Files
UnrealEngineUWP/Engine/Source/Runtime/UMG/Private/Components/OverlaySlot.cpp
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

67 lines
1.4 KiB
C++

// Copyright 1998-2017 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;
}
void UOverlaySlot::ReleaseSlateResources(bool bReleaseChildren)
{
Super::ReleaseSlateResources(bReleaseChildren);
Slot = NULL;
}
void UOverlaySlot::BuildSlot(TSharedRef<SOverlay> Overlay)
{
Slot = &Overlay->AddSlot()
.Padding(Padding)
.HAlign(HorizontalAlignment)
.VAlign(VerticalAlignment)
[
Content == NULL ? SNullWidget::NullWidget : Content->TakeWidget()
];
}
void UOverlaySlot::SetPadding(FMargin InPadding)
{
Padding = InPadding;
if ( Slot )
{
Slot->Padding(InPadding);
}
}
void UOverlaySlot::SetHorizontalAlignment(EHorizontalAlignment InHorizontalAlignment)
{
HorizontalAlignment = InHorizontalAlignment;
if ( Slot )
{
Slot->HAlign(InHorizontalAlignment);
}
}
void UOverlaySlot::SetVerticalAlignment(EVerticalAlignment InVerticalAlignment)
{
VerticalAlignment = InVerticalAlignment;
if ( Slot )
{
Slot->VAlign(InVerticalAlignment);
}
}
void UOverlaySlot::SynchronizeProperties()
{
SetPadding(Padding);
SetHorizontalAlignment(HorizontalAlignment);
SetVerticalAlignment(VerticalAlignment);
}