refactored + code doc
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@ -1,4 +1,6 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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/*!
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* @author SIMAILA Djalim
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*/
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using UnrealBuildTool;
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using System.Collections.Generic;
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@ -1,4 +1,6 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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/*!
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* @author SIMAILA Djalim
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*/
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#include "Item.h"
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@ -1,4 +1,6 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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/*!
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* @author SIMAILA Djalim
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*/
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#include "JournalPage.h"
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@ -1,4 +1,6 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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/*!
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* @author SIMAILA Djalim
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*/
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#include "JournalWidget.h"
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@ -1,27 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyActor.h"
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// Sets default values
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AMyActor::AMyActor()
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{
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// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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}
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// Called when the game starts or when spawned
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void AMyActor::BeginPlay()
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{
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Super::BeginPlay();
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}
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// Called every frame
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void AMyActor::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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@ -1,5 +0,0 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyUserWidget.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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/*!
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* @author SIMAILA Djalim
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*/
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#include "SURREALISM.h"
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#include "Modules/ModuleManager.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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/*!
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* @author SIMAILA Djalim
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*/
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#include "utils_functions.h"
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// Fill out your copyright notice in the Description page of Project Settings.
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/*!
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* @author SIMAILA Djalim
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*/
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#pragma once
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@ -6,6 +8,9 @@
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#include "GameFramework/Actor.h"
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#include "Item.generated.h"
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/**
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* @brief This class is the base class for all items in the game.
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*/
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UCLASS(Blueprintable)
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class SURREALISM_API AItem : public AActor
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{
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@ -23,24 +28,48 @@ public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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/**
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* @brief The name of the item.
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*/
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Item")
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FString item_name = "Item name";
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/**
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* @brief The description of the item.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
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FString item_description = "Item description";
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/**
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* @brief This function returns the name of the item.
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*/
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UFUNCTION(BlueprintCallable,CallInEditor , Category = "Item")
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FString get_item_name();
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/**
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* @brief This function returns the description of the item.
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* @return The description of the item.
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*/
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UFUNCTION(BlueprintCallable,CallInEditor, Category = "Item")
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FString get_item_description();
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/**
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* @brief This function sets the name of the item.
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* @param new_name The new name of the item.
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*/
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UFUNCTION(BlueprintCallable,CallInEditor, Category = "Item")
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void set_item_name(FString new_name);
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/**
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* @brief This function sets the description of the item.
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* @param new_description The new description of the item.
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*/
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UFUNCTION(BlueprintCallable,CallInEditor, Category = "Item")
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void set_item_description(FString new_description);
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/**
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* @brief This function sends the item to the journal.
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*/
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UFUNCTION(BlueprintCallable,CallInEditor, Category = "Item")
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void send_item_to_journal();
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// Fill out your copyright notice in the Description page of Project Settings.
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/*!
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* @author SIMAILA Djalim
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*/
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#pragma once
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#include "CoreMinimal.h"
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#include "JournalPage.generated.h"
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/**
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* @brief This struct represents a journal entry.
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*/
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USTRUCT(BlueprintType)
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struct FJournalEntry
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{
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@ -16,30 +22,65 @@ struct FJournalEntry
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};
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/**
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*
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* @brief This class represents a journal page.
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*/
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UCLASS()
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class SURREALISM_API UJournalPage : public UObject
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{
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GENERATED_BODY()
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public:
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UJournalPage();
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/**
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* @brief Array containing all the entries of the journal page.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Journal")
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TArray<FJournalEntry> page_entries;
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/**
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* @brief The maximum number of entries that the journal page can contain.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Journal")
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int32 max_page_entries;
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/**
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* @brief This function adds an entry to the journal page.
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* @param entry_name The name of the entry to add.
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* @param entry_description The description of the entry to add.
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*/
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void add_entry(FString entry_name, FString entry_description);
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/**
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* @brief This function removes an entry from the journal page.
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* @param entry_name The name of the entry to remove.
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*/
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void remove_entry(FString entry_name);
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/**
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* @brief This function returns the name of all the entries of the journal page.
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* @return An array containing the names of all the entries of the journal page.
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*/
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TArray<FString> get_all_entries_names();
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/**
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* @brief This function returns the description of all the entries of the journal page.
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* @return An array containing the descriptions of all the entries of the journal page.
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*/
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TArray<FString> get_all_entries_descriptions();
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/**
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* @brief This function returns the number of entries of the journal page.
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* @return The number of entries of the journal page.
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*/
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int32 get_number_of_entries();
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/**
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* @brief This function returns the description of an entry of the journal page selected by its name.
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* @param entry_name The name of the entry to get.
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* @return The description of the entry.
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*/
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FString get_entry_description(FString entry_name);
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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/*!
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* @author SIMAILA Djalim
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*/
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#pragma once
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@ -10,6 +12,7 @@
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/**
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*
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* @brief This class represents the journal widget.
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*/
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UCLASS(Blueprintable)
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class SURREALISM_API UJournalWidget : public UUserWidget
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@ -18,58 +21,117 @@ class SURREALISM_API UJournalWidget : public UUserWidget
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public:
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/**
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* @brief Array containing all the journal pages.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Journal")
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TArray<UJournalPage*> journal_pages;
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/**
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* @brief The maximum number of pages that the journal can contain.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Journal")
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int max_pages = 10;
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/**
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* @brief The current number of pages of the journal.
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*/
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Journal")
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int current_number_of_pages = 0;
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/**
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* @brief The current page number.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Journal")
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int current_page_number = 0;
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/**
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* @brief returns the current number of pages.
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*/
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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int get_current_number_of_page();
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/**
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* @brief This function changes the current page to the next one.
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*/
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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void next_page();
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/**
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* @brief This function changes the current page to the previous one.
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*/
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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void previous_page();
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/**
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* @brief This function changes the current page to the one with the specified number.
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* @param page_number The number of the page to go to.
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*/
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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void go_to_page(int page_number);
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/**
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* @brief This function removes a page from the journal selected by its number.
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* @param page_number The number of the page to remove.
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*/
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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void remove_page(int page_number);
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/**
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* @brief This function gets all the item name from the current page.
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* @return An array containing all the item names from the current page.
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*/
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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TArray<FString> get_current_page_entries_names();
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/**
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* @brief This function gets the description from the item oin the current page selected by its name.
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* @return The description of the item.
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*/
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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FString get_entry_description(FString entry_name);
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/**
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* @brief This function adds a page to the journal.
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* @return The number of the page added.
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*/
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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int add_page();
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/**
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* @brief This function adds an item to the journal.
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* @param item_name The name of the item to add.
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* @param item_description The description of the item to add.
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*/
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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void add_to_journal(FString item_name, FString item_description);
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/**
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* @brief This function resets the journal.
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*/
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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void clear_journal();
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/**
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* @brief This function prints the current page. (ONLY FOR DEBUG)
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*/
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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void print_current_page();
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/**
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* @brief This function returns the current page number.
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* @return The current page number.
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*/
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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int get_current_pages_number();
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/**
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* @brief This function returns the number of entries in the current page.
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* @return The number of entries in the current page.
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*/
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UFUNCTION(BlueprintCallable, CallInEditor, Category = "Journal")
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int get_number_of_entries_in_current_page();
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virtual void NativeConstruct() override;
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "MyActor.generated.h"
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UCLASS()
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class SURREALISM_API AMyActor : public AActor
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{
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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AMyActor();
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protected:
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// Called when the game starts or when spawned
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Blueprint/UserWidget.h"
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#include "MyUserWidget.generated.h"
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/**
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*
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*/
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UCLASS()
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class SURREALISM_API UMyUserWidget : public UUserWidget
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{
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GENERATED_BODY()
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};
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// Fill out your copyright notice in the Description page of Project Settings.
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/*!
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* @author SIMAILA Djalim
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*/
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#pragma once
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// Fill out your copyright notice in the Description page of Project Settings.
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/*!
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* @author SIMAILA Djalim
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*/
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#pragma once
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// Fill out your copyright notice in the Description page of Project Settings.
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/*!
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* @author SIMAILA Djalim
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*/
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using UnrealBuildTool;
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|
@ -1,4 +1,6 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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/*!
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* @author SIMAILA Djalim
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*/
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using UnrealBuildTool;
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using System.Collections.Generic;
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