RealtimeStyleTransferRuntime/Plugins/CommonGame/Source/Public/Actions/AsyncAction_CreateWidgetAsy...

58 lines
1.7 KiB
C++

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