RealtimeStyleTransferRuntime/Source/LyraGame/UI/Frontend/LyraFrontendStateComponent.h

60 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Components/GameStateComponent.h"
#include "GameFeaturePluginOperationResult.h"
#include "LoadingProcessInterface.h"
#include "ControlFlowNode.h"
#include "LyraFrontendStateComponent.generated.h"
enum class ECommonUserOnlineContext : uint8;
enum class ECommonUserPrivilege : uint8;
class UCommonActivatableWidget;
class ULyraExperienceDefinition;
class UCommonUserInfo;
UCLASS(Abstract)
class ULyraFrontendStateComponent : public UGameStateComponent, public ILoadingProcessInterface
{
GENERATED_BODY()
public:
ULyraFrontendStateComponent(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
//~UActorComponent interface
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
//~End of UActorComponent interface
//~ILoadingProcessInterface interface
virtual bool ShouldShowLoadingScreen(FString& OutReason) const override;
//~End of ILoadingProcessInterface
private:
void OnExperienceLoaded(const ULyraExperienceDefinition* Experience);
UFUNCTION()
void OnUserInitialized(const UCommonUserInfo* UserInfo, bool bSuccess, FText Error, ECommonUserPrivilege RequestedPrivilege, ECommonUserOnlineContext OnlineContext);
void FlowStep_WaitForUserInitialization(FControlFlowNodeRef SubFlow);
void FlowStep_TryShowPressStartScreen(FControlFlowNodeRef SubFlow);
void FlowStep_TryShowMainScreen(FControlFlowNodeRef SubFlow);
bool bShouldShowLoadingScreen = true;
UPROPERTY(EditAnywhere, Category = UI)
TSoftClassPtr<UCommonActivatableWidget> PressStartScreenClass;
UPROPERTY(EditAnywhere, Category = UI)
TSoftClassPtr<UCommonActivatableWidget> MainScreenClass;
TSharedPtr<FControlFlow> FrontEndFlow;
// If set, this is the in-progress press start screen task
FControlFlowNodePtr InProgressPressStartScreen;
};