69 lines
1.8 KiB
C++
69 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Widgets/SWidget.h"
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#include "Components/ContentWidget.h"
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#include "NamedSlot.generated.h"
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class SBox;
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/**
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* Allows you to expose an external slot for your user widget. When others reuse your user control,
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* they can put whatever they want in this named slot.
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*/
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UCLASS(MinimalAPI)
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class UNamedSlot : public UContentWidget
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{
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GENERATED_UCLASS_BODY()
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public:
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// UPanelWidget interface
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UMG_API virtual void OnSlotAdded(UPanelSlot* Slot) override;
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UMG_API virtual void OnSlotRemoved(UPanelSlot* Slot) override;
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// End of UPanelWidget interface
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// UVisual interface
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UMG_API virtual void ReleaseSlateResources(bool bReleaseChildren) override;
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// End of UVisual interface
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#if WITH_EDITOR
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UMG_API virtual const FText GetPaletteCategory() override;
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UMG_API FGuid GetSlotGUID() const;
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#endif
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public:
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#if WITH_EDITORONLY_DATA
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/**
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* Named slots exposed on the instance only follow a slightly different set of rules. For example, they can contain
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* some content that the user can replace after dropping it into their tree. However, these slots can not be inherited
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* to be filled in by a subclass. So if you want this named slot to be extensible in a subclass of this widget, you
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* should set or leave this value as false.
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*/
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UPROPERTY(EditAnywhere, Category="Exposing")
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bool bExposeOnInstanceOnly = false;
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#endif
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UMG_API virtual void Serialize(FArchive& Ar) override;
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UMG_API virtual void PostLoad() override;
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protected:
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// UWidget interface
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UMG_API virtual TSharedRef<SWidget> RebuildWidget() override;
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// End of UWidget interface
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protected:
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TSharedPtr<SBox> MyBox;
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private:
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#if WITH_EDITORONLY_DATA
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UPROPERTY()
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FGuid SlotGuid = FGuid::NewGuid();
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#endif
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};
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