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https://github.com/FortniteModdingHub/FNGameProj.git
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74 lines
2.3 KiB
C++
74 lines
2.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "FortClientEventInterface.h"
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#include "ContentPushState.h"
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#include "EFortUIState.h"
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#include "FortActivatablePanel.h"
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#include "FortUIStateWidget_NUI.generated.h"
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class UWidget;
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UCLASS(Blueprintable, EditInlineNew)
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class UFortUIStateWidget_NUI : public UFortActivatablePanel, public IFortClientEventInterface {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<FContentPushState> StackStates;
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public:
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UFortUIStateWidget_NUI();
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UFUNCTION(BlueprintCallable)
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void SetFrontEndVisibility(bool bHideHeader, bool bHideFooter, bool bHideChatWidget);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void RequestOpenSocialMenu();
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protected:
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
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void PushContentWidgetInternal(UWidget* Widget, FContentPushState State);
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public:
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UFUNCTION(BlueprintCallable)
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void PushContentWidgetAdvanced(UWidget* Widget, bool bHideHeader, bool bHideFooter, bool bHideChatWidget);
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UFUNCTION(BlueprintCallable)
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void PushContentWidget(UWidget* Widget);
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protected:
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UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
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UWidget* PopContentWidgetInternal(FContentPushState State);
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public:
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UFUNCTION(BlueprintCallable)
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UWidget* PopContentWidget();
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UFUNCTION(BlueprintCallable)
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void PopAllContentWidgets();
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnLoadingScreenVisibilityChanged(bool IsVisible);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnHUDScaleChanged(float HUDScale);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnFrontEndVisibilityUpdated(bool bHideHeader, bool bHideFooter, bool bHideChatWidget);
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public:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnExitState(EFortUIState NextUIState);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnEnterState(EFortUIState PreviousUIState);
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protected:
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UFUNCTION(BlueprintCallable)
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void DynamicHandleLoadingScreenVisibilityChanged(bool IsVisible);
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// Fix for true pure virtual functions not being implemented
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};
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