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UILayer.h
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "
UIContext.h
"
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#include "UILayer.generated.h"
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struct
FGameplayTag;
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class
UUIManagementSubsystem
;
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class
UUserWidgetBase
;
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UCLASS(BlueprintType)
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class
UUILayer
: public UObject
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{
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GENERATED_BODY()
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public
:
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void
InitLayer(FGameplayTag InLayerTag, int32 InPriority,
UUIManagementSubsystem
* InSubsystem);
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virtual
void
Init
() { }
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public
:
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void
ShowLayer(
const
FUIContext
* Context =
nullptr
);
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void
HideLayer(
const
FUIContext
* Context =
nullptr
);
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void
PushWidget(
UUserWidgetBase
* Widget);
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UUserWidgetBase
* PopWidget();
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void
RemoveWidget(
UUserWidgetBase
* Widget);
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bool
ContainWidget(
UUserWidgetBase
* Widget)
const
;
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UUserWidgetBase
* GetTopWidget()
const
;
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int32 WidgetCount()
const
;
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void
ClearWidget();
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#if WITH_EDITOR
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CK_UE_API
void
PrintWidgetsToScreen()
const
;
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#endif
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public
:
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virtual
void
OnPushedToLayerStack
() { }
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virtual
void
OnPoppedFromLayerStack
() { }
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public
:
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UFUNCTION(BlueprintCallable, Category =
"UI|Layer"
)
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FORCEINLINE TArray<
UUserWidgetBase
*> GetWidgets()
const
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{
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return
UserWidgets;
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}
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FORCEINLINE
bool
IsVisible
()
const
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{
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return
bVisible;
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}
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FORCEINLINE FGameplayTag
GetTag
()
const
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{
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return
LayerTag
;
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}
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FORCEINLINE int32
GetPriority
()
const
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{
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return
Priority;
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}
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protected
:
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UPROPERTY(EditAnywhere, BlueprintReadOnly)
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FGameplayTag
LayerTag
;
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UPROPERTY(Transient)
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int32 Priority = 0;
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UPROPERTY(Transient)
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bool
bTick = false;
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UPROPERTY(Transient)
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bool
bVisible = true;
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UPROPERTY(Transient)
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TArray<TObjectPtr<
UUserWidgetBase
>> UserWidgets;
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UPROPERTY(Transient)
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TObjectPtr<
UUIManagementSubsystem
> OwnerSubsystem;
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};
UIContext.h
UUILayer
Definition
UILayer.h:14
UUILayer::OnPushedToLayerStack
virtual void OnPushedToLayerStack()
Definition
UILayer.h:39
UUILayer::GetTag
FORCEINLINE FGameplayTag GetTag() const
Definition
UILayer.h:54
UUILayer::OnPoppedFromLayerStack
virtual void OnPoppedFromLayerStack()
Definition
UILayer.h:40
UUILayer::GetPriority
FORCEINLINE int32 GetPriority() const
Definition
UILayer.h:59
UUILayer::Init
virtual void Init()
Definition
UILayer.h:19
UUILayer::IsVisible
FORCEINLINE bool IsVisible() const
Definition
UILayer.h:49
UUIManagementSubsystem
Definition
UIManagementSubsystem.h:22
UUserWidgetBase
Definition
UserWidgetBase.h:33
UUserWidgetBase::LayerTag
FGameplayTag LayerTag
Definition
UserWidgetBase.h:126
FUIContext
Definition
UIContext.h:10
Source
CK_UE
Data
UI
UILayer.h
다음에 의해 생성됨 :
1.9.8