Working on CommonUI conversion. Need to stop using SetAnchorsInViewport as way to position widgets, so now implementing new thing using GridPanels.

This commit is contained in:
2025-05-12 18:23:37 -04:00
parent 11b509cfdf
commit dea3444be4
10 changed files with 132 additions and 12 deletions

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@@ -82,3 +82,6 @@ UIScaleCurve=(EditorCurveData=(Keys=((Time=480.000000,Value=0.444000),(Time=720.
+CollisionChannelRedirects=(OldName="PawnMovement",NewName="Pawn")
+CollisionChannelRedirects=(OldName="Clickable",NewName="LookAtDetection")
[/Script/Engine.Engine]
GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient

BIN
Content/Luprex/CIBD.uasset LFS Normal file

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@@ -6,6 +6,8 @@
#include "EnhancedInputSubsystems.h"
#include "Kismet/KismetSystemLibrary.h"
#include "Kismet/GameplayStatics.h"
#include "Blueprint/UserWidget.h"
#include "Components/GridPanel.h"
#define LOCTEXT_NAMESPACE "Luprex Utility"
@@ -146,3 +148,64 @@ bool UlxUtilityLibrary::LineTraceThroughPixel(const APlayerController* PlayerCon
HitResult.Init();
return false;
}
void UlxUtilityLibrary::SetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel, FVector2D UpperLeftXY, FVector2D LowerRightXY)
{
if ((GridPanel == nullptr) || (GridPanel->ColumnFill.Num() != 3) || (GridPanel->RowFill.Num() != 3))
{
UE_LOG(LogBlueprint, Error, TEXT("SetPositionOfGridPanelMiddleCell only works on 3x3 GridPanels."));
return;
}
if ((LowerRightXY.X < UpperLeftXY.X) || (LowerRightXY.Y < UpperLeftXY.Y))
{
UE_LOG(LogBlueprint, Error, TEXT("LowerRightXY must be greater than or equal to UpperLeftXY"));
return;
}
UpperLeftXY.X = FMath::Clamp(UpperLeftXY.X, 0.0f, 1.0f);
UpperLeftXY.Y = FMath::Clamp(UpperLeftXY.Y, 0.0f, 1.0f);
LowerRightXY.X = FMath::Clamp(LowerRightXY.X, 0.0f, 1.0f);
LowerRightXY.Y = FMath::Clamp(LowerRightXY.Y, 0.0f, 1.0f);
GridPanel->SetRowFill(0, UpperLeftXY.Y);
GridPanel->SetRowFill(1, LowerRightXY.Y - UpperLeftXY.Y);
GridPanel->SetRowFill(2, 1.0 - LowerRightXY.Y);
GridPanel->SetColumnFill(0, UpperLeftXY.X);
GridPanel->SetColumnFill(1, LowerRightXY.X - UpperLeftXY.X);
GridPanel->SetColumnFill(2, 1.0 - LowerRightXY.X);
}
void UlxUtilityLibrary::GetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel, FVector2D &UpperLeftXY, FVector2D &LowerRightXY)
{
TArray<float> &Col = GridPanel->ColumnFill;
TArray<float> &Row = GridPanel->RowFill;
// Set default return value for error situations.
UpperLeftXY.X = 0.0;
LowerRightXY.X = 1.0;
UpperLeftXY.Y = 0.0;
LowerRightXY.Y = 1.0;
if ((GridPanel == nullptr) || (Row.Num() != 3) || (Col.Num() != 3))
{
UE_LOG(LogBlueprint, Error, TEXT("SetPositionOfGridPanelMiddleCell only works on 3x3 GridPanels."));
return;
}
double TotalX = Col[0] + Col[1] + Col[2];
double TotalY = Row[0] + Row[1] + Row[2];
if (TotalX > 0)
{
UpperLeftXY.X = Col[0] / TotalX;
LowerRightXY.X = (Col[0] + Col[1]) / TotalX;
}
if (TotalY > 0)
{
UpperLeftXY.Y = Row[0] / TotalY;
LowerRightXY.Y = (Row[0] + Row[1]) / TotalY;
}
}

View File

@@ -85,4 +85,51 @@ public:
FVector2D PixelXY, double MaxDistanceFromCamera,
ETraceTypeQuery TraceChannel, bool bTraceComplex, EDrawDebugTrace::Type DrawDebugType, bool bIgnorePlayerPawn,
const TArray<AActor*>& ActorsToIgnore, FHitResult& HitResult);
// Set Position of GridPanel Middle Cell
//
// Sometimes, you want to specify the position of a widget, and you
// don't want to specify the position in slate units, instead, you
// want to specify the position using fractions: ie, (0,0) is the
// upper left corner of the screen, and (1,1) is the lower-right corner.
//
// One way to accomplish this is to put your widget in the middle cell
// of a 3x3 GridPanel. Then, you can position it by adjusting the grid
// fill rules. This utility routine can do the math necessary to
// correctly populate those fill rules.
//
// This routine must be passed a 3x3 GridPanel. This will reposition
// the middle cell. You must specify the upper-left and lower-right
// corners of the middle cell as fractions between (0,0) and (1,1).
//
// Be aware that if the content of a grid cell overflows the amount of
// space allocated for it, then the grid will adjust to make room.
// But that will mean that the grid is no longer faithful to the
// positions specified in its fill rules. One way to ensure that the
// grid remains faithful to its fill rules is to put an Overlay
// into the GridPanel cell, then put -1000 padding into the
// Overlay's GridPanel slot, then put +1000 padding into the Overlay
// slot. The two paddings cancel each other out, leaving the item in
// the Overlay at the originally-intended position. But if the item
// in the overlay overflows, it doesn't cause the Grid to deform.
// Instead, the item exceeds the bounds of the grid cell, but it leaves
// the grid cell where it belongs.
//
UFUNCTION(BlueprintCallable, Category="Widget")
static void SetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel, FVector2D UpperLeftXY, FVector2D LowerRightXY);
// Get Position of GridPanel Middle Cell
//
// The routine must be passed a 3x3 GridPanel. This will return the
// position of the middle cell of the gridpanel, expressed on a scale
// from (0,0) to (1,1).
//
// The numbers returned by this routine are based entirely on the
// GridPanel fill rules. If an item in the grid is overflowing its
// allocated space, causing the grid to deform, then that won't be
// reflected in the output of this routine.
//
UFUNCTION(BlueprintPure, Category="Widget")
static void GetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel, FVector2D &UpperLeftXY, FVector2D &LowerRightXY);
};

View File

@@ -31,7 +31,11 @@ end
function engio.getlookat()
local class = tangible.getclass(tangible.place())
if class == nil then return end
-- if the tangible is not of any class, return empty string.
if class == nil then
return ""
end
-- if the class has a function 'lookhotkeys', then the correct
-- look-at widget is 'hotkeys'. We're going to automatically
@@ -47,5 +51,8 @@ function engio.getlookat()
if class.getlookat ~= nil then
return class.getlookat()
end
-- by default, return the empty string.
return ""
end