RealtimeStyleTransferRuntime/Plugins/CommonGame/Source/Private/Messaging/CommonGameDialog.cpp

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2022-05-23 18:41:30 +00:00
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Messaging/CommonGameDialog.h"
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#include "Internationalization/Internationalization.h"
#include "Messaging/CommonMessagingSubsystem.h"
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#define LOCTEXT_NAMESPACE "Messaging"
UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::CreateConfirmationOk(const FText& Header, const FText& Body)
{
UCommonGameDialogDescriptor* Descriptor = NewObject<UCommonGameDialogDescriptor>();
Descriptor->Header = Header;
Descriptor->Body = Body;
FConfirmationDialogAction ConfirmAction;
ConfirmAction.Result = ECommonMessagingResult::Confirmed;
ConfirmAction.OptionalDisplayText = LOCTEXT("Ok", "Ok");
Descriptor->ButtonActions.Add(ConfirmAction);
return Descriptor;
}
UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::CreateConfirmationOkCancel(const FText& Header, const FText& Body)
{
UCommonGameDialogDescriptor* Descriptor = NewObject<UCommonGameDialogDescriptor>();
Descriptor->Header = Header;
Descriptor->Body = Body;
FConfirmationDialogAction ConfirmAction;
ConfirmAction.Result = ECommonMessagingResult::Confirmed;
ConfirmAction.OptionalDisplayText = LOCTEXT("Ok", "Ok");
FConfirmationDialogAction CancelAction;
CancelAction.Result = ECommonMessagingResult::Cancelled;
CancelAction.OptionalDisplayText = LOCTEXT("Cancel", "Cancel");
Descriptor->ButtonActions.Add(ConfirmAction);
Descriptor->ButtonActions.Add(CancelAction);
return Descriptor;
}
UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::CreateConfirmationYesNo(const FText& Header, const FText& Body)
{
UCommonGameDialogDescriptor* Descriptor = NewObject<UCommonGameDialogDescriptor>();
Descriptor->Header = Header;
Descriptor->Body = Body;
FConfirmationDialogAction ConfirmAction;
ConfirmAction.Result = ECommonMessagingResult::Confirmed;
ConfirmAction.OptionalDisplayText = LOCTEXT("Yes", "Yes");
FConfirmationDialogAction DeclineAction;
DeclineAction.Result = ECommonMessagingResult::Declined;
DeclineAction.OptionalDisplayText = LOCTEXT("No", "No");
Descriptor->ButtonActions.Add(ConfirmAction);
Descriptor->ButtonActions.Add(DeclineAction);
return Descriptor;
}
UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::CreateConfirmationYesNoCancel(const FText& Header, const FText& Body)
{
UCommonGameDialogDescriptor* Descriptor = NewObject<UCommonGameDialogDescriptor>();
Descriptor->Header = Header;
Descriptor->Body = Body;
FConfirmationDialogAction ConfirmAction;
ConfirmAction.Result = ECommonMessagingResult::Confirmed;
ConfirmAction.OptionalDisplayText = LOCTEXT("Yes", "Yes");
FConfirmationDialogAction DeclineAction;
DeclineAction.Result = ECommonMessagingResult::Declined;
DeclineAction.OptionalDisplayText = LOCTEXT("No", "No");
FConfirmationDialogAction CancelAction;
CancelAction.Result = ECommonMessagingResult::Cancelled;
CancelAction.OptionalDisplayText = LOCTEXT("Cancel", "Cancel");
Descriptor->ButtonActions.Add(ConfirmAction);
Descriptor->ButtonActions.Add(DeclineAction);
Descriptor->ButtonActions.Add(CancelAction);
return Descriptor;
}
UCommonGameDialog::UCommonGameDialog()
{
}
void UCommonGameDialog::SetupDialog(UCommonGameDialogDescriptor* Descriptor, FCommonMessagingResultDelegate ResultCallback)
{
}
void UCommonGameDialog::KillDialog()
{
}
#undef LOCTEXT_NAMESPACE