58 lines
1.7 KiB
C++
58 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Delegates/Delegate.h"
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#include "Engine/CancellableAsyncAction.h"
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#include "Templates/SharedPointer.h"
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#include "UObject/NameTypes.h"
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#include "UObject/Object.h"
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#include "UObject/SoftObjectPtr.h"
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#include "UObject/UObjectGlobals.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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#include "AsyncAction_CreateWidgetAsync.generated.h"
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class APlayerController;
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class UGameInstance;
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class UUserWidget;
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class UWorld;
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struct FFrame;
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struct FStreamableHandle;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCreateWidgetAsyncDelegate, UUserWidget*, UserWidget);
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/**
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* Load the widget class asynchronously, the instance the widget after the loading completes, and return it on OnComplete.
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*/
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UCLASS(BlueprintType)
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class COMMONGAME_API UAsyncAction_CreateWidgetAsync : public UCancellableAsyncAction
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{
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GENERATED_UCLASS_BODY()
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public:
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virtual void Cancel() override;
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UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta=(WorldContext = "WorldContextObject", BlueprintInternalUseOnly="true"))
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static UAsyncAction_CreateWidgetAsync* CreateWidgetAsync(UObject* WorldContextObject, TSoftClassPtr<UUserWidget> UserWidgetSoftClass, APlayerController* OwningPlayer, bool bSuspendInputUntilComplete = true);
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virtual void Activate() override;
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public:
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UPROPERTY(BlueprintAssignable)
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FCreateWidgetAsyncDelegate OnComplete;
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private:
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void OnWidgetLoaded();
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FName SuspendInputToken;
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TWeakObjectPtr<APlayerController> OwningPlayer;
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TWeakObjectPtr<UWorld> World;
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TWeakObjectPtr<UGameInstance> GameInstance;
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bool bSuspendInputUntilComplete;
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TSoftClassPtr<UUserWidget> UserWidgetSoftClass;
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TSharedPtr<FStreamableHandle> StreamingHandle;
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};
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