unitysamples / LyraStarterGame /Plugins /CommonGame /Source /Private /Actions /AsyncAction_ShowConfirmation.cpp
| // Copyright Epic Games, Inc. All Rights Reserved. | |
| UAsyncAction_ShowConfirmation::UAsyncAction_ShowConfirmation(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| } | |
| UAsyncAction_ShowConfirmation* UAsyncAction_ShowConfirmation::ShowConfirmationYesNo(UObject* InWorldContextObject, FText Title, FText Message) | |
| { | |
| UAsyncAction_ShowConfirmation* Action = NewObject<UAsyncAction_ShowConfirmation>(); | |
| Action->WorldContextObject = InWorldContextObject; | |
| Action->Descriptor = UCommonGameDialogDescriptor::CreateConfirmationYesNo(Title, Message); | |
| Action->RegisterWithGameInstance(InWorldContextObject); | |
| return Action; | |
| } | |
| UAsyncAction_ShowConfirmation* UAsyncAction_ShowConfirmation::ShowConfirmationOkCancel(UObject* InWorldContextObject, FText Title, FText Message) | |
| { | |
| UAsyncAction_ShowConfirmation* Action = NewObject<UAsyncAction_ShowConfirmation>(); | |
| Action->WorldContextObject = InWorldContextObject; | |
| Action->Descriptor = UCommonGameDialogDescriptor::CreateConfirmationOkCancel(Title, Message); | |
| Action->RegisterWithGameInstance(InWorldContextObject); | |
| return Action; | |
| } | |
| UAsyncAction_ShowConfirmation* UAsyncAction_ShowConfirmation::ShowConfirmationCustom(UObject* InWorldContextObject, UCommonGameDialogDescriptor* Descriptor) | |
| { | |
| UAsyncAction_ShowConfirmation* Action = NewObject<UAsyncAction_ShowConfirmation>(); | |
| Action->WorldContextObject = InWorldContextObject; | |
| Action->Descriptor = Descriptor; | |
| Action->RegisterWithGameInstance(InWorldContextObject); | |
| return Action; | |
| } | |
| void UAsyncAction_ShowConfirmation::Activate() | |
| { | |
| if (WorldContextObject && !TargetLocalPlayer) | |
| { | |
| if (UUserWidget* UserWidget = Cast<UUserWidget>(WorldContextObject)) | |
| { | |
| TargetLocalPlayer = UserWidget->GetOwningLocalPlayer<ULocalPlayer>(); | |
| } | |
| else if (APlayerController* PC = Cast<APlayerController>(WorldContextObject)) | |
| { | |
| TargetLocalPlayer = PC->GetLocalPlayer(); | |
| } | |
| else if (UWorld* World = WorldContextObject->GetWorld()) | |
| { | |
| if (UGameInstance* GameInstance = World->GetGameInstance<UGameInstance>()) | |
| { | |
| TargetLocalPlayer = GameInstance->GetPrimaryPlayerController(false)->GetLocalPlayer(); | |
| } | |
| } | |
| } | |
| if (TargetLocalPlayer) | |
| { | |
| if (UCommonMessagingSubsystem* Messaging = TargetLocalPlayer->GetSubsystem<UCommonMessagingSubsystem>()) | |
| { | |
| FCommonMessagingResultDelegate ResultCallback = FCommonMessagingResultDelegate::CreateUObject(this, &UAsyncAction_ShowConfirmation::HandleConfirmationResult); | |
| Messaging->ShowConfirmation(Descriptor, ResultCallback); | |
| return; | |
| } | |
| } | |
| // If we couldn't make the confirmation, just handle an unknown result and broadcast nothing | |
| HandleConfirmationResult(ECommonMessagingResult::Unknown); | |
| } | |
| void UAsyncAction_ShowConfirmation::HandleConfirmationResult(ECommonMessagingResult ConfirmationResult) | |
| { | |
| OnResult.Broadcast(ConfirmationResult); | |
| SetReadyToDestroy(); | |
| } | |