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