Files
UnrealEngine/Engine/Source/Developer/ToolWidgets/Public/SNegativeActionButton.h
2025-05-18 13:04:45 +08:00

67 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Framework/SlateDelegates.h"
#include "SActionButton.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/Input/SComboButton.h"
#include "Widgets/SCompoundWidget.h"
#define UE_API TOOLWIDGETS_API
enum class EActionButtonStyle
{
Warning,
Error
};
/** A Button that is used to call out/highlight a negative option (Warnings or Errors like Force Delete).
* It can also be used to open a menu.
*/
class SNegativeActionButton
: public SCompoundWidget
, public IActionButton
{
public:
SLATE_BEGIN_ARGS(SNegativeActionButton)
: _ActionButtonStyle(EActionButtonStyle::Error)
{}
/** Determines whether this is a Warning or Error. */
SLATE_ATTRIBUTE(EActionButtonStyle, ActionButtonStyle)
/** The text to display in the button. */
SLATE_ATTRIBUTE(FText, Text)
/** Optionally specify the Icon to display in the button. */
SLATE_ATTRIBUTE(const FSlateBrush*, Icon)
/** The clicked handler. Note that if this is set, the button will behave as though it were just a button.
* This means that OnGetMenuContent, OnComboBoxOpened and OnMenuOpenChanged will all be ignored, since there is no menu.
*/
SLATE_EVENT(FOnClicked, OnClicked)
/** The static menu content widget. */
SLATE_NAMED_SLOT(FArguments, MenuContent)
SLATE_EVENT(FOnGetContent, OnGetMenuContent)
SLATE_EVENT(FOnComboBoxOpened, OnComboBoxOpened)
SLATE_EVENT(FOnIsOpenChanged, OnMenuOpenChanged)
SLATE_END_ARGS()
SNegativeActionButton() = default;
UE_API void Construct(const FArguments& InArgs);
//~ Begin IActionButton
UE_API virtual void SetMenuContentWidgetToFocus(TWeakPtr<SWidget> InWidget) override;
UE_API virtual void SetIsMenuOpen(bool bInIsOpen, bool bInIsFocused) override;
//~ End IActionButton
private:
TSharedPtr<SActionButton> ActionButton;
};
#undef UE_API