53 lines
1.3 KiB
C++
53 lines
1.3 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 "Widgets/SOverlay.h"
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#include "Components/PanelWidget.h"
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#include "Overlay.generated.h"
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class UOverlaySlot;
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/**
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* Allows widgets to be stacked on top of each other, uses simple flow layout for content on each layer.
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*/
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UCLASS(MinimalAPI)
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class UOverlay : public UPanelWidget
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{
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GENERATED_UCLASS_BODY()
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UMG_API virtual void ReleaseSlateResources(bool bReleaseChildren) override;
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/** */
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UFUNCTION(BlueprintCallable, Category="Widget")
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UMG_API UOverlaySlot* AddChildToOverlay(UWidget* Content);
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/** Replace the widget at the given index it with a different widget. */
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UFUNCTION(BlueprintCallable, Category = "Panel")
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UMG_API bool ReplaceOverlayChildAt(int32 Index, UWidget* Content);
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#if WITH_EDITOR
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UMG_API virtual const FText GetPaletteCategory() override;
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#endif
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protected:
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// UPanelWidget
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UMG_API virtual UClass* GetSlotClass() const override;
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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 UPanelWidget
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protected:
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TSharedPtr<class SOverlay> MyOverlay;
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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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};
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