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https://github.com/izzy2lost/UnrealEngineUWP.git
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113 lines
2.7 KiB
C++
113 lines
2.7 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "UnrealEd.h"
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#include "MultiBox.h"
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#include "SViewportToolBarIconMenu.h"
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void SViewportToolBarIconMenu::Construct( const FArguments& InArgs )
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{
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ParentToolBar = InArgs._ParentToolBar;
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const FName ButtonStyle = FEditorStyle::Join(InArgs._Style.Get(), ".Button");
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const FSlateIcon& Icon = InArgs._Icon.Get();
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SAssignNew( MenuAnchor, SMenuAnchor )
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.Placement( MenuPlacement_BelowAnchor )
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.OnGetMenuContent( InArgs._OnGetMenuContent )
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[
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SNew(SButton)
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.ButtonStyle( FEditorStyle::Get(), ButtonStyle )
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.ContentPadding( FMargin( 5.0f, 0.0f ) )
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.OnClicked(this, &SViewportToolBarIconMenu::OnMenuClicked)
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[
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SNew(SHorizontalBox)
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// Icon
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+SHorizontalBox::Slot()
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.AutoWidth()
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[
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SNew(SBox)
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.WidthOverride( 16 )
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.HeightOverride( 16 )
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.HAlign(HAlign_Center)
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.VAlign(VAlign_Center)
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[
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SNew(SImage)
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.Image(Icon.GetIcon())
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]
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]
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// Spacer
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+SHorizontalBox::Slot()
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.AutoWidth()
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.Padding( FMargin( 4.0f, 0.0f ) )
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// Menu dropdown
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+SHorizontalBox::Slot()
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.AutoWidth()
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[
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SNew(SVerticalBox)
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+SVerticalBox::Slot()
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.AutoHeight()
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.HAlign(HAlign_Center)
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.VAlign(VAlign_Top)
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[
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SNew(STextBlock)
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.TextStyle( FEditorStyle::Get(), FEditorStyle::Join( InArgs._Style.Get(), ".Label" ) )
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.Text(InArgs._Label)
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]
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+SVerticalBox::Slot()
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.AutoHeight()
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.VAlign(VAlign_Bottom)
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[
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SNew(SHorizontalBox)
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+SHorizontalBox::Slot()
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.FillWidth(1.0f)
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+SHorizontalBox::Slot()
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.AutoWidth()
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[
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SNew( SBox )
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.WidthOverride( 4 )
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.HeightOverride( 4 )
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[
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SNew(SImage)
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.Image(FEditorStyle::GetBrush("ComboButton.Arrow"))
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.ColorAndOpacity(FLinearColor::Black)
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]
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]
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+SHorizontalBox::Slot()
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.FillWidth(1.0f)
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]
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]
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]
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];
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ChildSlot
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[
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MenuAnchor.ToSharedRef()
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];
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}
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FReply SViewportToolBarIconMenu::OnMenuClicked()
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{
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// If the menu button is clicked toggle the state of the menu anchor which will open or close the menu
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MenuAnchor->SetIsOpen( !MenuAnchor->IsOpen() );
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ParentToolBar.Pin()->SetOpenMenu( MenuAnchor );
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return FReply::Handled();
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}
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void SViewportToolBarIconMenu::OnMouseEnter( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent )
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{
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// See if there is another menu on the same tool bar already open
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TWeakPtr<SMenuAnchor> OpenedMenu = ParentToolBar.Pin()->GetOpenMenu();
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if( OpenedMenu.IsValid() && OpenedMenu.Pin()->IsOpen() && OpenedMenu.Pin() != MenuAnchor )
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{
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// There is another menu open so we open this menu and close the other
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ParentToolBar.Pin()->SetOpenMenu( MenuAnchor );
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MenuAnchor->SetIsOpen( true );
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}
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}
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