Files
UnrealEngineUWP/Engine/Source/Runtime/PreLoadScreen/Public/PreLoadScreen.h
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

56 lines
2.6 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Widgets/SWindow.h"
enum class EPreLoadScreenTypes : uint8
{
EarlyStartupScreen,
EngineLoadingScreen
};
// Interface that defines the class that handles all the logic for controlling / displaying a particular PreLoadScreen.
// Designed to be implemented in a Plugin that calls FPreLoadScreenManager::RegisterPreLoadScreen so that functions are called by PreLoadScreenManager correctly.
// Really should probably inherit from FPreLoadScreenBase instead of this class for more functionality
class IPreLoadScreen //: public TSharedFromThis<IPreLoadScreen, ESPMode::ThreadSafe>
{
public:
virtual ~IPreLoadScreen() {};
virtual void Init() = 0;
//Standard tick that happens every frame
virtual void Tick(float DeltaTime) = 0;
//This function is used to determine if an extra platform sleep should be performed every tick (to slow down the tick rate)
//keeps us from spinning super fast when we aren't doing much beyond loading data / etc on other threads.
virtual float GetAddedTickDelay() = 0;
//This tick happens as part of the slate render tick during an EarlyStartupLoadScreen
virtual void RenderTick(float DeltaTime) = 0;
//Callback for when a PreLoadScreen starts being displayed. Provides a reference to the SWindow that will be used to display content
virtual void OnPlay(TWeakPtr<SWindow> TargetWindow) = 0;
//Callback for when a PreLoadScreen is no longer being displayed.
virtual void OnStop() = 0;
virtual bool IsDone() const = 0;
virtual void CleanUp() = 0;
//Should override this function to determine if this screen should be used to handle EarlyStartupScreen behavior
//IMPORTANT: This changes a LOT of functionality and implementation details. EarlyStartupScreens happen before the engine is fully initialized and block engine initialization before they finish.
// this means they have to forgo even the most basic of engine features like UObject support, as they are displayed before those systems are initialized.
virtual EPreLoadScreenTypes GetPreLoadScreenType() const = 0;
// Allows the PreLoadScreen to register a tag that can be later used to find a specific loading screen.
// PreLoadScreens not using this functionality should return NAME_None
virtual FName GetPreLoadScreenTag() const = 0;
virtual void SetEngineLoadingFinished(bool IsEngineLoadingFinished) = 0;
virtual const TSharedPtr<const SWidget> GetWidget() const = 0;
virtual TSharedPtr<SWidget> GetWidget() = 0;
};