Files
UnrealEngine/Engine/Source/Developer/LegacyProjectLauncher/Private/Widgets/Shared/SProjectLauncherCookModeSelector.h
2025-05-18 13:04:45 +08:00

101 lines
3.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Layout/Margin.h"
#include "Widgets/SCompoundWidget.h"
#include "Styling/CoreStyle.h"
#include "ILauncherProfile.h"
#include "Widgets/Text/STextBlock.h"
#include "Textures/SlateIcon.h"
#include "Framework/Commands/UIAction.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "Widgets/Input/SComboButton.h"
#define LOCTEXT_NAMESPACE "SProjectLauncherCookModeSelector"
/**
* Delegate type for build configuration selections.
*
* The first parameter is the selected build configuration.
*/
DECLARE_DELEGATE_OneParam(FOnSProjectLauncherCookModeSelected, ELauncherProfileCookModes::Type)
/**
* Implements a build configuration selector widget.
*/
class SProjectLauncherCookModeSelector
: public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS(SProjectLauncherCookModeSelector) { }
SLATE_EVENT(FOnSProjectLauncherCookModeSelected, OnCookModeSelected)
SLATE_ATTRIBUTE(FText, Text)
SLATE_END_ARGS()
public:
/**
* Constructs the widget.
*
* @param InArgs The Slate argument list.
* @param InModel The data model.
*/
void Construct( const FArguments& InArgs )
{
OnCookModeSelected = InArgs._OnCookModeSelected;
// create cook modes menu
FMenuBuilder MenuBuilder(true, NULL);
{
FUIAction ByTheBookAction(FExecuteAction::CreateSP(this, &SProjectLauncherCookModeSelector::HandleMenuEntryClicked, ELauncherProfileCookModes::ByTheBook));
MenuBuilder.AddMenuEntry(LOCTEXT("ByTheBookAction", "By the book"), LOCTEXT("ByTheBookActionHint", "Specify which content should be cooked and cook everything in advance prior to launching the game."), FSlateIcon(), ByTheBookAction);
FUIAction OnTheFlyAction(FExecuteAction::CreateSP(this, &SProjectLauncherCookModeSelector::HandleMenuEntryClicked, ELauncherProfileCookModes::OnTheFly));
MenuBuilder.AddMenuEntry(LOCTEXT("OnTheFlyAction", "On the fly"), LOCTEXT("OnTheFlyActionHint", "Cook the content at run-time before it is being sent to the device."), FSlateIcon(), OnTheFlyAction);
FUIAction DoNotCookAction(FExecuteAction::CreateSP(this, &SProjectLauncherCookModeSelector::HandleMenuEntryClicked, ELauncherProfileCookModes::DoNotCook));
MenuBuilder.AddMenuEntry(LOCTEXT("DoNotCookAction", "Do not cook"), LOCTEXT("DoNotCookActionHint", "Do not cook the content at this time."), FSlateIcon(), DoNotCookAction);
}
ChildSlot
[
// build configuration menu
SNew(SComboButton)
.VAlign(VAlign_Center)
.ButtonContent()
[
SNew(STextBlock)
.Font(FCoreStyle::Get().GetFontStyle(TEXT("SmallFont")))
.Text(InArgs._Text)
]
.ContentPadding(FMargin(6.0f, 0.0f))
.MenuContent()
[
MenuBuilder.MakeWidget()
]
];
}
private:
// Callback for clicking a menu entry.
void HandleMenuEntryClicked(ELauncherProfileCookModes::Type CookMode)
{
OnCookModeSelected.ExecuteIfBound(CookMode);
}
private:
// Holds a delegate to be invoked when a build configuration has been selected.
FOnSProjectLauncherCookModeSelected OnCookModeSelected;
};
#undef LOCTEXT_NAMESPACE