File size: 3,878 Bytes
b315adb | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "SGameResponsivePanel.h"
#include "Framework/Application/SlateApplication.h"
#include "HAL/PlatformApplicationMisc.h"
#include "Layout/ArrangedChildren.h"
#include "Widgets/SViewport.h"
#define LOCTEXT_NAMESPACE "GameSetting"
//TODO Nick Darnell
// Hello. It appears you've discovered this widget.
// This widget currently isn't being generally used. I'm prototyping out some
// ideas for settings. Talk to me.
SGameResponsivePanel::SGameResponsivePanel()
: InnerGrid(SNew(SGridPanel))
{
SetCanTick(false);
bCanSupportFocus = false;
bHasCustomPrepass = true;
bHasRelativeLayoutScale = true;
bCanWrapVertically = true;
}
void SGameResponsivePanel::Construct(const FArguments& InArgs)
{
ChildSlot
[
InnerGrid
];
}
SGridPanel::FSlot& SGameResponsivePanel::AddSlot()
{
SGridPanel::FSlot* Slot;
InnerGrid->AddSlot(InnerGrid->GetChildren()->Num(), 0)
.Expose(Slot);
InnerSlots.Add(Slot);
RefreshLayout();
return *Slot;
}
int32 SGameResponsivePanel::RemoveSlot(const TSharedRef<SWidget>& SlotWidget)
{
for (int32 SlotIdx = 0; SlotIdx < InnerSlots.Num(); ++SlotIdx)
{
if (SlotWidget == InnerSlots[SlotIdx]->GetWidget())
{
InnerSlots.RemoveAt(SlotIdx);
break;
}
}
return InnerGrid->RemoveSlot(SlotWidget);
}
void SGameResponsivePanel::ClearChildren()
{
InnerGrid->ClearChildren();
}
void SGameResponsivePanel::EnableVerticalStacking(const bool bCanVerticallyWrap)
{
bCanWrapVertically = bCanVerticallyWrap;
}
bool SGameResponsivePanel::CustomPrepass(float LayoutScaleMultiplier)
{
RefreshResponsiveness();
return true;
}
void SGameResponsivePanel::OnArrangeChildren(const FGeometry& AllottedGeometry, FArrangedChildren& ArrangedChildren) const
{
ArrangedChildren.AddWidget(AllottedGeometry.MakeChild(
ChildSlot.GetWidget(),
FVector2D(0, 0),
AllottedGeometry.GetLocalSize() / Scale,
Scale
));
}
FVector2D SGameResponsivePanel::ComputeDesiredSize(float InLayoutScale) const
{
return SCompoundWidget::ComputeDesiredSize(InLayoutScale) * Scale;
}
float SGameResponsivePanel::GetRelativeLayoutScale(int32 ChildIndex, float LayoutScaleMultiplier) const
{
return Scale;
}
bool SGameResponsivePanel::ShouldWrap() const
{
if (PhysialScreenSize.IsZero() || !bCanWrapVertically)
{
return false;
}
return (PhysialScreenSize.X < 7);
}
void SGameResponsivePanel::RefreshResponsiveness()
{
PhysialScreenSize = FVector2D(0, 0);
TSharedPtr<SViewport> GameViewport = FSlateApplication::Get().GetGameViewport();
if (GameViewport.IsValid())
{
TSharedPtr<ISlateViewport> ViewportInterface = GameViewport->GetViewportInterface().Pin();
if (ViewportInterface.IsValid())
{
const FIntPoint ViewportSize = ViewportInterface->GetSize();
int32 ScreenDensity = 0;
FPlatformApplicationMisc::GetPhysicalScreenDensity(ScreenDensity);
if (ScreenDensity != 0)
{
PhysialScreenSize = ViewportSize / (float)ScreenDensity;
}
}
}
const bool bShouldWrap = ShouldWrap();
const float NewScale = bShouldWrap ? 1.5f : 1.0f;
if (!FMath::IsNearlyEqual(NewScale, Scale))
{
Scale = NewScale;
RefreshLayout();
Invalidate(EInvalidateWidgetReason::Prepass);
}
}
void SGameResponsivePanel::RefreshLayout()
{
const bool bShouldWrap = ShouldWrap();
InnerGrid->ClearFill();
for (int32 SlotIdx = 0; SlotIdx < InnerSlots.Num(); ++SlotIdx)
{
InnerSlots[SlotIdx]->SetColumn(bShouldWrap ? 0 : SlotIdx);
InnerSlots[SlotIdx]->SetRow(bShouldWrap ? SlotIdx : 0);
if (!bShouldWrap)
{
InnerGrid->SetColumnFill(SlotIdx, 1.0f);
}
}
if (bShouldWrap)
{
InnerGrid->SetColumnFill(0, 1.0f);
}
}
/////////////////////////////////////////////////////
#undef LOCTEXT_NAMESPACE
|