Ed_
18bb578c97
- Enabled a few more plugins - Added clang formatting straight from the GasaGen cpp. - Setup auto-generation of the DevOptionsCache - Messed around with generating widgettree hiearchy from template widget
311 lines
10 KiB
C++
311 lines
10 KiB
C++
#include "GasaUserWidget.h"
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#include "Blueprint/WidgetBlueprintGeneratedClass.h"
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#include "Blueprint/WidgetTree.h"
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#include "Components/HorizontalBoxSlot.h"
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#include "Components/Overlay.h"
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#include "Components/OverlaySlot.h"
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#include "Components/ScaleBoxSlot.h"
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#include "Components/ScrollBoxSlot.h"
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#include "Components/SizeBoxSlot.h"
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#include "Components/VerticalBoxSlot.h"
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#if WITH_EDITOR
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#include "WidgetBlueprint.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#endif
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#if 0
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UWidget* UMyModalDialog::DeepDuplicateWidget(UWidget *pUWidget)
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{
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UWidget *pNewWidget = DuplicateObject<UWidget>(pUWidget, this);
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UPanelWidget *pNewUPanelWidget = Cast<UPanelWidget>(pNewWidget);
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if (pNewUPanelWidget)
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{
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const TArray<UPanelSlot*>& slots = pNewUPanelWidget->GetSlots();
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for (int32 iSlotNum = 0; iSlotNum < slots.Num(); ++iSlotNum)
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{
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slots[iSlotNum]->Content = nullptr;
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}
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pNewUPanelWidget->ClearChildren();
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UPanelWidget *pUPanelWidget = Cast<UPanelWidget>(pUWidget);
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for (int ii = 0; ii < pUPanelWidget->GetChildrenCount(); ++ii)
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{
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UWidget *pChildUWidget = pUPanelWidget->GetChildAt(ii);
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UWidget *pNewChildWidget = DeepDuplicateWidget(pChildUWidget);
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UPanelSlot *pUPanelSlot = pNewUPanelWidget->AddChild(pNewChildWidget);
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UHorizontalBoxSlot *pNewUHorizontalBoxSlot = Cast<UHorizontalBoxSlot>(pUPanelSlot);
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if (pNewUHorizontalBoxSlot)
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{
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UHorizontalBoxSlot *pUHorizontalBoxSlot = Cast<UHorizontalBoxSlot>(pChildUWidget->Slot);
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pNewUHorizontalBoxSlot->SetHorizontalAlignment(pUHorizontalBoxSlot->HorizontalAlignment);
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pNewUHorizontalBoxSlot->SetVerticalAlignment(pUHorizontalBoxSlot->VerticalAlignment);
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}
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USizeBoxSlot *pNewUSizeBoxSlot = Cast<USizeBoxSlot>(pUPanelSlot);
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if (pNewUSizeBoxSlot)
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{
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USizeBoxSlot *pUSizeBoxSlot = Cast<USizeBoxSlot>(pChildUWidget->Slot);
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pNewUSizeBoxSlot->SetHorizontalAlignment(pUSizeBoxSlot->HorizontalAlignment);
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pNewUSizeBoxSlot->SetVerticalAlignment(pUSizeBoxSlot->VerticalAlignment);
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}
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}
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}
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return pNewWidget;
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}
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#endif
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void UGasaUserWidget::OnLooseParentCompiled(UBlueprint* BP)
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{
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GenerateParentHierarchyFromLooseParent();
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}
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// This was just an experiment to see how possible it would be to generate a WidgetTree from a parent reference without using the usual blueprint inheritance.
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void UGasaUserWidget::GenerateParentHierarchyFromLooseParent()
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{
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#if WITH_EDITOR
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UWidgetBlueprintGeneratedClass* WBG_ParentClass = Cast<UWidgetBlueprintGeneratedClass>(LooseParent);
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UWidgetBlueprintGeneratedClass* WBG_Class = Cast<UWidgetBlueprintGeneratedClass>(GetClass());
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if (WBG_ParentClass == nullptr)
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return;
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if (WBG_Class == nullptr)
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return;
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UPackage* Package = WBG_Class->GetPackage();
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UWidgetBlueprint* BP = Cast<UWidgetBlueprint>(Package->FindAssetInPackage());
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UWidgetTree* WT = BP->WidgetTree;
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UPackage* UserParentPackage = WBG_ParentClass->GetPackage();
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UWidgetBlueprint* UserParentBP = Cast<UWidgetBlueprint>(UserParentPackage->FindAssetInPackage());
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UWidgetTree* UserParentWT = UserParentBP->WidgetTree;
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TArray<UWidget*> UserParentWidgets;
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UserParentWT->GetAllWidgets(UserParentWidgets);
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for (UWidget* UserParentWidget : UserParentWidgets)
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{
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UWidget* OldWidget = nullptr;
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UWidget* Widget = WT->FindWidget(UserParentWidget->GetFName());
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TArray<UWidget*> Children;
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UPanelWidget* Parent = nullptr;
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if (Widget == nullptr)
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{
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if (UserParentWidget->GetClass()->IsChildOf(UUserWidget::StaticClass()))
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Widget = CreateWidget<UUserWidget>(WT, UserParentWidget->GetClass(), UserParentWidget->GetFName());
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else
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Widget = NewObject<UWidget>(WT, UserParentWidget->GetClass(), UserParentWidget->GetFName(), RF_Transactional, UserParentWidget);
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if (WT->RootWidget == nullptr)
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{
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WT->RootWidget = Widget;
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}
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else
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{
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Parent = WT->FindWidget<UPanelWidget>(UserParentWidget->GetParent()->GetFName());
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}
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}
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else
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{
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// The widget existed previously (most likely already ran this before or manually created)
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// Try to preserve widget heiarchy attached to this if possible
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Parent = Widget->GetParent();
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UPanelWidget* Panel = Cast<UPanelWidget>(Widget);
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if (Panel)
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{
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Children = Panel->GetAllChildren();
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}
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OldWidget = Widget;
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Widget = DuplicateObject<UWidget>(UserParentWidget, WT, UserParentWidget->GetFName());
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}
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UPanelWidget* NewPanel = Cast<UPanelWidget>(Widget);
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if (NewPanel)
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{
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const TArray<UPanelSlot*>& Slots = NewPanel->GetSlots();
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for (int32 Id = 0; Id < Slots.Num(); ++Id)
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{
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Slots[Id]->Content = nullptr;
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}
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NewPanel->ClearChildren();
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}
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if (Parent)
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{
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UPanelSlot* PSlot = Parent->AddChild(Widget);
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UScaleBoxSlot* SlotScale = Cast<UScaleBoxSlot>(PSlot);
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UScrollBoxSlot* SlotScroll = Cast<UScrollBoxSlot>(PSlot);
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UOverlaySlot* SlotOverlay = Cast<UOverlaySlot>(PSlot);
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UHorizontalBoxSlot* SlotHB = Cast<UHorizontalBoxSlot>(PSlot);
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USizeBoxSlot* SlotSB = Cast<USizeBoxSlot>(PSlot);
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UVerticalBoxSlot* SlobVB = Cast<UVerticalBoxSlot>(PSlot);
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if (SlotOverlay)
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{
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UOverlay* UPW_ParentOverlay = Cast<UOverlay>(UserParentWidget->GetParent());
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UOverlaySlot* ParentSlot = Cast<UOverlaySlot>(UPW_ParentOverlay->GetSlots()[Parent->GetSlots().Num() - 1]);
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SlotOverlay->SetPadding( ParentSlot->GetPadding());
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SlotOverlay->SetHorizontalAlignment( ParentSlot->GetHorizontalAlignment());
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SlotOverlay->SetVerticalAlignment( ParentSlot->GetVerticalAlignment());
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}
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}
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//This may not need to happen since the children check to see if they need to be added back.
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for (UWidget* Child : Children)
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{
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if (UserParentWT->FindWidget(Child->GetFName()))
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continue;
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UPanelSlot* PSlot = Cast<UPanelWidget>(Widget)->AddChild(Child);
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UScaleBoxSlot* SlotScale = Cast<UScaleBoxSlot>(PSlot);
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UScrollBoxSlot* SlotScroll = Cast<UScrollBoxSlot>(PSlot);
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UOverlaySlot* SlotOverlay = Cast<UOverlaySlot>(PSlot);
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UHorizontalBoxSlot* SlotHB = Cast<UHorizontalBoxSlot>(PSlot);
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USizeBoxSlot* SlotSB = Cast<USizeBoxSlot>(PSlot);
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UVerticalBoxSlot* SlobVB = Cast<UVerticalBoxSlot>(PSlot);
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// I'm not entirely sure if this is possible this way...
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if (SlotOverlay)
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{
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UOverlay* ParentOverlay = Cast<UOverlay>(OldWidget->GetParent());
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UOverlaySlot* ParentSlot = Cast<UOverlaySlot>(ParentOverlay->GetSlots()[Parent->GetSlots().Num() - 1]);
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SlotOverlay->SetPadding( ParentSlot->GetPadding());
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SlotOverlay->SetHorizontalAlignment( ParentSlot->GetHorizontalAlignment());
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SlotOverlay->SetVerticalAlignment( ParentSlot->GetVerticalAlignment());
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}
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}
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if (OldWidget)
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OldWidget->RemoveFromParent();
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}
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BP->Modify();
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FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(BP);
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#endif
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}
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UGasaUserWidget::UGasaUserWidget(FObjectInitializer const& ObjectInitializer)
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: UUserWidget(ObjectInitializer)
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{
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}
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bool UGasaUserWidget::Initialize()
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{
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// If it's not initialized initialize it, as long as it's not the CDO, we never initialize the CDO.
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if (!bInitialized && !HasAnyFlags(RF_ClassDefaultObject))
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{
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// If this is a sub-widget of another UserWidget, default designer flags and player context to match those of the owning widget
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if (UUserWidget* OwningUserWidget = GetTypedOuter<UUserWidget>())
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{
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#if WITH_EDITOR
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SetDesignerFlags(OwningUserWidget->GetDesignerFlags());
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#endif
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SetPlayerContext(OwningUserWidget->GetPlayerContext());
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}
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UWidgetBlueprintGeneratedClass* BGClass = Cast<UWidgetBlueprintGeneratedClass>(GetClass());
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// Only do this if this widget is of a blueprint class
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if (BGClass)
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{
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BGClass->InitializeWidget(this);
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}
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else
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{
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InitializeNativeClassData();
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}
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if ( WidgetTree == nullptr )
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{
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WidgetTree = NewObject<UWidgetTree>(this, TEXT("WidgetTree"), RF_Transient);
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}
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else
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{
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WidgetTree->SetFlags(RF_Transient);
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InitializeNamedSlots();
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}
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// For backward compatibility, run the initialize event on widget that doesn't have a player context only when the class authorized it.
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bool bClassWantsToRunInitialized = BGClass && BGClass->bCanCallInitializedWithoutPlayerContext;
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if (!IsDesignTime() && (PlayerContext.IsValid() || bClassWantsToRunInitialized))
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{
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NativeOnInitialized();
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}
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#if WITH_EDITOR
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if (LooseParent && bUpdateOnParentCompile)
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{
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UWidgetBlueprintGeneratedClass* WBG_ParentClass = Cast<UWidgetBlueprintGeneratedClass>(LooseParent);
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UPackage* UserParentPackage = WBG_ParentClass->GetPackage();
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UWidgetBlueprint* UserParentBP = Cast<UWidgetBlueprint>(UserParentPackage->FindAssetInPackage());
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UWidgetTree* UserParentWT = UserParentBP->WidgetTree;
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if ( ! UserParentBP->OnCompiled().IsBoundToObject(this))
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{
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UserParentBP->OnCompiled().AddUObject(this, & ThisClass::OnLooseParentCompiled);
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}
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}
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#endif
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bInitialized = true;
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return true;
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}
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return false;
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}
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void UGasaUserWidget::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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FName PropertyName = (PropertyChangedEvent.Property != NULL) ? PropertyChangedEvent.Property->GetFName() : NAME_None;
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if (PropertyName == GET_MEMBER_NAME_CHECKED(UGasaUserWidget, LooseParent)
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|| PropertyName == GET_MEMBER_NAME_CHECKED(UGasaUserWidget, bUpdateOnParentCompile) )
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{
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#if WITH_EDITOR
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if (LooseParent && bUpdateOnParentCompile)
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{
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UWidgetBlueprintGeneratedClass* WBG_ParentClass = Cast<UWidgetBlueprintGeneratedClass>(LooseParent);
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if (WBG_ParentClass == nullptr)
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return;
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UPackage* UserParentPackage = WBG_ParentClass->GetPackage();
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UWidgetBlueprint* UserParentBP = Cast<UWidgetBlueprint>(UserParentPackage->FindAssetInPackage());
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UWidgetTree* UserParentWT = UserParentBP->WidgetTree;
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if ( ! UserParentBP->OnCompiled().IsBoundToObject(this))
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{
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UserParentBP->OnCompiled().AddUObject(this, & ThisClass::OnLooseParentCompiled);
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}
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}
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#endif
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}
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}
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void UGasaUserWidget::NativeOnInitialized()
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{
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Super::NativeOnInitialized();
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}
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void UGasaUserWidget::NativePreConstruct()
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{
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Super::NativePreConstruct();
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#if 0
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if (LooseParent)
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{
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UWidgetBlueprintGeneratedClass* WBG_ParentClass = Cast<UWidgetBlueprintGeneratedClass>(LooseParent);
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UPackage* UserParentPackage = WBG_ParentClass->GetPackage();
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UWidgetBlueprint* UserParentBP = Cast<UWidgetBlueprint>(UserParentPackage->FindAssetInPackage());
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UWidgetTree* UserParentWT = UserParentBP->WidgetTree;
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UserParentBP->OnCompiled().AddLambda( [this](UBlueprint* BP) {
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if (this)
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{
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this->GenerateParentHierarchyFromLooseParent();
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}
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});
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}
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#endif
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}
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