Esempio n. 1
0
FVector2D AHUD::GetCoordinateOffset() const
{
	FVector2D Offset(0.f, 0.f);

	ULocalPlayer* LocalPlayer = Cast<ULocalPlayer>(GetOwningPlayerController()->Player);

	if (LocalPlayer)
	{
		// Create a view family for the game viewport
		FSceneViewFamilyContext ViewFamily(FSceneViewFamily::ConstructionValues(
			LocalPlayer->ViewportClient->Viewport,
			GetWorld()->Scene,
			LocalPlayer->ViewportClient->EngineShowFlags)
			.SetRealtimeUpdate(true));

		// Calculate a view where the player is to update the streaming from the players start location
		FVector ViewLocation;
		FRotator ViewRotation;
		FSceneView* SceneView = LocalPlayer->CalcSceneView(&ViewFamily, /*out*/ ViewLocation, /*out*/ ViewRotation, LocalPlayer->ViewportClient->Viewport);

		if (SceneView)
		{
			Offset.X = (SceneView->ViewRect.Min.X - SceneView->UnscaledViewRect.Min.X) // This accounts for the borders when the aspect ratio is locked
				- SceneView->UnscaledViewRect.Min.X;						// And this will deal with the viewport offset if its a split screen

			Offset.Y = (SceneView->ViewRect.Min.Y - SceneView->UnscaledViewRect.Min.Y)
				- SceneView->UnscaledViewRect.Min.Y;
		}
	}

	return Offset;
}
Esempio n. 2
0
void ABaseHUD::BeginPlay()
{
	Super::BeginPlay();

	// Create MainWidget from MainWidgetClass
	MainWidget = CreateWidget<UUserWidget>(GetOwningPlayerController(), MainWidgetClass);
	if (MainWidget)
	{
		MainWidget->AddToViewport();
	}
}
Esempio n. 3
0
void APlayerSelectHUD::BeginPlay()
{
	Super::BeginPlay();

	PlayerSelectWidget = CreateWidget<UPlayerSelectUserWidget>(GetOwningPlayerController(), PlayerSelectWidgetClass);

	PlayerSelectWidget->AddToViewport(0);
	APlayerController* Controller = GetWorld()->GetFirstPlayerController();
	
	if (Controller)
	{
		Controller->bShowMouseCursor = true;
		Controller->bEnableClickEvents = true;
	}
}
Esempio n. 4
0
void APacmanMainMenuHUD::DisplayMenu(TSharedPtr<SCompoundWidget> MenuToDisplay)
{
	// If there is visible menu, hide it
	if (DisplayedMenuStack.Num() > 0)
	{
		GEngine->GameViewport->RemoveViewportWidgetContent(DisplayedMenuStack.Top().ToSharedRef());
	}

	// Show new menu
	GEngine->GameViewport->AddViewportWidgetContent(MenuToDisplay.ToSharedRef());
	DisplayedMenuStack.Push(MenuToDisplay.ToSharedRef());

	// Only GUI elements can handle input
	FInputModeUIOnly InputMode;
	InputMode.SetLockMouseToViewport(true);
	InputMode.SetWidgetToFocus(MenuToDisplay);
	GetOwningPlayerController()->SetInputMode(InputMode);
}
Esempio n. 5
0
void APacmanMainMenuHUD::HideMenu()
{
	// There must be at least 2 menus, main menu and one sub-menu that we want to hide
	if (DisplayedMenuStack.Num() < 2)
	{
		return;
	}

	GEngine->GameViewport->RemoveViewportWidgetContent(DisplayedMenuStack.Pop().ToSharedRef());

	auto &MenuToDisplay = DisplayedMenuStack.Top();

	// Show previous menu
	GEngine->GameViewport->AddViewportWidgetContent(MenuToDisplay.ToSharedRef());

	// Only GUI elements can handle input
	FInputModeUIOnly InputMode;
	InputMode.SetLockMouseToViewport(true);
	InputMode.SetWidgetToFocus(MenuToDisplay);
	GetOwningPlayerController()->SetInputMode(InputMode);
}
Esempio n. 6
0
APlayerController* AKUIInterface::GetPlayerController() const
{
	return GetOwningPlayerController();
}
Esempio n. 7
0
//DrawHUD gets called every tick
void AMyHUD::DrawHUD(){

	//Have PC for Mouse Cursor?
	if (!ThePC)
	{
		//Attempt to Reacquire PC
		ThePC = GetOwningPlayerController();

		//Could Not Obtain PC
		if (!ThePC) return;
	}
	//Display the Cursor
	ThePC->bShowMouseCursor = true;

	//Health Bar is always drawn on screen
	DrawHealthBar();


	FVector2D ScreenSize = FVector2D(Canvas->SizeX, Canvas->SizeY);
	Super::DrawHUD();

	//Display the instructions for until the timer hits zero
	if (d5){
		if (GetWorldTimerManager().GetTimerRemaining(Handle5) > 0){
			DrawHUDText(ToyFont, "Controls:", x, y, FColorRed, 1.0F,true);
			DrawHUDText(SketchFont, "WASD to Move", x, y+43, FColorRed, .5F, true, LC_Red);
			DrawHUDText(SketchFont, "Mouse to aim", x, y+63, FColorRed, .5F, true, LC_Red);
			DrawHUDText(SketchFont, "Click to shoot", x, y+83, FColorRed, .5F, true, LC_Red);
			DrawHUDText(SketchFont, "Some walls are breakable", x, y+103, FColorRed, .5F, true, LC_Red);
			DrawHUDText(SketchFont, "Shoot health packs to gain health", x, y+123, FColorRed, .5F, true, LC_Red);
			DrawHUDText(SketchFont, "Press M for Menu", x, y + 143, FColorRed, .5F, true, LC_Red);
			DrawHUDText(ToyFont, "-----------------", x, y+180, FColorRed, .5F, true, LC_Red);
			DrawHUDText(ToyFont, "Goal:", x, y+220, FColorRed, 1.0F, true);
			DrawHUDText(SketchFont, "Destroy every enemy", x, y+263, FColorRed, .5F, true,LC_Red);
			DrawHUDText(SketchFont, "Be the sole survivor", x, y+283, FColorRed, .5F, true,LC_Red);
		}
		else {
			GetWorldTimerManager().ClearTimer(Handle5);
			d5 = false;
			d1 = true; 
			GetWorldTimerManager().SetTimer(Handle1, 1.0f, false);
		}
	}
	//When the instructions are finished display 3,2,1, Go! on the screen based on timers
	if (d1){
		if (GetWorldTimerManager().GetTimerRemaining(Handle1) > 0)
			DrawText(TEXT("3"), FColor::Blue, Canvas->SizeX / 2 -70, Canvas->SizeY / 2 -50, SketchFont, 2.0F, false);
		else {
			GetWorldTimerManager().ClearTimer(Handle1);
			d1 = false;
			d2 = true;
			GetWorldTimerManager().SetTimer(Handle2, 1.0f, false);
		}
	}
	if (d2){
		if (GetWorldTimerManager().GetTimerRemaining(Handle2) > 0)
			DrawText(TEXT("2"), FColor::Blue, Canvas->SizeX / 2-70, Canvas->SizeY / 2-50, SketchFont, 2.0F, false);
		else{
			GetWorldTimerManager().ClearTimer(Handle2);
			d2 = false;
			d3 = true;
			GetWorldTimerManager().SetTimer(Handle3, 1.0f, false);
		}
	}
	if (d3){
		if (GetWorldTimerManager().GetTimerRemaining(Handle3) > 0)
			DrawText(TEXT("1"), FColor::Blue, Canvas->SizeX / 2-70, Canvas->SizeY / 2-50, SketchFont, 2.0F, false);
		else{
			GetWorldTimerManager().ClearTimer(Handle3);
			d3 = false;
			d4 = true;
			GetWorldTimerManager().SetTimer(Handle4, 1.0f, false);
		}
	}
	if (d4){
		if (GetWorldTimerManager().GetTimerRemaining(Handle4) > 0)
			DrawText(TEXT("GO!"), FColor::Blue, (Canvas->SizeX / 2)-95, (Canvas->SizeY / 2)-50, SketchFont, 2.0F, false);
		else{
			d4 = false;
			GetWorldTimerManager().ClearTimer(Handle4);
			canMove = true;
		}
	}

	//gameover text when gameover is reached
	if (gameover){
		DrawText(TEXT("GAME OVER"), FColor::Red, (Canvas->SizeX / 2) - 250, (Canvas->SizeY / 2) - 30, ToyFont, 2.0F, false);
		DontDrawHUD = false;
		ThePC->ConsoleCommand("Pause");
	}

	//win text when all the bots are killed
	if (botsKilled){
		DrawText(TEXT("YOU WON!"), FColor::Red, (Canvas->SizeX / 2) - 250, (Canvas->SizeY / 2) - 30, ToyFont, 2.0F, false);
		DontDrawHUD = false;
		ThePC->ConsoleCommand("Pause");
	}

	//Draw HUD?
	//DrawHUD is only turned on when the menu button is pressed
	if (DontDrawHUD) return;

	//Super
	Super::DrawHUD();

	//No Canvas?
	if (!Canvas) return;

	//Reset States
	DrawHUD_Reset();

	//Get New Mouse Position
	ThePC->GetMousePosition(MouseLocation.X, MouseLocation.Y);

	//Cursor In Buttons
	DrawHUD_CheckCursorInButtons();

	//Draw Dialogs

	DrawHUD_DrawDialogs();
	//}
		


	
}
Esempio n. 8
0
void AHUD::PostRender()
{
	// Theres nothing we can really do without a canvas or a world - so leave now in that case
	if ( (GetWorld() == nullptr) || (Canvas == nullptr))
	{
		return;
	}
	// Set up delta time
	RenderDelta = GetWorld()->TimeSeconds - LastHUDRenderTime;

	if ( PlayerOwner != NULL )
	{
		// draw any debug text in real-time
		DrawDebugTextList();
	}

	if ( bShowDebugInfo )
	{
		if (DebugCanvas)
		{
			DebugCanvas->DisplayDebugManager.Initialize(DebugCanvas, GEngine->GetTinyFont(), FVector2D(4.f, 50.f));
			ShowDebugInfo(DebugCanvas->DisplayDebugManager.GetMaxCharHeightRef(), DebugCanvas->DisplayDebugManager.GetYPosRef());
		}
	}
	else if ( bShowHUD && FApp::CanEverRender() )
	{
		DrawHUD();
		
		// No need to do work to determine hit box candidates if there will never be any
		if (HitBoxMap.Num() > 0)
		{
			ULocalPlayer* LocalPlayer = GetOwningPlayerController() ? Cast<ULocalPlayer>(GetOwningPlayerController()->Player) : NULL;

			if (LocalPlayer && LocalPlayer->ViewportClient)
			{
				TArray<FVector2D> ContactPoints;

				if (!FSlateApplication::Get().IsFakingTouchEvents())
				{
					FVector2D MousePosition;
					if (LocalPlayer->ViewportClient->GetMousePosition(MousePosition))
					{
						ContactPoints.Add(MousePosition);
					}
				}

				for (int32 FingerIndex = 0; FingerIndex < EKeys::NUM_TOUCH_KEYS; ++FingerIndex)
				{
					FVector2D TouchLocation;
					bool bPressed = false;

					GetOwningPlayerController()->GetInputTouchState((ETouchIndex::Type)FingerIndex, TouchLocation.X, TouchLocation.Y, bPressed);

					if (bPressed)
					{
						ContactPoints.Add(TouchLocation);
					}
				}

				const FVector2D ContactPointOffset = GetCoordinateOffset();

				if (!ContactPointOffset.IsZero())
				{
					for (FVector2D& ContactPoint : ContactPoints)
					{
						ContactPoint += ContactPointOffset;
					}
				}
				UpdateHitBoxCandidates( MoveTemp(ContactPoints) );
			}
		}
		else if (HitBoxesOver.Num() > 0)
		{
			// We still need to dispatch any end cursor over messages even if we don't have any hitboxes anymore
			for (const FName HitBoxName : HitBoxesOver)
			{
				NotifyHitBoxEndCursorOver(HitBoxName);
			}
			HitBoxesOver.Reset();
		}
	}
	
	if( bShowHitBoxDebugInfo )
	{
		RenderHitBoxes( Canvas->Canvas );
	}

	DrawSafeZoneOverlay();

	LastHUDRenderTime = GetWorld()->TimeSeconds;
}