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不明不惑
2026-03-03 01:23:02 +08:00
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#include "UI/GUIS_ActivatableWidget.h"
#include "Editor/WidgetCompilerLog.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GUIS_ActivatableWidget)
#define LOCTEXT_NAMESPACE "GGF"
UGUIS_ActivatableWidget::UGUIS_ActivatableWidget(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UGUIS_ActivatableWidget::SetIsBackHandler(bool bNewState)
{
}
TOptional<FUIInputConfig> UGUIS_ActivatableWidget::GetDesiredInputConfig() const
{
switch (InputConfig)
{
case EGUIS_ActivatableWidgetInputMode::GameAndMenu:
return FUIInputConfig(ECommonInputMode::All, GameMouseCaptureMode);
case EGUIS_ActivatableWidgetInputMode::Game:
return FUIInputConfig(ECommonInputMode::Game, GameMouseCaptureMode);
case EGUIS_ActivatableWidgetInputMode::Menu:
return FUIInputConfig(ECommonInputMode::Menu, EMouseCaptureMode::NoCapture);
case EGUIS_ActivatableWidgetInputMode::Default:
default:
return TOptional<FUIInputConfig>();
}
}
#if WITH_EDITOR
void UGUIS_ActivatableWidget::ValidateCompiledWidgetTree(const UWidgetTree& BlueprintWidgetTree, class IWidgetCompilerLog& CompileLog) const
{
Super::ValidateCompiledWidgetTree(BlueprintWidgetTree, CompileLog);
if (!GetClass()->IsFunctionImplementedInScript(GET_FUNCTION_NAME_CHECKED(UGUIS_ActivatableWidget, BP_GetDesiredFocusTarget)))
{
if (GetParentNativeClass(GetClass()) == StaticClass())
{
CompileLog.Warning(LOCTEXT("ValidateGetDesiredFocusTarget_Warning", "GetDesiredFocusTarget wasn't implemented, you're going to have trouble using gamepads on this screen."));
}
else
{
//TODO - Note for now, because we can't guarantee it isn't implemented in a native subclass of this one.
CompileLog.Note(LOCTEXT("ValidateGetDesiredFocusTarget_Note",
"GetDesiredFocusTarget wasn't implemented, you're going to have trouble using gamepads on this screen. If it was implemented in the native base class you can ignore this message."));
}
}
}
#endif
#undef LOCTEXT_NAMESPACE