RealtimeStyleTransferRuntime/Plugins/CommonGame/Source/Public/Actions/AsyncAction_ShowConfirmation.h

62 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Delegates/Delegate.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "Messaging/CommonMessagingSubsystem.h"
#include "UObject/Object.h"
#include "UObject/UObjectGlobals.h"
#include "AsyncAction_ShowConfirmation.generated.h"
class FText;
class UCommonGameDialogDescriptor;
class ULocalPlayer;
struct FFrame;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCommonMessagingResultMCDelegate, ECommonMessagingResult, Result);
/**
* Allows easily triggering an async confirmation dialog in blueprints that you can then wait on the result.
*/
UCLASS()
class UAsyncAction_ShowConfirmation : public UBlueprintAsyncActionBase
{
GENERATED_UCLASS_BODY()
public:
UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta = (BlueprintInternalUseOnly = "true", WorldContext = "InWorldContextObject"))
static UAsyncAction_ShowConfirmation* ShowConfirmationYesNo(
UObject* InWorldContextObject, FText Title, FText Message
);
UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta = (BlueprintInternalUseOnly = "true", WorldContext = "InWorldContextObject"))
static UAsyncAction_ShowConfirmation* ShowConfirmationOkCancel(
UObject* InWorldContextObject, FText Title, FText Message
);
UFUNCTION(BlueprintCallable, BlueprintCosmetic, meta = (BlueprintInternalUseOnly = "true", WorldContext = "InWorldContextObject"))
static UAsyncAction_ShowConfirmation* ShowConfirmationCustom(
UObject* InWorldContextObject, UCommonGameDialogDescriptor* Descriptor
);
virtual void Activate() override;
public:
UPROPERTY(BlueprintAssignable)
FCommonMessagingResultMCDelegate OnResult;
private:
void HandleConfirmationResult(ECommonMessagingResult ConfirmationResult);
UPROPERTY(Transient)
TObjectPtr<UObject> WorldContextObject;
UPROPERTY(Transient)
TObjectPtr<ULocalPlayer> TargetLocalPlayer;
UPROPERTY(Transient)
TObjectPtr<UCommonGameDialogDescriptor> Descriptor;
};