Files
UnrealEngine/Engine/Source/Runtime/UMG/Private/Binding/VisibilityBinding.cpp
2025-05-18 13:04:45 +08:00

56 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Binding/VisibilityBinding.h"
#include "Components/SlateWrapperTypes.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(VisibilityBinding)
#define LOCTEXT_NAMESPACE "UMG"
UVisibilityBinding::UVisibilityBinding()
{
}
bool UVisibilityBinding::IsSupportedSource(FProperty* Property) const
{
return IsSupportedDestination(Property);
}
bool UVisibilityBinding::IsSupportedDestination(FProperty* Property) const
{
static const FName VisibilityEnum(TEXT("ESlateVisibility"));
if ( FEnumProperty* EnumProperty = CastField<FEnumProperty>(Property) )
{
return EnumProperty->GetEnum()->GetFName() == VisibilityEnum;
}
else if ( FByteProperty* ByteProperty = CastField<FByteProperty>(Property) )
{
if ( ByteProperty->IsEnum() )
{
return ByteProperty->Enum->GetFName() == VisibilityEnum;
}
}
return false;
}
ESlateVisibility UVisibilityBinding::GetValue() const
{
//SCOPE_CYCLE_COUNTER(STAT_UMGBinding);
if ( UObject* Source = SourceObject.Get() )
{
uint8 Value = 0;
if ( SourcePath.GetValue<uint8>(Source, Value) )
{
return static_cast<ESlateVisibility>( Value );
}
}
return ESlateVisibility::Visible;
}
#undef LOCTEXT_NAMESPACE