RealtimeStyleTransferRuntime/Plugins/GameSettings/Source/Public/Widgets/GameSettingPanel.h

113 lines
3.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Blueprint/UserWidget.h"
#include "CommonUserWidget.h"
#include "GameSetting.h"
#include "GameplayTagContainer.h"
#include "Containers/Ticker.h"
#include "GameSettingPanel.generated.h"
class UGameSettingListView;
class UGameSettingDetailView;
class UGameSetting;
class UGameSettingRegistry;
DECLARE_MULTICAST_DELEGATE_OneParam(FOnFocusedSettingChanged, UGameSetting*)
UCLASS(Abstract)
class GAMESETTINGS_API UGameSettingPanel : public UCommonUserWidget
{
GENERATED_BODY()
public:
UGameSettingPanel();
virtual void NativeOnInitialized() override;
virtual void NativeConstruct() override;
virtual void NativeDestruct() override;
// Focus transitioning to subwidgets for the gamepad
virtual FReply NativeOnFocusReceived(const FGeometry& InGeometry, const FFocusEvent& InFocusEvent) override;
/** */
void SetRegistry(UGameSettingRegistry* InRegistry);
/** Sets the filter for this panel, restricting which settings are available currently. */
void SetFilterState(const FGameSettingFilterState& InFilterState, bool bClearNavigationStack = true);
/** Gets the currently visible and available settings based on the filter state. */
TArray<UGameSetting*> GetVisibleSettings() const { return VisibleSettings; }
/** Can we pop the current navigation stack */
bool CanPopNavigationStack() const;
/** Pop the navigation stack */
void PopNavigationStack();
/**
* Gets the set of settings that are potentially available on this screen.
* MAY CONTAIN INVISIBLE SETTINGS.
* DOES NOT INCLUDED NESTED PAGES.
*/
TArray<UGameSetting*> GetSettingsWeCanResetToDefault() const;
void SelectSetting(const FName& SettingDevName);
UGameSetting* GetSelectedSetting() const;
void RefreshSettingsList();
FOnFocusedSettingChanged OnFocusedSettingChanged;
protected:
void RegisterRegistryEvents();
void UnregisterRegistryEvents();
void HandleSettingItemHoveredChanged(UObject* Item, bool bHovered);
void HandleSettingItemSelectionChanged(UObject* Item);
void FillSettingDetails(UGameSetting* InSetting);
void HandleSettingNamedAction(UGameSetting* Setting, FGameplayTag GameSettings_Action_Tag);
void HandleSettingNavigation(UGameSetting* Setting);
void HandleSettingEditConditionsChanged(UGameSetting* Setting);
private:
UPROPERTY(Transient)
UGameSettingRegistry* Registry;
UPROPERTY(Transient)
TArray<UGameSetting*> VisibleSettings;
UPROPERTY(Transient)
UGameSetting* LastHoveredOrSelectedSetting;
UPROPERTY(Transient)
FGameSettingFilterState FilterState;
UPROPERTY(Transient)
TArray<FGameSettingFilterState> FilterNavigationStack;
FName DesiredSelectionPostRefresh;
bool bAdjustListViewPostRefresh = true;
private: // Bound Widgets
UPROPERTY(BlueprintReadOnly, meta = (BindWidget, BlueprintProtected = true, AllowPrivateAccess = true))
UGameSettingListView* ListView_Settings;
UPROPERTY(BlueprintReadOnly, meta = (BindWidgetOptional, BlueprintProtected = true, AllowPrivateAccess = true))
UGameSettingDetailView* Details_Settings;
private:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnExecuteNamedActionBP, UGameSetting*, Setting, FGameplayTag, Action);
UPROPERTY(BlueprintAssignable, Category = Events, meta = (DisplayName = "On Execute Named Action"))
FOnExecuteNamedActionBP BP_OnExecuteNamedAction;
private:
FTSTicker::FDelegateHandle RefreshHandle;
};