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| #pragma once
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| #include "CommonActivatableWidget.h"
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| #include "CommonMessagingSubsystem.h"
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| #include "CommonGameDialog.generated.h"
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| #define UE_API COMMONGAME_API
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| USTRUCT(BlueprintType)
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| struct FConfirmationDialogAction
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| {
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| GENERATED_BODY()
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| public:
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| UPROPERTY(EditAnywhere, BlueprintReadWrite)
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| ECommonMessagingResult Result = ECommonMessagingResult::Unknown;
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| UPROPERTY(EditAnywhere, BlueprintReadWrite)
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| FText OptionalDisplayText;
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| bool operator==(const FConfirmationDialogAction& Other) const
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| {
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| return Result == Other.Result &&
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| OptionalDisplayText.EqualTo(Other.OptionalDisplayText);
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| }
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| };
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| UCLASS(MinimalAPI)
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| class UCommonGameDialogDescriptor : public UObject
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| {
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| GENERATED_BODY()
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| public:
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| static UE_API UCommonGameDialogDescriptor* CreateConfirmationOk(const FText& Header, const FText& Body);
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| static UE_API UCommonGameDialogDescriptor* CreateConfirmationOkCancel(const FText& Header, const FText& Body);
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| static UE_API UCommonGameDialogDescriptor* CreateConfirmationYesNo(const FText& Header, const FText& Body);
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| static UE_API UCommonGameDialogDescriptor* CreateConfirmationYesNoCancel(const FText& Header, const FText& Body);
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| public:
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| UPROPERTY(EditAnywhere, BlueprintReadWrite)
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| FText Header;
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| UPROPERTY(EditAnywhere, BlueprintReadWrite)
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| FText Body;
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| UPROPERTY(BlueprintReadWrite)
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| TArray<FConfirmationDialogAction> ButtonActions;
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| };
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| UCLASS(MinimalAPI, Abstract)
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| class UCommonGameDialog : public UCommonActivatableWidget
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| {
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| GENERATED_BODY()
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| public:
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| UE_API UCommonGameDialog();
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| UE_API virtual void SetupDialog(UCommonGameDialogDescriptor* Descriptor, FCommonMessagingResultDelegate ResultCallback);
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| UE_API virtual void KillDialog();
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| };
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| #undef UE_API
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