75 lines
2.2 KiB
C++
75 lines
2.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CommonActivatableWidget.h"
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#include "CommonInputBaseTypes.h"
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#include "Delegates/Delegate.h"
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#include "Input/Reply.h"
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#include "UObject/UObjectGlobals.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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#include "Widgets/IGameSettingActionInterface.h"
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#include "LyraBrightnessEditor.generated.h"
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class UCommonButtonBase;
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class UCommonRichTextBlock;
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class UGameSetting;
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class UGameSettingValueScalar;
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class UObject;
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class UWidgetSwitcher;
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struct FAnalogInputEvent;
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struct FFrame;
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struct FGameplayTag;
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struct FGeometry;
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struct FPointerEvent;
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UCLASS(Abstract)
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class ULyraBrightnessEditor : public UCommonActivatableWidget, public IGameSettingActionInterface
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{
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GENERATED_BODY()
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public:
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FSimpleMulticastDelegate OnSafeZoneSet;
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public:
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ULyraBrightnessEditor(const FObjectInitializer& Initializer);
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// Begin IGameSettingActionInterface
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virtual bool ExecuteActionForSetting_Implementation(FGameplayTag ActionTag, UGameSetting* InSetting) override;
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// End IGameSettingActionInterface
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protected:
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UPROPERTY(EditAnywhere, Category = "Restrictions")
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bool bCanCancel = true;
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virtual void NativeOnActivated() override;
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virtual void NativeOnInitialized() override;
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virtual FReply NativeOnAnalogValueChanged(const FGeometry& InGeometry, const FAnalogInputEvent& InAnalogEvent) override;
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virtual FReply NativeOnMouseWheel(const FGeometry& InGeometry, const FPointerEvent& InMouseEvent) override;
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void HandleInputModeChanged(ECommonInputType InInputType);
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private:
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UFUNCTION()
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void HandleBackClicked();
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UFUNCTION()
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void HandleDoneClicked();
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TWeakObjectPtr<UGameSettingValueScalar> ValueSetting;
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UPROPERTY(BlueprintReadOnly, meta = (BindWidget, AllowPrivateAccess = true))
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TObjectPtr<UWidgetSwitcher> Switcher_SafeZoneMessage;
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UPROPERTY(BlueprintReadOnly, meta = (BindWidget, AllowPrivateAccess = true))
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TObjectPtr<UCommonRichTextBlock> RichText_Default;
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UPROPERTY(BlueprintReadOnly, meta = (BindWidget, AllowPrivateAccess = true))
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TObjectPtr<UCommonButtonBase> Button_Back;
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UPROPERTY(BlueprintReadOnly, meta = (BindWidget, AllowPrivateAccess = true))
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TObjectPtr<UCommonButtonBase> Button_Done;
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};
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