Files
Unreal_EmberWild/Source/Survival_projet/Private/InventoryScreenWidget.cpp
T
2026-07-30 23:08:33 +02:00

127 lines
2.8 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "InventoryScreenWidget.h"
#include "Components/Button.h"
#include "Components/WidgetSwitcher.h"
#include "CraftingWidget.h"
#include "FpsPlayer.h"
#include "GameFramework/PlayerController.h"
#include "InventoryDragDropOperation.h"
#include "InventoryWidget.h"
void UInventoryScreenWidget::NativeConstruct()
{
Super::NativeConstruct();
if (InventoryTabButton)
{
InventoryTabButton->OnClicked.AddDynamic(this, &UInventoryScreenWidget::HandleInventoryTabClicked);
}
if (CraftingTabButton)
{
CraftingTabButton->OnClicked.AddDynamic(this, &UInventoryScreenWidget::HandleCraftingTabClicked);
}
ShowInventoryTab();
}
void UInventoryScreenWidget::BindToOwningPawn()
{
if (InventoryPage)
{
InventoryPage->BindToOwningPawn();
}
if (CraftingPage)
{
CraftingPage->BindToOwningPawn();
}
}
bool UInventoryScreenWidget::IsInventoryTabActive() const
{
return TabSwitcher && InventoryPage && TabSwitcher->GetActiveWidget() == InventoryPage;
}
int32 UInventoryScreenWidget::GetHoveredSlotIndex() const
{
if (!InventoryPage || !IsInventoryTabActive())
{
return INDEX_NONE;
}
return InventoryPage->GetHoveredSlotIndex();
}
void UInventoryScreenWidget::ShowInventoryTab()
{
ShowPage(InventoryPage);
}
void UInventoryScreenWidget::ShowCraftingTab()
{
ShowPage(CraftingPage);
}
void UInventoryScreenWidget::HandleInventoryTabClicked()
{
ShowPage(InventoryPage);
}
void UInventoryScreenWidget::HandleCraftingTabClicked()
{
ShowPage(CraftingPage);
}
void UInventoryScreenWidget::ShowPage(UWidget* Page)
{
if (!TabSwitcher || !Page)
{
return;
}
TabSwitcher->SetActiveWidget(Page);
// Le bouton de l'onglet courant est desactive : il sert d'indicateur de
// position autant que de garde-fou contre un clic sans effet.
const bool bInventoryActive = (Page == InventoryPage);
if (InventoryTabButton)
{
InventoryTabButton->SetIsEnabled(!bInventoryActive);
}
if (CraftingTabButton)
{
CraftingTabButton->SetIsEnabled(bInventoryActive);
}
OnTabChanged.Broadcast(bInventoryActive);
}
bool UInventoryScreenWidget::NativeOnDrop(const FGeometry& InGeometry, const FDragDropEvent& InDragDropEvent, UDragDropOperation* InOperation)
{
Super::NativeOnDrop(InGeometry, InDragDropEvent, InOperation);
// On n'arrive ici que si ni une case ni la page d'inventaire n'ont traite le
// depot : les enfants sont consultes en premier et arretent la propagation.
const UInventoryDragDropOperation* Payload = Cast<UInventoryDragDropOperation>(InOperation);
if (!Payload || Payload->SourceSlotIndex == INDEX_NONE)
{
return true;
}
if (const APlayerController* OwningController = GetOwningPlayer())
{
if (AFpsPlayer* PlayerPawn = Cast<AFpsPlayer>(OwningController->GetPawn()))
{
PlayerPawn->DropSlot(Payload->SourceSlotIndex, Payload->Quantity);
}
}
return true;
}