// Copyright Epic Games, Inc. All Rights Reserved. #include "Components/ScrollBoxSlot.h" #include "Components/Widget.h" ///////////////////////////////////////////////////// // UScrollBoxSlot UScrollBoxSlot::UScrollBoxSlot(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) , Slot(nullptr) { HorizontalAlignment = HAlign_Fill; VerticalAlignment = VAlign_Fill; } void UScrollBoxSlot::BuildSlot(TSharedRef ScrollBox) { ScrollBox->AddSlot() .Padding(Padding) .HAlign(HorizontalAlignment) .VAlign(VerticalAlignment) .Expose(Slot) [ Content == nullptr ? SNullWidget::NullWidget : Content->TakeWidget() ]; } void UScrollBoxSlot::SetPadding(FMargin InPadding) { Padding = InPadding; if ( Slot ) { Slot->SetPadding(InPadding); } } void UScrollBoxSlot::SetHorizontalAlignment(EHorizontalAlignment InHorizontalAlignment) { HorizontalAlignment = InHorizontalAlignment; if ( Slot ) { Slot->SetHorizontalAlignment(InHorizontalAlignment); } } void UScrollBoxSlot::SetVerticalAlignment(EVerticalAlignment InVerticalAlignment) { VerticalAlignment = InVerticalAlignment; if (Slot) { Slot->SetVerticalAlignment(InVerticalAlignment); } } void UScrollBoxSlot::SynchronizeProperties() { SetPadding(Padding); SetHorizontalAlignment(HorizontalAlignment); SetVerticalAlignment(VerticalAlignment); } void UScrollBoxSlot::ReleaseSlateResources(bool bReleaseChildren) { Super::ReleaseSlateResources(bReleaseChildren); Slot = nullptr; }