gurkan01 8605e20018 all Plugin revert
2025-04-03 15:29:06 +03:00

755 lines
30 KiB
C++

/************************************************************************************
* *
* 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;
};