Still working on event handling for hotkey widgets
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@@ -13,6 +13,8 @@
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#include "TriggeredTask.h"
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#include "BlueprintErrors.h"
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#include "Blueprint/UserWidget.h"
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#include "Widgets/CommonActivatableWidgetContainer.h"
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#include "CommonActivatableWidget.h"
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#include "LuprexGameModeBase.generated.h"
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// Messages that come from inside the Luprex Core.
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@@ -25,12 +27,12 @@ class UlxLuaValues;
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UCLASS(BlueprintType)
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class INTEGRATION_API UlxLookAtWidget : public UUserWidget
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class INTEGRATION_API UlxLuaWidget : public UCommonActivatableWidget
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "Luprex|Look-At Detection")
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UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "Luprex|Miscellaneous")
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void ReadLuaConfiguration(UlxLuaValues *Config);
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};
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@@ -79,36 +81,6 @@ public:
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UFUNCTION(BlueprintPure, meta = (WorldContext = "Context"),Category = "Luprex|Look-At Detection")
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static FVector2D GetLookAtPixel(const UObject *Context);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void SetLookAtWidget(const UObject *Context, UlxLookAtWidget *Widget);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static UlxLookAtWidget *GetLookAtWidget(const UObject *Context) { return FromContext(Context)->LookAtWidget; }
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// Create a new Look-At Widget, given the blueprint's name.
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//
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// The prefix WB_ is added to the blueprint name, and the blueprint is
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// searched for in the folder "Widgets".
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//
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// * If the specified blueprint is not found, execution continues
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// on the "Not Found" pin.
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//
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// * If the flag "Error if Not Found" is true, and the widget blueprint
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// is not found, logs an error.
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//
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// * If the flag "Add to Viewport" is true, the new widget is added
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// to the viewport.
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//
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// * If the flag "Set Look at Widget" is true, the new widget is stored
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// as the current look-at widget.
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//
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UFUNCTION(BlueprintCallable, meta = (ExpandEnumAsExecs = "Result", WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static UlxLookAtWidget *CreateLookAtWidgetByName(UObject *Context, const FString &BlueprintName,
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ElxFoundOrNotFound &Result, bool ErrorIfNotFound = true, bool AddToViewport = true, bool SetLookAtWidget = true);
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UFUNCTION(BlueprintCallable, meta = (WorldContext = "Context"), Category = "Luprex|Look-At Detection")
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static void ClearLookAtWidget(const UObject *Context);
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//
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// Look-At Related Events
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//
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@@ -183,9 +155,6 @@ public:
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bool MustCallLookAtChanged;
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UPROPERTY()
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UlxLookAtWidget *LookAtWidget;
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// The sensitivity level at which a log message triggers a debugger breakpoint.
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UPROPERTY(EditAnywhere, Category="Debugging Tools")
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ElxLogVerbosity BreakToDebuggerLogVerbosity;
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