Setup phone UI
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@@ -351,6 +351,7 @@ Phase estimates are rough and assume one engineer. Adjust as we go.
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### Phase 8 — Phone + forum UI + battery + livestream (3–4 weeks)
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- **Phone UI shell — landed early (pulled forward from this phase).** CommonUI nested-stack shell under `UI/Phone/`: `UPhoneScreenWidget` (activatable pushed onto the GameLayout `WidgetStack`) owns an inner `AppStack` (`UCommonActivatableWidgetStack`) with the home screen at its base; `OpenApp` pushes an app, the physical `HomeButton`/`GoHome` clears back to home, and CommonUI back navigation pops app→home→close-phone for free. `UPhoneAppWidget` is the abstract base for every app; `UPhoneHomeScreenWidget` (a `PhoneAppWidget`) builds an icon grid from a data-driven `AppEntries` array (`FPhoneAppEntry` = name/icon/`TSubclassOf<UPhoneAppWidget>`, §17.4) into a `BindWidget` `AppContainer`, spawning one `UPhoneAppIconWidget` each and routing taps back to `OpenApp` via `OnAppSelected`. `UGameLayoutWidget::OpenPhone()` pushes the shell. **Open path is temporary:** a dev `PhoneAction` input on `ANakedDesireCharacter` (`OnPhonePress`) calls `OpenPhone()` — replace with phone-slot interaction + `BlockPhoneUse`/battery gating when the systems below land. **BP to author in-editor:** `WBP_PhoneScreen` (binds `AppStack`, `HomeButton`; set `HomeScreenClass`), `WBP_PhoneHome` (binds `AppContainer`; set `AppIconWidgetClass` + fill `AppEntries`), `WBP_PhoneAppIcon` (binds `IconButton`; optional `IconImage`/`NameText`), placeholder `WBP_App_Camera`/`Gallery`/`Forum` (each a `UPhoneAppWidget`); assign `PhoneScreenWidgetClass` on the GameLayout BP and the `PhoneAction` `UInputAction` + mapping on the player BP. App **contents** (capture, posting, etc.) still pending below.
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- Phone as an `AItemActor` (Phase 2 base). Usable from the dedicated **phone slot** (§6.5 / §27); placed-in-world streaming exception still applies (§9.1.1).
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- `PhoneSubsystem` (§17.1): tickable; owns battery %, active app, livestream session lifecycle, charger interaction.
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- **Battery (§9.8):**
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