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

105 lines
3.1 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "CommonActivatablePanel.h"
#include "FortCollectionBookRewards.h"
#include "FortSwipeDetector.h"
#include "FortRewardNotificationWidget.generated.h"
class UFortExpeditionItem;
class UFortItem;
class UFortQuestItem;
class UFortRewardNotificationData;
class UOverlay;
UCLASS(Blueprintable, EditInlineNew)
class UFortRewardNotificationWidget : public UCommonActivatablePanel {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UFortRewardNotificationData*> NotificationDataList;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UOverlay* OverlayMain;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortSwipeDetector SwipeDetector;
UFortRewardNotificationWidget();
UFUNCTION(BlueprintCallable)
void SetPrimaryActionText(FText Text);
UFUNCTION(BlueprintCallable)
void SetPrimaryActionHidden();
UFUNCTION(BlueprintCallable)
void SetPrimaryActionEnabled(bool bEnabled);
protected:
UFUNCTION(BlueprintCallable)
void ResetAllRewardData();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnPrimaryActionTextChanged(const FText& Text);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnPrimaryActionHidden();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnPrimaryActionEnabled();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnPrimaryActionDisabled();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnNavigationUp();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnNavigationRight();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnNavigationLeft();
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnNavigationDown();
UFUNCTION(BlueprintCallable, BlueprintPure)
void IsPrimaryActionHidden(bool& bHidden);
UFUNCTION(BlueprintCallable, BlueprintPure)
void IsPrimaryActionEnabled(bool& bEnabled);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void InspectItem(UFortItem* ItemToInspect);
protected:
UFUNCTION(BlueprintCallable)
void AddQuestData(UFortQuestItem* Quest);
UFUNCTION(BlueprintCallable)
void AddMissionData();
UFUNCTION(BlueprintCallable)
void AddMissionAlertData();
UFUNCTION(BlueprintCallable)
void AddItemCacheRewardData(UFortItem* ItemCache);
UFUNCTION(BlueprintCallable)
void AddGiftBoxData();
UFUNCTION(BlueprintCallable)
void AddExpeditionData(UFortExpeditionItem* ExpeditionItem);
UFUNCTION(BlueprintCallable)
void AddEpicQuestData(UFortQuestItem* Quest);
UFUNCTION(BlueprintCallable)
void AddDifficultyIncreaseRewardData();
UFUNCTION(BlueprintCallable)
void AddCollectionBookData(const FFortCollectionBookRewards& CollectionBookRewards);
};