Files
ZMMO/Source/ZMMO/Game/UI/Common/UIWindowSaveGame.cpp
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

44 lines
988 B
C++

#include "UIWindowSaveGame.h"
#include "Kismet/GameplayStatics.h"
const FString UZeusUISaveGame::SlotName = TEXT("UIPrefs");
UZeusUISaveGame* UZeusUISaveGame::LoadOrCreate()
{
if (UGameplayStatics::DoesSaveGameExist(SlotName, UserIndex))
{
if (UZeusUISaveGame* Loaded = Cast<UZeusUISaveGame>(
UGameplayStatics::LoadGameFromSlot(SlotName, UserIndex)))
{
return Loaded;
}
}
return Cast<UZeusUISaveGame>(
UGameplayStatics::CreateSaveGameObject(UZeusUISaveGame::StaticClass()));
}
void UZeusUISaveGame::SaveNow(UZeusUISaveGame* Save)
{
if (Save)
{
UGameplayStatics::SaveGameToSlot(Save, SlotName, UserIndex);
}
}
bool UZeusUISaveGame::TryGetWindowPosition(FName WindowId, FVector2D& OutPos) const
{
if (const FVector2D* Found = WindowPositions.Find(WindowId))
{
OutPos = *Found;
return true;
}
OutPos = FVector2D::ZeroVector;
return false;
}
void UZeusUISaveGame::SetWindowPosition(FName WindowId, FVector2D Pos)
{
WindowPositions.Add(WindowId, Pos);
}