SovietKitKat 4 Posted June 7, 2022 Does anyone have any ideas where to start with properly handling dialog/menu input capturing? From digging around around the Reforger resources, it seems like a menu is the most appropriate class for what I'm trying to achieve (NPC quest menu) I can display my dialog layout using the HUD manager, but I need to be able to handle inputs, so I've been trying to figure out how to define a Menu in a way that I can use the MenuManager, but OpenMenu requires an enum as a menu input and I haven't been able to determine how Reforger associates Menus to enums. ChimeraMenuBase defines its own inherited enum, but I can't find where those enums associate to the UI classes with different names. They don't appear to exist in the project files at all. Am I missing something? Share this post Link to post Share on other sites
SovietKitKat 4 Posted June 8, 2022 Figured it out for my purposes after digging into Hexcavate and some additional trial and error. Here's what I had to do to get a new interactive menu defined. 1. Inherit chimeraMenus.conf and adding my layout as a new MenuPreset. Adding a different menu config to the menuManager through addon.gproj didn't work during my earlier testing, but something else I did wrong further down the chain could have been mucking things up. 2. Creating a modded enum for ChimeraMenuPreset only containing my new dialog name. modded enum ChimeraMenuPreset : ScriptMenuPresetEnum { NPCTalkDialog } Again, trying to define my own enum instead of modding the existing preset didn't work. Other Notes For handling button inputs, I created my own Menu class inheriting MenuBase. You can get the widgets pretty easily from that point. Here's a snippet of my class in case it helps anyone else. class POK_NPCTalkMenu : ChimeraMenuBase { Widget m_widget; ... private ButtonWidget confirmButton; private SCR_ButtonBaseComponent confirmButtonComponent; override void OnMenuOpen() { m_widget = GetRootWidget(); if(m_widget == null) return; ... confirmButton = ButtonWidget.Cast( m_widget.FindAnyWidget( "Confirm" ) ); confirmButtonComponent = SCR_ButtonBaseComponent.Cast(confirmButton.FindHandler(SCR_ButtonBaseComponent)); // Add event to confirm button component to close the dialogue confirmButtonComponent.m_OnClicked.Insert(CloseDialogue); } void CloseDialogue() { confirmButtonComponent.m_OnClicked.Remove(CloseDialogue); auto menu = ChimeraMenuPreset.NPCTalkDialog; g_Game.GetMenuManager().CloseMenuByPreset(menu); } 3 Share this post Link to post Share on other sites