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ReplaySlot.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 "Blueprint/UserWidget.h"
7#include "ReplaySlot.generated.h"
8
9class UTextBlock;
10struct FReplayInfo;
11class UEditableTextBox;
12class UButton;
13
21UCLASS()
22class MENUSYSTEM_API UReplaySlot : public UUserWidget
23{
24 GENERATED_BODY()
25
26
27public:
28
29 virtual void NativeConstruct() override;
30 virtual bool Initialize() override;
31
32 virtual void SetReplayInfo(const FReplayInfo& Replay);
33
34protected:
35 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Replay")
36 FString ReplayName = "Name";
37 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Replay")
38 FString ReplayFriendlyName = "FriendlyName";
39
40 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta=(BindWidget))
41 UButton* PlayReplayButton;
42 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta=(BindWidget))
43 UButton* DeleteReplayButton;
44 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta=(BindWidget))
45 UEditableTextBox* ReplayNameTextBox;
46 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta=(BindWidget))
47 UTextBlock* TimestampText;
48 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta=(BindWidget))
49 UTextBlock* LengthText;
50 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta=(BindWidget))
51 UTextBlock* FileSizeText;
52
53
54 UFUNCTION()
55 void OnTextCommitted(const FText& Text, ETextCommit::Type CommitMethod);
56 UFUNCTION()
57 void OnPlayClicked();
58 UFUNCTION()
59 void OnDeleteClicked();
60
61};
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13
A slot for displaying the Player Replay Clip.
Definition ReplaySlot.h:23
Definition MenuData.h:317