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