Files
UnrealEngineUWP/Engine/Source/Runtime/UMG/Private/Components/Button.cpp
2014-12-15 15:31:55 -05:00

165 lines
3.3 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "UMGPrivatePCH.h"
#define LOCTEXT_NAMESPACE "UMG"
/////////////////////////////////////////////////////
// UButton
UButton::UButton(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SButton::FArguments ButtonDefaults;
WidgetStyle = *ButtonDefaults._ButtonStyle;
ColorAndOpacity = FLinearColor::White;
BackgroundColor = FLinearColor::White;
ClickMethod = EButtonClickMethod::DownAndUp;
TouchMethod = EButtonTouchMethod::DownAndUp;
IsFocusable = true;
}
void UButton::ReleaseSlateResources(bool bReleaseChildren)
{
Super::ReleaseSlateResources(bReleaseChildren);
MyButton.Reset();
}
TSharedRef<SWidget> UButton::RebuildWidget()
{
MyButton = SNew(SButton)
.ButtonStyle(&WidgetStyle)
.ClickMethod(ClickMethod)
.TouchMethod(TouchMethod)
.IsFocusable(IsFocusable);
if ( GetChildrenCount() > 0 )
{
Cast<UButtonSlot>(GetContentSlot())->BuildSlot(MyButton.ToSharedRef());
}
return MyButton.ToSharedRef();
}
void UButton::SynchronizeProperties()
{
Super::SynchronizeProperties();
MyButton->SetColorAndOpacity( ColorAndOpacity );
MyButton->SetBorderBackgroundColor( BackgroundColor );
MyButton->SetOnClicked(BIND_UOBJECT_DELEGATE(FOnClicked, SlateHandleClicked));
}
UClass* UButton::GetSlotClass() const
{
return UButtonSlot::StaticClass();
}
void UButton::OnSlotAdded(UPanelSlot* Slot)
{
// Add the child to the live slot if it already exists
if ( MyButton.IsValid() )
{
Cast<UButtonSlot>(Slot)->BuildSlot(MyButton.ToSharedRef());
}
}
void UButton::OnSlotRemoved(UPanelSlot* Slot)
{
// Remove the widget from the live slot if it exists.
if ( MyButton.IsValid() )
{
MyButton->SetContent(SNullWidget::NullWidget);
}
}
void UButton::SetColorAndOpacity(FLinearColor Color)
{
ColorAndOpacity = Color;
if ( MyButton.IsValid() )
{
MyButton->SetColorAndOpacity(Color);
}
}
void UButton::SetBackgroundColor(FLinearColor Color)
{
BackgroundColor = Color;
if ( MyButton.IsValid() )
{
MyButton->SetBorderBackgroundColor(Color);
}
}
bool UButton::IsPressed() const
{
if ( MyButton.IsValid() )
{
return MyButton->IsPressed();
}
return false;
}
void UButton::PostLoad()
{
Super::PostLoad();
if ( GetChildrenCount() > 0 )
{
//TODO UMG Pre-Release Upgrade, now buttons have slots of their own. Convert existing slot to new slot.
if ( UPanelSlot* PanelSlot = GetContentSlot() )
{
UButtonSlot* ButtonSlot = Cast<UButtonSlot>(PanelSlot);
if ( ButtonSlot == NULL )
{
ButtonSlot = ConstructObject<UButtonSlot>(UButtonSlot::StaticClass(), this);
ButtonSlot->Content = GetContentSlot()->Content;
ButtonSlot->Content->Slot = ButtonSlot;
Slots[0] = ButtonSlot;
}
}
}
if( GetLinkerUE4Version() < VER_UE4_DEPRECATE_UMG_STYLE_ASSETS && Style_DEPRECATED != nullptr )
{
const FButtonStyle* StylePtr = Style_DEPRECATED->GetStyle<FButtonStyle>();
if(StylePtr != nullptr)
{
WidgetStyle = *StylePtr;
}
Style_DEPRECATED = nullptr;
}
}
FReply UButton::SlateHandleClicked()
{
OnClicked.Broadcast();
return FReply::Handled();
}
#if WITH_EDITOR
const FSlateBrush* UButton::GetEditorIcon()
{
return FUMGStyle::Get().GetBrush("Widget.Button");
}
const FText UButton::GetPaletteCategory()
{
return LOCTEXT("Common", "Common");
}
#endif
/////////////////////////////////////////////////////
#undef LOCTEXT_NAMESPACE