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UnrealEngine/Engine/Source/Editor/UnrealEd/Public/SViewportToolBarIconMenu.h
2025-05-18 13:04:45 +08:00

77 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Framework/SlateDelegates.h"
#include "Input/Reply.h"
#include "Misc/Attribute.h"
#include "SViewportToolBar.h"
#include "Templates/SharedPointer.h"
#include "Textures/SlateIcon.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SCompoundWidget.h"
class FName;
class FText;
class SMenuAnchor;
struct FGeometry;
struct FPointerEvent;
struct FSlateIcon;
/**
* Custom widget to display an icon/drop down menu.
* Displayed as shown:
* +--------+-------------+
* | Icon Menu button |
* +--------+-------------+
*/
class SViewportToolBarIconMenu : public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS( SViewportToolBarIconMenu ){}
/** We need to know about the toolbar we are in */
SLATE_ARGUMENT( TSharedPtr<class SViewportToolBar>, ParentToolBar );
/** Content for the drop down menu */
SLATE_EVENT( FOnGetContent, OnGetMenuContent )
/** Icon shown */
SLATE_ATTRIBUTE( FSlateIcon, Icon )
/** Label shown on the menu button */
SLATE_ATTRIBUTE( FText, Label )
/** Overall style */
SLATE_ATTRIBUTE( FName, Style )
SLATE_END_ARGS( )
/**
* Construct this widget
*
* @param InArgs The declaration data for this widget
*/
UNREALED_API void Construct( const FArguments& InArgs );
private:
/**
* Called when the menu button is clicked. Will toggle the visibility of the menu content
*/
FReply OnMenuClicked();
/**
* Called when the mouse enters a menu button. If there was a menu previously opened
* we open this menu automatically
*/
UNREALED_API void OnMouseEnter(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent);
private:
/** Our menus anchor */
TSharedPtr<SMenuAnchor> MenuAnchor;
/** Parent tool bar for querying other open menus */
TWeakPtr<class SViewportToolBar> ParentToolBar;
};