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

107 lines
2.9 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 "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;
};