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UnrealEngine/Engine/Source/Runtime/Slate/Public/Framework/MultiBox/SToolBarComboButtonBlock.h
2025-05-18 13:04:45 +08:00

249 lines
8.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Misc/Attribute.h"
#include "Layout/Visibility.h"
#include "Widgets/SWidget.h"
#include "Textures/SlateIcon.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Framework/MultiBox/MultiBox.h"
class SCheckBox;
class SComboButton;
/**
* Tool bar combo button MultiBlock
*/
class FToolBarComboButtonBlock
: public FMultiBlock
{
public:
/**
* Constructor
*
* @param InAction UI action that sets the enabled state for this combo button
* @param InMenuContentGenerator Delegate that generates a widget for this combo button's menu content.
* Called when the menu is summoned.
* @param InLabel Optional label for this combo button.
* @param InToolTip Tool tip string (required!)
* @param InIcon Optional icon to use for the tool bar image
* @param bInSimpleComboBox If true, the icon and label won't be displayed
* @param InToolbarLabelOverride Optional label to use when the block appears in a toolbar. If omitted, then the
* label override or command name will be used instead.
* @param InPlacementOverride Optional override placement to customize menu placement once opened via e.g. a toolbar menu button.
* @param InUserInterfaceActionType Optional type of user interface action to use. If a command is bound, the user interface action type associated with the command will be used instead.
*/
FToolBarComboButtonBlock(
const FUIAction& InAction,
const FOnGetContent& InMenuContentGenerator,
const TAttribute<FText>& InLabel = TAttribute<FText>(),
const TAttribute<FText>& InToolTip = TAttribute<FText>(),
const TAttribute<FSlateIcon>& InIcon = TAttribute<FSlateIcon>(),
bool bInSimpleComboBox = false,
TAttribute<FText> InToolbarLabelOverride = TAttribute<FText>(),
TAttribute<EMenuPlacement> InPlacementOverride = MenuPlacement_ComboBox,
const EUserInterfaceActionType InUserInterfaceActionType = EUserInterfaceActionType::Button
);
/** FMultiBlock interface */
virtual void CreateMenuEntry(class FMenuBuilder& MenuBuilder) const override;
virtual bool HasIcon() const override;
/**
* Sets the visibility of the blocks label
*
* @param InLabelVisibility Visibility setting to use for the label
*/
void SetLabelVisibility( EVisibility InLabelVisibility ) { LabelVisibility = InLabelVisibility; }
/** Set whether this toolbar should always use small icons, regardless of the current settings */
void SetForceSmallIcons( const bool InForceSmallIcons ) { bForceSmallIcons = InForceSmallIcons; }
bool IsSimpleComboBox() const { return bSimpleComboBox; }
private:
/**
* Allocates a widget for this type of MultiBlock. Override this in derived classes.
*
* @return MultiBlock widget object
*/
virtual TSharedRef< class IMultiBlockBaseWidget > ConstructWidget() const override;
private:
// Friend our corresponding widget class
friend class SToolBarComboButtonBlock;
/** Delegate that generates a widget for this combo button's menu content. Called when the menu is summoned. */
FOnGetContent MenuContentGenerator;
/** Optional overridden text label for this tool bar button. If not set, then the action's label will be used instead. */
TAttribute<FText> Label;
/** Optional overridden text label for when this tool bar button appears in a toolbar. If not set, then the label override or the action's label will be used instead. */
TAttribute<FText> ToolbarLabelOverride;
/** Optional overridden tool tip for this tool bar button. If not set, then the action's tool tip will be used instead. */
TAttribute<FText> ToolTip;
/** Optional overridden icon for this tool bar button. IF not set, then the action's icon will be used instead. */
TAttribute<FSlateIcon> Icon;
/** Optional overriden setting for handling placement */
TAttribute<EMenuPlacement> PlacementOverride;
/** Controls the Labels visibility, defaults to GetIconVisibility if no override is provided */
TOptional< EVisibility > LabelVisibility;
/** In the case where a command is not bound, the user interface action type to use. If a command is bound, we
simply use the action type associated with that command. */
EUserInterfaceActionType UserInterfaceActionType;
/** If true, the icon and label won't be displayed */
bool bSimpleComboBox;
/** Whether this toolbar should always use small icons, regardless of the current settings */
bool bForceSmallIcons;
};
/**
* Tool bar button MultiBlock widget
*/
class SToolBarComboButtonBlock
: public SMultiBlockBaseWidget
{
public:
SLATE_BEGIN_ARGS( SToolBarComboButtonBlock )
: _ForceSmallIcons( false )
{}
/** Controls the visibility of the blocks label */
SLATE_ARGUMENT( TOptional< EVisibility >, LabelVisibility )
/** Optional overridden icon for this tool bar button. IF not set, then the action's icon will be used instead. */
SLATE_ATTRIBUTE( FSlateIcon, Icon );
/** Whether this toolbar should always use small icons, regardless of the current settings */
SLATE_ARGUMENT( bool, ForceSmallIcons )
SLATE_END_ARGS()
/**
* Builds this MultiBlock widget up from the MultiBlock associated with it
*/
SLATE_API virtual void BuildMultiBlockWidget(const ISlateStyle* StyleSet, const FName& StyleName) override;
/**
* Construct this widget
*
* @param InArgs The declaration data for this widget
*/
SLATE_API void Construct( const FArguments& InArgs );
protected:
/**
* Called by Slate when content for this button's menu needs to be generated
*
* @return The widget to use for the menu content
*/
SLATE_API TSharedRef<SWidget> OnGetMenuContent();
/**
* Called by Slate when this tool bar button's button is clicked
*/
SLATE_API FReply OnClicked();
/**
* Called by Slate when this tool bar check box button is toggled
*/
SLATE_API void OnCheckStateChanged(const ECheckBoxState NewCheckedState);
/**
* Called by slate to determine if this button should appear checked
*
* @return ECheckBoxState::Checked if it should be checked, ECheckBoxState::Unchecked if not.
*/
SLATE_API ECheckBoxState GetCheckState() const;
/**
* Called by Slate to determine if this button is enabled
*
* @return True if the menu entry is enabled, false otherwise
*/
SLATE_API bool IsEnabled() const;
/** True if we have an action bound */
bool HasAction() const;
/** True if we have IsChecked bound */
bool HasCheckedState() const;
/**
* @return Gets the effective checkbox style for this widget.
*/
const FCheckBoxStyle* GetCheckBoxStyle(const ISlateStyle* StyleSet, const FName& StyleName, bool bIsSplitButton) const;
/**
* Called by Slate to determine if this button is visible
*
* @return EVisibility::Visible or EVisibility::Collapsed, depending on if the button should be displayed
*/
SLATE_API EVisibility GetVisibility() const;
private:
/** @return True if this toolbar button is using a dynamically set icon */
bool HasDynamicIcon() const;
/** Gets the icon brush for the toolbar block widget */
const FSlateBrush* GetIconBrush() const;
/** @return The icon for the toolbar button; may be dynamic, so check HasDynamicIcon */
const FSlateBrush* GetNormalIconBrush() const;
/** @return The small icon for the toolbar button; may be dynamic, so check HasDynamicIcon */
const FSlateBrush* GetSmallIconBrush() const;
/** Called by Slate to determine whether icons/labels are visible */
EVisibility GetIconVisibility(bool bIsASmallIcon) const;
FSlateColor GetIconForegroundColor() const;
const FSlateBrush* GetOverlayIconBrush() const;
FSlateColor OnGetForegroundColor() const;
const FSlateBrush* GetBorderImage() const;
private:
/** Overrides the visibility of the of label. This is used to set up the LabelVisibility attribute */
TOptional<EVisibility> LabelVisibilityOverride;
/** Optional overridden icon for this tool bar button. IF not set, then the action's icon will be used instead. */
TAttribute<FSlateIcon> Icon;
/** Whether this toolbar should always use small icons, regardless of the current settings */
bool bForceSmallIcons;
TSharedPtr<SWidget> LeftHandSideWidget; // Widget that comes before the combo button
TSharedPtr<SComboButton> ComboButtonWidget;
/** The foreground color for button when the combo button is open */
FSlateColor OpenForegroundColor;
/** The checkbox style to be used for simulating checkbox foreground color. */
const FCheckBoxStyle* CheckBoxStyle = nullptr;
/** The hovered style for the entire block used when the block has multiple widgets */
const FSlateBrush* BlockHovered = nullptr;
};