2019-12-26 14:45:42 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-03-14 14:13:41 -04:00
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#pragma once
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "CoreMinimal.h"
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#include "Widgets/SWidget.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Framework/MultiBox/MultiBox.h"
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2021-03-29 20:50:34 -04:00
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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2014-03-14 14:13:41 -04:00
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/**
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* Arbitrary Widget MultiBlock
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*/
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class FWidgetBlock
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: public FMultiBlock
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{
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public:
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/**
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* Constructor
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*
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* @param InContent The widget to place in the block
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* @param InLabel Optional label text to be added to the left of the content
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* @param bInNoIndent If true, removes the padding from the left of the widget that lines it up with other menu items
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*/
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2020-10-27 13:18:06 -04:00
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FWidgetBlock(TSharedRef<SWidget> InContent, const FText& InLabel, bool bInNoIndent, EHorizontalAlignment InHorizontalAlignment = HAlign_Fill);
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/** FMultiBlock interface */
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virtual void CreateMenuEntry(class FMenuBuilder& MenuBuilder) const override;
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/** Set optional delegate to customize when a menu appears instead of the widget, such as in toolbars */
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void SetCustomMenuDelegate( FNewMenuDelegate& InOnFillMenuDelegate);
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private:
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2014-11-20 19:21:21 -05:00
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/** FMultiBlock private interface */
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virtual TSharedRef< class IMultiBlockBaseWidget > ConstructWidget() const override;
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virtual bool GetAlignmentOverrides(EHorizontalAlignment& OutHorizontalAlignment, EVerticalAlignment& OutVerticalAlignment, bool& bOutAutoWidth) const;
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private:
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// Friend our corresponding widget class
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friend class SWidgetBlock;
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/** Content widget */
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TSharedRef<SWidget> ContentWidget;
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/** Optional label text */
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FText Label;
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/** Remove the padding from the left of the widget that lines it up with other menu items? */
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bool bNoIndent;
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2020-10-27 13:18:06 -04:00
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/** Hortizontal aligment for this widget in its parent container. Note: only applies to toolbars */
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EHorizontalAlignment HorizontalAlignment;
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2021-03-29 20:50:34 -04:00
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/** Optional delegate to customize when a menu appears instead of the widget, such as in toolbars */
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FNewMenuDelegate CustomMenuDelegate;
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2014-03-14 14:13:41 -04:00
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};
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/**
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* Arbitrary Widget MultiBlock widget
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*/
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class SLATE_API SWidgetBlock
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: public SMultiBlockBaseWidget
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{
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public:
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SLATE_BEGIN_ARGS( SWidgetBlock ){}
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SLATE_END_ARGS()
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/**
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* Builds this MultiBlock widget up from the MultiBlock associated with it
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*/
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virtual void BuildMultiBlockWidget(const ISlateStyle* StyleSet, const FName& StyleName) override;
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/**
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* Construct this widget
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*
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* @param InArgs The declaration data for this widget
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*/
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void Construct( const FArguments& InArgs );
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2021-02-18 20:47:25 -04:00
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virtual void OnMouseEnter( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent ) override;
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protected:
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/**
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* Finds the STextBlock that gets displayed in the UI
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*
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* @param Content Widget to check for an STextBlock
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* @return The STextBlock widget found
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*/
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TSharedRef<SWidget> FindTextBlockWidget(TSharedRef<SWidget> Content);
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};
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