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#rnx #rb none #ROBOMERGE-OWNER: ryan.durand #ROBOMERGE-AUTHOR: ryan.durand #ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900 #ROBOMERGE-BOT: (v613-10869866) [CL 10870549 by ryan durand in Main branch]
77 lines
1.6 KiB
C++
77 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SlotBase.h"
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#include "Widgets/SWidget.h"
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#include "Widgets/SNullWidget.h"
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FSlotBase::FSlotBase()
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: RawParentPtr(nullptr)
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, Widget( SNullWidget::NullWidget )
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{
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}
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FSlotBase::FSlotBase( const TSharedRef<SWidget>& InWidget )
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: RawParentPtr(nullptr)
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, Widget( InWidget )
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{
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}
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const TSharedPtr<SWidget> FSlotBase::DetachWidget()
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{
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if (Widget != SNullWidget::NullWidget)
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{
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Widget->ConditionallyDetatchParentWidget(RawParentPtr);
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// Invalidate Prepass?
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const TSharedRef<SWidget> MyExWidget = Widget;
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Widget = SNullWidget::NullWidget;
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return MyExWidget;
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}
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else
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{
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// Nothing to detach!
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return TSharedPtr<SWidget>();
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}
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}
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void FSlotBase::Invalidate(EInvalidateWidgetReason InvalidateReason)
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{
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// If a slot invalidates it needs to invalidate the parent of widget of its content.
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const TSharedPtr<SWidget>& ParentWidget = Widget->GetParentWidget();
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if (ParentWidget.IsValid())
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{
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ParentWidget->Invalidate(InvalidateReason);
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}
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}
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void FSlotBase::DetatchParentFromContent()
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{
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if (Widget != SNullWidget::NullWidget)
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{
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Widget->ConditionallyDetatchParentWidget(RawParentPtr);
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}
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}
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void FSlotBase::AfterContentOrOwnerAssigned()
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{
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if (RawParentPtr)
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{
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if (Widget != SNullWidget::NullWidget)
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{
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// TODO NDarnell I want to enable this, but too many places in the codebase
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// have made assumptions about being able to freely reparent widgets, while they're
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// still connected to an existing hierarchy.
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//ensure(!Widget->IsParentValid());
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Widget->AssignParentWidget(RawParentPtr->AsShared());
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}
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}
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}
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FSlotBase::~FSlotBase()
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{
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DetatchParentFromContent();
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}
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