Commit Graph

13 Commits

Author SHA1 Message Date
78f2dd4144 test(ui): salva BP_TestUIHUD religado (BeginPlay->Create UI_Test_Panel->AddToViewport)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 00:39:02 -03:00
1d363caa96 test(ui): UI_Test_Panel mock de conteudo (SizeBox [ ][ ]/[ ]) + HUD repontado
Layout: Row1 = CellA/CellB (SizeBox 380x240, Overlay = UI_Panel_Master + botoes por cima); CellWide (SizeBox 780x180, painel Secondary + 3 botoes). PanelB=Card, PanelWide=Secondary. BP_TestUIHUD religado (BeginPlay->Create(UI_Test_Panel)->AddToViewport via GetOwningPlayerController). Layout e mock grosseiro (limite do MCP p/ slots) - ajuste fino no Designer.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 00:38:44 -03:00
c6b0be92cc feat(ui): WBP UI_Panel_Master (parent UUIPanel_Base) Background->Content(NamedSlot)
Padrao replicado p/ 2a familia: C++ Abstract (UUIPanel_Base) -> WBP concreto. Arvore: Background(Border) -> Content(NamedSlot) via set_widget_tree; binds casam (Background/Content). Compila 0 erros, parent UUIPanel_Base. Designers injetam conteudo no NamedSlot Content; visual data-driven por FUIStyle.Panel/PanelType.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 00:29:17 -03:00
f77223cfdb test(ui): setup PIE autocontido p/ UI_Test_Buttons (HUD+PC+GameMode+mapa)
BP_TestUIHUD: BeginPlay -> CreateWidget(UI_Test_Buttons, ctx/owner=GetOwningPlayerController) -> AddToViewport. BP_TestPC: bShowMouseCursor + click/mouseover events (p/ Hover/Pressed). GM_BP_TestGM: HUDClass=BP_TestUIHUD, PlayerControllerClass=BP_TestPC. L_Test_UI (Content/ZMMO/Debug/Maps): basic level com GameMode override = GM_BP_TestGM. Abrir L_Test_UI e dar Play exibe os botoes e permite testar estados. PIE confirmou HUD spawnado.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 00:22:27 -03:00
1ca546c9e9 test(ui): UI_Test_Buttons (variantes/estados/alinhamento) para smoke test
WBP em /Game/ZMMO/UI/Debug com 6 UI_Button_Master: Primary, Secondary, Danger, Ghost (so borda), Disabled (bIsEnabled=false), AlignLeft+Square (TextAlign=Left, bRoundedBackground=false). Compila 0 erros. Use o botao Play do WBP / PIE p/ exercitar Hover/Pressed/Disabled.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 00:12:32 -03:00
2da2bc7101 feat(ui): UI_Button_Master tree com widget Background (rename de Bg) + CDO
set_widget_tree renomeia o Border Bg->Background (casa o BindWidgetOptional novo); CDO reaplicado (Style=BSB_Button_Transparent_C, ButtonTextValue, bRoundedBackground=true). Compila 0 erros.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 23:55:07 -03:00
98aaac57aa feat(ui): text style CommonTextStyle por variante + reorg assets CommonUI/Style
- BST_Button (UCommonTextStyle, Rajdhani Bold 15) + BSB_Button_Transparent (UCommonButtonStyle) movidos p/ Content/ZMMO/UI/CommonUI/Style/{Text,Button}/ (espelha Hyper). - UI_Button_Master: arvore CommonTextBlock dentro de TextScaleBox (auto-size) via set_widget_tree; Style->BSB_Button_Transparent_C. - DT_UI_Styles linha Default: Style.Button.<variante>.TextStyle -> BST_Button_C (por variante). - ARQUITETURA.md: prefixos BSB_/BST_ (§3.2) + pasta UI/CommonUI/Style + UI/Shared + UI/Fonts (§2.1). Pipeline conferido via read_data_table (4 variantes apontam BST_Button no path novo, cores Aurora Arcana intactas).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 23:39:24 -03:00
abeec244d5 feat(ui): UI_Button_Master estilizado (FUIStyle gold) + style transparente; remove WBP base redundante
- UMG nao permite WBP-com-arvore herdar de WBP-com-arvore: a base abstrata e SO a classe C++ UUIButton_Base. UI_Button_Master reparentado direto p/ /Script/ZMMO.UIButton_Base; WBP UI_Button_Base (redundante) deletado. - UI_Button_Master: arvore propria (SizeBox_Master/Bg/ContentOverlay/ButtonText/Number_Text/Image_Icon/InputActionWidget) via set_widget_tree; ButtonTextValue='Button Text'. - BS_Button_Transparent (novo CommonButtonStyle: brushes NoDraw + padding 0) atribuido ao Style -> remove o fundo branco padrao do UCommonButtonBase; so o Bg (FUIStyle) aparece. - DT_UI_Styles linha Default: Button agora com cores Aurora Arcana (Primary dourado etc.). - ARQUITETURA.md §3.3 corrigido (regra UMG: C++ abstrato -> WBP concreto, variantes sao WBPs irmaos). Compila 0 erros; visual confirmado (dourado + BUTTON TEXT, sem moldura).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 22:58:10 -03:00
f8f00f9b9d feat(ui): UI_Button_Base tree reconstruida via set_widget_tree (casa BindWidget)
Arvore: SizeBox_Master(SizeBox) -> Bg(Border) -> ContentOverlay(Overlay) -> [ButtonText, Number_Text, Image_Icon (TextBlock/TextBlock/Image), InputActionWidget (CommonActionWidget)]. Todos como variaveis -> ligam nos BindWidgetOptional do UUIButton_Base + InputActionWidget do UCommonButtonBase. UI_Button_Base Abstract + parent UUIButton_Base preservados; UI_Button_Master (concreto) herda; ambos compilam UpToDate 0 erros. Montado pela nova tool set_widget_tree do NwiroIntegrationKit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 22:32:30 -03:00
4ea5131475 feat(ui): WBP UI_Button_Base (Abstract) + UI_Button_Master
UI_Button_Base: WidgetBlueprint abstrato, parent = UUIButton_Base (C++); arvore RootPanel(Overlay) -> Bg(Border) -> Label(TextBlock), Bg/Label como variaveis (ligam no BindWidgetOptional do C++). UI_Button_Master: child concreto de UI_Button_Base (botao reutilizavel do jogo). Ambos compilam UpToDate, 0 erros. Em /Game/ZMMO/UI/Shared, prefixo UI_ conforme convencao.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 21:45:40 -03:00
1c06d69174 feat(ui): sistema de UI Style (tokens C++ por tema) + fontes Aurora Arcana
Camada de estilo data-driven do cliente ZMMO, portando o nucleo do projeto de referencia (Hyper) para C++ conforme ARQUITETURA.md (BP Struct proibido):

- Source/ZMMO/Data/UI: UIStyleTypes.h (enums EUI*), UIStyleTokens.h (tokens primitive/semantic/component), UIStyleRow.h (FUIStyle + FUIStyleRow). - ZMMOThemeSubsystem: GetActiveUIStyle() resolve DT_UI_Styles por ThemeId com fallback Default. - Fontes: 8 UFontFace Inline (Cinzel/Rajdhani) em Content/ZMMO/UI/Fonts + DT_UI_Styles preenchido. - ARQUITETURA.md: prefixo de widget UI_, classes base UUI*_Base (UCLASS Abstract) sem prefixo ZMMO. - Config/DefaultGame.ini: UIStyleTable apontando DT_UI_Styles. - Scripts/import_fonts.py (importador idempotente). Inclui tambem o scaffolding do modulo ZMMO ainda nao versionado (Source/ZMMO/Data, Game/UI, Content/ZMMO, uproject, Build.cs).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 21:21:32 -03:00
50471831a2 chore: remove conteudo template da Epic (Variant_*)
Remove os pacotes de exemplo Variant_Combat, Variant_Platforming e Variant_SideScrolling (mais os External Actors/Objects associados) que vieram do template Third Person e nao fazem parte do cliente ZMMO. Ajusta Config/DefaultEditor.ini de acordo.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 21:21:01 -03:00
3d4d0de40b feat: ZMMO client base (Game/Entity|Controller|Modes|Network)
Estrutura inicial do cliente Unreal Zeus MMO alinhada ao padrao
"cliente solto + servidor valida input/velocidade" (ADR 0038):

- Source/ZMMO/Game/Entity/ — IZMMOEntityInterface, AZMMOEntity (base
  AActor para Mob/NPC/Object), AZMMOPlayerCharacter (player local com
  CMC livre, Enhanced Input, envio de C_INPUT_AXIS), AZMMOPlayerProxy
  (snapshot-only para players remotos).
- Source/ZMMO/Game/Controller/ — AZMMOPlayerController com IMC defaults
  (IMC_Default + IMC_MouseLook) e suporte opcional a virtual joystick.
- Source/ZMMO/Game/Modes/ — AZMMOGameMode (defaults para PlayerCharacter
  / PlayerController), UZMMOGameInstance (auto-connect ao servidor Zeus
  em Init e logging dos eventos OnConnected/OnDisconnected/...).
- Source/ZMMO/Game/Network/ — UZMMOWorldSubsystem (registry
  EntityId -> AActor*, dispatch dos delegates OnPlayerSpawned/Despawned/
  StateUpdate; ignora snapshots locais do cliente solto).
- Config/DefaultEngine.ini — GlobalDefaultGameMode aponta para
  /Script/ZMMO.ZMMOGameMode; GameInstanceClass para
  /Script/ZMMO.ZMMOGameInstance; redirects para a nova hierarquia.
- ZMMO.Build.cs — depende de ZeusNetwork; PublicIncludePaths para a
  nova arvore Game/Entity|Controller|Modes|Network.
- Content — assets do template ThirdPerson (Mannequins, IAs/IMCs,
  Lvl_ThirdPerson + TestWorld). Os Variant_* levels ficam no commit
  inicial mas serao limpos numa proxima sessao com aprovacao explicita
  (Master Rule para .umap/.uasset).

Notas:
- BP_ThirdPersonCharacter/GameMode/PlayerController ainda apontam para
  a hierarquia antiga e estao a aguardar aprovacao para remocao
  (Master Rule).
- README.md descreve a arquitectura e o smoke test de conexao.
2026-05-07 20:21:21 -03:00