praca_magisterska/games/unreal/tutorial/part-7-cpp-create-ui.md

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# Part 7 (C++): Create UI
[← Previous: Part 6 (C++) - Create Game Director](part-6-cpp-create-game-director.md) | [Back to Index](README.md) | [Next: Part 8 (C++) - Create Game Mode →](part-8-cpp-create-game-mode.md)
---
## Overview
For UI, we use **Widget Blueprints** for visual layout (drag-and-drop is better for UI design), but bind to C++ properties for data.
**Time:** ~15 minutes
---
## Step 7.1: Create Widget Blueprint
1. Content Browser → UI folder
2. Right-click → **User Interface → Widget Blueprint**
3. Name: `WBP_HUD`
4. Double-click to open Widget Designer
---
## Step 7.2: Design HUD Layout
In Widget Designer:
1. **Add a Canvas Panel** (if not already present):
- Drag **Canvas Panel** from Palette → Panel onto the root
- This is your container for all UI elements
2. **Add Text blocks** (drag each from Palette → Common onto the Canvas Panel):
- Drag a **Text** widget → rename to `txt_Score` (click on it in Hierarchy, press F2)
- Drag another **Text** widget → rename to `txt_Lives`
- Drag another **Text** widget → rename to `txt_Timer`
3. **Position them** (select each and set in Details panel → Slot):
- `txt_Score`: Position X=20, Y=20
- `txt_Lives`: Position X=20, Y=50
- `txt_Timer`: Position X=20, Y=80
4. **Style each text** (select in Hierarchy, edit in Details panel):
- Font → Size: 24
- Color and Opacity: White
- Set default Text content:
- txt_Score: `Score: 0`
- txt_Lives: `Lives: 3`
- txt_Timer: `Time: 300`
5. **Important: Set "Is Variable" for each text block**:
- Select `txt_Score` in Hierarchy
- In Details panel, check **Is Variable**
- Repeat for `txt_Lives` and `txt_Timer`
- (This allows C++ to find them by name)
6. **Compile and Save**
---
## Step 7.3: Create HUD Manager C++ Class
We'll create a simple C++ class to update the UI.
1. **Tools → New C++ Class****Actor** → Name: `STGHUDManager`
2. Wait for compilation
### STGHUDManager.h
Replace content with:
> **⚠️ IMPORTANT:** Replace `YOURPROJECTNAME_API` with your actual project's API macro (e.g., `BULLETHELLCPP_API`).
```cpp
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "STGHUDManager.generated.h"
UCLASS()
class YOURPROJECTNAME_API ASTGHUDManager : public AActor
{
GENERATED_BODY()
public:
ASTGHUDManager();
protected:
virtual void BeginPlay() override;
public:
virtual void Tick(float DeltaTime) override;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UI")
TSubclassOf<class UUserWidget> HUDWidgetClass;
UFUNCTION(BlueprintCallable, Category = "UI")
void UpdateScore(int32 NewScore);
UFUNCTION(BlueprintCallable, Category = "UI")
void UpdateLives(int32 NewLives);
UFUNCTION(BlueprintCallable, Category = "UI")
void UpdateTimer(float TimeRemaining);
private:
class UUserWidget* HUDWidget;
};
```
### STGHUDManager.cpp:
```cpp
#include "STGHUDManager.h"
#include "Blueprint/UserWidget.h"
#include "Components/TextBlock.h"
ASTGHUDManager::ASTGHUDManager()
{
PrimaryActorTick.bCanEverTick = true;
}
void ASTGHUDManager::BeginPlay()
{
Super::BeginPlay();
if (HUDWidgetClass)
{
HUDWidget = CreateWidget<UUserWidget>(GetWorld(), HUDWidgetClass);
if (HUDWidget)
{
HUDWidget->AddToViewport();
}
}
}
void ASTGHUDManager::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void ASTGHUDManager::UpdateScore(int32 NewScore)
{
if (HUDWidget)
{
UTextBlock* ScoreText = Cast<UTextBlock>(HUDWidget->GetWidgetFromName(TEXT("txt_Score")));
if (ScoreText)
{
ScoreText->SetText(FText::Format(FText::FromString("Score: {0}"), NewScore));
}
}
}
void ASTGHUDManager::UpdateLives(int32 NewLives)
{
if (HUDWidget)
{
UTextBlock* LivesText = Cast<UTextBlock>(HUDWidget->GetWidgetFromName(TEXT("txt_Lives")));
if (LivesText)
{
LivesText->SetText(FText::Format(FText::FromString("Lives: {0}"), NewLives));
}
}
}
void ASTGHUDManager::UpdateTimer(float TimeRemaining)
{
if (HUDWidget)
{
UTextBlock* TimerText = Cast<UTextBlock>(HUDWidget->GetWidgetFromName(TEXT("txt_Timer")));
if (TimerText)
{
int32 Seconds = FMath::CeilToInt(TimeRemaining);
TimerText->SetText(FText::Format(FText::FromString("Time: {0}s"), Seconds));
}
}
}
```
---
## Step 7.4: Integrate HUD with Game
1. Place `STGHUDManager` in level
2. Select it, in Details panel:
- Set **HUD Widget Class**`WBP_HUD`
3. Update `STGGameDirector` to update timer:
```cpp
void ASTGGameDirector::Tick(float DeltaTime)
{
// ... existing code ...
// Update HUD
TArray<AActor*> FoundManagers;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ASTGHUDManager::StaticClass(), FoundManagers);
if (FoundManagers.Num() > 0)
{
ASTGHUDManager* HUDMgr = Cast<ASTGHUDManager>(FoundManagers[0]);
if (HUDMgr)
{
HUDMgr->UpdateTimer(GameDuration - ElapsedTime);
}
}
}
```
4. Update `STGPawn` to update score/lives when they change:
First, add the include at the top of `STGPawn.cpp`:
```cpp
#include "STGHUDManager.h"
```
Then create a helper function to find and update the HUD. Add this private method to `STGPawn.h`:
```cpp
private:
void UpdateHUD();
```
Add the implementation in `STGPawn.cpp`:
```cpp
void ASTGPawn::UpdateHUD()
{
TArray<AActor*> FoundManagers;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ASTGHUDManager::StaticClass(), FoundManagers);
if (FoundManagers.Num() > 0)
{
ASTGHUDManager* HUDMgr = Cast<ASTGHUDManager>(FoundManagers[0]);
if (HUDMgr)
{
HUDMgr->UpdateScore(Score);
HUDMgr->UpdateLives(CurrentLives);
}
}
}
```
Call `UpdateHUD()` in these places:
In `AddScore()`:
```cpp
void ASTGPawn::AddScore(int32 Points)
{
Score += Points;
UpdateHUD();
}
```
In `TakeHit()` (after updating CurrentLives):
```cpp
void ASTGPawn::TakeHit(int32 Damage)
{
// ... existing damage code ...
CurrentLives = FMath::Clamp(CurrentLives - Damage, 0, MaxLives);
UpdateHUD(); // Add this line
// ... rest of function ...
}
```
In `BeginPlay()` (to initialize HUD with starting values):
```cpp
void ASTGPawn::BeginPlay()
{
Super::BeginPlay();
CurrentLives = MaxLives;
// ... existing input setup code ...
// Initialize HUD
UpdateHUD();
}
```
---
## Step 7.5: Test UI
Press Play
### Expected Result:
**In Play Mode:**
- ✅ UI appears in top-left corner
- ✅ "Score: 0", "Lives: 3", "Time: 300" displayed
- ✅ Timer counts down from 300
- ✅ Score increases when enemies are destroyed
- ✅ Lives decrease when player is hit
- ✅ Text is readable (white on dark background)
---
[← Previous: Part 6 (C++) - Create Game Director](part-6-cpp-create-game-director.md) | [Back to Index](README.md) | [Next: Part 8 (C++) - Create Game Mode →](part-8-cpp-create-game-mode.md)