Day 4
2018-04-09 本文已影响0人
蛋求疼
SlateCore\Public\Styling模块中定义了 窗口风格,描述了widget如何的绘制样式。
- ISlateStyle.h
/**
* Slate Style 接口类
*/
class SLATECORE_API ISlateStyle
- SlateStyle.h
/**
* A slate style chunk that contains a collection of named properties that guide the appearance of Slate.
* At the moment, basically FEditorStyle.
*/
class SLATECORE_API FSlateStyleSet : public ISlateStyle
-
SlateStyleRegister.h
管理和注册 各种 Style Set.
/**
* A central repository that can be used to track and manage chunks of slate style data.
*/
class SLATECORE_API FSlateStyleRegistry
{
public:
/**
* Add a slate style to the repository.
*
* @param ISlateStyle interface to a user-definable style to add.
*/
static void RegisterSlateStyle( const ISlateStyle& InSlateStyle );
/**
* Remove a slate style from the repository.
*
* @param ISlateStyle Interface to the style to remove.
*/
static void UnRegisterSlateStyle( const ISlateStyle& InSlateStyle );
/**
* Removes a slate style from the repository (by name).
*
* @param StyleSetName The name of the style set to remove.
*/
static void UnRegisterSlateStyle( const FName StyleSetName );
/**
* Find a slate style in the repository.
*
* @param InSlateStyleName The name of the slate style to find.
* @return The slate style, or null if it couldn't be found
*/
static const ISlateStyle* FindSlateStyle( const FName& InSlateStyleName );
/**
* Iterate all the slate style known to this registry
*
* @param Iter A predicate to call for each known style that returns true to continue iteration, and false to terminate iteration
* @return true where to loop completed, of false if it was terminated by the predicate
*/
static bool IterateAllStyles(const TFunctionRef<bool(const ISlateStyle&)>& Iter);
/**
* Populate an array of slate brushes with all of the resources used by the registered styles.
*
* @param OutResources Array of slate brushes to populate.
*/
static void GetAllResources( TArray<const FSlateBrush*>& OutResources );
private:
/** Repository is just a collection of shared style pointers. */
static TMap<FName, const ISlateStyle*> SlateStyleRepository;
};
-
SlateTypes.h
定了几种基本空间的风格。
/**
* Represents the appearance of an SCheckBox
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FCheckBoxStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an STextBlock
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FTextBlockStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SButton
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FButtonStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SComboButton
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FComboButtonStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SComboBox
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FComboBoxStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SHyperlink
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FHyperlinkStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SEditableText
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FEditableTextStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SScrollBar
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FScrollBarStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SEditableTextBox
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FEditableTextBoxStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SInlineEditableTextBlock
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FInlineEditableTextBlockStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SProgressBar
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FProgressBarStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SExpandableArea
*/
USTRUCT()
struct SLATECORE_API FExpandableAreaStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SSearchBox
*/
USTRUCT()
struct SLATECORE_API FSearchBoxStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SSlider
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FSliderStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SVolumeControl
*/
USTRUCT()
struct SLATECORE_API FVolumeControlStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an inline image used by rich text
*/
USTRUCT()
struct SLATECORE_API FInlineTextImageStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SSpinBox
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FSpinBoxStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SSplitter
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FSplitterStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an STableRow
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FTableRowStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an STableColumnHeader
*/
USTRUCT()
struct SLATECORE_API FTableColumnHeaderStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SHeaderRow
*/
USTRUCT()
struct SLATECORE_API FHeaderRowStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SDockTab
*/
USTRUCT()
struct SLATECORE_API FDockTabStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SScrollBox
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FScrollBoxStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an FScrollBorderStyle
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FScrollBorderStyle : public FSlateWidgetStyle;
/**
* Represents the appearance of an SWindow
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FWindowStyle : public FSlateWidgetStyle;
- SlateBrush.h
/**
* An brush which contains information about how to draw a Slate element
*/
USTRUCT(BlueprintType)
struct SLATECORE_API FSlateBrush
{
GENERATED_USTRUCT_BODY()
/** Size of the resource in Slate Units */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Brush)
FVector2D ImageSize;
/** The margin to use in Box and Border modes */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Brush, meta=( UVSpace="true" ))
FMargin Margin;
#if WITH_EDITORONLY_DATA
/** Tinting applied to the image. */
UPROPERTY()
FLinearColor Tint_DEPRECATED;
#endif
/** Tinting applied to the image. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Brush, meta=( DisplayName="Tint", sRGB="true" ))
FSlateColor TintColor;
public:
/**
* Default constructor.
*/
FSlateBrush()
: ImageSize(SlateBrushDefs::DefaultImageSize, SlateBrushDefs::DefaultImageSize)
, Margin(0.0f)
#if WITH_EDITORONLY_DATA
, Tint_DEPRECATED(FLinearColor::White)
#endif
, TintColor(FLinearColor::White)
, ResourceObject(nullptr)
, ResourceName(NAME_None)
, UVRegion(ForceInit)
, DrawAs(ESlateBrushDrawType::Image)
, Tiling(ESlateBrushTileType::NoTile)
, Mirroring(ESlateBrushMirrorType::NoMirror)
, ImageType(ESlateBrushImageType::NoImage)
, bIsDynamicallyLoaded(false)
, bHasUObject_DEPRECATED(false)
{ }
virtual ~FSlateBrush(){}
public:
/**
* Gets the name of the resource object, if any.
*
* @return Resource name, or NAME_None if the resource object is not set.
*/
const FName GetResourceName() const
{
return ( ( ResourceName != NAME_None ) || ( ResourceObject == nullptr ) )
? ResourceName
: ResourceObject->GetFName();
}
/**
* Gets the UObject that represents the brush resource, if any.
*
* The object may be a UMaterialInterface or a UTexture.
*
* @return The resource object, or nullptr if it is not set.
*/
class UObject* GetResourceObject( ) const
{
return ResourceObject;
}
/**
* Sets the UObject that represents the brush resource.
*/
void SetResourceObject(class UObject* InResourceObject)
{
ResourceObject = InResourceObject;
}
/**
* Gets the brush's tint color.
*
* @param InWidgetStyle The widget style to get the tint for.
* @return Tint color.
*/
FLinearColor GetTint( const FWidgetStyle& InWidgetStyle ) const
{
return TintColor.GetColor(InWidgetStyle);
}
/**
* Checks whether this brush has a UTexture object
*
* @return true if it has a UTexture object, false otherwise.
*/
bool HasUObject( ) const
{
return (ResourceObject != nullptr) || (bHasUObject_DEPRECATED);
}
/**
* Checks whether the brush resource is loaded dynamically.
*
* @return true if loaded dynamically, false otherwise.
*/
bool IsDynamicallyLoaded( ) const
{
return bIsDynamicallyLoaded;
}
/**
* Get brush UV region, should check if region is valid before using it
*
* @return UV region
*/
FBox2D GetUVRegion() const
{
return UVRegion;
}
/**
* Set brush UV region
*
* @param InUVRegion When valid - overrides UV region specified in resource proxy
*/
void SetUVRegion(const FBox2D& InUVRegion)
{
UVRegion = InUVRegion;
}
/**
* Compares this brush with another for equality.
*
* @param Other The other brush.
*
* @return true if the two brushes are equal, false otherwise.
*/
bool operator==( const FSlateBrush& Other ) const
{
return ImageSize == Other.ImageSize
&& DrawAs == Other.DrawAs
&& Margin == Other.Margin
&& TintColor == Other.TintColor
&& Tiling == Other.Tiling
&& Mirroring == Other.Mirroring
&& ResourceObject == Other.ResourceObject
&& ResourceName == Other.ResourceName
&& bIsDynamicallyLoaded == Other.bIsDynamicallyLoaded
&& UVRegion == Other.UVRegion;
}
/**
* Compares this brush with another for inequality.
*
* @param Other The other brush.
*
* @return false if the two brushes are equal, true otherwise.
*/
bool operator!=( const FSlateBrush& Other ) const
{
return !(*this == Other);
}
void PostSerialize(const FArchive& Ar);
void AddReferencedObjects(FReferenceCollector& Collector);
/**
* Gets the identifier for UObject based texture paths.
*
* @return Texture identifier string.
*/
static const FString UTextureIdentifier( );
protected:
/**
* The image to render for this brush, can be a UTexture or UMaterialInterface or an object implementing
* the AtlasedTextureInterface.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Brush, meta=( DisplayThumbnail="true", DisplayName="Image", AllowedClasses="Texture,MaterialInterface,SlateTextureAtlasInterface" ))
UObject* ResourceObject;
/** The name of the rendering resource to use */
UPROPERTY()
FName ResourceName;
/**
* Optional UV region for an image
* When valid - overrides UV region specified in resource proxy
*/
UPROPERTY()
FBox2D UVRegion;
public:
/** How to draw the image */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Brush)
TEnumAsByte<enum ESlateBrushDrawType::Type > DrawAs;
/** How to tile the image in Image mode */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Brush)
TEnumAsByte<enum ESlateBrushTileType::Type> Tiling;
/** How to mirror the image in Image mode. This is normally only used for dynamic image brushes where the source texture
comes from a hardware device such as a web camera. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Brush)
TEnumAsByte<enum ESlateBrushMirrorType::Type> Mirroring;
/** The type of image */
UPROPERTY()
TEnumAsByte<enum ESlateBrushImageType::Type> ImageType;
protected:
/** Whether or not the brush path is a path to a UObject */
UPROPERTY()
uint8 bIsDynamicallyLoaded:1;
/** Whether or not the brush has a UTexture resource */
UPROPERTY()
uint8 bHasUObject_DEPRECATED:1;
/**
* This constructor is protected; use one of the deriving classes instead.
*
* @param InDrawType How to draw the texture
* @param InResourceName The name of the resource
* @param InMargin Margin to use in border and box modes
* @param InTiling Tile horizontally/vertically or both? (only in image mode)
* @param InImageType The type of image
* @param InTint Tint to apply to the element.
*/
FORCENOINLINE FSlateBrush( ESlateBrushDrawType::Type InDrawType, const FName InResourceName, const FMargin& InMargin, ESlateBrushTileType::Type InTiling, ESlateBrushImageType::Type InImageType, const FVector2D& InImageSize, const FLinearColor& InTint = FLinearColor::White, UObject* InObjectResource = nullptr, bool bInDynamicallyLoaded = false );
FORCENOINLINE FSlateBrush( ESlateBrushDrawType::Type InDrawType, const FName InResourceName, const FMargin& InMargin, ESlateBrushTileType::Type InTiling, ESlateBrushImageType::Type InImageType, const FVector2D& InImageSize, const TSharedRef< FLinearColor >& InTint, UObject* InObjectResource = nullptr, bool bInDynamicallyLoaded = false );
FORCENOINLINE FSlateBrush( ESlateBrushDrawType::Type InDrawType, const FName InResourceName, const FMargin& InMargin, ESlateBrushTileType::Type InTiling, ESlateBrushImageType::Type InImageType, const FVector2D& InImageSize, const FSlateColor& InTint, UObject* InObjectResource = nullptr, bool bInDynamicallyLoaded = false );
};
FSlateBrush定义了如何绘制一个slate元素,它拥有 画刷类型、UV、Image对象等。