Files
UnrealEngineUWP/Engine/Source/Runtime/UMG/Private/Components/ScrollBar.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

89 lines
1.8 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "Components/ScrollBar.h"
#define LOCTEXT_NAMESPACE "UMG"
/////////////////////////////////////////////////////
// UScrollBar
UScrollBar::UScrollBar(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bIsVariable = false;
bAlwaysShowScrollbar = true;
Orientation = Orient_Vertical;
Thickness = FVector2D(12.0f, 12.0f);
SScrollBar::FArguments Defaults;
WidgetStyle = *Defaults._Style;
}
void UScrollBar::ReleaseSlateResources(bool bReleaseChildren)
{
Super::ReleaseSlateResources(bReleaseChildren);
MyScrollBar.Reset();
}
TSharedRef<SWidget> UScrollBar::RebuildWidget()
{
MyScrollBar = SNew(SScrollBar)
.Style(&WidgetStyle)
.AlwaysShowScrollbar(bAlwaysShowScrollbar)
.Orientation(Orientation)
.Thickness(Thickness);
//SLATE_EVENT(FOnUserScrolled, OnUserScrolled)
return MyScrollBar.ToSharedRef();
}
void UScrollBar::SynchronizeProperties()
{
Super::SynchronizeProperties();
//MyScrollBar->SetScrollOffset(DesiredScrollOffset);
}
void UScrollBar::SetState(float InOffsetFraction, float InThumbSizeFraction)
{
if ( MyScrollBar.IsValid() )
{
MyScrollBar->SetState(InOffsetFraction, InThumbSizeFraction);
}
}
void UScrollBar::PostLoad()
{
Super::PostLoad();
if ( GetLinkerUE4Version() < VER_UE4_DEPRECATE_UMG_STYLE_ASSETS )
{
if ( Style_DEPRECATED != nullptr )
{
const FScrollBarStyle* StylePtr = Style_DEPRECATED->GetStyle<FScrollBarStyle>();
if ( StylePtr != nullptr )
{
WidgetStyle = *StylePtr;
}
Style_DEPRECATED = nullptr;
}
}
}
#if WITH_EDITOR
const FText UScrollBar::GetPaletteCategory()
{
return LOCTEXT("Primitive", "Primitive");
}
#endif
/////////////////////////////////////////////////////
#undef LOCTEXT_NAMESPACE