haxis/Source/UnrealProject/GUI/Menu/SplashScreen.h

46 lines
1.1 KiB
C++

// Project Lab - NHTV Igad
#pragma once
#include "MenuScreenBase.h"
#include "SplashScreen.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API USplashScreen : public UMenuScreenBase
{
GENERATED_BODY()
public:
USplashScreen(const FObjectInitializer& init);
virtual void NativeConstruct() override;
virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override;
virtual void NativeOnMenuAction(EMenuActionBinding binding) override;
UFUNCTION(BlueprintNativeEvent, Category = "Splash")
void OnEnd();
UFUNCTION(BlueprintCallable, Category="Splash")
void Init(UWidgetSwitcher* witcher);
UFUNCTION(BlueprintCallable, Category="Splash")
float GetFade() const;
UPROPERTY(BlueprintReadWrite, EditDefaultsOnly, Category="Splash")
TArray<TSubclassOf<class USplashScreenItem>> splashItems;
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnSplashScreenDone);
UPROPERTY(BlueprintAssignable, Category = "Splash")
FOnSplashScreenDone onDone;
public:
UPROPERTY()
TArray<class USplashScreenItem*> m_activeScreens;
int32 m_currentItem;
UWidgetSwitcher* m_switcher;
};