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

66 lines
1.3 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "Components/Spacer.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/Layout/SSpacer.h"
#define LOCTEXT_NAMESPACE "UMG"
/////////////////////////////////////////////////////
// USpacer
USpacer::USpacer(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, Size(1.0f, 1.0f)
{
bIsVariable = false;
Visibility = ESlateVisibility::SelfHitTestInvisible;
}
void USpacer::ReleaseSlateResources(bool bReleaseChildren)
{
Super::ReleaseSlateResources(bReleaseChildren);
MySpacer.Reset();
}
void USpacer::SetSize(FVector2D InSize)
{
Size = InSize;
if ( MySpacer.IsValid() )
{
MySpacer->SetSize(InSize);
}
}
TSharedRef<SWidget> USpacer::RebuildWidget()
{
MySpacer = SNew(SSpacer);
//TODO UMG Consider using a design time wrapper for spacer to show expandy arrows or some other
// indicator that there's a widget at work here.
return MySpacer.ToSharedRef();
}
void USpacer::SynchronizeProperties()
{
Super::SynchronizeProperties();
MySpacer->SetSize(Size);
}
#if WITH_EDITOR
const FText USpacer::GetPaletteCategory()
{
return LOCTEXT("Primitive", "Primitive");
}
#endif
/////////////////////////////////////////////////////
#undef LOCTEXT_NAMESPACE