, V.Stroke.Brush);
}
if (!IsValid(Input))
{
return;
}
// IMPORTANTE: NÃO mexer no UEditableTextBox em design-time. Qualquer
// chamada (SetForegroundColor / SetIsPassword / SetHintText / SetWidgetStyle)
// dispara SEditableText::SynchronizeTextStyle → DetermineFont via FAttribute
// delegate dangling → crash de "FSlateFontInfo::FSlateFontInfo() reading
// 0xff..." nesta build da engine. Em design-time só pintamos Background/
// Stroke (UImages, path estável). Preview do HintText/Password só em PIE.
if (IsDesignTime())
{
return;
}
// SÓ chamadas pontuais — NÃO chamar SetWidgetStyle (copia FEditableTextBoxStyle
// inteiro incluindo TextStyle.Font). DetermineFont callback durante Prepass
// do Slate dereferencia FSlateFontInfo dangling se a Font veio do DT com
// FontObject UObject que ficou em estado intermediário → crash em
// FSlateFontInfo::FSlateFontInfo() durante SEditableText::SynchronizeTextStyle.
// Background brushes do EditableTextBox: configurar transparente direto no
// asset UI_Input_Master no Designer (one-time setup) — o Background/Stroke
// (UImages) atrás do EditableTextBox é quem pinta o visual via DT.
Input->SetForegroundColor(V.Typography.TextColor);
Input->SetIsPassword(bIsPassword);
if (!HintText.IsEmpty())
{
Input->SetHintText(HintText);
}
// Suprime warnings de parâmetros não usados (assinatura mantida pra
// compatibilidade — InPadding/ThemeFont/FontSizePx podem ser usados
// futuramente quando o caminho de SetWidgetStyle for re-habilitado de
// forma segura).
(void)InPadding;
(void)ThemeFont;
(void)FontSizePx;
}
void UUIInput_Base::RefreshUIStyle()
{
const FUIStyle Fallback;
const FUIStyle AS = ResolveInputStyle(this, Fallback);
const FUIStyleInput& I = AS.Input;
const FUIStyleInputVariant V = ResolveVariant(I);
// Tamanho via Width/Height Override (mais agressivo que MinDesired — força
// tamanho exato). Resolução em 3 camadas:
// 1. PreferredWidth/Height UPROPERTY > 0 → override explícito (designer)
// 2. User mexeu DIRETO no Size_Root.WidthOverride (Designer) → preserva
// 3. Senão → aplica do DT (I.MinWidth/MinHeight)
if (IsValid(Size_Root))
{
auto ApplyDimension = [](USizeBox* Box, bool bIsWidth, float PreferredVal,
float ThemeVal, float& LastThemeApplied)
{
const bool bHasManualFlag = bIsWidth ? Box->IsWidthOverride() : Box->IsHeightOverride();
const float CurrentVal = bIsWidth ? Box->GetWidthOverride() : Box->GetHeightOverride();
auto Setter = [Box, bIsWidth](float V)
{
if (bIsWidth) { Box->SetWidthOverride(V); }
else { Box->SetHeightOverride(V); }
};
if (PreferredVal > 0.f)
{
// (1) Override explícito via UPROPERTY.
Setter(PreferredVal);
LastThemeApplied = -1.f; // user controla via UPROPERTY a partir daqui
}
else if (bHasManualFlag && LastThemeApplied >= 0.f && CurrentVal != LastThemeApplied)
{
// (2) User editou direto no SizeBox no Designer — preserva.
}
else if (bHasManualFlag && LastThemeApplied < 0.f)
{
// (2b) Flag manual ativo mas C++ nunca aplicou nesta instância
// (fresh load): assume que é override do user no asset — preserva.
}
else
{
// (3) Aplica do DT e marca como "C++ aplicou".
Setter(ThemeVal);
LastThemeApplied = ThemeVal;
}
};
ApplyDimension(Size_Root, /*bIsWidth=*/true, PreferredWidth, I.MinWidth, LastThemeWidthApplied);
ApplyDimension(Size_Root, /*bIsWidth=*/false, PreferredHeight, I.MinHeight, LastThemeHeightApplied);
}
// Size: 0 na instância → usa V.Typography.Size (do DT da variante).
const float ChosenSize = (FontSize > 0.f) ? FontSize : V.Typography.Size;
// Font: V.Typography.FontOverride se válida; senão FUIStyle.Text.BodyFont.
const FSlateFontInfo& ThemeFont = V.Typography.FontOverride.HasValidFont()
? V.Typography.FontOverride : AS.Text.BodyFont;
ApplyStyle(V, I.Padding, ThemeFont, ChosenSize);
BP_ApplyInputStyle(I);
}
FText UUIInput_Base::GetText() const
{
return IsValid(Input) ? Input->GetText() : FText::GetEmpty();
}
void UUIInput_Base::SetText(FText InText)
{
if (IsValid(Input))
{
Input->SetText(InText);
}
}
void UUIInput_Base::SetHintTextRuntime(FText InHint)
{
HintText = InHint;
if (IsValid(Input)) { Input->SetHintText(InHint); }
}
void UUIInput_Base::SetIsPasswordRuntime(bool bInIsPassword)
{
bIsPassword = bInIsPassword;
if (IsValid(Input)) { Input->SetIsPassword(bInIsPassword); }
}
void UUIInput_Base::NativePreConstruct()
{
Super::NativePreConstruct();
RefreshUIStyle();
}
void UUIInput_Base::SynchronizeProperties()
{
Super::SynchronizeProperties();
RefreshUIStyle();
}
void UUIInput_Base::NativeConstruct()
{
Super::NativeConstruct();
if (!bInputBound && IsValid(Input))
{
Input->OnTextChanged.AddDynamic(this, &UUIInput_Base::HandleTextChanged);
Input->OnTextCommitted.AddDynamic(this, &UUIInput_Base::HandleTextCommitted);
bInputBound = true;
}
if (!bThemeBound)
{
if (const UGameInstance* GI = GetGameInstance())
{
if (UZMMOThemeSubsystem* Theme = GI->GetSubsystem<UZMMOThemeSubsystem>())
{
Theme->OnThemeChanged.AddDynamic(this, &UUIInput_Base::HandleThemeChanged);
bThemeBound = true;
}
}
}
RefreshUIStyle();
}
void UUIInput_Base::NativeDestruct()
{
if (bInputBound && IsValid(Input))
{
Input->OnTextChanged.RemoveDynamic(this, &UUIInput_Base::HandleTextChanged);
Input->OnTextCommitted.RemoveDynamic(this, &UUIInput_Base::HandleTextCommitted);
bInputBound = false;
}
if (bThemeBound)
{
if (const UGameInstance* GI = GetGameInstance())
{
if (UZMMOThemeSubsystem* Theme = GI->GetSubsystem<UZMMOThemeSubsystem>())
{
Theme->OnThemeChanged.RemoveDynamic(this, &UUIInput_Base::HandleThemeChanged);
}
}
bThemeBound = false;
}
Super::NativeDestruct();
}
void UUIInput_Base::HandleThemeChanged(FName /*NewThemeId*/)
{
RefreshUIStyle();
}
void UUIInput_Base::HandleTextChanged(const FText& Text)
{
OnTextChanged.Broadcast(Text);
}
void UUIInput_Base::HandleTextCommitted(const FText& Text, ETextCommit::Type CommitMethod)
{
OnTextCommitted.Broadcast(Text, CommitMethod);
}

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@@ -0,0 +1,156 @@
#pragma once
#include "CoreMinimal.h"
#include "CommonUserWidget.h"
#include "UI/UIStyleTokens.h"
#include "UI/UIStyleTypes.h"
#include "UIInput_Base.generated.h"
class UEditableTextBox;
class USizeBox;
class UImage;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FUIInputTextChanged, const FText&, Text);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FUIInputTextCommitted, const FText&, Text, ETextCommit::Type, CommitMethod);
/**
* Campo de texto SÓ-INPUT (sem label). Padrão visual inspirado no UI_Search do
* Hyper: SizeBox raiz → Overlay → Background (UImage) + Stroke (UImage) +
* Input (UEditableTextBox). Os UImages recebem a aparência (cor ou textura
* 9-slice via DT_UI_Styles); o EditableTextBox fica transparente e só
* recebe fonte/cor de texto — assim a cor magenta default (brush vazio) é
* eliminada.
*
* Variantes visuais são data-driven via FUIStyle.Input (Backgrounds/Strokes/
* Typography) — chave FName (Box/Outline/Underline/Search/custom). Para
* compor com rótulo + layout (Stacked/Inline), use UUILabel_Base.
*/
UCLASS(Abstract, Blueprintable)
class ZMMO_API UUIInput_Base : public UCommonUserWidget
{
GENERATED_BODY()
public:
/** Re-resolve os tokens do tema ativo e reaplica. */
UFUNCTION(BlueprintCallable, Category = "UI Style")
void RefreshUIStyle();
UFUNCTION(BlueprintPure, Category = "Input")
FText GetText() const;
UFUNCTION(BlueprintCallable, Category = "Input")
void SetText(FText InText);
UFUNCTION(BlueprintCallable, Category = "Input")
void SetHintTextRuntime(FText InHint);
UFUNCTION(BlueprintCallable, Category = "Input")
void SetIsPasswordRuntime(bool bInIsPassword);
UPROPERTY(BlueprintAssignable, Category = "Input")
FUIInputTextChanged OnTextChanged;
UPROPERTY(BlueprintAssignable, Category = "Input")
FUIInputTextCommitted OnTextCommitted;
/**
* Tamanho da fonte do campo. 0 = usa o padrão do DT_UI_Styles
* (FUIStyleInputTypography.Size). > 0 = sobrescreve aqui no Designer.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input", meta = (ClampMin = "0"))
float FontSize = 0.f;
/** Placeholder exibido quando vazio. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input")
FText HintText;
/**
* Variante visual do input (dropdown vem de FUIStyle.Input.Variants no
* DT_UI_Styles + as 4 clássicas como fallback). Data-driven, sem enum.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input",
meta = (GetOptions = "GetVariantOptions"))
FName Variant = TEXT("Box");
/** Opções do dropdown de Variant (data-driven do DT_UI_Styles). */
UFUNCTION()
TArray<FString> GetVariantOptions() const;
/** Helper compartilhado p/ UUILabel_Base (mesma lista de variantes). */
static TArray<FString> CollectVariantOptions();
/**
* Largura preferida do campo (px). 0 = usa o padrão do DT
* (FUIStyle.Input.MinWidth). > 0 = sobrescreve aqui no Designer.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input|Size", meta = (ClampMin = "0"))
float PreferredWidth = 0.f;
/**
* Altura preferida do campo (px). 0 = usa o padrão do DT
* (FUIStyle.Input.MinHeight). > 0 = sobrescreve aqui no Designer.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input|Size", meta = (ClampMin = "0"))
float PreferredHeight = 0.f;
/** Campo de senha (oculta os caracteres). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input")
bool bIsPassword = false;
protected:
virtual void NativePreConstruct() override;
virtual void NativeConstruct() override;
virtual void NativeDestruct() override;
virtual void SynchronizeProperties() override;
/** Hook opcional: o WBP pode refinar além do que o C++ aplica. */
UFUNCTION(BlueprintImplementableEvent, Category = "UI Style",
meta = (DisplayName = "Apply Input Style"))
void BP_ApplyInputStyle(const FUIStyleInput& InputStyle);
// SizeBox raiz (controla PreferredWidth/MinHeight). Opcional: se o WBP
// não tiver, fallback fica ileso (sem set de tamanho).
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<USizeBox> Size_Root;
// Background pintável (cor + textura 9-slice opcional).
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UImage> Background;
// Stroke / borda (cor + textura 9-slice opcional via FUIStyleInputStroke).
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UImage> Stroke;
// Campo de texto cru. Fica transparente — Background/Stroke pintam atrás.
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UEditableTextBox> Input;
private:
FUIStyleInputVariant ResolveVariant(const FUIStyleInput& I) const;
void ApplyStyle(const FUIStyleInputVariant& V, float InPadding,
const FSlateFontInfo& ThemeFont, float FontSizePx);
UFUNCTION()
void HandleThemeChanged(FName NewThemeId);
UFUNCTION()
void HandleTextChanged(const FText& Text);
UFUNCTION()
void HandleTextCommitted(const FText& Text, ETextCommit::Type CommitMethod);
bool bThemeBound = false;
bool bInputBound = false;
/**
* Último valor que o C++ aplicou no Size_Root->WidthOverride a partir do
* tema. Se o valor atual do SizeBox for diferente, presume-se que o user
* editou manualmente (no Designer) — C++ deixa intacto. -1 = não aplicado
* (próxima chamada aplica do tema).
*/
UPROPERTY(Transient)
float LastThemeWidthApplied = -1.f;
UPROPERTY(Transient)
float LastThemeHeightApplied = -1.f;
};

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@@ -0,0 +1,181 @@
#include "UILabel_Base.h"
#include "UIInput_Base.h"
#include "UICommonText_Base.h"
#include "Components/VerticalBox.h"
#include "Components/HorizontalBox.h"
#include "CommonTextBlock.h"
UUIInput_Base* UUILabel_Base::ActiveInput() const
{
if (LabelLayout == EUIInputLabelLayout::Inline)
{
return IsValid(Input_Inline) ? Input_Inline : Input_Stacked;
}
return IsValid(Input_Stacked) ? Input_Stacked : Input_Inline;
}
void UUILabel_Base::ApplyLayout()
{
// Só alterna VISIBILIDADE (nunca muta a árvore — isso crasha em
// construção/thumbnail do editor).
const bool bInline = (LabelLayout == EUIInputLabelLayout::Inline);
if (IsValid(Box_Stacked))
{
Box_Stacked->SetVisibility(bInline
? ESlateVisibility::Collapsed : ESlateVisibility::SelfHitTestInvisible);
}
if (IsValid(Row_Inline))
{
Row_Inline->SetVisibility(bInline
? ESlateVisibility::SelfHitTestInvisible : ESlateVisibility::Collapsed);
}
}
void UUILabel_Base::PropagateInputProps()
{
auto Apply = [this](UUIInput_Base* In)
{
if (!IsValid(In)) { return; }
// Variant: controle de aparência do UILabel_Base — sempre propaga.
In->Variant = Variant;
// bIsPassword: sempre propaga (controle explícito).
In->bIsPassword = bIsPassword;
// Overrides "0/vazio = passthrough": só sobrescreve se o UILabel_Base
// definiu valor explícito; assim o user pode setar PreferredWidth/Height,
// FontSize, HintText DIRETO no UI_Input_Master filho e o pai não zera.
if (FontSize > 0.f) { In->FontSize = FontSize; }
if (!HintText.IsEmpty()) { In->HintText = HintText; }
if (PreferredWidth > 0.f) { In->PreferredWidth = PreferredWidth; }
if (PreferredHeight > 0.f) { In->PreferredHeight = PreferredHeight; }
In->RefreshUIStyle();
};
Apply(Input_Stacked);
Apply(Input_Inline);
}
TArray<FString> UUILabel_Base::GetVariantOptions() const
{
return UUIInput_Base::CollectVariantOptions();
}
TArray<FString> UUILabel_Base::GetLabelTextRoleOptions() const
{
return UUICommonText_Base::GetThemeTextRoleOptions();
}
void UUILabel_Base::RefreshUIStyle()
{
auto SetupLabel = [this](UCommonTextBlock* L)
{
if (!L) { return; }
if (!LabelText.IsEmpty()) { L->SetText(LabelText); }
if (UUICommonText_Base* CT = Cast<UUICommonText_Base>(L))
{
if (CT->TextRole != LabelTextRole) { CT->TextRole = LabelTextRole; }
CT->RefreshUIStyle();
}
};
SetupLabel(Label_Stacked);
SetupLabel(Label_Inline);
PropagateInputProps();
}
FText UUILabel_Base::GetText() const
{
const UUIInput_Base* In = ActiveInput();
return In ? In->GetText() : FText::GetEmpty();
}
void UUILabel_Base::SetText(FText InText)
{
if (UUIInput_Base* In = ActiveInput())
{
In->SetText(InText);
}
}
void UUILabel_Base::SetHintTextRuntime(FText InHint)
{
HintText = InHint;
if (IsValid(Input_Stacked)) { Input_Stacked->SetHintTextRuntime(InHint); }
if (IsValid(Input_Inline)) { Input_Inline->SetHintTextRuntime(InHint); }
}
void UUILabel_Base::SetIsPasswordRuntime(bool bInIsPassword)
{
bIsPassword = bInIsPassword;
if (IsValid(Input_Stacked)) { Input_Stacked->SetIsPasswordRuntime(bInIsPassword); }
if (IsValid(Input_Inline)) { Input_Inline->SetIsPasswordRuntime(bInIsPassword); }
}
void UUILabel_Base::BindInputDelegates()
{
if (bInputBound) { return; }
if (IsValid(Input_Stacked))
{
Input_Stacked->OnTextChanged.AddDynamic(this, &UUILabel_Base::HandleChildTextChanged);
Input_Stacked->OnTextCommitted.AddDynamic(this, &UUILabel_Base::HandleChildTextCommitted);
}
if (IsValid(Input_Inline))
{
Input_Inline->OnTextChanged.AddDynamic(this, &UUILabel_Base::HandleChildTextChanged);
Input_Inline->OnTextCommitted.AddDynamic(this, &UUILabel_Base::HandleChildTextCommitted);
}
bInputBound = true;
}
void UUILabel_Base::UnbindInputDelegates()
{
if (!bInputBound) { return; }
if (IsValid(Input_Stacked))
{
Input_Stacked->OnTextChanged.RemoveDynamic(this, &UUILabel_Base::HandleChildTextChanged);
Input_Stacked->OnTextCommitted.RemoveDynamic(this, &UUILabel_Base::HandleChildTextCommitted);
}
if (IsValid(Input_Inline))
{
Input_Inline->OnTextChanged.RemoveDynamic(this, &UUILabel_Base::HandleChildTextChanged);
Input_Inline->OnTextCommitted.RemoveDynamic(this, &UUILabel_Base::HandleChildTextCommitted);
}
bInputBound = false;
}
void UUILabel_Base::HandleChildTextChanged(const FText& Text)
{
OnTextChanged.Broadcast(Text);
}
void UUILabel_Base::HandleChildTextCommitted(const FText& Text, ETextCommit::Type CommitMethod)
{
OnTextCommitted.Broadcast(Text, CommitMethod);
}
void UUILabel_Base::NativePreConstruct()
{
Super::NativePreConstruct();
ApplyLayout();
RefreshUIStyle();
}
void UUILabel_Base::SynchronizeProperties()
{
Super::SynchronizeProperties();
ApplyLayout();
RefreshUIStyle();
}
void UUILabel_Base::NativeConstruct()
{
Super::NativeConstruct();
BindInputDelegates();
ApplyLayout();
RefreshUIStyle();
}
void UUILabel_Base::NativeDestruct()
{
UnbindInputDelegates();
Super::NativeDestruct();
}

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@@ -0,0 +1,131 @@
#pragma once
#include "CoreMinimal.h"
#include "CommonUserWidget.h"
#include "UI/UIStyleTokens.h"
#include "UI/UIStyleTypes.h"
#include "UILabel_Base.generated.h"
class UUIInput_Base;
class UCommonTextBlock;
class UVerticalBox;
class UHorizontalBox;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FUILabelTextChanged, const FText&, Text);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FUILabelTextCommitted, const FText&, Text, ETextCommit::Type, CommitMethod);
/**
* Composição "label + input" — dois arranjos pré-montados (Box_Stacked,
* Row_Inline) onde cada Input_* é uma instância concreta de UI_Input_Master
* (UUIInput_Base). Alterna VISIBILIDADE entre layouts (Stacked vs Inline);
* nunca muta a árvore (mutar em construção/thumbnail crasha o editor).
*
* Encaminha a API de texto pro input ativo. Variant/HintText/FontSize/
* PreferredWidth/bIsPassword são propagados pros DOIS filhos (preview
* correto em qualquer LabelLayout).
*/
UCLASS(Abstract, Blueprintable)
class ZMMO_API UUILabel_Base : public UCommonUserWidget
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "UI Style")
void RefreshUIStyle();
UFUNCTION(BlueprintPure, Category = "Input")
FText GetText() const;
UFUNCTION(BlueprintCallable, Category = "Input")
void SetText(FText InText);
UFUNCTION(BlueprintCallable, Category = "Input")
void SetHintTextRuntime(FText InHint);
UFUNCTION(BlueprintCallable, Category = "Input")
void SetIsPasswordRuntime(bool bInIsPassword);
UPROPERTY(BlueprintAssignable, Category = "Input")
FUILabelTextChanged OnTextChanged;
UPROPERTY(BlueprintAssignable, Category = "Input")
FUILabelTextCommitted OnTextCommitted;
// ---- Rótulo ----
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Label")
FText LabelText;
/** Categoria tipográfica do rótulo (dropdown vem do DT_UI_Styles). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Label",
meta = (GetOptions = "GetLabelTextRoleOptions"))
FName LabelTextRole = TEXT("Label");
UFUNCTION()
TArray<FString> GetLabelTextRoleOptions() const;
/** Posição do rótulo (label acima x label à esquerda). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Label")
EUIInputLabelLayout LabelLayout = EUIInputLabelLayout::Stacked;
// ---- Encaminhado pro input ----
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input",
meta = (GetOptions = "GetVariantOptions"))
FName Variant = TEXT("Box");
UFUNCTION()
TArray<FString> GetVariantOptions() const;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input")
FText HintText;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input", meta = (ClampMin = "0"))
float FontSize = 0.f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input|Size", meta = (ClampMin = "0"))
float PreferredWidth = 0.f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input|Size", meta = (ClampMin = "0"))
float PreferredHeight = 0.f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Input")
bool bIsPassword = false;
protected:
virtual void NativePreConstruct() override;
virtual void NativeConstruct() override;
virtual void NativeDestruct() override;
virtual void SynchronizeProperties() override;
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UVerticalBox> Box_Stacked;
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UHorizontalBox> Row_Inline;
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UCommonTextBlock> Label_Stacked;
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UUIInput_Base> Input_Stacked;
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UCommonTextBlock> Label_Inline;
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UUIInput_Base> Input_Inline;
private:
UUIInput_Base* ActiveInput() const;
void ApplyLayout();
void PropagateInputProps();
void BindInputDelegates();
void UnbindInputDelegates();
UFUNCTION()
void HandleChildTextChanged(const FText& Text);
UFUNCTION()
void HandleChildTextCommitted(const FText& Text, ETextCommit::Type CommitMethod);
bool bInputBound = false;
};

View File

@@ -9,7 +9,7 @@
namespace
{
const FUIStyle& ResolvePanelStyle(const UUserWidget* Widget, const FUIStyle& Fallback)
FUIStyle ResolvePanelStyle(const UUserWidget* Widget, const FUIStyle& Fallback)
{
if (Widget)
{
@@ -24,22 +24,21 @@ namespace
// Design-time (sem GameInstance/subsystem): carrega o DT_UI_Styles
// direto e usa a row "Default", para o Designer pintar/mostrar os
// brushes igual ao runtime (caso contrário FUIStyle vem vazio).
static FUIStyle DesignStyle;
static bool bDesignLoaded = false;
if (!bDesignLoaded)
// 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 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("UIPanelDesign"), false))
{
if (const FUIStyleRow* Row = DT->FindRow<FUIStyleRow>(
FName(TEXT("Default")), TEXT("UIPanelDesign"), false))
{
DesignStyle = Row->Style;
bDesignLoaded = true;
}
DesignStyle = Row->Style;
bHas = true;
}
}
return bDesignLoaded ? DesignStyle : Fallback;
return bHas ? DesignStyle : Fallback;
}
}
@@ -50,7 +49,7 @@ void UUIPanel_Base::RefreshUIStyle()
return;
}
const FUIStyle Fallback;
const FUIStyle& AS = ResolvePanelStyle(this, Fallback);
const FUIStyle AS = ResolvePanelStyle(this, Fallback);
const FUIStylePanel& P = AS.Panel;
// ---- Modo TEXTURA (padrão Hyper): brush por EUIPanelTexture ----

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@@ -0,0 +1,135 @@
#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();
}

View File

@@ -0,0 +1,60 @@
#pragma once
#include "CoreMinimal.h"
#include "CommonUserWidget.h"
#include "UI/UIStyleTokens.h"
#include "UISpinner_Base.generated.h"
class UCircularThrobber;
/**
* Spinner/throbber indeterminado do ZMMO — mesmo padrão de UUIPanel_Base.
* Fundação CommonUI (UCommonUserWidget). Camada Abstract; o WBP concreto
* (UI_Spinner_Master) herda DIRETO desta classe C++ (UMG não encadeia
* árvores — ARQUITETURA.md §3.3).
*
* Visual data-driven por FUIStyle.Spinner (UZMMOThemeSubsystem). C++ aplica
* NumberOfPieces/Period/Radius no UCircularThrobber; cor/brush vão pelo hook
* BP_ApplySpinnerStyle (o WBP tinge a imagem do throbber).
*/
UCLASS(Abstract, Blueprintable)
class ZMMO_API UUISpinner_Base : public UCommonUserWidget
{
GENERATED_BODY()
public:
/** Re-resolve os tokens do tema ativo e reaplica no throbber. */
UFUNCTION(BlueprintCallable, Category = "UI Style")
void RefreshUIStyle();
/**
* Variante visual do spinner (dropdown vem de FUIStyle.Spinner.Colors/
* Layouts no DT_UI_Styles). Data-driven, sem enum fixo.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spinner",
meta = (GetOptions = "GetVariantOptions"))
FName Variant = TEXT("Default");
UFUNCTION()
TArray<FString> GetVariantOptions() const;
protected:
virtual void NativePreConstruct() override;
virtual void NativeConstruct() override;
virtual void NativeDestruct() override;
/** Hook opcional: o WBP aplica cor/brush do spinner (variante composta). */
UFUNCTION(BlueprintImplementableEvent, Category = "UI Style",
meta = (DisplayName = "Apply Spinner Style"))
void BP_ApplySpinnerStyle(const FUIStyleSpinnerVariant& VariantStyle);
/** Throbber circular (nome esperado no WBP: "Throbber"). */
UPROPERTY(meta = (BindWidgetOptional))
TObjectPtr<UCircularThrobber> Throbber;
private:
UFUNCTION()
void HandleThemeChanged(FName NewThemeId);
bool bThemeBound = false;
};

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@@ -27,6 +27,13 @@ void UZMMOThemeSubsystem::Initialize(FSubsystemCollectionBase& Collection)
}
ResolveActiveTheme();
// Garantia: se ResolveActiveTheme não disparou ResolveActiveUIStyle (porque
// ActiveTheme não mudou — caso comum quando DefaultTheme é nullptr e nada
// resolveu), força a carga do DT_UI_Styles agora para não deixar
// ActiveUIStyle como FUIStyle() default (brushes vazios → nada renderiza
// em runtime). O fallback interno acha a linha "Default" do DT.
ResolveActiveUIStyle(ActiveThemeId);
}
void UZMMOThemeSubsystem::Deinitialize()