Files
FNGameProj/Source/FortniteUI/Public/FortRewardNotificationSubWidget.h
2024-01-21 00:41:14 +01:00

102 lines
3.0 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "CommonActionCommitedDelegate.h"
#include "CommonUserWidget.h"
#include "EInputActionState.h"
#include "Engine/DataTable.h"
#include "OnRewardWidgetTransitionDelegateDelegate.h"
#include "FortRewardNotificationSubWidget.generated.h"
class UDataTable;
class UFortItem;
class UFortRewardNotificationWidget;
UCLASS(Blueprintable, EditInlineNew)
class UFortRewardNotificationSubWidget : public UCommonUserWidget {
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnRewardWidgetTransitionDelegate OnTransitionInComplete;
UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FOnRewardWidgetTransitionDelegate OnTransitionOutComplete;
UFortRewardNotificationSubWidget();
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void TransitionOutBegin();
public:
UFUNCTION(BlueprintCallable)
void TransitionOut();
protected:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void TransitionInBegin();
public:
UFUNCTION(BlueprintCallable)
void TransitionIn();
protected:
UFUNCTION(BlueprintCallable)
void SetPrimaryActionText(FText Text);
UFUNCTION(BlueprintCallable)
void SetPrimaryActionHidden();
UFUNCTION(BlueprintCallable)
void SetPrimaryActionEnabled(bool bEnabled);
UFUNCTION(BlueprintCallable)
void SetInputActionHandlerState(UDataTable* DataTable, FName RowName, EInputActionState State);
UFUNCTION(BlueprintCallable)
void RemoveInputActionHandler(FDataTableRowHandle InputActionRow);
UFUNCTION(BlueprintCallable)
void RemoveAllInputActionHandlers();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnPrimaryAction();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnNavigationUp();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnNavigationRight();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnNavigationLeft();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnNavigationDown();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnDeactivated();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnActivated();
protected:
UFUNCTION(BlueprintCallable, BlueprintPure)
void IsPrimaryActionHidden(bool& bHidden);
UFUNCTION(BlueprintCallable, BlueprintPure)
void IsPrimaryActionEnabled(bool& bEnabled);
UFUNCTION(BlueprintCallable)
void InspectItem(UFortItem* ItemToInspect);
public:
UFUNCTION(BlueprintCallable)
void Init(UFortRewardNotificationWidget* MainWidget);
protected:
UFUNCTION(BlueprintCallable)
void AddInputActionHandler(UDataTable* DataTable, FName RowName, FCommonActionCommited CommittedEvent);
};