127 lines
3.4 KiB
C++
127 lines
3.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Types/UIFSlotBase.h"
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#include "UIFWidget.h"
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#include "Widgets/Layout/Anchors.h"
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#include "UIFCanvasBox.generated.h"
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#define UE_API UIFRAMEWORK_API
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struct FUIFrameworkWidgetId;
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class UUIFrameworkCanvasBox;
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/**
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*
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*/
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USTRUCT(BlueprintType)
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struct FUIFrameworkCanvasBoxSlot : public FUIFrameworkSlotBase
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{
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GENERATED_BODY()
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/** Anchors. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Canvas)
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FAnchors Anchors = FAnchors(0.0f, 0.0f);
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/** Offset. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Canvas)
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FMargin Offsets = FMargin(0.f, 0.f, 0.f, 0.f);
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/**
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* Alignment is the pivot point of the widget. Starting in the upper left at (0,0),
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* ending in the lower right at (1,1). Moving the alignment point allows you to move
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* the origin of the widget.
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*/
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Canvas)
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FVector2D Alignment = FVector2D::ZeroVector;
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/** The order priority this widget is rendered inside the layer. Higher values are rendered last (and so they will appear to be on top). */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Canvas)
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int32 ZOrder = 0;
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/** When true we use the widget's desired size */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Canvas)
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bool bSizeToContent = false;
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};
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/**
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*
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*/
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USTRUCT()
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struct FUIFrameworkCanvasBoxSlotList : public FFastArraySerializer
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{
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GENERATED_BODY()
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FUIFrameworkCanvasBoxSlotList() = default;
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FUIFrameworkCanvasBoxSlotList(UUIFrameworkCanvasBox* InOwner)
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: Owner(InOwner)
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{}
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public:
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//~ Begin of FFastArraySerializer
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UE_API void PostReplicatedChange(const TArrayView<int32>& ChangedIndices, int32 FinalSize);
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//~ End of FFastArraySerializer
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UE_API bool NetDeltaSerialize(FNetDeltaSerializeInfo& DeltaParms);
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UE_API void AddEntry(FUIFrameworkCanvasBoxSlot Entry);
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UE_API bool RemoveEntry(UUIFrameworkWidget* Widget);
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UE_API FUIFrameworkCanvasBoxSlot* FindEntry(FUIFrameworkWidgetId WidgetId);
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UE_API void ForEachChildren(const TFunctionRef<void(UUIFrameworkWidget*)>& Func);
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private:
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UPROPERTY()
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TArray<FUIFrameworkCanvasBoxSlot> Slots;
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UPROPERTY(NotReplicated, Transient)
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TObjectPtr<UUIFrameworkCanvasBox> Owner;
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};
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template<>
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struct TStructOpsTypeTraits<FUIFrameworkCanvasBoxSlotList> : public TStructOpsTypeTraitsBase2<FUIFrameworkCanvasBoxSlotList>
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{
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enum { WithNetDeltaSerializer = true };
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};
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/**
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*
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*/
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UCLASS(MinimalAPI, DisplayName="Canvas UIFramework")
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class UUIFrameworkCanvasBox : public UUIFrameworkWidget
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{
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GENERATED_BODY()
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friend FUIFrameworkCanvasBoxSlotList;
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public:
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UE_API UUIFrameworkCanvasBox();
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public:
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UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "UI Framework")
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UE_API void AddWidget(FUIFrameworkCanvasBoxSlot Widget);
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UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "UI Framework")
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UE_API void RemoveWidget(UUIFrameworkWidget* Widget);
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UE_API virtual void AuthorityForEachChildren(const TFunctionRef<void(UUIFrameworkWidget*)>& Func) override;
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UE_API virtual void AuthorityRemoveChild(UUIFrameworkWidget* Widget) override;
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UE_API virtual void LocalAddChild(FUIFrameworkWidgetId ChildId) override;
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private:
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UE_API void AddEntry(FUIFrameworkCanvasBoxSlot Entry);
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UE_API bool RemoveEntry(UUIFrameworkWidget* Widget);
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UE_API FUIFrameworkCanvasBoxSlot* FindEntry(FUIFrameworkWidgetId WidgetId);
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private:
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UPROPERTY(Replicated)
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FUIFrameworkCanvasBoxSlotList ReplicatedSlotList;
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};
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#undef UE_API
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