56 lines
1.6 KiB
C++
56 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Framework/SlateDelegates.h"
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#include "SActionButton.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Widgets/SCompoundWidget.h"
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#include "Widgets/Input/SComboButton.h"
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#define UE_API TOOLWIDGETS_API
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/** A Button that is used to call out/highlight a positive option (Add, Save etc). It can also be used to open a menu.
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*/
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class SPositiveActionButton
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: public SCompoundWidget
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, public IActionButton
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{
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public:
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SLATE_BEGIN_ARGS(SPositiveActionButton)
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: _Icon(FAppStyle::Get().GetBrush("Icons.Plus"))
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{}
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/** The text to display in the button. */
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SLATE_ATTRIBUTE(FText, Text)
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SLATE_ATTRIBUTE(const FSlateBrush*, Icon)
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/** The clicked handler. Note that if this is set, the button will behave as though it were just a button.
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* This means that OnGetMenuContent, OnComboBoxOpened and OnMenuOpenChanged will all be ignored, since there is no menu.
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*/
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SLATE_EVENT(FOnClicked, OnClicked)
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/** The static menu content widget. */
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SLATE_NAMED_SLOT(FArguments, MenuContent)
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SLATE_EVENT(FOnGetContent, OnGetMenuContent)
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SLATE_EVENT(FOnComboBoxOpened, OnComboBoxOpened)
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SLATE_EVENT(FOnIsOpenChanged, OnMenuOpenChanged)
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SLATE_END_ARGS()
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SPositiveActionButton() = default;
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UE_API void Construct(const FArguments& InArgs);
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//~ Begin IActionButton
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UE_API virtual void SetMenuContentWidgetToFocus(TWeakPtr<SWidget> InWidget) override;
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UE_API virtual void SetIsMenuOpen(bool bInIsOpen, bool bInIsFocused) override;
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//~ End IActionButton
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private:
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TSharedPtr<SActionButton> ActionButton;
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};
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#undef UE_API
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