Files
UnrealEngine/Engine/Source/Runtime/UMG/Public/Components/InputKeySelector.h
2025-05-18 13:04:45 +08:00

183 lines
7.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Framework/Commands/InputChord.h"
#include "Fonts/SlateFontInfo.h"
#include "Layout/Margin.h"
#include "Widgets/SWidget.h"
#include "Components/Widget.h"
#include "Styling/SlateTypes.h"
#include "Layout/Visibility.h"
#include "InputKeySelector.generated.h"
class SInputKeySelector;
struct FButtonStyle;
/** A widget for selecting a single key or a single key with a modifier. */
UCLASS(MinimalAPI)
class UInputKeySelector : public UWidget
{
GENERATED_UCLASS_BODY()
public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam( FOnKeySelected, FInputChord, SelectedKey );
DECLARE_DYNAMIC_MULTICAST_DELEGATE( FOnIsSelectingKeyChanged );
public:
UE_DEPRECATED(5.2, "Direct access to WidgetStyle is now deprecated. Use the setter or getter.")
/** The button style used at runtime */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Getter = "GetButtonStyle", Setter = "SetButtonStyle", Category = Appearance, meta = (DisplayName = "Style"))
FButtonStyle WidgetStyle;
UE_DEPRECATED(5.2, "Direct access to TextStyle is now deprecated. Use the setter or getter.")
/** The button style used at runtime */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Getter, Setter, Category = Appearance, meta = (DisplayName = "Text Style"))
FTextBlockStyle TextStyle;
UE_DEPRECATED(5.2, "Direct access to SelectedKey is now deprecated. Use the setter or getter.")
/** The currently selected key chord. */
UPROPERTY( BlueprintReadWrite, Getter, Setter, BlueprintSetter = "SetSelectedKey", FieldNotify, Category = "Key Selection")
FInputChord SelectedKey;
UE_DEPRECATED(5.2, "Direct access to Margin is now deprecated. Use the setter or getter.")
/** The amount of blank space around the text used to display the currently selected key. */
UPROPERTY( EditAnywhere, BlueprintReadWrite, Getter, Setter, Category = Appearance )
FMargin Margin;
UE_DEPRECATED(5.2, "Direct access to KeySelectionText is now deprecated. Use the setter or getter.")
/** Sets the text which is displayed while selecting keys. */
UPROPERTY( EditAnywhere, BlueprintReadWrite, Getter, Setter, BlueprintSetter = "SetKeySelectionText", Category = Appearance )
FText KeySelectionText;
UE_DEPRECATED(5.2, "Direct access to NoKeySpecifiedText is now deprecated. Use the setter or getter.")
/** Sets the text to display when no key text is available or not selecting a key. */
UPROPERTY( EditAnywhere, BlueprintReadWrite, Getter, Setter, BlueprintSetter = "SetNoKeySpecifiedText", Category = Appearance )
FText NoKeySpecifiedText;
UE_DEPRECATED(5.2, "Direct access to bAllowModifierKeys is now deprecated. Use the setter or getter.")
/**
* When true modifier keys such as control and alt are allowed in the
* input chord representing the selected key, if false modifier keys are ignored.
*/
UPROPERTY( EditAnywhere, BlueprintReadWrite, Getter = "AllowModifierKeys", Setter = "SetAllowModifierKeys", BlueprintSetter = "SetAllowModifierKeys", Category = "Key Selection")
bool bAllowModifierKeys;
UE_DEPRECATED(5.2, "Direct access to bAllowGamepadKeys is now deprecated. Use the setter or getter.")
/** When true gamepad keys are allowed in the input chord representing the selected key, otherwise they are ignored. */
UPROPERTY( EditAnywhere, BlueprintReadWrite, Getter = "AllowGamepadKeys", Setter = "SetAllowGamepadKeys", BlueprintSetter = "SetAllowGamepadKeys", Category = "Key Selection")
bool bAllowGamepadKeys;
/** When true gamepad keys are allowed in the input chord representing the selected key, otherwise they are ignored. */
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Key Selection")
TArray<FKey> EscapeKeys;
public:
/** Called whenever a new key is selected by the user. */
UPROPERTY( BlueprintAssignable, Category = "Widget Event" )
FOnKeySelected OnKeySelected;
/** Called whenever the key selection mode starts or stops. */
UPROPERTY( BlueprintAssignable, Category = "Widget Event" )
FOnIsSelectingKeyChanged OnIsSelectingKeyChanged;
/** Sets the currently selected key. */
UFUNCTION( BlueprintCallable, Category = "Widget" )
UMG_API void SetSelectedKey(const FInputChord& InSelectedKey);
/** Returns the currently selected key. */
UMG_API FInputChord GetSelectedKey() const;
/** Sets the text which is displayed while selecting keys. */
UFUNCTION( BlueprintCallable, Category = "Widget" )
UMG_API void SetKeySelectionText( FText InKeySelectionText );
/** Returns the text which is displayed while selecting keys. */
UMG_API const FText& GetKeySelectionText() const;
/** Sets the text to display when no key text is available or not selecting a key. */
UFUNCTION(BlueprintCallable, Category = "Widget")
UMG_API void SetNoKeySpecifiedText(FText InNoKeySpecifiedText);
/** Returns the text to display when no key text is available or not selecting a key. */
UMG_API const FText& GetNoKeySpecifiedText() const;
/** Sets whether or not modifier keys are allowed in the selected key. */
UFUNCTION(BlueprintCallable, Category = "Widget" )
UMG_API void SetAllowModifierKeys(bool bInAllowModifierKeys );
/** Returns true if modifier keys keys are allowed, otherwise returns false. */
UMG_API bool AllowModifierKeys() const;
/** Sets whether or not gamepad keys are allowed in the selected key. */
UFUNCTION(BlueprintCallable, Category = "Widget")
UMG_API void SetAllowGamepadKeys(bool bInAllowGamepadKeys);
/** Returns true if gamepad keys are allowed, otherwise returns false. */
UMG_API bool AllowGamepadKeys() const;
/** Returns true if the widget is currently selecting a key, otherwise returns false. */
UFUNCTION( BlueprintCallable, Category = "Widget" )
UMG_API bool GetIsSelectingKey() const;
/** Sets the visibility of the text block. */
UFUNCTION(BlueprintCallable, Category = "Widget")
UMG_API void SetTextBlockVisibility(const ESlateVisibility InVisibility);
/** Sets the style of the button used to start key selection mode. */
UMG_API void SetButtonStyle(const FButtonStyle& ButtonStyle);
/** Sets the style of the button used to start key selection mode. */
UE_DEPRECATED(5.2, "SetButtonStyle with pointer type parameter is deprecated. Please pass a reference instead.")
UMG_API void SetButtonStyle(const FButtonStyle* ButtonStyle);
/** Returns the style of the button used to start key selection mode. */
UMG_API const FButtonStyle& GetButtonStyle() const;
/** Sets the style of the text used inside the button. */
UMG_API void SetTextStyle(const FTextBlockStyle& InTextStyle);
/** Returns the style of the text used inside the button. */
UMG_API const FTextBlockStyle& GetTextStyle() const;
/** Sets the amount of blank space around the text used to display the currently selected key. */
UMG_API void SetMargin(const FMargin& InMargin);
/** Returns the amount of blank space around the text used to display the currently selected key. */
UMG_API const FMargin& GetMargin() const;
/** Sets escape keys. */
UFUNCTION(BlueprintCallable, Category = "Widget")
UMG_API void SetEscapeKeys(const TArray<FKey>& InKeys);
//~ Begin UWidget Interface
#if WITH_EDITOR
UMG_API virtual const FText GetPaletteCategory() override;
#endif
UMG_API virtual void SynchronizeProperties() override;
//~ End UWidget Interface
protected:
//~ Begin UObject Interface
UMG_API virtual void Serialize(FArchive& Ar) override;
//~ End UObject Interface
//~ Begin UWidget Interface
UMG_API virtual TSharedRef<SWidget> RebuildWidget() override;
//~ End UWidget Interface
//~ Begin UVisual Interface
UMG_API virtual void ReleaseSlateResources(bool bReleaseChildren) override;
//~ End UVisual Interface
private:
UMG_API virtual void HandleKeySelected(const FInputChord& InSelectedKey);
void HandleIsSelectingKeyChanged();
private:
/** The input key selector widget managed by this object. */
TSharedPtr<SInputKeySelector> MyInputKeySelector;
};