121 lines
3.3 KiB
C++
121 lines
3.3 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 "UIFOverlay.generated.h"
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#define UE_API UIFRAMEWORK_API
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struct FUIFrameworkWidgetId;
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class UUIFrameworkOverlay;
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struct FUIFrameworkOverlaySlotList;
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/**
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*
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*/
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USTRUCT(BlueprintType)
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struct FUIFrameworkOverlaySlot : public FUIFrameworkSlotBase
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{
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GENERATED_BODY()
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friend UUIFrameworkOverlay;
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friend FUIFrameworkOverlaySlotList;
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/** Distance between that surrounds the widget inside the slot. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UI Framework")
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FMargin Padding = FMargin(0.f, 0.f, 0.f, 0.f);
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/** Horizontal alignment of the widget inside the slot. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UI Framework")
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TEnumAsByte<EHorizontalAlignment> HorizontalAlignment = EHorizontalAlignment::HAlign_Fill;
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/** Vertical alignment of the widget inside the slot. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UI Framework")
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TEnumAsByte<EVerticalAlignment> VerticalAlignment = EVerticalAlignment::VAlign_Fill;
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private:
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/** Index in the array the Slot is. The position in the array can change when replicated. */
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UPROPERTY()
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int32 Index = INDEX_NONE;
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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 FUIFrameworkOverlaySlotList : public FFastArraySerializer
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{
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GENERATED_BODY()
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FUIFrameworkOverlaySlotList() = default;
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FUIFrameworkOverlaySlotList(UUIFrameworkOverlay* 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(FUIFrameworkOverlaySlot Entry);
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UE_API bool RemoveEntry(UUIFrameworkWidget* Widget);
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UE_API FUIFrameworkOverlaySlot* 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<FUIFrameworkOverlaySlot> Slots;
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UPROPERTY(NotReplicated, Transient)
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TObjectPtr<UUIFrameworkOverlay> Owner;
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};
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template<>
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struct TStructOpsTypeTraits<FUIFrameworkOverlaySlotList> : public TStructOpsTypeTraitsBase2<FUIFrameworkOverlaySlotList>
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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="Overlay UIFramework")
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class UUIFrameworkOverlay : public UUIFrameworkWidget
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{
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GENERATED_BODY()
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friend FUIFrameworkOverlaySlotList;
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public:
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UE_API UUIFrameworkOverlay();
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UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "UI Framework")
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UE_API void AddWidget(FUIFrameworkOverlaySlot 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(FUIFrameworkOverlaySlot Entry);
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UE_API bool RemoveEntry(UUIFrameworkWidget* Widget);
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UE_API FUIFrameworkOverlaySlot* FindEntry(FUIFrameworkWidgetId WidgetId);
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UPROPERTY(Replicated)
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FUIFrameworkOverlaySlotList ReplicatedSlotList;
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};
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#undef UE_API
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