2 Commits

Author SHA1 Message Date
5d44647170 refactor(ui/panel): TMap<EUIPanelTexture> -> TMap<FName> com PostSerialize migration
FUIStylePanel migra de TMap<EUIPanelTexture, FSlateBrush> (enum legacy) para
TMap<FName, FSlateBrush>. Permite adicionar/remover categorias diretamente
no DT_UI_Styles via dropdown (meta=GetOptions) sem mexer no enum em C++.

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

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

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

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 19:30:48 -03:00
1794e5d418 feat(ui/progressbar): UProgressBar -> UImage com material custom Primary/Secondary
UUIProgressBar_Base envolve UImage + MID em vez do UProgressBar nativo.
Material UI_M_ProgressBar expoe PrimaryLevel/SecondaryLevel (modelo
assimetrico: Secondary so aparece se > Primary), 5 cores (Primary +
ColourBottom, Secondary + ColourBottom, Empty) e gradient toggle com
bilinear remap controlado por GradientSplit.

Cores e gradient ficam expostos como UPROPERTY com InlineEditConditionToggle:
quando o toggle esta off usa o valor da MI atribuida no Brush, quando on
sobrescreve via MID em PreConstruct. Setters runtime tambem marcam o flag
pra persistir o override no proximo re-construct.

Wrappers semanticos: ShowHealPreview, ShowDamageLag, ShowBuffer, ClearSecondary.
NativeTick com ease-out cubica e duracoes separadas pra Primary e Secondary.

Inclui MI exemplo UI_M_ProgressBar_HP e WBP UI_ProgressBar_Master refatorado
(UProgressBar nativo substituido por UImage FillImage com brush apontando
para o material pai).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 19:29:43 -03:00
15 changed files with 665 additions and 20 deletions

View File

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

Binary file not shown.

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

View File

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

View File

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

View File

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

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@@ -0,0 +1,278 @@
#include "UIProgressBar_Base.h"
#include "Components/Image.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "Materials/MaterialInterface.h"
#include "Styling/SlateBrush.h"
namespace
{
constexpr float MinAnimSeconds = 0.001f;
static const FName P_PrimaryLevel("PrimaryLevel");
static const FName P_SecondaryLevel("SecondaryLevel");
static const FName P_PrimaryColour("PrimaryColour");
static const FName P_PrimaryColourBottom("PrimaryColourBottom");
static const FName P_SecondaryColour("SecondaryColour");
static const FName P_SecondaryColourBottom("SecondaryColourBottom");
static const FName P_EmptyColour("EmptyColour");
static const FName P_EnableGradient("EnableGradient");
static const FName P_GradientSplit("GradientSplit");
FORCEINLINE float EaseOutCubic(float Alpha)
{
return 1.f - FMath::Pow(1.f - Alpha, 3.f);
}
}
void UUIProgressBar_Base::NativePreConstruct()
{
Super::NativePreConstruct();
CurrentPrimaryLevel = InitialPrimaryLevel;
TargetPrimaryLevel = InitialPrimaryLevel;
PrimaryStart = InitialPrimaryLevel;
PrimaryElapsed = 0.f;
bAnimatingPrimary = false;
CurrentSecondaryLevel = InitialSecondaryLevel;
TargetSecondaryLevel = InitialSecondaryLevel;
SecondaryStart = InitialSecondaryLevel;
SecondaryElapsed = 0.f;
bAnimatingSecondary = false;
EnsureMID();
ApplyOverridesToMID();
ApplyPrimaryToMID(CurrentPrimaryLevel);
ApplySecondaryToMID(CurrentSecondaryLevel);
}
void UUIProgressBar_Base::NativeConstruct()
{
Super::NativeConstruct();
EnsureMID();
ApplyOverridesToMID();
ApplyPrimaryToMID(CurrentPrimaryLevel);
ApplySecondaryToMID(CurrentSecondaryLevel);
}
void UUIProgressBar_Base::NativeTick(const FGeometry& MyGeometry, float InDeltaTime)
{
Super::NativeTick(MyGeometry, InDeltaTime);
if (!bAnimatingPrimary && !bAnimatingSecondary)
{
return;
}
if (bAnimatingPrimary)
{
PrimaryElapsed += InDeltaTime;
const float Duration = FMath::Max(PrimaryAnimationSeconds, MinAnimSeconds);
const float Alpha = FMath::Clamp(PrimaryElapsed / Duration, 0.f, 1.f);
CurrentPrimaryLevel = FMath::Lerp(PrimaryStart, TargetPrimaryLevel, EaseOutCubic(Alpha));
ApplyPrimaryToMID(CurrentPrimaryLevel);
if (Alpha >= 1.f)
{
CurrentPrimaryLevel = TargetPrimaryLevel;
ApplyPrimaryToMID(CurrentPrimaryLevel);
bAnimatingPrimary = false;
}
}
if (bAnimatingSecondary)
{
SecondaryElapsed += InDeltaTime;
const float Duration = FMath::Max(SecondaryAnimationSeconds, MinAnimSeconds);
const float Alpha = FMath::Clamp(SecondaryElapsed / Duration, 0.f, 1.f);
CurrentSecondaryLevel = FMath::Lerp(SecondaryStart, TargetSecondaryLevel, EaseOutCubic(Alpha));
ApplySecondaryToMID(CurrentSecondaryLevel);
if (Alpha >= 1.f)
{
CurrentSecondaryLevel = TargetSecondaryLevel;
ApplySecondaryToMID(CurrentSecondaryLevel);
bAnimatingSecondary = false;
}
}
}
void UUIProgressBar_Base::SetTargetPrimaryLevel(float Primary01)
{
const float Clamped = FMath::Clamp(Primary01, 0.f, 1.f);
if (PrimaryAnimationSeconds <= MinAnimSeconds)
{
SetPrimaryLevelImmediate(Clamped);
return;
}
if (FMath::IsNearlyEqual(Clamped, CurrentPrimaryLevel, KINDA_SMALL_NUMBER) &&
FMath::IsNearlyEqual(Clamped, TargetPrimaryLevel, KINDA_SMALL_NUMBER))
{
return;
}
TargetPrimaryLevel = Clamped;
PrimaryStart = CurrentPrimaryLevel;
PrimaryElapsed = 0.f;
bAnimatingPrimary = true;
}
void UUIProgressBar_Base::SetPrimaryLevelImmediate(float Primary01)
{
const float Clamped = FMath::Clamp(Primary01, 0.f, 1.f);
CurrentPrimaryLevel = Clamped;
TargetPrimaryLevel = Clamped;
PrimaryStart = Clamped;
PrimaryElapsed = 0.f;
bAnimatingPrimary = false;
ApplyPrimaryToMID(CurrentPrimaryLevel);
}
void UUIProgressBar_Base::SetTargetSecondaryLevel(float Sec01)
{
const float Clamped = FMath::Clamp(Sec01, 0.f, 1.f);
if (SecondaryAnimationSeconds <= MinAnimSeconds)
{
SetSecondaryLevelImmediate(Clamped);
return;
}
if (FMath::IsNearlyEqual(Clamped, CurrentSecondaryLevel, KINDA_SMALL_NUMBER) &&
FMath::IsNearlyEqual(Clamped, TargetSecondaryLevel, KINDA_SMALL_NUMBER))
{
return;
}
TargetSecondaryLevel = Clamped;
SecondaryStart = CurrentSecondaryLevel;
SecondaryElapsed = 0.f;
bAnimatingSecondary = true;
}
void UUIProgressBar_Base::SetSecondaryLevelImmediate(float Sec01)
{
const float Clamped = FMath::Clamp(Sec01, 0.f, 1.f);
CurrentSecondaryLevel = Clamped;
TargetSecondaryLevel = Clamped;
SecondaryStart = Clamped;
SecondaryElapsed = 0.f;
bAnimatingSecondary = false;
ApplySecondaryToMID(CurrentSecondaryLevel);
}
void UUIProgressBar_Base::SetPrimaryColour(FLinearColor Color)
{
PrimaryColour = Color;
bOverridePrimaryColour = true;
if (FillMID) FillMID->SetVectorParameterValue(P_PrimaryColour, Color);
}
void UUIProgressBar_Base::SetPrimaryColourBottom(FLinearColor Color)
{
PrimaryColourBottom = Color;
bOverridePrimaryColourBottom = true;
if (FillMID) FillMID->SetVectorParameterValue(P_PrimaryColourBottom, Color);
}
void UUIProgressBar_Base::SetSecondaryColour(FLinearColor Color)
{
SecondaryColour = Color;
bOverrideSecondaryColour = true;
if (FillMID) FillMID->SetVectorParameterValue(P_SecondaryColour, Color);
}
void UUIProgressBar_Base::SetSecondaryColourBottom(FLinearColor Color)
{
SecondaryColourBottom = Color;
bOverrideSecondaryColourBottom = true;
if (FillMID) FillMID->SetVectorParameterValue(P_SecondaryColourBottom, Color);
}
void UUIProgressBar_Base::SetEmptyColour(FLinearColor Color)
{
EmptyColour = Color;
bOverrideEmptyColour = true;
if (FillMID) FillMID->SetVectorParameterValue(P_EmptyColour, Color);
}
void UUIProgressBar_Base::SetGradientEnabled(bool bEnabled)
{
bEnableGradient = bEnabled;
bOverrideEnableGradient = true;
if (FillMID) FillMID->SetScalarParameterValue(P_EnableGradient, bEnabled ? 1.f : 0.f);
}
void UUIProgressBar_Base::SetGradientSplit(float Split01)
{
GradientSplit = FMath::Clamp(Split01, 0.f, 1.f);
bOverrideGradientSplit = true;
if (FillMID) FillMID->SetScalarParameterValue(P_GradientSplit, GradientSplit);
}
void UUIProgressBar_Base::ApplyOverridesToMID()
{
if (!FillMID)
{
return;
}
if (bOverridePrimaryColour) FillMID->SetVectorParameterValue(P_PrimaryColour, PrimaryColour);
if (bOverridePrimaryColourBottom) FillMID->SetVectorParameterValue(P_PrimaryColourBottom, PrimaryColourBottom);
if (bOverrideSecondaryColour) FillMID->SetVectorParameterValue(P_SecondaryColour, SecondaryColour);
if (bOverrideSecondaryColourBottom) FillMID->SetVectorParameterValue(P_SecondaryColourBottom, SecondaryColourBottom);
if (bOverrideEmptyColour) FillMID->SetVectorParameterValue(P_EmptyColour, EmptyColour);
if (bOverrideEnableGradient) FillMID->SetScalarParameterValue(P_EnableGradient, bEnableGradient ? 1.f : 0.f);
if (bOverrideGradientSplit) FillMID->SetScalarParameterValue(P_GradientSplit, GradientSplit);
}
void UUIProgressBar_Base::ShowHealPreview(float TargetPct, FLinearColor PreviewColor)
{
SetSecondaryColour(PreviewColor);
SetTargetSecondaryLevel(TargetPct);
}
void UUIProgressBar_Base::ShowDamageLag(float OldPct, float NewPct, FLinearColor LagColor)
{
SetSecondaryColour(LagColor);
SetSecondaryLevelImmediate(OldPct);
SetPrimaryLevelImmediate(NewPct);
SetTargetSecondaryLevel(NewPct);
}
void UUIProgressBar_Base::ShowBuffer(float BufferPct, FLinearColor BufferColor)
{
SetSecondaryColour(BufferColor);
SetTargetSecondaryLevel(FMath::Clamp(CurrentPrimaryLevel + BufferPct, 0.f, 1.f));
}
void UUIProgressBar_Base::ClearSecondary()
{
SetTargetSecondaryLevel(0.f);
}
void UUIProgressBar_Base::EnsureMID()
{
if (FillMID || !FillImage)
{
return;
}
UMaterialInterface* Mat = Cast<UMaterialInterface>(FillImage->GetBrush().GetResourceObject());
if (!Mat)
{
return;
}
FillMID = UMaterialInstanceDynamic::Create(Mat, this);
FillImage->SetBrushFromMaterial(FillMID);
}
void UUIProgressBar_Base::ApplyPrimaryToMID(float Value)
{
if (FillMID)
{
FillMID->SetScalarParameterValue(P_PrimaryLevel, Value);
}
}
void UUIProgressBar_Base::ApplySecondaryToMID(float Value)
{
if (FillMID)
{
FillMID->SetScalarParameterValue(P_SecondaryLevel, Value);
}
}

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@@ -0,0 +1,196 @@
#pragma once
#include "CoreMinimal.h"
#include "CommonUserWidget.h"
#include "UIProgressBar_Base.generated.h"
class UImage;
class UMaterialInstanceDynamic;
/**
* ProgressBar do ZMMO. Wrappa um UImage com material custom
* (UI_M_ProgressBar) e expõe API com dois níveis:
* Primary (preenchimento atual) + Secondary (preview / damage lag / buffer).
*
* Modelo assimétrico: SecondaryLevel só aparece visualmente se for MAIOR
* que PrimaryLevel — representa heal preview, damage trail, buffer
* empilhado em cima da barra principal.
*
* Cores: por padrão vêm da Material Instance atribuída ao FillImage.
* Cada cor tem um toggle de override (InlineEditConditionToggle) que,
* quando ligado, sobrescreve o valor da MI via MID em PreConstruct.
*/
UCLASS(Abstract, Blueprintable)
class ZMMO_API UUIProgressBar_Base : public UCommonUserWidget
{
GENERATED_BODY()
public:
// === Levels ===
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar",
meta = (ClampMin = "0", ClampMax = "1"))
float InitialPrimaryLevel = 1.f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar",
meta = (ClampMin = "0", ClampMax = "1"))
float InitialSecondaryLevel = 0.f;
// === Animation ===
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Animation",
meta = (ClampMin = "0", ClampMax = "5"))
float PrimaryAnimationSeconds = 0.25f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Animation",
meta = (ClampMin = "0", ClampMax = "5"))
float SecondaryAnimationSeconds = 0.8f;
// === Color overrides (sobrescrevem a MI) ===
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
meta = (InlineEditConditionToggle))
bool bOverridePrimaryColour = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
meta = (EditCondition = "bOverridePrimaryColour"))
FLinearColor PrimaryColour = FLinearColor(0.957f, 0.769f, 0.353f, 1.f);
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
meta = (InlineEditConditionToggle))
bool bOverridePrimaryColourBottom = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
meta = (EditCondition = "bOverridePrimaryColourBottom"))
FLinearColor PrimaryColourBottom = FLinearColor(0.478f, 0.282f, 0.094f, 1.f);
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
meta = (InlineEditConditionToggle))
bool bOverrideSecondaryColour = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
meta = (EditCondition = "bOverrideSecondaryColour"))
FLinearColor SecondaryColour = FLinearColor(0.246201f, 0.002428f, 0.002125f, 1.f);
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
meta = (InlineEditConditionToggle))
bool bOverrideSecondaryColourBottom = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
meta = (EditCondition = "bOverrideSecondaryColourBottom"))
FLinearColor SecondaryColourBottom = FLinearColor(0.123f, 0.001f, 0.001f, 1.f);
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
meta = (InlineEditConditionToggle))
bool bOverrideEmptyColour = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Colors",
meta = (EditCondition = "bOverrideEmptyColour"))
FLinearColor EmptyColour = FLinearColor(0.f, 0.f, 0.f, 0.6f);
// === Gradient overrides ===
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Gradient",
meta = (InlineEditConditionToggle))
bool bOverrideEnableGradient = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Gradient",
meta = (EditCondition = "bOverrideEnableGradient"))
bool bEnableGradient = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Gradient",
meta = (InlineEditConditionToggle))
bool bOverrideGradientSplit = false;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "ProgressBar|Gradient",
meta = (EditCondition = "bOverrideGradientSplit", ClampMin = "0", ClampMax = "1"))
float GradientSplit = 0.5f;
// === Primary API ===
UFUNCTION(BlueprintCallable, Category = "ProgressBar")
void SetTargetPrimaryLevel(float Primary01);
UFUNCTION(BlueprintCallable, Category = "ProgressBar")
void SetPrimaryLevelImmediate(float Primary01);
UFUNCTION(BlueprintPure, Category = "ProgressBar")
float GetCurrentPrimaryLevel() const { return CurrentPrimaryLevel; }
// === Secondary API ===
UFUNCTION(BlueprintCallable, Category = "ProgressBar")
void SetTargetSecondaryLevel(float Sec01);
UFUNCTION(BlueprintCallable, Category = "ProgressBar")
void SetSecondaryLevelImmediate(float Sec01);
UFUNCTION(BlueprintPure, Category = "ProgressBar")
float GetCurrentSecondaryLevel() const { return CurrentSecondaryLevel; }
// === Runtime color/gradient setters (também marcam o override pra evitar reset no próximo PreConstruct) ===
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Colors")
void SetPrimaryColour(FLinearColor Color);
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Colors")
void SetPrimaryColourBottom(FLinearColor Color);
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Colors")
void SetSecondaryColour(FLinearColor Color);
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Colors")
void SetSecondaryColourBottom(FLinearColor Color);
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Colors")
void SetEmptyColour(FLinearColor Color);
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Gradient")
void SetGradientEnabled(bool bEnabled);
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Gradient")
void SetGradientSplit(float Split01);
// === Wrappers semânticos ===
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Effects")
void ShowHealPreview(float TargetPct, FLinearColor PreviewColor);
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Effects")
void ShowDamageLag(float OldPct, float NewPct, FLinearColor LagColor);
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Effects")
void ShowBuffer(float BufferPct, FLinearColor BufferColor);
UFUNCTION(BlueprintCallable, Category = "ProgressBar|Effects")
void ClearSecondary();
protected:
virtual void NativePreConstruct() override;
virtual void NativeConstruct() override;
virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override;
UPROPERTY(meta = (BindWidget))
TObjectPtr<UImage> FillImage;
private:
UPROPERTY(Transient)
TObjectPtr<UMaterialInstanceDynamic> FillMID;
void EnsureMID();
void ApplyPrimaryToMID(float Value);
void ApplySecondaryToMID(float Value);
void ApplyOverridesToMID();
float CurrentPrimaryLevel = 1.f;
float TargetPrimaryLevel = 1.f;
float PrimaryStart = 1.f;
float PrimaryElapsed = 0.f;
bool bAnimatingPrimary = false;
float CurrentSecondaryLevel = 0.f;
float TargetSecondaryLevel = 0.f;
float SecondaryStart = 0.f;
float SecondaryElapsed = 0.f;
bool bAnimatingSecondary = false;
};