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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Components/PanelWidget.h"
#include "GameResponsivePanel.generated.h"
class UGameResponsivePanelSlot;
/**
* Allows widgets to be laid out in a flow horizontally.
*
* * Many Children
* * Flow Horizontal
*/
UCLASS()
class UGameResponsivePanel : public UPanelWidget
{
GENERATED_UCLASS_BODY()
/** */
UFUNCTION(BlueprintCallable, Category="Widget")
UGameResponsivePanelSlot* AddChildToGameResponsivePanel(UWidget* Content);
#if WITH_EDITOR
// UWidget interface
virtual const FText GetPaletteCategory() override;
// End UWidget interface
#endif
virtual void ReleaseSlateResources(bool bReleaseChildren) override;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Behavior")
bool bCanStackVertically = true;
protected:
// UPanelWidget
virtual UClass* GetSlotClass() const override;
virtual void OnSlotAdded(UPanelSlot* Slot) override;
virtual void OnSlotRemoved(UPanelSlot* Slot) override;
// End UPanelWidget
protected:
TSharedPtr<class SGameResponsivePanel> MyGameResponsivePanel;
protected:
// UWidget interface
virtual TSharedRef<SWidget> RebuildWidget() override;
// End of UWidget interface
};