Fix build error

This commit is contained in:
martinluckyrobots
2025-04-15 16:02:19 +08:00
parent 6c6e63ee0c
commit 9ab342d5b2
2145 changed files with 85 additions and 909510 deletions

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// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class AsyncLoadingScreen : ModuleRules
{
public AsyncLoadingScreen(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"MoviePlayer",
"DeveloperSettings"
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
}
}

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#include "AsyncLoadingScreen.h"
#include "MoviePlayer.h"
#include "LoadingScreenSettings.h"
#include "SCenterLayout.h"
#include "SClassicLayout.h"
#include "SLetterboxLayout.h"
#include "SSidebarLayout.h"
#include "SDualSidebarLayout.h"
#include "Framework/Application/SlateApplication.h"
#include "AsyncLoadingScreenLibrary.h"
#include "Engine/Texture2D.h"
#define LOCTEXT_NAMESPACE "FAsyncLoadingScreenModule"
void FAsyncLoadingScreenModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
if (!IsRunningDedicatedServer() && FSlateApplication::IsInitialized())
{
const ULoadingScreenSettings* Settings = GetDefault<ULoadingScreenSettings>();
if (IsMoviePlayerEnabled())
{
GetMoviePlayer()->OnPrepareLoadingScreen().AddRaw(this, &FAsyncLoadingScreenModule::PreSetupLoadingScreen);
}
// If PreloadBackgroundImages option is check, load all background images into memory
if (Settings->bPreloadBackgroundImages)
{
LoadBackgroundImages();
}
// Prepare the startup screen, the PreSetupLoadingScreen callback won't be called
// if we've already explicitly setup the loading screen
bIsStartupLoadingScreen = true;
SetupLoadingScreen(Settings->StartupLoadingScreen);
}
}
void FAsyncLoadingScreenModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
if (!IsRunningDedicatedServer())
{
// TODO: Unregister later
GetMoviePlayer()->OnPrepareLoadingScreen().RemoveAll(this);
}
}
bool FAsyncLoadingScreenModule::IsGameModule() const
{
return true;
}
TArray<UTexture2D*> FAsyncLoadingScreenModule::GetBackgroundImages()
{
return bIsStartupLoadingScreen ? StartupBackgroundImages : DefaultBackgroundImages;
}
void FAsyncLoadingScreenModule::PreSetupLoadingScreen()
{
UE_LOG(LogTemp, Warning, TEXT("PreSetupLoadingScreen"));
const bool bIsEnableLoadingScreen = UAsyncLoadingScreenLibrary::GetIsEnableLoadingScreen();
if (bIsEnableLoadingScreen)
{
const ULoadingScreenSettings* Settings = GetDefault<ULoadingScreenSettings>();
bIsStartupLoadingScreen = false;
SetupLoadingScreen(Settings->DefaultLoadingScreen);
}
}
void FAsyncLoadingScreenModule::SetupLoadingScreen(const FALoadingScreenSettings& LoadingScreenSettings)
{
TArray<FString> MoviesList = LoadingScreenSettings.MoviePaths;
// Shuffle the movies list
if (LoadingScreenSettings.bShuffle == true)
{
ShuffleMovies(MoviesList);
}
if (LoadingScreenSettings.bSetDisplayMovieIndexManually == true)
{
MoviesList.Empty();
// Show specific movie if valid otherwise show original movies list
if (LoadingScreenSettings.MoviePaths.IsValidIndex(UAsyncLoadingScreenLibrary::GetDisplayMovieIndex()))
{
MoviesList.Add(LoadingScreenSettings.MoviePaths[UAsyncLoadingScreenLibrary::GetDisplayMovieIndex()]);
}
else
{
MoviesList = LoadingScreenSettings.MoviePaths;
}
}
FLoadingScreenAttributes LoadingScreen;
LoadingScreen.MinimumLoadingScreenDisplayTime = LoadingScreenSettings.MinimumLoadingScreenDisplayTime;
LoadingScreen.bAutoCompleteWhenLoadingCompletes = LoadingScreenSettings.bAutoCompleteWhenLoadingCompletes;
LoadingScreen.bMoviesAreSkippable = LoadingScreenSettings.bMoviesAreSkippable;
LoadingScreen.bWaitForManualStop = LoadingScreenSettings.bWaitForManualStop;
LoadingScreen.bAllowInEarlyStartup = LoadingScreenSettings.bAllowInEarlyStartup;
LoadingScreen.bAllowEngineTick = LoadingScreenSettings.bAllowEngineTick;
LoadingScreen.MoviePaths = MoviesList;
LoadingScreen.PlaybackType = LoadingScreenSettings.PlaybackType;
if (LoadingScreenSettings.bShowWidgetOverlay)
{
const ULoadingScreenSettings* Settings = GetDefault<ULoadingScreenSettings>();
switch (LoadingScreenSettings.Layout)
{
case EAsyncLoadingScreenLayout::ALSL_Classic:
LoadingScreen.WidgetLoadingScreen = SNew(SClassicLayout, LoadingScreenSettings, Settings->Classic);
break;
case EAsyncLoadingScreenLayout::ALSL_Center:
LoadingScreen.WidgetLoadingScreen = SNew(SCenterLayout, LoadingScreenSettings, Settings->Center);
break;
case EAsyncLoadingScreenLayout::ALSL_Letterbox:
LoadingScreen.WidgetLoadingScreen = SNew(SLetterboxLayout, LoadingScreenSettings, Settings->Letterbox);
break;
case EAsyncLoadingScreenLayout::ALSL_Sidebar:
LoadingScreen.WidgetLoadingScreen = SNew(SSidebarLayout, LoadingScreenSettings, Settings->Sidebar);
break;
case EAsyncLoadingScreenLayout::ALSL_DualSidebar:
LoadingScreen.WidgetLoadingScreen = SNew(SDualSidebarLayout, LoadingScreenSettings, Settings->DualSidebar);
break;
}
}
GetMoviePlayer()->SetupLoadingScreen(LoadingScreen);
}
void FAsyncLoadingScreenModule::ShuffleMovies(TArray<FString>& MoviesList)
{
if (MoviesList.Num() > 0)
{
int32 LastIndex = MoviesList.Num() - 1;
for (int32 i = 0; i <= LastIndex; ++i)
{
int32 Index = FMath::RandRange(i, LastIndex);
if (i != Index)
{
MoviesList.Swap(i, Index);
}
}
}
}
void FAsyncLoadingScreenModule::LoadBackgroundImages()
{
// Empty all background images array
RemoveAllBackgroundImages();
const ULoadingScreenSettings* Settings = GetDefault<ULoadingScreenSettings>();
// Preload startup background images
for (auto& Image : Settings->StartupLoadingScreen.Background.Images)
{
UTexture2D* LoadedImage = Cast<UTexture2D>(Image.TryLoad());
if (LoadedImage)
{
StartupBackgroundImages.Add(LoadedImage);
}
}
// Preload default background images
for (auto& Image : Settings->DefaultLoadingScreen.Background.Images)
{
UTexture2D* LoadedImage = Cast<UTexture2D> (Image.TryLoad());
if (LoadedImage)
{
DefaultBackgroundImages.Add(LoadedImage);
}
}
}
void FAsyncLoadingScreenModule::RemoveAllBackgroundImages()
{
StartupBackgroundImages.Empty();
DefaultBackgroundImages.Empty();
}
bool FAsyncLoadingScreenModule::IsPreloadBackgroundImagesEnabled()
{
return GetDefault<ULoadingScreenSettings>()->bPreloadBackgroundImages;
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FAsyncLoadingScreenModule, AsyncLoadingScreen)

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#include "AsyncLoadingScreenLibrary.h"
#include "MoviePlayer.h"
#include "AsyncLoadingScreen.h"
int32 UAsyncLoadingScreenLibrary::DisplayBackgroundIndex = -1;
int32 UAsyncLoadingScreenLibrary::DisplayTipTextIndex = -1;
int32 UAsyncLoadingScreenLibrary::DisplayMovieIndex = -1;
bool UAsyncLoadingScreenLibrary::bShowLoadingScreen = true;
void UAsyncLoadingScreenLibrary::SetDisplayBackgroundIndex(int32 BackgroundIndex)
{
UAsyncLoadingScreenLibrary::DisplayBackgroundIndex = BackgroundIndex;
}
void UAsyncLoadingScreenLibrary::SetDisplayTipTextIndex(int32 TipTextIndex)
{
UAsyncLoadingScreenLibrary::DisplayTipTextIndex = TipTextIndex;
}
void UAsyncLoadingScreenLibrary::SetDisplayMovieIndex(int32 MovieIndex)
{
UAsyncLoadingScreenLibrary::DisplayMovieIndex = MovieIndex;
}
void UAsyncLoadingScreenLibrary::SetEnableLoadingScreen(bool bIsEnableLoadingScreen)
{
bShowLoadingScreen = bIsEnableLoadingScreen;
}
void UAsyncLoadingScreenLibrary::StopLoadingScreen()
{
GetMoviePlayer()->StopMovie();
}
void UAsyncLoadingScreenLibrary::PreloadBackgroundImages()
{
if (FAsyncLoadingScreenModule::IsAvailable())
{
FAsyncLoadingScreenModule& LoadingScreenModule = FAsyncLoadingScreenModule::Get();
if (LoadingScreenModule.IsPreloadBackgroundImagesEnabled())
{
LoadingScreenModule.LoadBackgroundImages();
}
}
}
void UAsyncLoadingScreenLibrary::RemovePreloadedBackgroundImages()
{
if (FAsyncLoadingScreenModule::IsAvailable())
{
FAsyncLoadingScreenModule& LoadingScreenModule = FAsyncLoadingScreenModule::Get();
LoadingScreenModule.RemoveAllBackgroundImages();
}
}

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#include "LoadingScreenSettings.h"
#include "UObject/ConstructorHelpers.h"
#include "Engine/Font.h"
#define LOCTEXT_NAMESPACE "AsyncLoadingScreen"
FLoadingWidgetSettings::FLoadingWidgetSettings() : LoadingText(LOCTEXT("Loading", "LOADING")) {}
//FLoadingCompleteTextSettings::FLoadingCompleteTextSettings() : LoadingCompleteText(LOCTEXT("Loading Complete", "Loading is complete! Press any key to continue...")) {}
ULoadingScreenSettings::ULoadingScreenSettings(const FObjectInitializer& Initializer) : Super(Initializer)
{
StartupLoadingScreen.TipWidget.TipWrapAt = 1000.0f;
StartupLoadingScreen.bShowWidgetOverlay = false;
DefaultLoadingScreen.TipWidget.TipWrapAt = 1000.0f;
// Set default font
if (!IsRunningDedicatedServer())
{
static ConstructorHelpers::FObjectFinder<UFont> RobotoFontObj(TEXT("/Engine/EngineFonts/Roboto"));
StartupLoadingScreen.TipWidget.Appearance.Font = FSlateFontInfo(RobotoFontObj.Object, 20, FName("Normal"));
DefaultLoadingScreen.TipWidget.Appearance.Font = FSlateFontInfo(RobotoFontObj.Object, 20, FName("Normal"));
StartupLoadingScreen.LoadingWidget.Appearance.Font = FSlateFontInfo(RobotoFontObj.Object, 32, FName("Bold"));
DefaultLoadingScreen.LoadingWidget.Appearance.Font = FSlateFontInfo(RobotoFontObj.Object, 32, FName("Bold"));
StartupLoadingScreen.LoadingCompleteTextSettings.Appearance.Font = FSlateFontInfo(RobotoFontObj.Object, 24, FName("Normal"));
DefaultLoadingScreen.LoadingCompleteTextSettings.Appearance.Font = FSlateFontInfo(RobotoFontObj.Object, 24, FName("Normal"));
}
}
#undef LOCTEXT_NAMESPACE

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#include "SBackgroundWidget.h"
#include "LoadingScreenSettings.h"
#include "Slate/DeferredCleanupSlateBrush.h"
#include "Widgets/Images/SImage.h"
#include "Widgets/Layout/SBorder.h"
#include "Engine/Texture2D.h"
#include "AsyncLoadingScreenLibrary.h"
#include "AsyncLoadingScreen.h"
void SBackgroundWidget::Construct(const FArguments& InArgs, const FBackgroundSettings& Settings)
{
// If there's an image defined
if (Settings.Images.Num() > 0)
{
int32 ImageIndex = FMath::RandRange(0, Settings.Images.Num() - 1);
if (Settings.bSetDisplayBackgroundManually == true)
{
if (Settings.Images.IsValidIndex(UAsyncLoadingScreenLibrary::GetDisplayBackgroundIndex()))
{
ImageIndex = UAsyncLoadingScreenLibrary::GetDisplayBackgroundIndex();
}
}
// Load background from settings
UTexture2D* LoadingImage = nullptr;
const FSoftObjectPath& ImageAsset = Settings.Images[ImageIndex];
UObject* ImageObject = ImageAsset.TryLoad();
LoadingImage = Cast<UTexture2D>(ImageObject);
// If IsPreloadBackgroundImagesEnabled is enabled, load from images array
FAsyncLoadingScreenModule& LoadingScreenModule = FAsyncLoadingScreenModule::Get();
if (LoadingScreenModule.IsPreloadBackgroundImagesEnabled())
{
TArray<UTexture2D*> BackgroundImages = LoadingScreenModule.GetBackgroundImages();
if (!BackgroundImages.IsEmpty() && BackgroundImages.IsValidIndex(ImageIndex))
{
LoadingImage = BackgroundImages[ImageIndex];
}
}
if (LoadingImage)
{
ImageBrush = FDeferredCleanupSlateBrush::CreateBrush(LoadingImage);
ChildSlot
[
SNew(SBorder)
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.Padding(Settings.Padding)
.BorderBackgroundColor(Settings.BackgroundColor)
.BorderImage(FCoreStyle::Get().GetBrush("WhiteBrush"))
[
SNew(SScaleBox)
.Stretch(Settings.ImageStretch)
[
SNew(SImage)
.Image(ImageBrush.IsValid() ? ImageBrush->GetSlateBrush() : nullptr)
]
]
];
}
}
}

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#include "SCenterLayout.h"
#include "LoadingScreenSettings.h"
#include "Widgets/Layout/SSafeZone.h"
#include "Widgets/Layout/SDPIScaler.h"
#include "SHorizontalLoadingWidget.h"
#include "SVerticalLoadingWidget.h"
#include "SBackgroundWidget.h"
#include "STipWidget.h"
#include "Widgets/SOverlay.h"
#include "Widgets/Layout/SBorder.h"
#include "SLoadingCompleteText.h"
void SCenterLayout::Construct(const FArguments& InArgs, const FALoadingScreenSettings& Settings, const FCenterLayoutSettings& LayoutSettings)
{
// Root widget and background
TSharedRef<SOverlay> Root = SNew(SOverlay)
+ SOverlay::Slot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
[
SNew(SBackgroundWidget, Settings.Background)
];
// Placeholder for loading widget
TSharedRef<SWidget> LoadingWidget = SNullWidget::NullWidget;
if (Settings.LoadingWidget.LoadingWidgetType == ELoadingWidgetType::LWT_Horizontal)
{
LoadingWidget = SNew(SHorizontalLoadingWidget, Settings.LoadingWidget);
}
else
{
LoadingWidget = SNew(SVerticalLoadingWidget, Settings.LoadingWidget);
}
// Add loading widget at center
Root->AddSlot()
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
[
LoadingWidget
];
if (LayoutSettings.bIsTipAtBottom)
{
// Add tip widget at bottom
Root->AddSlot()
.HAlign(LayoutSettings.BorderHorizontalAlignment)
.VAlign(VAlign_Bottom)
.Padding(0, 0, 0, LayoutSettings.BorderVerticalOffset)
[
SNew(SBorder)
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.BorderImage(&LayoutSettings.BorderBackground)
.BorderBackgroundColor(FLinearColor::White)
[
SNew(SSafeZone)
.HAlign(LayoutSettings.TipAlignment.HorizontalAlignment)
.VAlign(LayoutSettings.TipAlignment.VerticalAlignment)
.IsTitleSafe(true)
.Padding(LayoutSettings.BorderPadding)
[
SNew(SDPIScaler)
.DPIScale(this, &SCenterLayout::GetDPIScale)
[
SNew(STipWidget, Settings.TipWidget)
]
]
]
];
}
else
{
// Add tip widget at top
Root->AddSlot()
.HAlign(LayoutSettings.BorderHorizontalAlignment)
.VAlign(VAlign_Top)
.Padding(0, LayoutSettings.BorderVerticalOffset, 0, 0)
[
SNew(SBorder)
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.BorderImage(&LayoutSettings.BorderBackground)
.BorderBackgroundColor(FLinearColor::White)
[
SNew(SSafeZone)
.HAlign(LayoutSettings.TipAlignment.HorizontalAlignment)
.VAlign(LayoutSettings.TipAlignment.VerticalAlignment)
.IsTitleSafe(true)
.Padding(LayoutSettings.BorderPadding)
[
SNew(SDPIScaler)
.DPIScale(this, &SCenterLayout::GetDPIScale)
[
SNew(STipWidget, Settings.TipWidget)
]
]
]
];
}
// Construct loading complete text if enable
if (Settings.bShowLoadingCompleteText)
{
Root->AddSlot()
.VAlign(Settings.LoadingCompleteTextSettings.Alignment.VerticalAlignment)
.HAlign(Settings.LoadingCompleteTextSettings.Alignment.HorizontalAlignment)
.Padding(Settings.LoadingCompleteTextSettings.Padding)
[
SNew(SLoadingCompleteText, Settings.LoadingCompleteTextSettings)
];
}
// Add root to this widget
ChildSlot
[
Root
];
}

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#include "SClassicLayout.h"
#include "LoadingScreenSettings.h"
#include "Widgets/Layout/SSafeZone.h"
#include "Widgets/Layout/SDPIScaler.h"
#include "Widgets/Layout/SSpacer.h"
#include "Widgets/SBoxPanel.h"
#include "SHorizontalLoadingWidget.h"
#include "SVerticalLoadingWidget.h"
#include "SBackgroundWidget.h"
#include "STipWidget.h"
#include "SLoadingCompleteText.h"
void SClassicLayout::Construct(const FArguments& InArgs, const FALoadingScreenSettings& Settings, const FClassicLayoutSettings& LayoutSettings)
{
// Root widget and background
TSharedRef<SOverlay> Root = SNew(SOverlay)
+ SOverlay::Slot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
[
SNew(SBackgroundWidget, Settings.Background)
];
// Placeholder for loading widget
TSharedRef<SWidget> LoadingWidget = SNullWidget::NullWidget;
if (Settings.LoadingWidget.LoadingWidgetType == ELoadingWidgetType::LWT_Horizontal)
{
LoadingWidget = SNew(SHorizontalLoadingWidget, Settings.LoadingWidget);
}
else
{
LoadingWidget = SNew(SVerticalLoadingWidget, Settings.LoadingWidget);
}
TSharedRef<SHorizontalBox> HorizontalBox = SNew(SHorizontalBox);
if (LayoutSettings.bIsLoadingWidgetAtLeft)
{
// Add Loading widget on left first
HorizontalBox.Get().AddSlot()
.VAlign(VAlign_Center)
.HAlign(HAlign_Center)
.AutoWidth()
[
LoadingWidget
];
// Add spacer at midder
HorizontalBox.Get().AddSlot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.AutoWidth()
[
SNew(SSpacer)
.Size(FVector2D(LayoutSettings.Space, 0.0f))
];
// Tip Text on the right
HorizontalBox.Get().AddSlot()
.FillWidth(1.0f)
.HAlign(LayoutSettings.TipAlignment.HorizontalAlignment)
.VAlign(LayoutSettings.TipAlignment.VerticalAlignment)
[
SNew(STipWidget, Settings.TipWidget)
];
}
else
{
// Tip Text on the left
HorizontalBox.Get().AddSlot()
.FillWidth(1.0f)
.HAlign(LayoutSettings.TipAlignment.HorizontalAlignment)
.VAlign(LayoutSettings.TipAlignment.VerticalAlignment)
[
// Add tip text
SNew(STipWidget, Settings.TipWidget)
];
// Add spacer at midder
HorizontalBox.Get().AddSlot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.AutoWidth()
[
SNew(SSpacer)
.Size(FVector2D(LayoutSettings.Space, 0.0f))
];
// Add Loading widget on right
HorizontalBox.Get().AddSlot()
.VAlign(VAlign_Center)
.HAlign(HAlign_Center)
.AutoWidth()
[
LoadingWidget
];
}
EVerticalAlignment VerticalAlignment;
// Set vertical alignment for widget
if (LayoutSettings.bIsWidgetAtBottom)
{
VerticalAlignment = EVerticalAlignment::VAlign_Bottom;
}
else
{
VerticalAlignment = EVerticalAlignment::VAlign_Top;
}
// Creating loading theme
Root->AddSlot()
.HAlign(LayoutSettings.BorderHorizontalAlignment)
.VAlign(VerticalAlignment)
[
SNew(SBorder)
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.BorderImage(&LayoutSettings.BorderBackground)
.BorderBackgroundColor(FLinearColor::White)
[
SNew(SSafeZone)
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.IsTitleSafe(true)
.Padding(LayoutSettings.BorderPadding)
[
SNew(SDPIScaler)
.DPIScale(this, &SClassicLayout::GetDPIScale)
[
HorizontalBox
]
]
]
];
// Construct loading complete text if enable
if (Settings.bShowLoadingCompleteText)
{
Root->AddSlot()
.VAlign(Settings.LoadingCompleteTextSettings.Alignment.VerticalAlignment)
.HAlign(Settings.LoadingCompleteTextSettings.Alignment.HorizontalAlignment)
.Padding(Settings.LoadingCompleteTextSettings.Padding)
[
SNew(SLoadingCompleteText, Settings.LoadingCompleteTextSettings)
];
}
// Add root to this widget
ChildSlot
[
Root
];
}

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#include "SDualSidebarLayout.h"
#include "LoadingScreenSettings.h"
#include "Widgets/Layout/SSafeZone.h"
#include "Widgets/Layout/SDPIScaler.h"
#include "Widgets/Layout/SSpacer.h"
#include "SHorizontalLoadingWidget.h"
#include "SVerticalLoadingWidget.h"
#include "SBackgroundWidget.h"
#include "STipWidget.h"
#include "SLoadingCompleteText.h"
void SDualSidebarLayout::Construct(const FArguments& InArgs, const FALoadingScreenSettings& Settings, const FDualSidebarLayoutSettings& LayoutSettings)
{
// Root widget and background
TSharedRef<SOverlay> Root = SNew(SOverlay)
+ SOverlay::Slot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
[
SNew(SBackgroundWidget, Settings.Background)
];
// Placeholder for loading widget
TSharedRef<SWidget> LoadingWidget = SNullWidget::NullWidget;
if (Settings.LoadingWidget.LoadingWidgetType == ELoadingWidgetType::LWT_Horizontal)
{
LoadingWidget = SNew(SHorizontalLoadingWidget, Settings.LoadingWidget);
}
else
{
LoadingWidget = SNew(SVerticalLoadingWidget, Settings.LoadingWidget);
}
if (LayoutSettings.bIsLoadingWidgetAtRight)
{
// Add loading widget at right
Root.Get().AddSlot()
.HAlign(HAlign_Right)
.VAlign(LayoutSettings.RightBorderVerticalAlignment)
[
SNew(SBorder)
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.BorderImage(&LayoutSettings.RightBorderBackground)
.BorderBackgroundColor(FLinearColor::White)
[
SNew(SSafeZone)
.HAlign(HAlign_Fill)
.VAlign(LayoutSettings.RightVerticalAlignment)
.IsTitleSafe(true)
.Padding(LayoutSettings.RightBorderPadding)
[
SNew(SDPIScaler)
.DPIScale(this, &SDualSidebarLayout::GetDPIScale)
[
LoadingWidget
]
]
]
];
// Add tip widget at left
Root.Get().AddSlot()
.HAlign(HAlign_Left)
.VAlign(LayoutSettings.LeftBorderVerticalAlignment)
[
SNew(SBorder)
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.BorderImage(&LayoutSettings.LeftBorderBackground)
.BorderBackgroundColor(FLinearColor::White)
[
SNew(SSafeZone)
.HAlign(HAlign_Fill)
.VAlign(LayoutSettings.LeftVerticalAlignment)
.IsTitleSafe(true)
.Padding(LayoutSettings.LeftBorderPadding)
[
SNew(SDPIScaler)
.DPIScale(this, &SDualSidebarLayout::GetDPIScale)
[
SNew(STipWidget, Settings.TipWidget)
]
]
]
];
}
else
{
// Add Tip widget at right
Root.Get().AddSlot()
.HAlign(HAlign_Right)
.VAlign(LayoutSettings.RightBorderVerticalAlignment)
[
SNew(SBorder)
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.BorderImage(&LayoutSettings.RightBorderBackground)
.BorderBackgroundColor(FLinearColor::White)
[
SNew(SSafeZone)
.HAlign(HAlign_Fill)
.VAlign(LayoutSettings.RightVerticalAlignment)
.IsTitleSafe(true)
.Padding(LayoutSettings.RightBorderPadding)
[
SNew(SDPIScaler)
.DPIScale(this, &SDualSidebarLayout::GetDPIScale)
[
SNew(STipWidget, Settings.TipWidget)
]
]
]
];
// Add Loading widget at left
Root.Get().AddSlot()
.HAlign(HAlign_Left)
.VAlign(LayoutSettings.LeftBorderVerticalAlignment)
[
SNew(SBorder)
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.BorderImage(&LayoutSettings.LeftBorderBackground)
.BorderBackgroundColor(FLinearColor::White)
[
SNew(SSafeZone)
.HAlign(HAlign_Fill)
.VAlign(LayoutSettings.LeftVerticalAlignment)
.IsTitleSafe(true)
.Padding(LayoutSettings.LeftBorderPadding)
[
SNew(SDPIScaler)
.DPIScale(this, &SDualSidebarLayout::GetDPIScale)
[
LoadingWidget
]
]
]
];
}
// Construct loading complete text if enable
if (Settings.bShowLoadingCompleteText)
{
Root->AddSlot()
.VAlign(Settings.LoadingCompleteTextSettings.Alignment.VerticalAlignment)
.HAlign(Settings.LoadingCompleteTextSettings.Alignment.HorizontalAlignment)
.Padding(Settings.LoadingCompleteTextSettings.Padding)
[
SNew(SLoadingCompleteText, Settings.LoadingCompleteTextSettings)
];
}
// Add root to this widget
ChildSlot
[
Root
];
}

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#include "SHorizontalLoadingWidget.h"
#include "LoadingScreenSettings.h"
#include "Widgets/Layout/SSpacer.h"
#include "Widgets/Images/SImage.h"
#include "Slate/DeferredCleanupSlateBrush.h"
#include "Widgets/Text/STextBlock.h"
#include "Widgets/SBoxPanel.h"
void SHorizontalLoadingWidget::Construct(const FArguments& InArgs, const FLoadingWidgetSettings& Settings)
{
bPlayReverse = Settings.ImageSequenceSettings.bPlayReverse;
// Root is a Horizontal Box of course
TSharedRef<SHorizontalBox> Root = SNew(SHorizontalBox);
// Construct Loading Icon Widget
ConstructLoadingIcon(Settings);
EVisibility LoadingTextVisibility;
if (Settings.LoadingText.IsEmpty())
{
LoadingTextVisibility = EVisibility::Collapsed;
}
else
{
LoadingTextVisibility = EVisibility::SelfHitTestInvisible;
}
// If loading text is on the right
if (Settings.bLoadingTextRightPosition)
{
// Add Loading Icon on the left first
Root.Get().AddSlot()
.HAlign(Settings.LoadingIconAlignment.HorizontalAlignment)
.VAlign(Settings.LoadingIconAlignment.VerticalAlignment)
.AutoWidth()
[
LoadingIcon
];
// Add a Spacer in middle
Root.Get().AddSlot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.AutoWidth()
[
SNew(SSpacer)
.Size(FVector2D(Settings.Space, 0.0f))
];
// Add Loading Text on the right
Root.Get().AddSlot()
.HAlign(Settings.TextAlignment.HorizontalAlignment)
.VAlign(Settings.TextAlignment.VerticalAlignment)
.AutoWidth()
[
SNew(STextBlock)
.Visibility(LoadingTextVisibility)
.ColorAndOpacity(Settings.Appearance.ColorAndOpacity)
.Font(Settings.Appearance.Font)
.ShadowOffset(Settings.Appearance.ShadowOffset)
.ShadowColorAndOpacity(Settings.Appearance.ShadowColorAndOpacity)
.Justification(Settings.Appearance.Justification)
.Text(Settings.LoadingText)
];
}
// If loading text is on the left
else
{
// Add Loading Text on the left first
Root.Get().AddSlot()
.HAlign(Settings.TextAlignment.HorizontalAlignment)
.VAlign(Settings.TextAlignment.VerticalAlignment)
.AutoWidth()
[
SNew(STextBlock)
.Visibility(LoadingTextVisibility)
.ColorAndOpacity(Settings.Appearance.ColorAndOpacity)
.Font(Settings.Appearance.Font)
.ShadowOffset(Settings.Appearance.ShadowOffset)
.ShadowColorAndOpacity(Settings.Appearance.ShadowColorAndOpacity)
.Justification(Settings.Appearance.Justification)
.Text(Settings.LoadingText)
];
// Add a Spacer in middle
Root.Get().AddSlot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.AutoWidth()
[
SNew(SSpacer)
.Size(FVector2D(Settings.Space, 0.0f))
];
// Add Loading Icon on the right finally
Root.Get().AddSlot()
.HAlign(Settings.LoadingIconAlignment.HorizontalAlignment)
.VAlign(Settings.LoadingIconAlignment.VerticalAlignment)
.AutoWidth()
[
LoadingIcon
];
}
// Add root to this widget
ChildSlot
[
Root
];
}

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#include "SLetterboxLayout.h"
#include "LoadingScreenSettings.h"
#include "Widgets/Layout/SSafeZone.h"
#include "Widgets/Layout/SDPIScaler.h"
#include "SHorizontalLoadingWidget.h"
#include "SVerticalLoadingWidget.h"
#include "SBackgroundWidget.h"
#include "STipWidget.h"
#include "SLoadingCompleteText.h"
void SLetterboxLayout::Construct(const FArguments& InArgs, const FALoadingScreenSettings& Settings, const FLetterboxLayoutSettings& LayoutSettings)
{
// Root widget and background
TSharedRef<SOverlay> Root = SNew(SOverlay)
+ SOverlay::Slot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
[
SNew(SBackgroundWidget, Settings.Background)
];
// Placeholder for loading widget
TSharedRef<SWidget> LoadingWidget = SNullWidget::NullWidget;
if (Settings.LoadingWidget.LoadingWidgetType == ELoadingWidgetType::LWT_Horizontal)
{
LoadingWidget = SNew(SHorizontalLoadingWidget, Settings.LoadingWidget);
}
else
{
LoadingWidget = SNew(SVerticalLoadingWidget, Settings.LoadingWidget);
}
if (LayoutSettings.bIsLoadingWidgetAtTop)
{
// Add a border widget at top, then add Loading widget
Root->AddSlot()
.HAlign(LayoutSettings.TopBorderHorizontalAlignment)
.VAlign(VAlign_Top)
[
SNew(SBorder)
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.BorderImage(&LayoutSettings.TopBorderBackground)
.BorderBackgroundColor(FLinearColor::White)
[
SNew(SSafeZone)
.HAlign(LayoutSettings.LoadingWidgetAlignment.HorizontalAlignment)
.VAlign(LayoutSettings.LoadingWidgetAlignment.VerticalAlignment)
.IsTitleSafe(true)
.Padding(LayoutSettings.TopBorderPadding)
[
SNew(SDPIScaler)
.DPIScale(this, &SLetterboxLayout::GetDPIScale)
[
LoadingWidget
]
]
]
];
// Add a border widget at bottom, then add Tip widget
Root->AddSlot()
.HAlign(LayoutSettings.BottomBorderHorizontalAlignment)
.VAlign(VAlign_Bottom)
[
SNew(SBorder)
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.BorderImage(&LayoutSettings.BottomBorderBackground)
.BorderBackgroundColor(FLinearColor::White)
[
SNew(SSafeZone)
.HAlign(LayoutSettings.TipAlignment.HorizontalAlignment)
.VAlign(LayoutSettings.TipAlignment.VerticalAlignment)
.IsTitleSafe(true)
.Padding(LayoutSettings.BottomBorderPadding)
[
SNew(SDPIScaler)
.DPIScale(this, &SLetterboxLayout::GetDPIScale)
[
SNew(STipWidget, Settings.TipWidget)
]
]
]
];
}
else
{
// Add a border widget at top, then add Tip widget
Root->AddSlot()
.HAlign(LayoutSettings.TopBorderHorizontalAlignment)
.VAlign(VAlign_Top)
[
SNew(SBorder)
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.BorderImage(&LayoutSettings.TopBorderBackground)
.BorderBackgroundColor(FLinearColor::White)
[
SNew(SSafeZone)
.HAlign(LayoutSettings.TipAlignment.HorizontalAlignment)
.VAlign(LayoutSettings.TipAlignment.VerticalAlignment)
.IsTitleSafe(true)
.Padding(LayoutSettings.TopBorderPadding)
[
SNew(SDPIScaler)
.DPIScale(this, &SLetterboxLayout::GetDPIScale)
[
SNew(STipWidget, Settings.TipWidget)
]
]
]
];
// Add a border widget at bottom, then add Loading widget
Root->AddSlot()
.HAlign(LayoutSettings.BottomBorderHorizontalAlignment)
.VAlign(VAlign_Bottom)
[
SNew(SBorder)
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.BorderImage(&LayoutSettings.BottomBorderBackground)
.BorderBackgroundColor(FLinearColor::White)
[
SNew(SSafeZone)
.HAlign(LayoutSettings.LoadingWidgetAlignment.HorizontalAlignment)
.VAlign(LayoutSettings.LoadingWidgetAlignment.VerticalAlignment)
.IsTitleSafe(true)
.Padding(LayoutSettings.BottomBorderPadding)
[
SNew(SDPIScaler)
.DPIScale(this, &SLetterboxLayout::GetDPIScale)
[
LoadingWidget
]
]
]
];
}
// Construct loading complete text if enable
if (Settings.bShowLoadingCompleteText)
{
Root->AddSlot()
.VAlign(Settings.LoadingCompleteTextSettings.Alignment.VerticalAlignment)
.HAlign(Settings.LoadingCompleteTextSettings.Alignment.HorizontalAlignment)
.Padding(Settings.LoadingCompleteTextSettings.Padding)
[
SNew(SLoadingCompleteText, Settings.LoadingCompleteTextSettings)
];
}
// Add Root to this widget
ChildSlot
[
Root
];
}

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#include "SLoadingCompleteText.h"
#include "LoadingScreenSettings.h"
#include "MoviePlayer.h"
#include "Widgets/Text/STextBlock.h"
void SLoadingCompleteText::Construct(const FArguments& InArgs, const FLoadingCompleteTextSettings& CompleteTextSettings)
{
CompleteTextColor = CompleteTextSettings.Appearance.ColorAndOpacity.GetSpecifiedColor();
CompleteTextAnimationSpeed = CompleteTextSettings.AnimationSpeed;
ChildSlot
[
SNew(STextBlock)
.Font(CompleteTextSettings.Appearance.Font)
.ShadowOffset(CompleteTextSettings.Appearance.ShadowOffset)
.ShadowColorAndOpacity(CompleteTextSettings.Appearance.ShadowColorAndOpacity)
.Justification(CompleteTextSettings.Appearance.Justification)
.Text(CompleteTextSettings.LoadingCompleteText)
.ColorAndOpacity(this, &SLoadingCompleteText::GetLoadingCompleteTextColor)
.Visibility(this, &SLoadingCompleteText::GetLoadingCompleteTextVisibility)
];
// Register animated image sequence active timer event
if (CompleteTextSettings.bFadeInOutAnim && !bIsActiveTimerRegistered)
{
bIsActiveTimerRegistered = true;
RegisterActiveTimer(0.f, FWidgetActiveTimerDelegate::CreateSP(this, &SLoadingCompleteText::AnimateText));
}
}
EVisibility SLoadingCompleteText::GetLoadingCompleteTextVisibility() const
{
return GetMoviePlayer()->IsLoadingFinished() ? EVisibility::Visible : EVisibility::Hidden;
}
FSlateColor SLoadingCompleteText::GetLoadingCompleteTextColor() const
{
return CompleteTextColor;
}
EActiveTimerReturnType SLoadingCompleteText::AnimateText(double InCurrentTime, float InDeltaTime)
{
const float MinAlpha = 0.1f;
const float MaxAlpha = 1.0f;
float TextAlpha = CompleteTextColor.A;
if (TextAlpha >= MaxAlpha)
{
bCompleteTextReverseAnim = true;
}
else if (TextAlpha <= MinAlpha)
{
bCompleteTextReverseAnim = false;
}
if (!bCompleteTextReverseAnim)
{
TextAlpha += InDeltaTime * CompleteTextAnimationSpeed;
}
else
{
TextAlpha -= InDeltaTime * CompleteTextAnimationSpeed;
}
CompleteTextColor.A = TextAlpha;
return EActiveTimerReturnType::Continue;
}

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#include "SLoadingScreenLayout.h"
#include "Engine/UserInterfaceSettings.h"
#include "Engine/Engine.h"
#include "Engine/GameViewportClient.h"
float SLoadingScreenLayout::PointSizeToSlateUnits(float PointSize)
{
const float SlateFreeTypeHorizontalResolutionDPI = 96.0f;
const float FreeTypeNativeDPI = 72.0;
const float PixelSize = PointSize * (SlateFreeTypeHorizontalResolutionDPI / FreeTypeNativeDPI);
return PixelSize;
}
float SLoadingScreenLayout::GetDPIScale() const
{
FIntPoint Size;
if (GEngine && GEngine->GameViewport)
{
FVector2D ViewportSize;
GEngine->GameViewport->GetViewportSize(ViewportSize);
int32 X = FGenericPlatformMath::FloorToInt(ViewportSize.X);
int32 Y = FGenericPlatformMath::FloorToInt(ViewportSize.Y);
Size = FIntPoint(X, Y);
}
else
{
const FVector2D DrawSize = GetTickSpaceGeometry().ToPaintGeometry().GetLocalSize();
if (DrawSize.Equals(FVector2D::ZeroVector))
{
return 1.0f;
}
int32 X = FGenericPlatformMath::FloorToInt(DrawSize.X);
int32 Y = FGenericPlatformMath::FloorToInt(DrawSize.Y);
Size = FIntPoint(X, Y);
}
return FMath::Clamp(GetDefault<UUserInterfaceSettings>()->GetDPIScaleBasedOnSize(Size), 0.1f, 1.0f);
}

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#include "SLoadingWidget.h"
#include "Widgets/Images/SImage.h"
#include "Slate/DeferredCleanupSlateBrush.h"
#include "Widgets/Layout/SSpacer.h"
#include "Engine/Texture2D.h"
#include "MoviePlayer.h"
#include "Widgets/SCompoundWidget.h"
int32 SLoadingWidget::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const
{
TotalDeltaTime += Args.GetDeltaTime();
if (TotalDeltaTime >= Interval)
{
if (CleanupBrushList.Num() > 1)
{
if (bPlayReverse)
{
ImageIndex--;
}
else
{
ImageIndex++;
}
if (ImageIndex >= CleanupBrushList.Num())
{
ImageIndex = 0;
}
else if (ImageIndex < 0)
{
ImageIndex = CleanupBrushList.Num() - 1;
}
StaticCastSharedRef<SImage>(LoadingIcon)->SetImage(CleanupBrushList[ImageIndex].IsValid() ? CleanupBrushList[ImageIndex]->GetSlateBrush() : nullptr);
}
TotalDeltaTime = 0.0f;
}
return SCompoundWidget::OnPaint(Args, AllottedGeometry, MyCullingRect, OutDrawElements, LayerId, InWidgetStyle, bParentEnabled);
}
SThrobber::EAnimation SLoadingWidget::GetThrobberAnimation(const FThrobberSettings& ThrobberSettings) const
{
const int32 AnimationParams = (ThrobberSettings.bAnimateVertically ? SThrobber::Vertical : 0) |
(ThrobberSettings.bAnimateHorizontally ? SThrobber::Horizontal : 0) |
(ThrobberSettings.bAnimateOpacity ? SThrobber::Opacity : 0);
return static_cast<SThrobber::EAnimation>(AnimationParams);
}
void SLoadingWidget::ConstructLoadingIcon(const FLoadingWidgetSettings& Settings)
{
if (Settings.LoadingIconType == ELoadingIconType::LIT_ImageSequence)
{
// Loading Widget is image sequence
if (Settings.ImageSequenceSettings.Images.Num() > 0)
{
CleanupBrushList.Empty();
ImageIndex = 0;
FVector2D Scale = Settings.ImageSequenceSettings.Scale;
for (auto Image: Settings.ImageSequenceSettings.Images)
{
if (Image)
{
CleanupBrushList.Add(FDeferredCleanupSlateBrush::CreateBrush(Image, FVector2D(Image->GetSurfaceWidth() * Scale.X, Image->GetSurfaceHeight() * Scale.Y)));
}
}
// Create Image slate widget
LoadingIcon = SNew(SImage)
.Image(CleanupBrushList[ImageIndex]->GetSlateBrush());
// Update play animation interval
Interval = Settings.ImageSequenceSettings.Interval;
}
else
{
// If there is no image in the array then create a spacer instead
LoadingIcon = SNew(SSpacer).Size(FVector2D::ZeroVector);
}
}
else if (Settings.LoadingIconType == ELoadingIconType::LIT_CircularThrobber)
{
// Loading Widget is SCircularThrobber
LoadingIcon = SNew(SCircularThrobber)
.NumPieces(Settings.CircularThrobberSettings.NumberOfPieces)
.Period(Settings.CircularThrobberSettings.Period)
.Radius(Settings.CircularThrobberSettings.Radius)
.PieceImage(&Settings.CircularThrobberSettings.Image);
}
else
{
// Loading Widget is SThrobber
LoadingIcon = SNew(SThrobber)
.NumPieces(Settings.ThrobberSettings.NumberOfPieces)
.Animate(GetThrobberAnimation(Settings.ThrobberSettings))
.PieceImage(&Settings.ThrobberSettings.Image);
}
// Set Loading Icon render transform
LoadingIcon.Get().SetRenderTransform(FSlateRenderTransform(FScale2D(Settings.TransformScale), Settings.TransformTranslation));
LoadingIcon.Get().SetRenderTransformPivot(Settings.TransformPivot);
// Hide loading widget when level loading is done if bHideLoadingWidgetWhenCompletes is true
if (Settings.bHideLoadingWidgetWhenCompletes)
{
SetVisibility(TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateRaw(this, &SLoadingWidget::GetLoadingWidgetVisibility)));
}
}
EVisibility SLoadingWidget::GetLoadingWidgetVisibility() const
{
return GetMoviePlayer()->IsLoadingFinished() ? EVisibility::Hidden : EVisibility::Visible;
}

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#include "SSidebarLayout.h"
#include "LoadingScreenSettings.h"
#include "Widgets/Layout/SSafeZone.h"
#include "Widgets/Layout/SDPIScaler.h"
#include "Widgets/Layout/SSpacer.h"
#include "SHorizontalLoadingWidget.h"
#include "SVerticalLoadingWidget.h"
#include "SBackgroundWidget.h"
#include "STipWidget.h"
#include "SLoadingCompleteText.h"
#include "Widgets/SBoxPanel.h"
void SSidebarLayout::Construct(const FArguments& InArgs, const FALoadingScreenSettings& Settings, const FSidebarLayoutSettings& LayoutSettings)
{
// Root widget and background
TSharedRef<SOverlay> Root = SNew(SOverlay)
+ SOverlay::Slot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
[
SNew(SBackgroundWidget, Settings.Background)
];
// Placeholder for loading widget
TSharedRef<SWidget> LoadingWidget = SNullWidget::NullWidget;
if (Settings.LoadingWidget.LoadingWidgetType == ELoadingWidgetType::LWT_Horizontal)
{
LoadingWidget = SNew(SHorizontalLoadingWidget, Settings.LoadingWidget);
}
else
{
LoadingWidget = SNew(SVerticalLoadingWidget, Settings.LoadingWidget);
}
TSharedRef<SVerticalBox> VerticalBox = SNew(SVerticalBox);
if (LayoutSettings.bIsLoadingWidgetAtTop)
{
// Add loading widget at top
VerticalBox.Get().AddSlot()
.AutoHeight()
.HAlign(LayoutSettings.LoadingWidgetAlignment.HorizontalAlignment)
.VAlign(LayoutSettings.LoadingWidgetAlignment.VerticalAlignment)
[
LoadingWidget
];
// Add SSpacer at middle
VerticalBox.Get().AddSlot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.AutoHeight()
[
SNew(SSpacer)
.Size(FVector2D(0.0f, LayoutSettings.Space))
];
// Add tip widget at bottom
VerticalBox.Get().AddSlot()
.AutoHeight()
.HAlign(LayoutSettings.TipAlignment.HorizontalAlignment)
.VAlign(LayoutSettings.TipAlignment.VerticalAlignment)
[
SNew(STipWidget, Settings.TipWidget)
];
}
else
{
// Add tip widget at top
VerticalBox.Get().AddSlot()
.AutoHeight()
.HAlign(LayoutSettings.TipAlignment.HorizontalAlignment)
.VAlign(LayoutSettings.TipAlignment.VerticalAlignment)
[
SNew(STipWidget, Settings.TipWidget)
];
// Add SSpacer at middle
VerticalBox.Get().AddSlot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.AutoHeight()
[
SNew(SSpacer)
.Size(FVector2D(0.0f, LayoutSettings.Space))
];
// Add loading widget at bottom
VerticalBox.Get().AddSlot()
.AutoHeight()
.HAlign(LayoutSettings.LoadingWidgetAlignment.HorizontalAlignment)
.VAlign(LayoutSettings.LoadingWidgetAlignment.VerticalAlignment)
[
LoadingWidget
];
}
if (LayoutSettings.bIsWidgetAtRight)
{
// Add widget at right
Root.Get().AddSlot()
.HAlign(HAlign_Right)
.VAlign(LayoutSettings.BorderVerticalAlignment)
.Padding(0, 0, LayoutSettings.BorderHorizontalOffset, 0)
[
SNew(SBorder)
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.BorderImage(&LayoutSettings.BorderBackground)
.BorderBackgroundColor(FLinearColor::White)
[
SNew(SSafeZone)
.HAlign(HAlign_Fill)
.VAlign(LayoutSettings.VerticalAlignment)
.IsTitleSafe(true)
.Padding(LayoutSettings.BorderPadding)
[
SNew(SDPIScaler)
.DPIScale(this, &SSidebarLayout::GetDPIScale)
[
VerticalBox
]
]
]
];
}
else
{
// Add widget at left
Root.Get().AddSlot()
.HAlign(HAlign_Left)
.VAlign(LayoutSettings.BorderVerticalAlignment)
.Padding(LayoutSettings.BorderHorizontalOffset, 0, 0, 0)
[
SNew(SBorder)
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.BorderImage(&LayoutSettings.BorderBackground)
.BorderBackgroundColor(FLinearColor::White)
[
SNew(SSafeZone)
.HAlign(HAlign_Fill)
.VAlign(LayoutSettings.VerticalAlignment)
.IsTitleSafe(true)
.Padding(LayoutSettings.BorderPadding)
[
SNew(SDPIScaler)
.DPIScale(this, &SSidebarLayout::GetDPIScale)
[
VerticalBox
]
]
]
];
}
// Construct loading complete text if enable
if (Settings.bShowLoadingCompleteText)
{
Root->AddSlot()
.VAlign(Settings.LoadingCompleteTextSettings.Alignment.VerticalAlignment)
.HAlign(Settings.LoadingCompleteTextSettings.Alignment.HorizontalAlignment)
.Padding(Settings.LoadingCompleteTextSettings.Padding)
[
SNew(SLoadingCompleteText, Settings.LoadingCompleteTextSettings)
];
}
// Add root to this widget
ChildSlot
[
Root
];
}

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#include "STipWidget.h"
#include "LoadingScreenSettings.h"
#include "Widgets/Text/STextBlock.h"
#include "AsyncLoadingScreenLibrary.h"
void STipWidget::Construct(const FArguments& InArgs, const FTipSettings& Settings)
{
if (Settings.TipText.Num() > 0)
{
int32 TipIndex = FMath::RandRange(0, Settings.TipText.Num() - 1);
if (Settings.bSetDisplayTipTextManually == true)
{
if (Settings.TipText.IsValidIndex(UAsyncLoadingScreenLibrary::GetDisplayTipTextIndex()))
{
TipIndex = UAsyncLoadingScreenLibrary::GetDisplayTipTextIndex();
}
}
ChildSlot
[
SNew(STextBlock)
.ColorAndOpacity(Settings.Appearance.ColorAndOpacity)
.Font(Settings.Appearance.Font)
.ShadowOffset(Settings.Appearance.ShadowOffset)
.ShadowColorAndOpacity(Settings.Appearance.ShadowColorAndOpacity)
.Justification(Settings.Appearance.Justification)
.WrapTextAt(Settings.TipWrapAt)
.Text(Settings.TipText[TipIndex])
];
}
}

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#include "SVerticalLoadingWidget.h"
#include "LoadingScreenSettings.h"
#include "Widgets/Layout/SSpacer.h"
#include "Widgets/Images/SImage.h"
#include "Slate/DeferredCleanupSlateBrush.h"
#include "Widgets/Text/STextBlock.h"
void SVerticalLoadingWidget::Construct(const FArguments& InArgs, const FLoadingWidgetSettings& Settings)
{
bPlayReverse = Settings.ImageSequenceSettings.bPlayReverse;
// Root is a Vertical Box
TSharedRef<SVerticalBox> Root = SNew(SVerticalBox);
// Construct Loading Icon Widget
ConstructLoadingIcon(Settings);
EVisibility LoadingTextVisibility;
if (Settings.LoadingText.IsEmpty())
{
LoadingTextVisibility = EVisibility::Collapsed;
}
else
{
LoadingTextVisibility = EVisibility::SelfHitTestInvisible;
}
// If loading text is on the top
if (Settings.bLoadingTextTopPosition)
{
// Add Loading Text on the top first
Root.Get().AddSlot()
.HAlign(Settings.TextAlignment.HorizontalAlignment)
.VAlign(Settings.TextAlignment.VerticalAlignment)
.AutoHeight()
[
SNew(STextBlock)
.Visibility(LoadingTextVisibility)
.ColorAndOpacity(Settings.Appearance.ColorAndOpacity)
.Font(Settings.Appearance.Font)
.ShadowOffset(Settings.Appearance.ShadowOffset)
.ShadowColorAndOpacity(Settings.Appearance.ShadowColorAndOpacity)
.Justification(Settings.Appearance.Justification)
.Text(Settings.LoadingText)
];
// Add a Spacer in middle
Root.Get().AddSlot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.AutoHeight()
[
SNew(SSpacer)
.Size(FVector2D(0.0f, Settings.Space))
];
// Add Loading Icon at the bottom finally
Root.Get().AddSlot()
.HAlign(Settings.LoadingIconAlignment.HorizontalAlignment)
.VAlign(Settings.LoadingIconAlignment.VerticalAlignment)
.AutoHeight()
[
LoadingIcon
];
}
// If loading text is at the bottom
else
{
// Add Loading Icon on the top
Root.Get().AddSlot()
.HAlign(Settings.LoadingIconAlignment.HorizontalAlignment)
.VAlign(Settings.LoadingIconAlignment.VerticalAlignment)
.AutoHeight()
[
LoadingIcon
];
// Add a Spacer in middle
Root.Get().AddSlot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.AutoHeight()
[
SNew(SSpacer)
.Size(FVector2D(0.0f, Settings.Space))
];
// Add Loading Text at the bottom
Root.Get().AddSlot()
.HAlign(Settings.TextAlignment.HorizontalAlignment)
.VAlign(Settings.TextAlignment.VerticalAlignment)
.AutoHeight()
[
SNew(STextBlock)
.Visibility(LoadingTextVisibility)
.ColorAndOpacity(Settings.Appearance.ColorAndOpacity)
.Font(Settings.Appearance.Font)
.ShadowOffset(Settings.Appearance.ShadowOffset)
.ShadowColorAndOpacity(Settings.Appearance.ShadowColorAndOpacity)
.Justification(Settings.Appearance.Justification)
.Text(Settings.LoadingText)
];
}
// Add root to this widget
ChildSlot
[
Root
];
}

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#pragma once
#include "Modules/ModuleManager.h"
struct FALoadingScreenSettings;
class FAsyncLoadingScreenModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
/**
* Called right after the module DLL has been loaded and the module object has been created
*/
virtual void StartupModule() override;
/**
* Called before the module is unloaded, right before the module object is destroyed.
*/
virtual void ShutdownModule() override;
/**
* Returns true if this module hosts gameplay code
*
* @return True for "gameplay modules", or false for engine code modules, plugins, etc.
*/
virtual bool IsGameModule() const override;
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static inline FAsyncLoadingScreenModule& Get()
{
return FModuleManager::LoadModuleChecked<FAsyncLoadingScreenModule>("AsyncLoadingScreen");
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded("AsyncLoadingScreen");
}
TArray<UTexture2D*> GetBackgroundImages();
/**
* Check if "bPreloadBackgroundImages" option is enabled
*/
bool IsPreloadBackgroundImagesEnabled();
/**
* Is showing Startup Loading Screen?
*/
bool IsStartupLoadingScreen() { return bIsStartupLoadingScreen; }
/**
* Load all background images from settings into array
*/
void LoadBackgroundImages();
/**
* Remove all background images from array
*/
void RemoveAllBackgroundImages();
private:
/**
* Loading screen callback, it won't be called if we've already explicitly setup the loading screen
*/
void PreSetupLoadingScreen();
/**
* Setup loading screen settings
*/
void SetupLoadingScreen(const FALoadingScreenSettings& LoadingScreenSettings);
/**
* Shuffle the movies list
*/
void ShuffleMovies(TArray<FString>& MoviesList);
private:
// Startup background images array
UPROPERTY()
TArray<class UTexture2D*> StartupBackgroundImages;
// Default background images array
UPROPERTY()
TArray<class UTexture2D*> DefaultBackgroundImages;
bool bIsStartupLoadingScreen = false;
};

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "AsyncLoadingScreenLibrary.generated.h"
/**
* Async Loading Screen Function Library
*/
UCLASS()
class ASYNCLOADINGSCREEN_API UAsyncLoadingScreenLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
private:
static int32 DisplayBackgroundIndex;
static int32 DisplayTipTextIndex;
static int32 DisplayMovieIndex;
static bool bShowLoadingScreen;
public:
/**
* Set which background will be displayed on the loading screen by index. The "SetDisplayBackgroundManually" option in Background setting needs to be "true" to use this function.
*
* @param BackgroundIndex Valid index of the Background in "Images" array in Background setting. If the index is not valid, then it will display random background instead.
**/
UFUNCTION(BlueprintCallable, Category = "Async Loading Screen")
static void SetDisplayBackgroundIndex(int32 BackgroundIndex);
/**
* Set which text will be displayed on the loading screen by index. The "SetDisplayTipTextManually" option in Tip Widget setting needs to be "true" to use this function.
*
* @param TipTextIndex Valid index of the text in "TipText" array in Tip Widget setting. If the index is not valid, then it will display random text instead.
**/
UFUNCTION(BlueprintCallable, Category = "Async Loading Screen")
static void SetDisplayTipTextIndex(int32 TipTextIndex);
/**
* Set which movie will be displayed on the loading screen by index. The "SetDisplayMovieIndexManually" option needs to be "true" to use this function.
*
* @param MovieIndex Valid index of the movie in "MoviePaths" array.
**/
UFUNCTION(BlueprintCallable, Category = "Async Loading Screen")
static void SetDisplayMovieIndex(int32 MovieIndex);
/**
* Set enable/disable the loading screen for next levels
*
* @param bIsEnableLoadingScreen Should we enable the loading screen for next level?
**/
UFUNCTION(BlueprintCallable, Category = "Async Loading Screen")
static void SetEnableLoadingScreen(bool bIsEnableLoadingScreen);
/**
* Get enable/disable the loading screen for next levels
*
**/
UFUNCTION(BlueprintPure, Category = "Async Loading Screen")
static inline bool GetIsEnableLoadingScreen() { return bShowLoadingScreen; }
/**
* Stop the loading screen. To use this function, you must enable the "bAllowEngineTick" option.
* Call this function in BeginPlay event to stop the Loading Screen (works with Delay node).
*
**/
UFUNCTION(BlueprintCallable, Category = "Async Loading Screen")
static void StopLoadingScreen();
static inline int32 GetDisplayBackgroundIndex() { return DisplayBackgroundIndex; }
static inline int32 GetDisplayTipTextIndex() { return DisplayTipTextIndex; }
static inline int32 GetDisplayMovieIndex() { return DisplayMovieIndex; }
/**
* Load all background images into memory
*
* Only use this function when:
* "bPreloadBackgroundImages" option is checked,
* and you called "RemovePreloadedBackgroundImages" before.
*
* You don't need to use this if you never call
* "RemovePreloadedBackgroundImages" function,
* since the background images are still in the memory
*
* Note: Call this function before calling "OpenLevel" node.
*
**/
UFUNCTION(BlueprintCallable, Category = "Async Loading Screen")
static void PreloadBackgroundImages();
/**
* Remove all preloaded background images
*
* Only need to use this function when
* "bPreloadBackgroundImages" is checked.
*
* You need to call "PreloadBackgroundImages"
* to manually load all background images again.
*
**/
UFUNCTION(BlueprintCallable, Category = "Async Loading Screen")
static void RemovePreloadedBackgroundImages();
};

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#pragma once
#include "CoreMinimal.h"
#include "Engine/DeveloperSettings.h"
#include "MoviePlayer.h"
#include "Widgets/Layout/SScaleBox.h"
#include "Styling/SlateBrush.h"
#include "Framework/Text/TextLayout.h"
#include "LoadingScreenSettings.generated.h"
/**
* Asynce Loading Screen Layouts
*/
UENUM(BlueprintType)
enum class EAsyncLoadingScreenLayout : uint8
{
/**
* The Classic is a simple, generic layout and fits well with many designs.
* Loading and tip widgets can be at the bottom or top.
*/
ALSL_Classic UMETA(DisplayName = "Classic"),
/**
* The loading widget is at the center of the screen, tip widget can be at the bottom or top.
* The Center layout is a good choice if your loading icon is the main design.
*/
ALSL_Center UMETA(DisplayName = "Center"),
/**
* The Letterbox layout has two borders on top and bottom of the screen. Loading widget
* can be on the top and the tip is at the bottom of the screen, or vice versa.
*/
ALSL_Letterbox UMETA(DisplayName = "Letterbox"),
/**
* The Sidebar layout has a vertical border on the left or right of the screen. The Sidebar
* is suitable for storytelling, long paragraphs due to the height of the tip widget.
*/
ALSL_Sidebar UMETA(DisplayName = "Sidebar"),
/**
* Similar to Sidebar layout but Dual Sidebar layout has two vertical borders on both left and right of the screen.
* The Dual Sidebar layout is suitable for storytelling, long paragraphs due to the height of the tip widget.
*/
ALSL_DualSidebar UMETA(DisplayName = "Dual Sidebar")
};
/** Loading Icon Type*/
UENUM(BlueprintType)
enum class ELoadingIconType : uint8
{
/** SThrobber widget */
LIT_Throbber UMETA(DisplayName = "Throbber"),
/** SCircularThrobber widget */
LIT_CircularThrobber UMETA(DisplayName = "Circular Throbber"),
/** Animated images */
LIT_ImageSequence UMETA(DisplayName = "Image Sequence")
};
/** Loading Widget type */
UENUM(BlueprintType)
enum class ELoadingWidgetType : uint8
{
/** Horizontal alignment */
LWT_Horizontal UMETA(DisplayName = "Horizontal"),
/** Vertical alignment */
LWT_Vertical UMETA(DisplayName = "Vertical"),
};
/** Alignment for widget*/
USTRUCT(BlueprintType)
struct FWidgetAlignment
{
GENERATED_BODY()
/** The horizontal alignment of the widget.*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Alignment Setting")
TEnumAsByte<EHorizontalAlignment> HorizontalAlignment = EHorizontalAlignment::HAlign_Center;
/** The vertical alignment of the widget.*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Alignment Setting")
TEnumAsByte<EVerticalAlignment> VerticalAlignment = EVerticalAlignment::VAlign_Center;
};
// Text appearance settings
USTRUCT(BlueprintType)
struct FTextAppearance
{
GENERATED_BODY()
/** Text color and opacity */
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, Category = "Text Appearance")
FSlateColor ColorAndOpacity = FSlateColor(FLinearColor::White);
// The font to render the text with.
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, Category = "Text Appearance")
FSlateFontInfo Font;
/** Drop shadow offset in pixels */
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, Category = "Text Appearance")
FVector2D ShadowOffset = FVector2D::ZeroVector;
/** Shadow color and opacity */
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, Category = "Text Appearance")
FLinearColor ShadowColorAndOpacity = FLinearColor::White;
/** How the text should be aligned with the margin. */
UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, Category = "Text Appearance")
TEnumAsByte <ETextJustify::Type> Justification = ETextJustify::Left;
};
USTRUCT(BlueprintType)
struct FThrobberSettings
{
GENERATED_BODY()
/** How many pieces there are */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Appearance, meta = (ClampMin = "1", ClampMax = "25", UIMin = "1", UIMax = "25"))
int32 NumberOfPieces = 3;
/** Should the pieces animate horizontally? */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Appearance)
bool bAnimateHorizontally = true;
/** Should the pieces animate vertically? */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Appearance)
bool bAnimateVertically = true;
/** Should the pieces animate their opacity? */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Appearance)
bool bAnimateOpacity = true;
/** Image to use for each segment of the throbber */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Appearance)
FSlateBrush Image;
};
USTRUCT(BlueprintType)
struct FCircularThrobberSettings
{
GENERATED_BODY()
/** How many pieces there are */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Appearance, meta = (ClampMin = "1", ClampMax = "25", UIMin = "1", UIMax = "25"))
int32 NumberOfPieces = 6;
/** The amount of time for a full circle (in seconds) */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Appearance, meta = (ClampMin = "0", UIMin = "0"))
float Period = 0.75f;
/** The radius of the circle. If the throbber is a child of Canvas Panel, the 'Size to Content' option must be enabled in order to set Radius. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Appearance)
float Radius = 64.0f;
/** Image to use for each segment of the throbber */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Appearance)
FSlateBrush Image;
};
USTRUCT(BlueprintType)
struct FImageSequenceSettings
{
GENERATED_BODY()
/** An array of images for animating the loading icon.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Widget Setting", meta = (AllowedClasses = "/Script/Engine.Texture2D"))
TArray<UTexture2D*> Images;
/** Scale of the images.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Widget Setting")
FVector2D Scale = FVector2D(1.0f, 1.0f);
/**
* Time in second to update the images, the smaller value the faster of the animation. A zero value will update the images every frame.
*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Widget Setting", meta = (UIMax = 1.00, UIMin = 0.00, ClampMin = "0", ClampMax = "1"))
float Interval = 0.05f;
/** Play the image sequence in reverse.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Widget Setting")
bool bPlayReverse = false;
};
/**
* Background widget for the widget loading screen
*/
USTRUCT(BlueprintType)
struct ASYNCLOADINGSCREEN_API FBackgroundSettings
{
GENERATED_BODY()
// The images randomly display while in the loading screen on top of the movie
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Background", meta = (AllowedClasses = "/Script/Engine.Texture2D"))
TArray<FSoftObjectPath> Images;
// The scaling type to apply to images.
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Background")
TEnumAsByte<EStretch::Type> ImageStretch = EStretch::ScaleToFit;
/** The padding area between the border and the image it contains.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Background")
FMargin Padding;
// The border's background color if there is any image defined. If padding = 0 you will not see the border color.
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Background")
FLinearColor BackgroundColor = FLinearColor::Black;
/**
* If true, you will have to manually set which background index you want to display on the loading screen by calling "SetDisplayBackgroundIndex" function
* in your Blueprint before opening a new level. If the index you set is not valid, then it will display random background in the "Images" array.
*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Background")
bool bSetDisplayBackgroundManually = false;
};
/**
* Loading widget settings
*/
USTRUCT(BlueprintType)
struct ASYNCLOADINGSCREEN_API FLoadingWidgetSettings
{
GENERATED_BODY()
FLoadingWidgetSettings();
/** Loading icon type*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Widget Setting")
ELoadingIconType LoadingIconType = ELoadingIconType::LIT_CircularThrobber;
/** Loading Widget type*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Widget Setting")
ELoadingWidgetType LoadingWidgetType = ELoadingWidgetType::LWT_Horizontal;
/** Render transform translation of the loading icon.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Widget Setting")
FVector2D TransformTranslation = FVector2D(0.0f, 0.0f);
/** Render transform scale of the loading icon, a negative value will flip the icon.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Widget Setting")
FVector2D TransformScale = FVector2D(1.0f, 1.0f);
/** Render transform pivot of the loading icon (in normalized local space).*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Widget Setting")
FVector2D TransformPivot = FVector2D(0.5f, 0.5f);
// Text displayed beside the animated icon
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Widget Setting")
FText LoadingText;
/** Is Loading Text on the right of the loading icon? Ignore this if you don't choose Loading Widget Type = Horizontal.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Widget Setting")
bool bLoadingTextRightPosition = true;
/** Is Loading Text on the top of the loading icon? Ignore this if you don't choose Loading Widget Type = Vertical.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Widget Setting")
bool bLoadingTextTopPosition = true;
// Loading text appearance settings
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Tip Settings")
FTextAppearance Appearance;
/** Throbber settings. Ignore this if you don't choose the 'Throbber' icon type*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Widget Setting")
FThrobberSettings ThrobberSettings;
/** Circular Throbber settings. Ignore this if you don't choose the 'Circular Throbber' icon type*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Widget Setting")
FCircularThrobberSettings CircularThrobberSettings;
/** Image Sequence settings. Ignore this if you don't choose the 'Image Sequence' icon type*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Widget Setting")
FImageSequenceSettings ImageSequenceSettings;
/** The alignment of the loading text.*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Loading Widget Setting")
FWidgetAlignment TextAlignment;
/** The alignment of the loading icon. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Loading Widget Setting")
FWidgetAlignment LoadingIconAlignment;
/** Empty space between the loading text and the loading icon */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Loading Widget Setting")
float Space = 1.0f;
/** Hide the loading widget when the level loading is complete*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Loading Widget Setting")
bool bHideLoadingWidgetWhenCompletes = false;
};
/**
* Tips text settings
*/
USTRUCT(BlueprintType)
struct ASYNCLOADINGSCREEN_API FTipSettings
{
GENERATED_BODY()
// The tip text randomly display in the loading screen.
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Tip Settings", meta = (MultiLine = true))
TArray<FText> TipText;
// Tip text appearance settings
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Tip Settings")
FTextAppearance Appearance;
// The size of the tip before it's wrapped to the next line
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Tip Settings")
float TipWrapAt = 0.0f;
/**
* If true, you will have to manually set which TipText index you want to display on the loading screen by calling "SetDisplayTipTextIndex" function
* in your Blueprint before opening a new level. If the index you set is not valid, then it will display random Tip in the "TipText" array.
*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Background")
bool bSetDisplayTipTextManually = false;
};
/**
* The text that displayed when loading is complete. Ignore this if you don't set "bShowLoadingCompletedText" = true
*/
USTRUCT(BlueprintType)
struct ASYNCLOADINGSCREEN_API FLoadingCompleteTextSettings
{
GENERATED_BODY()
// FLoadingCompleteTextSettings();
// The text that shows up when level loading is done.
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Complete Text Settings")
FText LoadingCompleteText;
// Text appearance settings
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Complete Text Settings")
FTextAppearance Appearance;
/** The alignment of the text.*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Loading Widget Setting")
FWidgetAlignment Alignment;
/** Text padding. */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Complete Text Settings")
FMargin Padding;
// Animate the text?
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Complete Text Settings")
bool bFadeInOutAnim = true;
/**
* Animation speed
*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Complete Text Settings", meta = (UIMax = 10.00, UIMin = 0.00, ClampMin = "0", ClampMax = "10"))
float AnimationSpeed = 1.0f;
};
/**
* Loading Screen Settings
*/
USTRUCT(BlueprintType)
struct ASYNCLOADINGSCREEN_API FALoadingScreenSettings
{
GENERATED_BODY()
// The minimum time that a loading screen should be opened for, -1 if there is no minimum time. I recommend set it to -1.
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Movies Settings")
float MinimumLoadingScreenDisplayTime = -1;
// If true, the loading screen will disappear as soon as loading is done.
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Movies Settings")
bool bAutoCompleteWhenLoadingCompletes = true;
// If true, movies can be skipped by clicking the loading screen as long as loading is done.
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Movies Settings")
bool bMoviesAreSkippable = true;
/**
* If true, movie playback continue until Stop is called.
*
* NOTE: If set "Minimum Loading Screen Display Time" = -1, it will allow players to press any key to stop the loading screen.
* If "Minimum Loading Screen Display Time" >= 0, you have to call "StopLoadingScreen" in the BeginPlay event
* of your GameInstance, GameMode, or PlayerController blueprint to stop the loading screen ("bAllowEngineTick" must be true)
**/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Movies Settings")
bool bWaitForManualStop = false;
/** If true loading screens here cannot have any uobjects of any kind or use any engine features at all. This will start the movies very early as a result on platforms that support it */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Movies Settings")
bool bAllowInEarlyStartup = false;
/** If true, this will call the engine tick while the game thread is stalled waiting for a loading movie to finish. This only works for post-startup load screens and is potentially unsafe */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Movies Settings")
bool bAllowEngineTick = false;
/** Should we just play back, loop, etc. NOTE: if the playback type is MT_LoopLast, then bAutoCompleteWhenLoadingCompletes will be togged on when the last movie is hit*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Movies Settings")
TEnumAsByte<EMoviePlaybackType> PlaybackType = EMoviePlaybackType::MT_Normal;
/**
* All movie files must be locate at Content/Movies/ directory. Suggested format: MPEG-4 Movie (mp4). Enter file path/name without the extension.
* E.g., if you have a movie name my_movie.mp4 in the 'Content/Movies' folder, then enter my_movie in the input field.
*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Movies Settings")
TArray<FString> MoviePaths;
/**
* If true, shuffle the movies list before playing.
*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Movies Settings")
bool bShuffle = false;
/**
* If true, the "Shuffle" option will be ignored, and you will have to manually set which Movie index you want to display on the loading screen
* by calling "SetDisplayMovieIndex" function in your Blueprint before opening a new level.
*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Movies Settings")
bool bSetDisplayMovieIndexManually = false;
/**
* Should we show the loading screen widgets (background/tips/loading widget)? Generally you'll want to set this to false if you just want to show a movie.
*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Screen Settings")
bool bShowWidgetOverlay = true;
/**
* If true show a text when level loading is completed. Ignore this if you choose "Show Widget Overlay" = false
*
* NOTE: To enable this option properly, you need to set "Wait For Manual Stop" = true, and "Minimum Loading Screen Display Time" = -1.
* This also allows players press any button to stop the Loading Screen.
*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Screen Settings")
bool bShowLoadingCompleteText = false;
/**
* The text that displayed when loading is complete. Ignore this if you set "Show Loading Complete Text" = false.
*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Screen Settings")
FLoadingCompleteTextSettings LoadingCompleteTextSettings;
/** Background widget for the loading screen. Ignore this if you choose "Show Widget Overlay = false" */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Screen Settings")
FBackgroundSettings Background;
/** Tip widget for the loading screen. Ignore this if you choose "Show Widget Overlay = false" */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Screen Settings")
FTipSettings TipWidget;
/** Loading widget for the loading screen. Ignore this if you choose "Show Widget Overlay = false" */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Screen Settings")
FLoadingWidgetSettings LoadingWidget;
/**
* Select async loading screen Layout. Ignore this if you choose "Show Widget Overlay = false"
*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Loading Screen Settings")
EAsyncLoadingScreenLayout Layout = EAsyncLoadingScreenLayout::ALSL_Classic;
};
/** Classic Layout settings*/
USTRUCT(BlueprintType)
struct FClassicLayoutSettings
{
GENERATED_BODY()
/** Is the border that contains loading and tip widget located at the bottom or top? */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Classic Layout")
bool bIsWidgetAtBottom = true;
/** Is loading widget on the left of the tip? */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Classic Layout")
bool bIsLoadingWidgetAtLeft = true;
/** The empty space between loading widget and the tip.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Classic Layout")
float Space = 1.0f;
/** The alignment of the tips. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Classic Layout")
FWidgetAlignment TipAlignment;
/** The horizontal alignment of the border background.*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Center Layout")
TEnumAsByte<EHorizontalAlignment> BorderHorizontalAlignment = EHorizontalAlignment::HAlign_Fill;
/** The padding area between the border and the widget it contains.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Classic Layout")
FMargin BorderPadding;
/** Background appearance settings for the border widget */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Classic Layout")
FSlateBrush BorderBackground;
};
/** Center Layout settings*/
USTRUCT(BlueprintType)
struct FCenterLayoutSettings
{
GENERATED_BODY()
/** Is tip located at the bottom or top? */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Center Layout")
bool bIsTipAtBottom = true;
/** The alignment of the tips. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Center Layout")
FWidgetAlignment TipAlignment;
/** The horizontal alignment of the border.*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Center Layout")
TEnumAsByte<EHorizontalAlignment> BorderHorizontalAlignment = EHorizontalAlignment::HAlign_Fill;
/** Offset to bottom or top of the screen depending on the tip located at the bottom or top position.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Center Layout")
float BorderVerticalOffset = 0.0f;
/** The padding area between the border and the tips it contains.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Center Layout")
FMargin BorderPadding;
/** Background appearance settings for tip area */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Center Layout")
FSlateBrush BorderBackground;
};
/** Letterbox Layout settings*/
USTRUCT(BlueprintType)
struct FLetterboxLayoutSettings
{
GENERATED_BODY()
/** Is loading widget located at the bottom or top? */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Letterbox Layout")
bool bIsLoadingWidgetAtTop = true;
/** The alignment of the tips. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Letterbox Layout")
FWidgetAlignment TipAlignment;
/** The alignment of the loading widget. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Letterbox Layout")
FWidgetAlignment LoadingWidgetAlignment;
/** The horizontal alignment of the top border.*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Letterbox Layout")
TEnumAsByte<EHorizontalAlignment> TopBorderHorizontalAlignment = EHorizontalAlignment::HAlign_Fill;
/** The horizontal alignment of the bottom border.*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Letterbox Layout")
TEnumAsByte<EHorizontalAlignment> BottomBorderHorizontalAlignment = EHorizontalAlignment::HAlign_Fill;
/** The top padding area between the border and the widget it contains.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Letterbox Layout")
FMargin TopBorderPadding;
/** The bottom padding area between the border and the widget it contains.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Letterbox Layout")
FMargin BottomBorderPadding;
/** Background appearance settings for top border */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Letterbox Layout")
FSlateBrush TopBorderBackground;
/** Background appearance settings for bottom border */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Letterbox Layout")
FSlateBrush BottomBorderBackground;
};
/** Sidebar Layout settings*/
USTRUCT(BlueprintType)
struct FSidebarLayoutSettings
{
GENERATED_BODY()
/** Is the border that contains loading and tip widgets located at the right or left? */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Sidebar Layout")
bool bIsWidgetAtRight = true;
/** Is loading widget on the top of the tip? */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Sidebar Layout")
bool bIsLoadingWidgetAtTop = true;
/** The empty space between loading widget and the tip.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Sidebar Layout")
float Space = 1.0f;
/** The vertical alignment of the vertical box that contains loading/tip widgets. */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Sidebar Layout")
TEnumAsByte<EVerticalAlignment> VerticalAlignment = EVerticalAlignment::VAlign_Center;
/** The alignment of the loading widget. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Sidebar Layout")
FWidgetAlignment LoadingWidgetAlignment;
/** The alignment of the tips. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Sidebar Layout")
FWidgetAlignment TipAlignment;
/** The vertical alignment of the border background that contains all widgets. */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Sidebar Layout")
TEnumAsByte<EVerticalAlignment> BorderVerticalAlignment = EVerticalAlignment::VAlign_Fill;
/** Offset to left or right of the screen depending on the border that contains loading and tip widgets located at the left or right position.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Sidebar Layout")
float BorderHorizontalOffset = 0.0f;
/** The padding area between the border and the widget it contains.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Sidebar Layout")
FMargin BorderPadding;
/** Background appearance settings for the border widget */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Sidebar Layout")
FSlateBrush BorderBackground;
};
/** Dual Sidebar Layout settings*/
USTRUCT(BlueprintType)
struct FDualSidebarLayoutSettings
{
GENERATED_BODY()
/** Is loading widget on the right or left border? */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Dual Sidebar Layout")
bool bIsLoadingWidgetAtRight = true;
/** The vertical alignment of the left widget. */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Dual Sidebar Layout")
TEnumAsByte<EVerticalAlignment> LeftVerticalAlignment = EVerticalAlignment::VAlign_Center;
/** The vertical alignment of the right widget. */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Dual Sidebar Layout")
TEnumAsByte<EVerticalAlignment> RightVerticalAlignment = EVerticalAlignment::VAlign_Center;
/** The vertical alignment of the left border background that contains all widgets. */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Dual Sidebar Layout")
TEnumAsByte<EVerticalAlignment> LeftBorderVerticalAlignment = EVerticalAlignment::VAlign_Fill;
/** The vertical alignment of the right border background that contains all widgets. */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Dual Sidebar Layout")
TEnumAsByte<EVerticalAlignment> RightBorderVerticalAlignment = EVerticalAlignment::VAlign_Fill;
/** The padding area between the left border and the widget it contains.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Dual Sidebar Layout")
FMargin LeftBorderPadding;
/** The padding area between the right border and the widget it contains.*/
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Dual Sidebar Layout")
FMargin RightBorderPadding;
/** Background appearance settings for the left border widget */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Dual Sidebar Layout")
FSlateBrush LeftBorderBackground;
/** Background appearance settings for the right border widget */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Dual Sidebar Layout")
FSlateBrush RightBorderBackground;
};
/**
* Async Loading Screen Settings
*/
UCLASS(Config = "Game", defaultconfig, meta = (DisplayName = "Async Loading Screen"))
class ASYNCLOADINGSCREEN_API ULoadingScreenSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
ULoadingScreenSettings(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
/**
* If true, load all background images at the start of the game.
*
* This is a workaround for the issue when the background image
* is loaded too late with the wrong image scaling.
*
* This issue only happens in the Standalone or Launch mode.
* The packaged game should work fine.
*
* If you don't encounter this issue when developing, don't enable
* this option, since it will keep the background images in the
* memory all the time, therefore consumes memory resources.
*
* However, you can manually remove all the preloaded background
* images by calling the Blueprint function
* "RemovePreloadedBackgroundImages"
*
* You will need to re-load all background images by calling
* the Blueprint function "PreloadBackgroundImages"
*
* Note: Call "PreloadBackgroundImages" before the "OpenLevel"
*
*/
UPROPERTY(Config, EditAnywhere, Category = "General")
bool bPreloadBackgroundImages = false;
/**
* The startup loading screen when you first open the game. Setup any studio logo movies here.
*/
UPROPERTY(Config, EditAnywhere, Category = "General")
FALoadingScreenSettings StartupLoadingScreen;
/**
* The default loading screen that shows up whenever you open a new level.
*/
UPROPERTY(Config, EditAnywhere, Category = "General")
FALoadingScreenSettings DefaultLoadingScreen;
/**
* Classic Layout settings.
* The Classic is a simple, generic layout and fits well with many designs.
* A border that contains loading and tip widgets can be at the bottom or top.
*/
UPROPERTY(Config, EditAnywhere, Category = "Layout")
FClassicLayoutSettings Classic;
/**
* Center Layout settings.
* The loading widget is at the center of the screen, tip widget can be at the bottom or top.
* The Center layout is a good choice if your loading icon is the main design.
*/
UPROPERTY(Config, EditAnywhere, Category = "Layout")
FCenterLayoutSettings Center;
/**
* Letterbox Layout settings.
* The Letterbox layout has two borders on top and bottom of the screen. Loading widget
* can be on the top and the tip is at the bottom of the screen, or vice versa.
*/
UPROPERTY(Config, EditAnywhere, Category = "Layout")
FLetterboxLayoutSettings Letterbox;
/**
* Sidebar Layout settings.
* The Sidebar layout has a vertical border on the left or right of the screen. The Sidebar
* is suitable for storytelling, long paragraphs due to the height of the tip widget.
*/
UPROPERTY(Config, EditAnywhere, Category = "Layout")
FSidebarLayoutSettings Sidebar;
/**
* Dual Sidebar Layout settings
* Similar to Sidebar layout but Dual Sidebar layout has two vertical borders on both left and right of the screen.
* The Dual Sidebar layout is suitable for storytelling, long paragraphs due to the height of the tip widget.
*/
UPROPERTY(Config, EditAnywhere, Category = "Layout")
FDualSidebarLayoutSettings DualSidebar;
};

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#pragma once
#include "Widgets/SCompoundWidget.h"
struct FBackgroundSettings;
class FDeferredCleanupSlateBrush;
/**
* Background widget
*/
class SBackgroundWidget : public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS(SBackgroundWidget) {}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, const FBackgroundSettings& Settings);
private:
TSharedPtr<FDeferredCleanupSlateBrush> ImageBrush;
};

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#pragma once
#include "SLoadingScreenLayout.h"
struct FALoadingScreenSettings;
struct FCenterLayoutSettings;
/**
* Center layout loading screen
*/
class SCenterLayout : public SLoadingScreenLayout
{
public:
SLATE_BEGIN_ARGS(SCenterLayout) {}
SLATE_END_ARGS()
/**
* Construct this widget
*/
void Construct(const FArguments& InArgs, const FALoadingScreenSettings& Settings, const FCenterLayoutSettings& LayoutSettings);
};

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#pragma once
#include "SLoadingScreenLayout.h"
struct FALoadingScreenSettings;
struct FClassicLayoutSettings;
/**
* Classic layout loading screen
*/
class SClassicLayout : public SLoadingScreenLayout
{
public:
SLATE_BEGIN_ARGS(SClassicLayout) {}
SLATE_END_ARGS()
/**
* Construct this widget
*/
void Construct(const FArguments& InArgs, const FALoadingScreenSettings& Settings, const FClassicLayoutSettings& LayoutSettings);
};

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#pragma once
#include "SLoadingScreenLayout.h"
struct FALoadingScreenSettings;
struct FDualSidebarLayoutSettings;
/**
* Dual Sidebar Layout
*/
class SDualSidebarLayout : public SLoadingScreenLayout
{
public:
SLATE_BEGIN_ARGS(SDualSidebarLayout) {}
SLATE_END_ARGS()
/**
* Construct this widget
*/
void Construct(const FArguments& InArgs, const FALoadingScreenSettings& Settings, const FDualSidebarLayoutSettings& LayoutSettings);
};

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#pragma once
#include "SLoadingWidget.h"
struct FLoadingWidgetSettings;
/**
*
*/
class SHorizontalLoadingWidget : public SLoadingWidget
{
public:
SLATE_BEGIN_ARGS(SHorizontalLoadingWidget) {}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, const FLoadingWidgetSettings& Settings);
};

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#pragma once
#include "SLoadingScreenLayout.h"
struct FALoadingScreenSettings;
struct FLetterboxLayoutSettings;
/**
* Letterbox layout loading screen
*/
class SLetterboxLayout : public SLoadingScreenLayout
{
public:
SLATE_BEGIN_ARGS(SLetterboxLayout) {}
SLATE_END_ARGS()
/**
* Construct this widget
*/
void Construct(const FArguments& InArgs, const FALoadingScreenSettings& Settings, const FLetterboxLayoutSettings& LayoutSettings);
};

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#pragma once
#include "Widgets/SCompoundWidget.h"
struct FLoadingCompleteTextSettings;
/**
*
*/
class SLoadingCompleteText : public SCompoundWidget
{
private:
// Complete text color
FLinearColor CompleteTextColor = FLinearColor::White;
// Complete text fade in or fade out animation
bool bCompleteTextReverseAnim = false;
// Complete text animation speed
float CompleteTextAnimationSpeed = 1.0f;
// Active timer registered flag
bool bIsActiveTimerRegistered = false;
public:
SLATE_BEGIN_ARGS(SLoadingCompleteText) {}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, const FLoadingCompleteTextSettings& CompleteTextSettings);
// Getter for text visibility
EVisibility GetLoadingCompleteTextVisibility() const;
// Getter for complete text color and opacity
FSlateColor GetLoadingCompleteTextColor() const;
/** Active timer event for animating the image sequence */
EActiveTimerReturnType AnimateText(double InCurrentTime, float InDeltaTime);
};

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#pragma once
#include "Widgets/SCompoundWidget.h"
/**
* Loading screen base theme
*/
class SLoadingScreenLayout : public SCompoundWidget
{
public:
static float PointSizeToSlateUnits(float PointSize);
protected:
float GetDPIScale() const;
};

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#pragma once
#include "Widgets/SCompoundWidget.h"
#include "Widgets/Images/SThrobber.h"
#include "LoadingScreenSettings.h"
class FDeferredCleanupSlateBrush;
struct FLoadingWidgetSettings;
/**
* Loading Widget base class
*/
class SLoadingWidget : public SCompoundWidget
{
public:
// SWidgetOverrides
virtual int32 OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const override;
/** Gets the combined value of the animation properties as a single SThrobber::EAnimation value. */
SThrobber::EAnimation GetThrobberAnimation(const FThrobberSettings& ThrobberSettings) const;
/** Construct loading icon*/
void ConstructLoadingIcon(const FLoadingWidgetSettings& Settings);
protected:
// Placeholder widgets
TSharedRef<SWidget> LoadingIcon = SNullWidget::NullWidget;
// Image slate brush list
TArray<TSharedPtr<FDeferredCleanupSlateBrush>> CleanupBrushList;
// Play image sequence in reverse
bool bPlayReverse = false;
// Current image sequence index
mutable int32 ImageIndex = 0;
// Current total delta time
mutable float TotalDeltaTime = 0.0f;
//Time in second to update the images, the smaller value the faster of the animation. A zero value will update the images every frame.
float Interval = 0.05f;
// Getter for text visibility
EVisibility GetLoadingWidgetVisibility() const;
};

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#pragma once
#include "SLoadingScreenLayout.h"
struct FALoadingScreenSettings;
struct FSidebarLayoutSettings;
/**
* Sidebar layout loading screen
*/
class SSidebarLayout : public SLoadingScreenLayout
{
public:
SLATE_BEGIN_ARGS(SSidebarLayout) {}
SLATE_END_ARGS()
/**
* Construct this widget
*/
void Construct(const FArguments& InArgs, const FALoadingScreenSettings& Settings, const FSidebarLayoutSettings& LayoutSettings);
};

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#pragma once
#include "Widgets/SCompoundWidget.h"
struct FTipSettings;
/**
* Tip widget
*/
class STipWidget : public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS(STipWidget) {}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, const FTipSettings& Settings);
};

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/************************************************************************************
* *
* Copyright (C) 2020 Truong Bui. *
* Website: https://github.com/truong-bui/AsyncLoadingScreen *
* Licensed under the MIT License. See 'LICENSE' file for full license information. *
* *
************************************************************************************/
#pragma once
#include "SLoadingWidget.h"
/**
*
*/
class SVerticalLoadingWidget : public SLoadingWidget
{
public:
SLATE_BEGIN_ARGS(SVerticalLoadingWidget) {}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, const FLoadingWidgetSettings& Settings);
};