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- Buttons, checkboxes, menus, toolbars, trees, combos, and text boxes all have consistent sizing and coloring - Invalidated current dark theme #pf https://horde.devtools.epicgames.com/job/612d40b9423a8f00013c5b92 [CL 17369605 by Matt Kuhlenschmidt in ue5-main branch]
210 lines
7.1 KiB
C++
210 lines
7.1 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 "Misc/Attribute.h"
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#include "Layout/Visibility.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Input/Reply.h"
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#include "Textures/SlateIcon.h"
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#include "Framework/Commands/UICommandInfo.h"
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#include "Framework/Commands/UICommandList.h"
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#include "Framework/MultiBox/MultiBox.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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class SBorder;
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/**
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* Tool bar button MultiBlock
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*/
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class SLATE_API FToolBarButtonBlock
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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 InCommand The command associated with this tool bar button
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* @param InCommandList The list of commands that are mapped to delegates so that we know what to execute for this button
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* @param InLabelOverride Optional label override. If omitted, then the action's label will be used instead.
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* @param InToolTipOverride Optional tool tip override. If omitted, then the action's label will be used instead.
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* @param InIconOverride Optional icon to use for the tool bar image. If omitted, then the action's icon will be used instead.
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*/
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FToolBarButtonBlock( const TSharedPtr< const FUICommandInfo > InCommand, TSharedPtr< const FUICommandList > InCommandList, const TAttribute<FText>& InLabelOverride = TAttribute<FText>(), const TAttribute<FText>& InToolTipOverride = TAttribute<FText>(), const TAttribute<FSlateIcon>& InIconOverride = TAttribute<FSlateIcon>() );
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/**
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* Constructor
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*
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* @param InLabel The label to display in the menu
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* @param InToolTip The tool tip to display when the menu entry is hovered over
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* @param InIcon The icon to display to the left of the label
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* @param InUIAction UI action to take when this menu item is clicked as well as to determine if the menu entry can be executed or appears "checked"
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* @param InUserInterfaceActionType Type of interface action
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*/
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FToolBarButtonBlock( const TAttribute<FText>& InLabel, const TAttribute<FText>& InToolTip, const TAttribute<FSlateIcon>& InIcon, const FUIAction& InUIAction, const EUserInterfaceActionType InUserInterfaceActionType );
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void SetLabelVisibility( EVisibility InLabelVisibility ) { LabelVisibility = InLabelVisibility ; }
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void SetIsFocusable( bool bInIsFocusable ) { bIsFocusable = bInIsFocusable; }
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/** Set whether this toolbar should always use small icons, regardless of the current settings */
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void SetForceSmallIcons( const bool InForceSmallIcons ) { bForceSmallIcons = InForceSmallIcons; }
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/** FMultiBlock interface */
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virtual void CreateMenuEntry(class FMenuBuilder& MenuBuilder) const override;
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virtual bool HasIcon() 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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/** FMultiBlock private interface */
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virtual TSharedRef< class IMultiBlockBaseWidget > ConstructWidget() const override;
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private:
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// Friend our corresponding widget class
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friend class SToolBarButtonBlock;
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/** Optional overridden text label for this tool bar button. If not set, then the action's label will be used instead. */
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TAttribute<FText> LabelOverride;
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/** Optional overridden tool tip for this tool bar button. If not set, then the action's tool tip will be used instead. */
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TAttribute<FText> ToolTipOverride;
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/** Optional overridden icon for this tool bar button. IF not set, then the action's icon will be used instead. */
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TAttribute<FSlateIcon> IconOverride;
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TOptional< EVisibility > LabelVisibility;
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/** In the case where a command is not bound, the user interface action type to use. If a command is bound, we
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simply use the action type associated with that command. */
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EUserInterfaceActionType UserInterfaceActionType;
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/** Whether ToolBar will have Focusable buttons */
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bool bIsFocusable;
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/** Whether this toolbar should always use small icons, regardless of the current settings */
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bool bForceSmallIcons;
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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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};
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/**
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* Tool bar button MultiBlock widget
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*/
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class SLATE_API SToolBarButtonBlock
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: public SMultiBlockBaseWidget
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{
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public:
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SLATE_BEGIN_ARGS( SToolBarButtonBlock )
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: _IsFocusable(false)
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, _ForceSmallIcons(false)
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, _TutorialHighlightName(NAME_None)
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{}
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SLATE_ARGUMENT( TOptional<EVisibility>, LabelVisibility )
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SLATE_ARGUMENT( bool, IsFocusable )
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SLATE_ARGUMENT( bool, ForceSmallIcons )
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SLATE_ARGUMENT( FName, TutorialHighlightName )
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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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protected:
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/**
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* Called by Slate when this tool bar button's button is clicked
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*/
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FReply OnClicked();
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/**
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* Called by Slate when this tool bar check box button is toggled
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*/
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void OnCheckStateChanged( const ECheckBoxState NewCheckedState );
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/**
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* Called by slate to determine if this button should appear checked
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*
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* @return ECheckBoxState::Checked if it should be checked, ECheckBoxState::Unchecked if not.
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*/
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ECheckBoxState GetCheckState() const;
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/**
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* Called by Slate to determine if this button is enabled
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*
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* @return True if the menu entry is enabled, false otherwise
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*/
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bool IsEnabled() const;
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/**
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* Called by Slate to determine if this button is visible
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*
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* @return EVisibility::Visible or EVisibility::Collapsed, depending on if the button should be displayed
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*/
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EVisibility GetBlockVisibility() const;
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private:
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/** Called by Slate to determine whether icons/labels are visible */
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EVisibility GetIconVisibility(bool bIsASmallIcon) const;
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/** Gets the icon brush for the toolbar block widget */
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const FSlateBrush* GetIconBrush() const;
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const FSlateBrush* GetOverlayIconBrush() const;
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/** Gets the icon brush for the toolbar block widget */
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const FSlateBrush* GetNormalIconBrush() const;
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const FSlateBrush* GetSmallIconBrush() const;
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FSlateColor GetIconForegroundColor() const;
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/** Gets the brush for the left side options block (the side with the clickable toolbar button */
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const FSlateBrush* GetOptionsBlockLeftBrush() const;
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/** Gets the brush for the right side options block (the side with the options dropdown */
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const FSlateBrush* GetOptionsBlockRightBrush() const;
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EVisibility GetOptionsSeparatorVisibility() const;
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private:
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/** Overrides the visibility of the of label. This is used to set up the LabelVisibility attribute */
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TOptional<EVisibility> LabelVisibilityOverride;
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/** Controls the visibility of the of label, defaults to GetIconVisibility */
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TAttribute<EVisibility> LabelVisibility;
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TSharedPtr<SBorder> ButtonBorder;
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TSharedPtr<SBorder> OptionsBorder;
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/** Whether ToolBar will have Focusable buttons. */
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bool bIsFocusable;
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/** Whether this toolbar should always use small icons, regardless of the current settings */
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bool bForceSmallIcons;
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/** Name to identify a widget for tutorials */
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FName TutorialHighlightName;
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};
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