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Connection/Messages/Settings windows and dialogs now remember position and size within the same session #jira UE-102277 #rb JeanLuc.Corenthin #preflight 62c83df7f671e8d2facfa06c [CL 21008424 by Balazs Toereki in ue5-main branch]
48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "IDirectLinkUI.h"
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#include "Containers/UnrealString.h"
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#include "Math/Vector2D.h"
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#include "HAL/CriticalSection.h"
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#include "Templates/SharedPointer.h"
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class SWindow;
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class FDirectLinkUI : public IDirectLinkUI
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{
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public:
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FDirectLinkUI();
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virtual void SetStreamWindowCenter( int InCenterX, int InCenterY ) override;
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virtual void OpenDirectLinkStreamWindow() override;
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virtual const TCHAR* GetDirectLinkCacheDirectory() override;
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private:
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void OnCacheDirectoryChanged(const FString& InNewCacheDirectory);
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FString OnCacheDirectoryReset();
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void SaveCacheDirectory( const FString& InCacheDir, bool bInDefaultCacheDir );
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void WindowClosed( const TSharedRef<SWindow>& WindowArg );
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// To accessed from the game thread only
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TWeakPtr<SWindow> DirectLinkWindow;
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FCriticalSection CriticalSectionCacheDirectory;
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FString DirectLinkCacheDirectory;
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FString DefaultDirectLinkCacheDirectory;
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// Used to protect the caller to GetDirectLinkCacheDirectory from a pontential race condition
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FString LastReturnedCacheDirectory;
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bool StreamWindowCenterSet = false;
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bool StreamWindowClosedBefore = false;
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static FVector2D StreamWindowDefaultSize;
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FVector2D StreamWindowSize;
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FVector2D StreamWindowPosition;
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}; |