56 lines
1.7 KiB
C++
56 lines
1.7 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 "Extensions/UserWidgetExtension.h"
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#include "UIComponentUserWidgetExtension.generated.h"
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#define UE_API UMG_API
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class UUserWidget;
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class UWidget;
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class UUIComponent;
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class UUIComponentContainer;
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/**
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* Class that holds all the UIComponents for a UUserWidget.
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*/
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UCLASS(MinimalAPI, NotBlueprintType, DefaultToInstanced, Experimental)
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class UUIComponentUserWidgetExtension : public UUserWidgetExtension // This Contains all runtime version the components. They should be already resolved.
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{
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GENERATED_BODY()
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public:
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UE_API virtual void Initialize() override;
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UE_API virtual void PreConstruct(bool bIsDesignTime) override;
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UE_API virtual void Construct() override;
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UE_API virtual void Destruct() override;
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UE_API TArray<UUIComponent*> GetComponentsFor(UWidget* Target) const;
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UE_API UUIComponent* GetComponent(const UClass* ComponentClass, FName OwnerName) const;
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UE_API void InitializeContainer(UUIComponentContainer* InComponentContainer);
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#if WITH_EDITOR
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UE_API void RenameWidget(const FName& OldVarName, const FName& NewVarName);
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// Used only to create a Component on the PreviewWidget in the editor, based on the Component Archetype object in the WidgetBlueprint.
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UE_API void CreateAndAddComponent(UUIComponent* ArchetypeComponent, FName OwnerName);
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UE_API void RemoveComponent(const UClass* ComponentClass, FName OwnerName);
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#endif // WITH_EDITOR
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private:
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void InitializeComponents();
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// Use a single TArray for the Entire UUserWidget to reduce memory usage.
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UPROPERTY(Transient, DuplicateTransient)
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TObjectPtr<UUIComponentContainer> ComponentContainer;
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};
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#undef UE_API
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