Files
ZMMO/Source/ZMMO/Game/UI/InGame/UIInGameFlowSubsystem.cpp
Mateus Rodrigues 396223e2a8 feat(ui-ingame): UI in-game system + PlayerState + Component Registry + HUD composite
Espelho simétrico do front-end pattern (UUIFrontEndFlowSubsystem +
DA_FrontEndScreenSet + UUIPrimaryGameLayout_Base) para a UI in-game.
Pavimenta caminho pra Inventory, Skills, StatusWindow, EscapeMenu, etc.

## UI in-game system (Source/ZMMO/Game/UI/InGame/)

- EZMMOInGameUIState enum (None, Playing, StatusWindow, Inventory,
  SkillTree, EscapeMenu, Loading) em Data/UI/InGameTypes.h
- UUIInGameScreenSet DataAsset: TMap<EZMMOInGameUIState, TSoftClassPtr<...>>
- UUIInGameFlowSubsystem (GameInstanceSubsystem) com SetState/ToggleScreen
- DA_InGameScreenSet em Content/ZMMO/UI/InGame/ mapeia Playing->WBP_HUD
- Layer routing: Playing -> UI.Layer.Game | menus -> GameMenu | loading -> Modal

## AHUD pattern (idiomatic UE5)

- AZMMOHUD : AHUD em Source/ZMMO/Game/Modes/
- AZMMOGameMode::HUDClass = AZMMOHUD::StaticClass()
- AZMMOHUD::BeginPlay chama UIInGameFlowSubsystem::StartInGame
- Pawn não cria mais HUD (separação de responsabilidades)

## PlayerState + Component Registry (Open-Closed)

- AZMMOPlayerState : APlayerState em Source/ZMMO/Game/Modes/
- AZMMOGameMode::PlayerStateClass = AZMMOPlayerState::StaticClass()
- UPROPERTY Config TArray<TSubclassOf<UActorComponent>> ComponentClasses
- DefaultGame.ini: +ComponentClasses=/Script/ZMMOAttributes.ZMMOAttributeComponent
- Ctor lê via GConfig (mais robusto que UPROPERTY Config + parsing) e
  instancia cada componente como CreateDefaultSubobject

Por que componentes no PlayerState e não no Pawn:
- Sobrevive ao despawn (morte/respawn)
- Spectator-friendly
- 1:1 com player (Pawn pode trocar: vehicle, mount, possession)
- Padrão MMO clássico (rathena, TrinityCore)

Adicionar novo módulo (Inventory, Skills, Guild) = 1 linha no
DefaultGame.ini, sem editar AZMMOPlayerState.cpp.

## HUD composite

- UZMMOHudWidget : UCommonActivatableWidget em ZMMO core (UI/InGame/)
- WBP_HUD em Content/ZMMO/UI/HUD/ herda UZMMOHudWidget
- HpSpBar (UZMMOHudHpSpWidget — sub-modulo ZMMOAttributes) embedded via
  BindWidgetOptional. Sub-widgets futuros: PlayerInfo, Minimap, QuickBar,
  Buffs, Chat, TargetInfo
- UZMMOHudHpSpWidget volta a ser UUserWidget puro (sub-widget, não root)
- UZMMOHudWidget::NativeOnActivated:
  - SetVisibility(HitTestInvisible) — mouse passa direto pro Pawn
  - BindToLocalPlayer: busca AttributeComponent no PC->PlayerState
  - Subscreve OnAttributesChanged/OnHpSpChanged/OnLevelUp
  - Propaga snapshots pra sub-widgets via HpSpBar->ApplySnapshot
- GetDesiredInputConfig override: ECommonInputMode::Game (sem cursor,
  movimento livre). Menus override pra GameAndMenu/Menu.

## NetworkHandler refatorado (AttributeComponent agora no PlayerState)

- ZMMOAttributeNetworkHandler::FindComponentForEntity: busca via
  GameState->PlayerArray (O(N_players)), não TActorIterator (O(N_actors))
- ZMMOAttributes.Build.cs += CommonUI, CommonInput

## EnsureRootLayout (fix crítico)

- OpenLevel invalida widgets no viewport ("InvalidateAllWidgets")
- RootLayout (criado pelo FrontEndFlow no boot) sobrevive como UObject
  (LocalPlayerSubsystem) mas fica órfão fora do viewport
- Push do WBP_HUD no Stack_Game funcionava mas widget pai (RootLayout)
  estava fora do viewport → invisível
- UUIFrontEndFlowSubsystem::EnsureRootLayout (público) recria via
  UIManagerSubsystem (idempotente)
- UUIInGameFlowSubsystem::StartInGame chama EnsureRootLayout antes do push

## PlayerCharacter simplificado

- Removido AttributeComponent (vai pro PlayerState via Registry)
- Removido HudHpSpWidgetClass + spawn manual de HUD
- HandleLocalSpawnReady só faz seed do EntityId via PlayerState
- UI lifecycle agora é responsabilidade do AZMMOHUD::BeginPlay

## Verificação (smoke test)

PIE: Login -> CharSelect -> Lobby -> EnterWorld
  ↓
LogZMMO: AZMMOPlayerState ctor: 1 componente(s) no registry
LogZMMO: ZMMOPlayerState: componente registrado [0] ZMMOAttributeComponent
LogZMMO: FrontEndFlow::EnsureRootLayout: RootLayout recriado
LogZMMO: InGameFlow: state None -> Playing
LogZMMO: InGameFlow: tela Playing pushed em UI.Layer.Game (widget=WBP_HUD_C_0)
LogZMMO: ZMMOHudWidget activated (HpSpBar=WBP_HUD_HpSpBar_C_0)
  ↓
HUD aparece com Lv 5 / HP 10/200 / SP 5/20 (valores do DB)
Regen funciona (HP/SP enchem a cada 6s/8s)
Movimento normal (input flui pro Pawn)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-23 05:27:41 -03:00

211 lines
6.0 KiB
C++

#include "UIInGameFlowSubsystem.h"
#include "CommonActivatableWidget.h" // Necessario pra TSoftClassPtr<UCommonActivatableWidget>::Get()
#include "Engine/AssetManager.h"
#include "Engine/GameInstance.h"
#include "Engine/StreamableManager.h"
#include "GameFramework/PlayerController.h"
#include "GameplayTagContainer.h"
#include "ZMMO.h"
#include "Data/UI/UILayerTags.h"
#include "FrontEnd/UIFrontEndFlowSubsystem.h"
#include "FrontEnd/UIManagerSubsystem.h"
#include "InGame/UIInGameScreenSet.h"
void UUIInGameFlowSubsystem::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
UE_LOG(LogZMMO, Log, TEXT("UIInGameFlowSubsystem initialized"));
}
void UUIInGameFlowSubsystem::Deinitialize()
{
ScreenSet = nullptr;
CurrentState = EZMMOInGameUIState::None;
Super::Deinitialize();
}
void UUIInGameFlowSubsystem::StartInGame()
{
if (CurrentState != EZMMOInGameUIState::None)
{
// Idempotente: chamadas extras (ex.: respawn) sao no-op se ja in-world.
UE_LOG(LogZMMO, Verbose,
TEXT("InGameFlow: StartInGame ignorado (ja em estado %s)"),
*UEnum::GetValueAsString(CurrentState));
return;
}
// CRITICAL: OpenLevel invalida widgets no viewport ("InvalidateAllWidgets"),
// orfanando o RootLayout (UUIPrimaryGameLayout_Base) que foi criado pelo
// FrontEndFlow no boot. Sem RootLayout no viewport, PushScreenToLayer
// silenciosamente adiciona widgets ao stack do RootLayout — mas o stack
// nao e' visivel porque o parent (RootLayout) nao esta no viewport.
//
// Re-cria via EnsureRootLayout (idempotente) ANTES de qualquer push.
if (UGameInstance* GI = GetGameInstance())
{
if (UUIFrontEndFlowSubsystem* FE = GI->GetSubsystem<UUIFrontEndFlowSubsystem>())
{
FE->EnsureRootLayout();
}
}
// Limpa qualquer residuo do front-end (Menu/Modal podem ter "Loading" ou
// dialogs orfaos do handoff). Layer.Game vai receber o HUD novo.
if (UUIManagerSubsystem* Mgr = GetUIManager())
{
Mgr->ClearLayer(ZMMOUITags::UI_Layer_Menu.GetTag());
Mgr->ClearLayer(ZMMOUITags::UI_Layer_Modal.GetTag());
Mgr->ClearLayer(ZMMOUITags::UI_Layer_GameMenu.GetTag());
}
SetState(EZMMOInGameUIState::Playing);
}
void UUIInGameFlowSubsystem::SetState(EZMMOInGameUIState NewState)
{
if (NewState == CurrentState)
{
return;
}
const EZMMOInGameUIState OldState = CurrentState;
CurrentState = NewState;
UE_LOG(LogZMMO, Log, TEXT("InGameFlow: state %s -> %s"),
*UEnum::GetValueAsString(OldState),
*UEnum::GetValueAsString(NewState));
// Decisao de stack: ao voltar pra `Playing`, fechamos quaisquer overlays
// (Status/Inventory/Menu) limpando o Layer.GameMenu — HUD em Layer.Game
// permanece. Para qualquer outro estado, mantemos HUD e empilhamos no
// layer correspondente.
if (UUIManagerSubsystem* Mgr = GetUIManager())
{
const bool bGoingToPlaying = (NewState == EZMMOInGameUIState::Playing);
if (bGoingToPlaying)
{
Mgr->ClearLayer(ZMMOUITags::UI_Layer_GameMenu.GetTag());
}
}
ResolveAndPushScreen(NewState);
OnStateChanged.Broadcast(NewState);
}
void UUIInGameFlowSubsystem::ToggleScreen(EZMMOInGameUIState Screen)
{
if (Screen == EZMMOInGameUIState::Playing || Screen == EZMMOInGameUIState::None)
{
// Toggle para Playing nao faz sentido (estado base). Use SetState direto.
return;
}
if (CurrentState == Screen)
{
SetState(EZMMOInGameUIState::Playing);
}
else
{
SetState(Screen);
}
}
UUIInGameScreenSet* UUIInGameFlowSubsystem::GetScreenSet()
{
if (ScreenSet) { return ScreenSet; }
if (ScreenSetAsset.IsNull())
{
UE_LOG(LogZMMO, Warning,
TEXT("InGameFlow: ScreenSetAsset nao configurado em DefaultGame.ini "
"[/Script/ZMMO.UIInGameFlowSubsystem] ScreenSetAsset=..."));
return nullptr;
}
// Sync load — DA e' pequeno (so' soft refs); PIE/dev OK.
ScreenSet = ScreenSetAsset.LoadSynchronous();
return ScreenSet;
}
UUIManagerSubsystem* UUIInGameFlowSubsystem::GetUIManager() const
{
if (const UGameInstance* GI = GetGameInstance())
{
if (ULocalPlayer* LP = GI->GetFirstGamePlayer())
{
return LP->GetSubsystem<UUIManagerSubsystem>();
}
}
return nullptr;
}
FGameplayTag UUIInGameFlowSubsystem::LayerForState(EZMMOInGameUIState State) const
{
switch (State)
{
case EZMMOInGameUIState::Playing:
return ZMMOUITags::UI_Layer_Game.GetTag();
case EZMMOInGameUIState::Loading:
return ZMMOUITags::UI_Layer_Modal.GetTag();
case EZMMOInGameUIState::StatusWindow:
case EZMMOInGameUIState::Inventory:
case EZMMOInGameUIState::SkillTree:
case EZMMOInGameUIState::EscapeMenu:
default:
return ZMMOUITags::UI_Layer_GameMenu.GetTag();
}
}
void UUIInGameFlowSubsystem::ResolveAndPushScreen(EZMMOInGameUIState State)
{
if (State == EZMMOInGameUIState::None) { return; }
UUIInGameScreenSet* SS = GetScreenSet();
if (!SS)
{
UE_LOG(LogZMMO, Warning,
TEXT("InGameFlow: ScreenSet ausente; tela de %s ignorada"),
*UEnum::GetValueAsString(State));
return;
}
const TSoftClassPtr<UCommonActivatableWidget> Soft = SS->GetScreenForState(State);
if (Soft.IsNull())
{
UE_LOG(LogZMMO, Warning,
TEXT("InGameFlow: Screen for state %s not configured em DA_InGameScreenSet (verificar StateScreens)"),
*UEnum::GetValueAsString(State));
return;
}
UUIManagerSubsystem* Mgr = GetUIManager();
if (!Mgr)
{
UE_LOG(LogZMMO, Warning, TEXT("InGameFlow: UIManagerSubsystem ausente"));
return;
}
const FGameplayTag Layer = LayerForState(State);
const FSoftObjectPath Path = Soft.ToSoftObjectPath();
UAssetManager::GetStreamableManager().RequestAsyncLoad(
Path,
FStreamableDelegate::CreateWeakLambda(this, [this, Soft, Layer, State]()
{
UUIManagerSubsystem* M = GetUIManager();
if (!M) { return; }
UClass* Cls = Soft.Get();
if (!Cls)
{
UE_LOG(LogZMMO, Warning,
TEXT("InGameFlow: async load falhou pra %s"),
*UEnum::GetValueAsString(State));
return;
}
UCommonActivatableWidget* W = M->PushScreenToLayer(Layer, Cls);
UE_LOG(LogZMMO, Log,
TEXT("InGameFlow: tela %s pushed em %s (widget=%s)"),
*UEnum::GetValueAsString(State), *Layer.ToString(),
W ? *W->GetName() : TEXT("null"));
}));
}