File size: 3,422 Bytes
4331f83 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "Messaging/CommonGameDialog.h"
#include "Messaging/CommonMessagingSubsystem.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(CommonGameDialog)
#define LOCTEXT_NAMESPACE "Messaging"
UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::CreateConfirmationOk(const FText& Header, const FText& Body)
{
UCommonGameDialogDescriptor* Descriptor = NewObject<UCommonGameDialogDescriptor>();
Descriptor->Header = Header;
Descriptor->Body = Body;
FConfirmationDialogAction ConfirmAction;
ConfirmAction.Result = ECommonMessagingResult::Confirmed;
ConfirmAction.OptionalDisplayText = LOCTEXT("Ok", "Ok");
Descriptor->ButtonActions.Add(ConfirmAction);
return Descriptor;
}
UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::CreateConfirmationOkCancel(const FText& Header, const FText& Body)
{
UCommonGameDialogDescriptor* Descriptor = NewObject<UCommonGameDialogDescriptor>();
Descriptor->Header = Header;
Descriptor->Body = Body;
FConfirmationDialogAction ConfirmAction;
ConfirmAction.Result = ECommonMessagingResult::Confirmed;
ConfirmAction.OptionalDisplayText = LOCTEXT("Ok", "Ok");
FConfirmationDialogAction CancelAction;
CancelAction.Result = ECommonMessagingResult::Cancelled;
CancelAction.OptionalDisplayText = LOCTEXT("Cancel", "Cancel");
Descriptor->ButtonActions.Add(ConfirmAction);
Descriptor->ButtonActions.Add(CancelAction);
return Descriptor;
}
UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::CreateConfirmationYesNo(const FText& Header, const FText& Body)
{
UCommonGameDialogDescriptor* Descriptor = NewObject<UCommonGameDialogDescriptor>();
Descriptor->Header = Header;
Descriptor->Body = Body;
FConfirmationDialogAction ConfirmAction;
ConfirmAction.Result = ECommonMessagingResult::Confirmed;
ConfirmAction.OptionalDisplayText = LOCTEXT("Yes", "Yes");
FConfirmationDialogAction DeclineAction;
DeclineAction.Result = ECommonMessagingResult::Declined;
DeclineAction.OptionalDisplayText = LOCTEXT("No", "No");
Descriptor->ButtonActions.Add(ConfirmAction);
Descriptor->ButtonActions.Add(DeclineAction);
return Descriptor;
}
UCommonGameDialogDescriptor* UCommonGameDialogDescriptor::CreateConfirmationYesNoCancel(const FText& Header, const FText& Body)
{
UCommonGameDialogDescriptor* Descriptor = NewObject<UCommonGameDialogDescriptor>();
Descriptor->Header = Header;
Descriptor->Body = Body;
FConfirmationDialogAction ConfirmAction;
ConfirmAction.Result = ECommonMessagingResult::Confirmed;
ConfirmAction.OptionalDisplayText = LOCTEXT("Yes", "Yes");
FConfirmationDialogAction DeclineAction;
DeclineAction.Result = ECommonMessagingResult::Declined;
DeclineAction.OptionalDisplayText = LOCTEXT("No", "No");
FConfirmationDialogAction CancelAction;
CancelAction.Result = ECommonMessagingResult::Cancelled;
CancelAction.OptionalDisplayText = LOCTEXT("Cancel", "Cancel");
Descriptor->ButtonActions.Add(ConfirmAction);
Descriptor->ButtonActions.Add(DeclineAction);
Descriptor->ButtonActions.Add(CancelAction);
return Descriptor;
}
UCommonGameDialog::UCommonGameDialog()
{
}
void UCommonGameDialog::SetupDialog(UCommonGameDialogDescriptor* Descriptor, FCommonMessagingResultDelegate ResultCallback)
{
}
void UCommonGameDialog::KillDialog()
{
}
#undef LOCTEXT_NAMESPACE
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