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Stubbing out the widget documentation
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ReadMe.md
63
ReadMe.md
@ -73,20 +73,11 @@ public class YourProject : ModuleRules
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You can use most of the features without doing anything else, but certain features
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You can use most of the features without doing anything else, but certain features
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require some additional setup, see below.
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require some additional setup, see below.
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## Usage
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## Game instance subsystem
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### Widgets
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Many features are contained in new widget types, which can be created directly in
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UMG Design mode.
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TODO: specific tutorials on new widget types.
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### Game instance subsystem
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In order to track stateful things like the current input mode for each player,
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In order to track stateful things like the current input mode for each player,
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there is a custom `GameInstanceSubsystem` called `StevesGameSubsystem`, which
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there is a custom `GameInstanceSubsystem` called `StevesGameSubsystem`, which
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you can tap into anywhere in Blueprints by searchign for it:
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you can tap into anywhere in Blueprints by searching for it:
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
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
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@ -112,12 +103,58 @@ if (GS)
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```
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```
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## Widgets
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Several custom widgets are supplied to assist with some common challenges:
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* [OptionWidgetBase](docs/OptionWidget.md)
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This widget base class adds "option switch" functionality, allowing a user to
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select one of a number of options by moving through them in a linear list.
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It handles both mouse and gamepad by automatically switching styles between
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separate clickable arrows for mouse, and a unified left/right rocker style
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for gamepads. Styleable in Blueprint subclasses.
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* [InputImage](docs/InputImage.md)
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This custom Image widget takes an Action or Axis name and will automatically
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display the image for an associated bound control, based on the currently
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active input method. Dynamically switches as input method changes.
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* [FocusableButton](docs/FocusableButton.md)
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A refined Button widget which raises focus events you can listen to, and
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which can apply the "Hovered" style to itself when focused (very important
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for gamepad navigation).
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* [FocusablePanel](docs/FocusablePanel.md)
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A Panel widget which can make sure that something is selected when a
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gamepad is in use, and resists loss of focus. Has a default focus widget,
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and also remembers the last focus widget if you switch away & back
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without destroying it.
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* [MenuBase](docs/MenuBase.md)
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A specialised [FocusablePanel](docs/FocusablePanel.md) which adds the ability
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to be part of a contextual [MenuStack](docs/FocusablePanel.md), and which
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as it becomes the top of the stack can automatically grab focus, change game
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pause state, alter input modes, and change the mouse pointer visibility
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(all individually optional).
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* [MenuStack](docs/MenuStack.md)
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A container for and stack of [MenuBase](docs/MenuBase.md) instances, making it
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easy to create multi-level on-screen menus with a simple "back" navigation.
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# Additional Configuration
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# Additional Configuration
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## UiTheme
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## UiTheme
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Some features of this plugin such as InputImage need a `UUiTheme` asset, which is just a Data Asset
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Some features of this plugin such as InputImage need a `UUiTheme` asset, which
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based on the `UUiTheme` class which references other resources like button images. There is one in the Examples project as reference.
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is just a Data Asset based on the `UUiTheme` class which references other
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resources like button images. There is one in the Examples project as reference.
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### Create a UiTheme:
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### Create a UiTheme:
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