Files
ZMMO/Source/ZMMO/Game/UI/FrontEnd/UIUserLobbyScreen_Base.h
Mateus Rodrigues 6a6a28a086 refactor: prefixo ZMMO -> Zeus em classes/módulos C++ do cliente
- Renomeia ~50 classes UCLASS/USTRUCT/UENUM/UINTERFACE pra Zeus*
  (AZeusGameMode, AZeusCharacter, UZeusGameInstance, IZeusEntityInterface,
  UZeusWorldSubsystem, FZeusEntitySnapshot, etc.)
- Encurta AZMMOPlayerCharacter -> AZeusCharacter
- Renomeia módulos satélite ZMMOAttributes -> ZeusAttributes e
  ZMMOJobs -> ZeusJobs (pasta + .Build.cs + .uproject)
- Mantém módulo principal ZMMO (renomeia depois quando jogo ganhar nome)
- DefaultEngine.ini: ActiveClassRedirects ZMMOX -> ZeusX (preserva BPs/assets)
- DefaultGame.ini: sections atualizadas pra ZeusThemeSubsystem/ZeusPlayerState
- Category="ZMMO|..." -> "Zeus|..." em UPROPERTYs
- Preserva LogZMMO, ZMMO_API, /Script/ZMMO., /Game/ZMMO/, classes Target

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-02 17:24:38 -03:00

117 lines
3.9 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UIActivatableScreen_Base.h"
#include "ZeusCharSummary.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 `SelectedRealmId` do FlowSubsystem, envia
* C_CHAR_LIST_REQUEST filtrado por esse realm
* 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 Gateway do Realm
* 4. Botao "Criar Personagem" -> mostra page interna `CharacterCreate`
* 5. Botao "Voltar" -> ClearSelectedRealm + 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<FZeusCharSummary> 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;
// TODO(R4): renomear o widget Text_WorldName -> Text_RealmName no WBP_UserLobby.uasset
// tambem; aqui mantivemos o nome antigo pra nao quebrar o BindWidgetOptional ate
// alguem reabrir o WBP no editor.
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;
};