A Demo Project for the UnrealEngineSDK
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DlgDialogueParticipant.h
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1// Copyright Csaba Molnar, Daniel Butum. All Rights Reserved.
2#pragma once
3
4#include "CoreMinimal.h"
5#include "UObject/ObjectMacros.h"
6#include "UObject/Interface.h"
7
8#include "DlgDialogueParticipant.generated.h"
9
10class UTexture2D;
11class UDlgContext;
12
13UINTERFACE(BlueprintType, Blueprintable)
14class DLGSYSTEM_API UDlgDialogueParticipant : public UInterface
15{
16 GENERATED_UINTERFACE_BODY()
17};
18inline UDlgDialogueParticipant::UDlgDialogueParticipant(const FObjectInitializer& ObjectInitializer) {}
19
23class DLGSYSTEM_API IDlgDialogueParticipant
24{
25 GENERATED_IINTERFACE_BODY()
26
27 //
28 // Participant information
29 //
30
31 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")
32 FName GetParticipantName() const;
33
34 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")
35 FText GetParticipantDisplayName(FName ActiveSpeaker) const;
36
38 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")
39 ETextGender GetParticipantGender() const;
47 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")
48 UTexture2D* GetParticipantIcon(FName ActiveSpeaker, FName ActiveSpeakerState) const;
49
50 //
51 // Conditions
52 //
53
54 // Used for the condition type EDlgConditionType::EventCall (Check Dialogue Named Condition)
55 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
56 bool CheckCondition(const UDlgContext* Context, FName ConditionName) const;
57
58 // Used for the condition type EDlgConditionType::FloatCall (Check Dialogue Float Value)
59 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
60 float GetFloatValue(FName ValueName) const;
61
62 // Used for the condition type EDlgConditionType::IntCall (Check Dialogue Int Value)
63 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
64 int32 GetIntValue(FName ValueName) const;
65
66 // Used for the condition type EDlgConditionType::BoolCall (Check Dialogue Bool Value)
67 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
68 bool GetBoolValue(FName ValueName) const;
69
70 // Used for the condition type EDlgConditionType::NameCall (Check Dialogue Name Value)
71 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
72 FName GetNameValue(FName ValueName) const;
73
74 //
75 // Events
76 //
77
78 // Used for the event type EDlgEventType::Event (Event)
79 // @return value: irrelevant
80 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
81 bool OnDialogueEvent(UDlgContext* Context, FName EventName);
82
83 // Used for the event type EDlgEventType::ModifyFloat (Modify Dialogue Float Value)
84 // @param bDelta Whether we expect the value to be set or modified
85 // @return Irrelevant, ignored
86 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
87 bool ModifyFloatValue(FName ValueName, bool bDelta, float Value);
89 // Used for the event type EDlgEventType::ModifyInt (Modify Dialogue Int Value)
90 // @param bDelta Whether we expect the value to be set or modified
91 // @return Irrelevant, ignored
92 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
93 bool ModifyIntValue(FName ValueName, bool bDelta, int32 Value);
94
95 // Used for the event type EDlgEventType::ModifyBool (Modify Dialogue Bool Value)
96 // @return value: irrelevant
97 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
98 bool ModifyBoolValue(FName ValueName, bool bNewValue);
99
100 // Used for the event type EDlgEventType::ModifyName (Modify Dialogue Name Value)
101 // @return value: irrelevant
102 UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
103 bool ModifyNameValue(FName ValueName, FName NameValue);
float GetFloatValue(FName ValueName) const
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
bool ModifyBoolValue(FName ValueName, bool bNewValue)
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
UTexture2D * GetParticipantIcon(FName ActiveSpeaker, FName ActiveSpeakerState) const
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")
bool ModifyNameValue(FName ValueName, FName NameValue)
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
FName GetParticipantName() const
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")
FName GetNameValue(FName ValueName) const
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
bool GetBoolValue(FName ValueName) const
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
bool ModifyIntValue(FName ValueName, bool bDelta, int32 Value)
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
bool OnDialogueEvent(UDlgContext *Context, FName EventName)
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
bool CheckCondition(const UDlgContext *Context, FName ConditionName) const
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
int32 GetIntValue(FName ValueName) const
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Condition")
ETextGender GetParticipantGender() const
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")
bool ModifyFloatValue(FName ValueName, bool bDelta, float Value)
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant|Event")
FText GetParticipantDisplayName(FName ActiveSpeaker) const
UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category = "Dialogue|Participant")
UCLASS(BlueprintType)
Definition DlgContext.h:96
UINTERFACE(BlueprintType, Blueprintable)