Files
UnrealEngineUWP/Engine/Source/Runtime/UMG/Private/Components/OverlaySlot.cpp

69 lines
1.4 KiB
C++

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