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

208 lines
9.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Fonts/SlateFontInfo.h"
#include "Styling/SlateTypes.h"
#include "Widgets/SWidget.h"
#include "Components/TextWidgetTypes.h"
#include "Widgets/Text/ISlateEditableTextWidget.h"
#include "MultiLineEditableText.generated.h"
class UMaterialInterface;
class SMultiLineEditableText;
/**
* Editable text box widget
*/
UCLASS(meta=( DisplayName="Editable Text (Multi-Line)" ), MinimalAPI)
class UMultiLineEditableText : public UTextLayoutWidget
{
GENERATED_UCLASS_BODY()
public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnMultiLineEditableTextChangedEvent, const FText&, Text);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnMultiLineEditableTextCommittedEvent, const FText&, Text, ETextCommit::Type, CommitMethod);
public:
UE_DEPRECATED(5.1, "Direct access to Text is deprecated. Please use the getter or setter.")
/** The text content for this editable text box widget */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Getter, Setter, BlueprintGetter = "GetText", BlueprintSetter = "SetText", FieldNotify, Category = Content, meta = (MultiLine = "true"))
FText Text;
UE_DEPRECATED(5.1, "Direct access to HintText is deprecated. Please use the getter or setter.")
/** Hint text that appears when there is no text in the text box */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Getter, Setter, BlueprintGetter = "GetHintText", BlueprintSetter = "SetHintText", Category = Content, meta = (MultiLine = "true"))
FText HintText;
/** A bindable delegate to allow logic to drive the hint text of the widget */
UPROPERTY()
FGetText HintTextDelegate;
public:
/** The style */
UPROPERTY(EditAnywhere, BlueprintReadWrite, BlueprintSetter=SetWidgetStyle, Category="Style", meta=(ShowOnlyInnerProperties))
FTextBlockStyle WidgetStyle;
UE_DEPRECATED(5.1, "Direct access to IsReadOnly is deprecated. Please use the getter or setter.")
/** Sets the Text as Readonly to prevent it from being modified interactively by the user */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Getter = GetIsReadOnly, Setter = SetIsReadOnly, BlueprintSetter = "SetIsReadOnly", Category = Appearance)
bool bIsReadOnly;
UE_DEPRECATED(5.1, "Direct access to SelectAllTextWhenFocused is deprecated. Please use the getter or setter.")
/** Whether to select all text when the user clicks to give focus on the widget */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Getter, Setter, Category = Behavior, AdvancedDisplay)
bool SelectAllTextWhenFocused;
UE_DEPRECATED(5.1, "Direct access to ClearTextSelectionOnFocusLoss is deprecated. Please use the getter or setter.")
/** Whether to clear text selection when focus is lost */
UPROPERTY(EditAnywhere, Category = Behavior, AdvancedDisplay)
bool ClearTextSelectionOnFocusLoss;
UE_DEPRECATED(5.1, "Direct access to RevertTextOnEscape is deprecated. Please use the getter or setter.")
/** Whether to allow the user to back out of changes when they press the escape key */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Getter, Setter, Category = Behavior, AdvancedDisplay)
bool RevertTextOnEscape;
UE_DEPRECATED(5.1, "Direct access to ClearKeyboardFocusOnCommit is deprecated. Please use the getter or setter.")
/** Whether to clear keyboard focus when pressing enter to commit changes */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Getter, Setter, Category = Behavior, AdvancedDisplay)
bool ClearKeyboardFocusOnCommit;
/** Whether the context menu can be opened */
UPROPERTY(EditAnywhere, Category=Behavior, AdvancedDisplay)
bool AllowContextMenu;
/** Additional options for the virtual keyboard */
UPROPERTY(EditAnywhere, Category=Behavior, AdvancedDisplay)
FVirtualKeyboardOptions VirtualKeyboardOptions;
/** What action should be taken when the virtual keyboard is dismissed? */
UPROPERTY(EditAnywhere, Category=Behavior, AdvancedDisplay)
EVirtualKeyboardDismissAction VirtualKeyboardDismissAction;
/** Called whenever the text is changed programmatically or interactively by the user */
UPROPERTY(BlueprintAssignable, Category="Widget Event", meta=(DisplayName="OnTextChanged (Multi-Line Editable Text)"))
FOnMultiLineEditableTextChangedEvent OnTextChanged;
/** Called whenever the text is committed. This happens when the user presses enter or the text box loses focus. */
UPROPERTY(BlueprintAssignable, Category="Widget Event", meta=(DisplayName="OnTextCommitted (Multi-Line Editable Text)"))
FOnMultiLineEditableTextCommittedEvent OnTextCommitted;
public:
/**
* Gets the widget text
* @return The widget text
*/
UFUNCTION(BlueprintCallable, Category="Widget", meta=(DisplayName="GetText (Multi-Line Editable Text)"))
UMG_API FText GetText() const;
/**
* Directly sets the widget text.
* @param InText The text to assign to the widget
*/
UFUNCTION(BlueprintCallable, Category="Widget", meta=(DisplayName="SetText (Multi-Line Editable Text)"))
UMG_API void SetText(FText InText);
/** Returns the Hint text that appears when there is no text in the text box */
UFUNCTION(BlueprintCallable, Category="Widget", meta=(DisplayName="GetHintText (Multi-Line Editable Text)"))
UMG_API FText GetHintText() const;
/**
* Sets the Hint text that appears when there is no text in the text box
* @param InHintText The text that appears when there is no text in the text box
*/
UFUNCTION(BlueprintCallable, Category="Widget", meta=(DisplayName="SetHintText (Multi-Line Editable Text)"))
UMG_API void SetHintText(FText InHintText);
/** Set to true to select all text when the user clicks to give focus on the widget */
UMG_API void SetSelectAllTextWhenFocused(bool bSelectAllTextWhenFocused);
/** Whether to select all text when the user clicks to give focus on the widget */
UMG_API bool GetSelectAllTextWhenFocused() const;
/** Set to true to clear text selection when focus is lost */
UMG_API void SetClearTextSelectionOnFocusLoss(bool bClearTextSelectionOnFocusLoss);
/** Whether to clear text selection when focus is lost */
UMG_API bool GetClearTextSelectionOnFocusLoss() const;
/** Set to true to allow the user to back out of changes when they press the escape key */
UMG_API void SetRevertTextOnEscape(bool bRevertTextOnEscape);
/** Whether to allow the user to back out of changes when they press the escape key */
UMG_API bool GetRevertTextOnEscape() const;
/** Set to true to clear keyboard focus when pressing enter to commit changes */
UMG_API void SetClearKeyboardFocusOnCommit(bool bClearKeyboardFocusOnCommit);
/** Whether to clear keyboard focus when pressing enter to commit changes */
UMG_API bool GetClearKeyboardFocusOnCommit() const;
/** Return true when this text cannot be modified interactively by the user */
UMG_API bool GetIsReadOnly() const;
/** Sets the Text as Readonly to prevent it from being modified interactively by the user */
UFUNCTION(BlueprintCallable, Category="Widget", meta=(DisplayName="SetIsReadOnly (Multi-Line Editable Text"))
UMG_API void SetIsReadOnly(bool bReadOnly);
UFUNCTION(BlueprintSetter)
UMG_API void SetWidgetStyle(const FTextBlockStyle& InWidgetStyle);
UFUNCTION(BlueprintCallable, Category = "Appearance")
UMG_API const FSlateFontInfo& GetFont() const;
UFUNCTION(BlueprintCallable, Category = "Appearance")
UMG_API void SetFont(FSlateFontInfo InFontInfo);
UFUNCTION(BlueprintCallable, Category = "Appearance")
UMG_API void SetFontMaterial(UMaterialInterface* InMaterial);
UFUNCTION(BlueprintCallable, Category = "Appearance")
UMG_API void SetFontOutlineMaterial(UMaterialInterface* InMaterial);
//~ Begin UWidget Interface
UMG_API virtual void SynchronizeProperties() override;
//~ End UWidget Interface
//~ Begin UVisual Interface
UMG_API virtual void ReleaseSlateResources(bool bReleaseChildren) override;
//~ End UVisual Interface
#if WITH_EDITOR
UMG_API virtual const FText GetPaletteCategory() override;
#endif
protected:
//~ Begin UTextLayoutWidget Interface
UMG_API virtual void OnShapedTextOptionsChanged(FShapedTextOptions InShapedTextOptions) override;
UMG_API virtual void OnJustificationChanged(ETextJustify::Type InJustification) override;
UMG_API virtual void OnWrappingPolicyChanged(ETextWrappingPolicy InWrappingPolicy) override;
UMG_API virtual void OnAutoWrapTextChanged(bool InAutoWrapText) override;
UMG_API virtual void OnWrapTextAtChanged(float InWrapTextAt) override;
UMG_API virtual void OnLineHeightPercentageChanged(float InLineHeightPercentage) override;
UMG_API virtual void OnApplyLineHeightToBottomLineChanged(bool InApplyLineHeightToBottomLine) override;
UMG_API virtual void OnMarginChanged(const FMargin& InMargin) override;
//~ End UTextLayoutWidget Interface
//~ Begin UWidget Interface
UMG_API virtual TSharedRef<SWidget> RebuildWidget() override;
// End of UWidget
UMG_API void HandleOnTextChanged(const FText& Text);
UMG_API void HandleOnTextCommitted(const FText& Text, ETextCommit::Type CommitMethod);
protected:
TSharedPtr<SMultiLineEditableText> MyMultiLineEditableText;
PROPERTY_BINDING_IMPLEMENTATION(FText, HintText);
private:
/** @return true if the text was changed, or false if identical. */
bool SetTextInternal(const FText& InText);
};