#pragma once #include "GasaCommon.h" #include "GasaUserWidget.h" #include "GlobeProgressBar.generated.h" UCLASS() class GASA_API UGlobeProgressBar : public UGasaUserWidget { GENERATED_BODY() public: // Just learning: https://benui.ca/unreal/build-widgets-in-editor/?utm_medium=social&utm_source=Discord UFUNCTION(CallInEditor, Category="Generate Designer Widget Template") void GenerateDesignerWidgetTemplate(); #pragma region Bindings UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (BindWidgetOptional), Category="Globe") UGasaSizeBox* Root_SB; UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (BindWidgetOptional), Category="Globe") UGasaOverlay* Overlay; UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (BindWidgetOptional), Category="Globe") UGasaImage* Bezel; UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (BindWidgetOptional), Category="Globe") UGasaProgressBar* Bar; UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (BindWidgetOptional), Category="Globe") UGasaImage* Glass; UFUNCTION(BlueprintCallable, Category="Globe") void SetBezelStyle(FSlateBrush brush); UFUNCTION(BlueprintCallable, Category="Globe") void SetBarPadding( FMargin margin ); UFUNCTION(BlueprintCallable, Category="Globe") void SetBarStyle(FProgressBarStyle style); UFUNCTION(BlueprintCallable, Category="Globe") void SetGlassPadding( FMargin margin ); UFUNCTION(BlueprintCallable, Category="Globe") void SetGlassStyle(FSlateBrush brush); UFUNCTION(BlueprintCallable, Category="Globe") void SetSize(float width, float height); #pragma endregion Bindings // UGlobeProgressBar(FObjectInitializer const& ObjectInitializer); #pragma region Widget void SynchronizeProperties() override; #pragma endregion Widget void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; #pragma region UserWidget void NativePreConstruct() override; #pragma endregion UserWidget #pragma region Object void Serialize(FArchive& Ar) override; void Serialize(FStructuredArchive::FRecord Record) override; #pragma endregion Object };