Space Plunder
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GameLogWidget.h
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1// Fill out your copyright notice in the Description page of Project Settings.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "CommonActivatableWidget.h"
8#include "GameLogWidget.generated.h"
9
13UCLASS()
14class CUSTOMALS_API UGameLogWidget : public UCommonActivatableWidget, public IWidgetLayout
15{
16 GENERATED_BODY()
17
18
19public:
20 explicit UGameLogWidget(const FObjectInitializer& ObjectInitializer);
21
22 virtual UWidget* NativeGetDesiredFocusTarget() const override;
23
24 UFUNCTION(BlueprintCallable, Category="Layout")
25 virtual UUserWidget* PushWidget(const TSoftClassPtr<UUserWidget>& WidgetClass) override;
26 UFUNCTION(BlueprintCallable, Category="Layout")
27 virtual void PopWidget() override;
28 UFUNCTION(BlueprintCallable, Category="Layout")
29 virtual void ClearStack() override;
30 UFUNCTION(BlueprintCallable, Category="Layout")
31 virtual UUserWidget* AddWidgetToLayer(const TSoftClassPtr<UUserWidget>& WidgetClass) override;
32 UFUNCTION(BlueprintCallable, Category="Layout")
33 virtual UUserWidget* GetContentFromLayer(const TSoftClassPtr<UUserWidget>& WidgetClass) override;
34
35 UFUNCTION(BlueprintCallable, Category="Layout")
36 virtual bool ToggleWidget(UUserWidget* Widget) override;
37 UFUNCTION(BlueprintCallable, Category="Layout")
38 virtual UUserWidget* AddWidgetToLayerWithSlot(const FGameplayTag& SlotTag, const TSoftClassPtr<UUserWidget>& WidgetClass) override;
39
40
41protected:
42 virtual bool Initialize() override;
43 virtual void NativeConstruct() override;
44 virtual void NativePreConstruct() override;
45
46 void GetSlots();
47
48 class USlotWidget* FindSlotByTag(const FGameplayTag& SlotTag) const;
49
50 virtual void NativeOnActivated() override;
51 virtual void NativeOnDeactivated() override;
52 virtual bool NativeOnHandleBackAction() override;
53
54
55 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Tabs|Widgets")
56 bool bUseVerticalLayout = false;
57
58 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Tabs|Widgets")
59 class UTabListWidget* TabList = nullptr;
60 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Tabs|Widgets")
61 class UCommonActivatableWidgetSwitcher* Switcher = nullptr;
62
63 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Tabs|Widgets")
64 TSubclassOf<class UCommonButtonBase> ButtonWidgetType;
65
66 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Tabs|General")
67 TArray<FName> TabNames;
68
69 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Tabs|Widgets")
70 class USlotWidget* QuestPage = nullptr;
71 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Tabs|Widgets")
72 class USlotWidget* CrewPage = nullptr;
73 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Tabs|Widgets")
74 class USlotWidget* SkillsPage = nullptr;
75 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Tabs|Widgets")
76 class USlotWidget* MapPage = nullptr;
77 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (BindWidget), Category="Tabs|Widgets")
78 class USlotWidget* DebugPage = nullptr;
79
80
81};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
Definition WidgetLayout.h:21
Definition GameLogWidget.h:15
Definition SlotWidget.h:16
FGameplayTag SlotTag
Definition SlotWidget.h:22
Definition TabListWidget.h:14