You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
72 lines
1.4 KiB
C++
72 lines
1.4 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "SlotBase.h"
|
|
#include "Widgets/SWidget.h"
|
|
#include "Widgets/SNullWidget.h"
|
|
|
|
FSlotBase::FSlotBase()
|
|
: RawParentPtr(nullptr)
|
|
, Widget( SNullWidget::NullWidget )
|
|
{
|
|
|
|
}
|
|
|
|
FSlotBase::FSlotBase( const TSharedRef<SWidget>& InWidget )
|
|
: RawParentPtr(nullptr)
|
|
, Widget( InWidget )
|
|
{
|
|
|
|
}
|
|
|
|
const TSharedPtr<SWidget> FSlotBase::DetachWidget()
|
|
{
|
|
if (Widget != SNullWidget::NullWidget)
|
|
{
|
|
Widget->ConditionallyDetatchParentWidget(RawParentPtr);
|
|
|
|
// Invalidate Prepass?
|
|
|
|
const TSharedRef<SWidget> MyExWidget = Widget;
|
|
Widget = SNullWidget::NullWidget;
|
|
return MyExWidget;
|
|
}
|
|
else
|
|
{
|
|
// Nothing to detach!
|
|
return TSharedPtr<SWidget>();
|
|
}
|
|
}
|
|
|
|
void FSlotBase::DetatchParentFromContent()
|
|
{
|
|
if (Widget != SNullWidget::NullWidget)
|
|
{
|
|
Widget->ConditionallyDetatchParentWidget(RawParentPtr);
|
|
}
|
|
}
|
|
|
|
void FSlotBase::AfterContentOrOwnerAssigned()
|
|
{
|
|
if (GSlateLayoutCaching && RawParentPtr)
|
|
{
|
|
RawParentPtr->InvalidatePrepass();
|
|
}
|
|
|
|
if (RawParentPtr)
|
|
{
|
|
if (Widget != SNullWidget::NullWidget)
|
|
{
|
|
// TODO NDarnell I want to enable this, but too many places in the codebase
|
|
// have made assumptions about being able to freely reparent widgets, while they're
|
|
// still connected to an existing hierarchy.
|
|
//ensure(!Widget->IsParentValid());
|
|
Widget->AssignParentWidget(RawParentPtr->AsShared());
|
|
}
|
|
}
|
|
}
|
|
|
|
FSlotBase::~FSlotBase()
|
|
{
|
|
DetatchParentFromContent();
|
|
}
|