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Button styling and scaling
(+ mouse cursor)
(Button styling and scaling)
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====Widgets====
====Widgets====
[[Image:ue4_open_close_a_menu_widget.jpg|400px|right|thumb|Before "IsVisible" can use a reference, it had to be given data, e.g. at BeginPlay. See second image for details.]]
[[Image:ue4_open_close_a_menu_widget.jpg|400px|right|thumb|Before "IsVisible" can use a reference, it had to be given data, e.g. at BeginPlay. See second image for details.]]
[[Image:ue4_create_widget_ref_after_BeginPlay.jpg|400px|right|thumb|Creating a menu reference at BeginPlay. Reminder: "Cast To ..." node is used to get variables from another blueprint.]]
<!--obsolete with IsValid node [[Image:ue4_create_widget_ref_after_BeginPlay.jpg|400px|right|thumb|Creating a menu reference at BeginPlay. Reminder: "Cast To ..." node is used to get variables from another blueprint.]]-->
Any key can be used to open a menu. But when the game gets paused too then pressing the same key again cannot close the menu.
Any key can be used to open a menu. But when the game gets paused too then pressing the same key again cannot close the menu.


You need to set the key's property "Execute when Paused" to true.
You need to set the key's property "Execute when Paused" to true.


Also, in theory a "Flipflop" node would work but has proven unreliable. Setup a reference to the menu instead and use it an "Is Visible" and a "Branch" (if) node.
Also, in theory a "Flipflop" node would work but has proven unreliable. Instead, a reference to the menu instead, an "Is Visible" and a "Branch" (if) node will do the trick. Additionally, an Is Valid node is placed to catch an error when the reference is used for the very first time.


If you use "Set Input Mode Game And UI" use the "Lock Always" option to capture the mouse with in the game application.
We can capture the mouse within the game application if we place an "Set Input Mode Game And UI" node with "Lock Always" option.


=====Button and section images=====
[[Image:ue4PauseMenuButtonsDisabled.jpg|400px|right|thumb]]
'''Styles'''
Buttons have 4 styles: Normal, Hovered, Pressed, Disabled.
For now lets use only 2 texture: one for Normal, one for Hovered and Pressed.
The Disabled style just uses a tint color on the Normal texture with an RGBA of 000000FF.
Buttons can be disabled via Set Is Enabled (Target is Widget). You can get button references from the Graph window.
[[Image:ue4PauseMenuButtonsDisabledInGame.jpg|400px|right|thumb]]
'''Scaling'''
When you place a Grid Panel into the widget you can define columns and rows. Buttons and other elements can adapt to their given space.
You probably want to set button texture property Draw As to Image.
For standalone images Draw As Border can be used if the image is big enough. This will work like Oni's [[XML:PSpc]] where only specific sections of the image are scaled.
For extreme different resolutions we might need to bind different textures so Draw As Border won't produce empty spaces in the center.


====Animations====
====Animations====
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