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自学教程:C++ FMargin函数代码示例

51自学网 2021-06-01 20:42:45
  C++
这篇教程C++ FMargin函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中FMargin函数的典型用法代码示例。如果您正苦于以下问题:C++ FMargin函数的具体用法?C++ FMargin怎么用?C++ FMargin使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了FMargin函数的30个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: SNew

void SAnimMontageSectionsPanel::Construct(const FArguments& InArgs){	MontageEditor = InArgs._MontageEditor;	Montage = InArgs._Montage;	SelectedCompositeSection = INDEX_NONE;	this->ChildSlot	[		SNew(SVerticalBox)		+SVerticalBox::Slot()		.FillHeight(1)		[			SNew( SExpandableArea )			.AreaTitle( LOCTEXT("Sections", "Sections") )			.BodyContent()			[				SNew( SBorder )				.Padding( FMargin(2.f, 2.f) )				[					SAssignNew( PanelArea, SBorder )					.BorderImage( FEditorStyle::GetBrush("NoBorder") )					.Padding( FMargin(2.0f, 2.0f) )					.ColorAndOpacity( FLinearColor::White )				]			]		]	];	Update();}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:30,


示例2: FSlateLayoutTransform

int32 FCinematicShotSection::OnPaintSection(FSequencerSectionPainter& InPainter) const{	static const FSlateBrush* FilmBorder = FEditorStyle::GetBrush("Sequencer.Section.FilmBorder");	InPainter.LayerId = InPainter.PaintSectionBackground();	FVector2D SectionSize = InPainter.SectionGeometry.GetLocalSize();	FSlateDrawElement::MakeBox(		InPainter.DrawElements,		InPainter.LayerId++,		InPainter.SectionGeometry.ToPaintGeometry(FVector2D(SectionSize.X-2.f, 7.f), FSlateLayoutTransform(FVector2D(1.f, 4.f))),		FilmBorder,		InPainter.SectionClippingRect.InsetBy(FMargin(1.f)),		InPainter.bParentEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect	);	FSlateDrawElement::MakeBox(		InPainter.DrawElements,		InPainter.LayerId++,		InPainter.SectionGeometry.ToPaintGeometry(FVector2D(SectionSize.X-2.f, 7.f), FSlateLayoutTransform(FVector2D(1.f, SectionSize.Y - 11.f))),		FilmBorder,		InPainter.SectionClippingRect.InsetBy(FMargin(1.f)),		InPainter.bParentEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect	);	if (SequenceInstance.IsValid())	{		return FThumbnailSection::OnPaintSection(InPainter);	}	return InPainter.LayerId;}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:33,


示例3: SNew

void SErrorUI::Construct(const FArguments& args){	MenuHUD = args._MenuHUD;	const FMenuBackgroundStyle* BackgroundStyle = &FMagicBattleSoccerStyles::Get().GetWidgetStyle<FMenuBackgroundStyle>("DefaultMenuBackgroundStyle");	const FButtonStyle* ButtonStyle = &FMagicBattleSoccerStyles::Get().GetWidgetStyle<FButtonStyle>("DefaultMenuButtonStyle");	UMagicBattleSoccerEngine *Engine = (UMagicBattleSoccerEngine*)GEngine;	ChildSlot	[		// Overlay level		SNew(SOverlay)		+ SOverlay::Slot()		.HAlign(HAlign_Center)		.VAlign(VAlign_Center)		[			// Border level (fills overlay with background image)			SNew(SBorder)			.BorderImage(&BackgroundStyle->BackgroundBrush)			[				// Vertical margins (space between menu items and border) level				SNew(SVerticalBox)				+ SVerticalBox::Slot()				.Padding(FMargin(0,15,0,15))				[					// Horizontal margins (space between menu items and border) level					SNew(SHorizontalBox)					+ SHorizontalBox::Slot()					.Padding(FMargin(0, 15, 0, 15))					.MaxWidth(800)					[						SNew(SVerticalBox)						+ SVerticalBox::Slot()						.Padding(10.0f)						.MaxHeight(600)						[							SNew(STextBlock)							.TextStyle(FMagicBattleSoccerStyles::Get(), "MagicBattleSoccer.ButtonTextStyle")							.Text(this, &SErrorUI::GetLastErrorString)							.WrapTextAt(770)						]						+ SVerticalBox::Slot()						.Padding(10.0f)						[							// OK button							SNew(SButton)							.HAlign(HAlign_Center)							.VAlign(VAlign_Center)							.ButtonStyle(ButtonStyle)							.ContentPadding(FMargin(80.0, 2.0))							.TextStyle(FMagicBattleSoccerStyles::Get(), "MagicBattleSoccer.ButtonTextStyle")							.Text(FText::FromString("OK"))							.OnClicked(this, &SErrorUI::OnOK)						]					]				]			]		]	];}
开发者ID:Gamieon,项目名称:UBattleSoccerPrototype,代码行数:60,


示例4: SNew

TSharedRef<ITableRow> SVisualLoggerLogsList::LogEntryLinesGenerateRow(TSharedPtr<FLogEntryItem> Item, const TSharedRef<STableViewBase>& OwnerTable){	return SNew(STableRow< TSharedPtr<FString> >, OwnerTable)		[			SNew(SHorizontalBox)			+ SHorizontalBox::Slot()			.AutoWidth()			.Padding(FMargin(5.0f, 0.0f))			[				SNew(STextBlock)				.ColorAndOpacity(FSlateColor(Item->CategoryColor))				.Text( FText::FromString(Item->Category) )				.HighlightText(this, &SVisualLoggerLogsList::GetFilterText)			]			+ SHorizontalBox::Slot()			.AutoWidth()			.Padding(FMargin(5.0f, 0.0f))			[				SNew(STextBlock)				.ColorAndOpacity(FSlateColor(Item->Verbosity == ELogVerbosity::Error ? FLinearColor::Red : (Item->Verbosity == ELogVerbosity::Warning ? FLinearColor::Yellow : FLinearColor::Gray)))				.Text(FText::FromString(FString(TEXT("(")) + FString(FOutputDevice::VerbosityToString(Item->Verbosity)) + FString(TEXT(")"))))			]			+ SHorizontalBox::Slot()			.Padding(FMargin(5.0f, 0.0f))			[				SNew(STextBlock)				.AutoWrapText(true)				.ColorAndOpacity(FSlateColor(Item->Verbosity == ELogVerbosity::Error ? FLinearColor::Red : (Item->Verbosity == ELogVerbosity::Warning ? FLinearColor::Yellow : FLinearColor::Gray)))				.Text(FText::FromString(Item->Line))				.HighlightText(this, &SVisualLoggerLogsList::GetFilterText)			]		];}
开发者ID:Codermay,项目名称:Unreal4,代码行数:33,


示例5: Construct

	void Construct(const FArguments& InArgs, 		TSharedPtr<IPropertyHandle> AnchorsHandle,		TSharedPtr<IPropertyHandle> AlignmentHandle,		TSharedPtr<IPropertyHandle> OffsetsHandle,		FText LabelText,		FAnchors Anchors)	{		ResizeCurve = FCurveSequence(0, 0.40f);		ChildSlot		[			SNew(SButton)			.ButtonStyle(FEditorStyle::Get(), "SimpleSharpButton")			.ButtonColorAndOpacity(FLinearColor(FColor(40, 40, 40)))			.OnClicked(this, &SAnchorPreviewWidget::OnAnchorClicked, AnchorsHandle, AlignmentHandle, OffsetsHandle, Anchors)			.ContentPadding(FMargin(2.0f, 2.0f))			[				SNew(SVerticalBox)				+ SVerticalBox::Slot()				.AutoHeight()				[					SNew(SBorder)					.BorderImage(FEditorStyle::GetBrush("UMGEditor.AnchorGrid"))					.Padding(0)					[						SNew(SBox)						.WidthOverride(64)						.HeightOverride(64)						.HAlign(HAlign_Center)						.VAlign(VAlign_Center)						[							SNew(SBox)							.WidthOverride(this, &SAnchorPreviewWidget::GetCurrentWidth)							.HeightOverride(this, &SAnchorPreviewWidget::GetCurrentHeight)							[								SNew(SBorder)								//.BorderImage(FEditorStyle::GetBrush("NoBrush"))								//.BorderImage(FEditorStyle::GetBrush("ToolPanel.GroupBorder"))								//.BorderBackgroundColor								.Padding(1)								[									SNew(SConstraintCanvas)									+ SConstraintCanvas::Slot()									.Anchors(Anchors)									.Offset(FMargin(0, 0, Anchors.IsStretchedHorizontal() ? 0 : 15, Anchors.IsStretchedVertical() ? 0 : 15))									.Alignment(FVector2D(Anchors.IsStretchedHorizontal() ? 0 : Anchors.Minimum.X, Anchors.IsStretchedVertical() ? 0 : Anchors.Minimum.Y))									[										SNew(SImage)										.Image(FEditorStyle::Get().GetBrush("UMGEditor.AnchoredWidget"))									]								]							]						]					]				]			]		];	}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:60,


示例6: check

TSharedRef<SDockTab> FPropertyEditorToolkit::SpawnTab_PropertyTable( const FSpawnTabArgs& Args ) {	check( Args.GetTabId() == GridTabId );	FPropertyEditorModule& PropertyEditorModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>( "PropertyEditor" );	TSharedRef<SDockTab> GridToolkitTab = SNew(SDockTab)		.Icon( FEditorStyle::GetBrush("PropertyEditor.Grid.TabIcon") )		.Label( LOCTEXT("GenericGridTitle", "Grid") )		.TabColorScale( GetTabColorScale() )		.Content()		[			SNew( SOverlay )			+SOverlay::Slot()			[				PropertyEditorModule.CreatePropertyTableWidget( PropertyTable.ToSharedRef() )			]			+SOverlay::Slot()			.HAlign( HAlign_Right )			.VAlign( VAlign_Top )			.Padding( FMargin( 0, 3, 0, 0 ) )			[				SNew( SHorizontalBox )				+SHorizontalBox::Slot()				.AutoWidth()				.HAlign( HAlign_Center )				.VAlign( VAlign_Center )				[					SNew( SImage )					.Image( FEditorStyle::GetBrush( "PropertyEditor.AddColumnOverlay" ) )					.Visibility( this, &FPropertyEditorToolkit::GetAddColumnInstructionsOverlayVisibility )				]				+SHorizontalBox::Slot()				.AutoWidth()				.HAlign( HAlign_Center )				.VAlign( VAlign_Center )				[					SNew( SImage )					.Image( FEditorStyle::GetBrush( "PropertyEditor.RemoveColumn" ) )					.Visibility( this, &FPropertyEditorToolkit::GetAddColumnInstructionsOverlayVisibility )				]				+SHorizontalBox::Slot()				.AutoWidth()				.HAlign( HAlign_Center )				.VAlign( VAlign_Center )				.Padding( FMargin( 0, 0, 3, 0 ) )				[					SNew( STextBlock )					.Font( FEditorStyle::GetFontStyle( "PropertyEditor.AddColumnMessage.Font" ) )					.Text( LOCTEXT("GenericPropertiesTitle", "Pin Properties to Add Columns") )					.Visibility( this, &FPropertyEditorToolkit::GetAddColumnInstructionsOverlayVisibility )					.ColorAndOpacity( FEditorStyle::GetColor( "PropertyEditor.AddColumnMessage.ColorAndOpacity" ) )				]			]		];		return GridToolkitTab;}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:59,


示例7: OnFiltersChanged

void STimeline::Construct(const FArguments& InArgs, TSharedPtr<SVisualLoggerView> VisualLoggerView, TSharedPtr<FVisualLoggerTimeSliderController> TimeSliderController, TSharedPtr<STimelinesContainer> InContainer, const FVisualLogDevice::FVisualLogEntryItem& Entry){	VisualLoggerInterface = InArgs._VisualLoggerInterface.Get();	OnGetMenuContent = InArgs._OnGetMenuContent;	Owner = InContainer;	Name = Entry.OwnerName;	Entries.Add(Entry);	OnFiltersChanged();		ULogVisualizerSettings::StaticClass()->GetDefaultObject<ULogVisualizerSettings>()->OnSettingChanged().AddRaw(this, &STimeline::HandleLogVisualizerSettingChanged);	ChildSlot		[			SNew(SHorizontalBox)			+ SHorizontalBox::Slot()			.Padding(FMargin(0, 4, 0, 0))			.HAlign(HAlign_Fill)			.VAlign(VAlign_Fill)			.FillWidth(TAttribute<float>(VisualLoggerView.Get(), &SVisualLoggerView::GetAnimationOutlinerFillPercentage))			[				SAssignNew(PopupAnchor, STimelineLabelAnchor, SharedThis(this))				.OnGetMenuContent(OnGetMenuContent)				[					SNew(SBorder)					.HAlign(HAlign_Fill)					.Padding(FMargin(0, 0, 4, 0))					.BorderImage(FCoreStyle::Get().GetBrush("NoBorder"))					[						SNew(SBorder)						.VAlign(VAlign_Center)						.BorderImage(this, &STimeline::GetBorder)						.Padding(FMargin(4, 0, 2, 0))						[							// Search box for searching through the outliner							SNew(STextBlock)							.Text(FString(Name.ToString()))							.ShadowOffset(FVector2D(1.f, 1.f))						]					]				]			]			+ SHorizontalBox::Slot()			.Padding(FMargin(0, 4, 0, 0))			.HAlign(HAlign_Left)			[				SNew(SBox)				.Padding(FMargin(0, 0, 0, 0))				.HAlign(HAlign_Left)				[					// Search box for searching through the outliner					SAssignNew(TimelineBar, STimelineBar, TimeSliderController, SharedThis(this))					.VisualLoggerInterface(InArgs._VisualLoggerInterface)				]			]		];}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:59,


示例8: MakeShareable

TSharedPtr< FSlateStyleSet > FSlateFileDialogsStyle::Create(){	TSharedPtr< FSlateStyleSet > Style = MakeShareable(new FSlateStyleSet(FSlateFileDialogsStyle::GetStyleSetName()));	Style->SetContentRoot(FPaths::EngineContentDir());	const FVector2D Icon10x10(10.0f, 10.0f);	const FVector2D Icon16x16(16.0f, 16.0f);		const FVector2D Icon24x24(24.0f, 24.0f);	const FVector2D Icon64x64(64.0f, 64.0f);	const FSlateColor InvertedForeground(FLinearColor(0.0f, 0.0f, 0.0f));	const FSlateColor SelectionColor(FLinearColor(0.701f, 0.225f, 0.003f));	const FSlateColor SelectionColor_Inactive(FLinearColor(0.25f, 0.25f, 0.25f));	const FSlateColor SelectionColor_Pressed(FLinearColor(0.701f, 0.225f, 0.003f));	// SButton defaults...	const FButtonStyle Button = FButtonStyle()		.SetNormal( BOX_BRUSH( "Slate/Common/Button", FVector2D(32,32), 8.0f/32.0f ) )		.SetHovered( BOX_BRUSH( "Slate/Common/Button_Hovered", FVector2D(32,32), 8.0f/32.0f ) )		.SetPressed( BOX_BRUSH( "Slate/Common/Button_Pressed", FVector2D(32,32), 8.0f/32.0f ) )		.SetDisabled( BOX_BRUSH( "Slate/Common/Button_Disabled", 8.0f/32.0f ) )		.SetNormalPadding( FMargin( 2,2,2,2 ) )		.SetPressedPadding( FMargin( 2,3,2,1 ) );	{		Style->Set( "Button", Button );		Style->Set( "InvertedForeground", InvertedForeground );	}	Style->Set("SlateFileDialogs.Dialog", TTF_FONT("Slate/Fonts/Roboto-Regular", 10));	Style->Set("SlateFileDialogs.DialogBold", TTF_FONT("Slate/Fonts/Roboto-Bold", 10));	Style->Set("SlateFileDialogs.DialogLarge", TTF_FONT("Slate/Fonts/Roboto-Bold", 16));	Style->Set("SlateFileDialogs.DirectoryItem", TTF_FONT("Slate/Fonts/Roboto-Bold", 11));	Style->Set( "SlateFileDialogs.GroupBorder", new BOX_BRUSH( "Slate/Common/GroupBorder", FMargin(4.0f/16.0f) ) );	Style->Set("SlateFileDialogs.Folder16", new IMAGE_BRUSH("SlateFileDialogs/Icons/icon_file_folder_16x", Icon16x16));	Style->Set("SlateFileDialogs.Folder24", new IMAGE_BRUSH("SlateFileDialogs/Icons/icon_file_folder_40x", Icon24x24));	Style->Set("SlateFileDialogs.NewFolder24", new IMAGE_BRUSH("SlateFileDialogs/Icons/icon_new_folder_40x", Icon24x24));			Style->Set("SlateFileDialogs.WhiteBackground", new IMAGE_BRUSH("SlateFileDialogs/Common/Window/WindowWhite", Icon64x64));	Style->Set( "SlateFileDialogs.PathDelimiter", new IMAGE_BRUSH( "SlateFileDialogs/Common/SmallArrowRight", Icon10x10 ) );	Style->Set( "SlateFileDialogs.PathText", FTextBlockStyle()		.SetFont( TTF_FONT( "Slate/Fonts/Roboto-Bold", 11 ) )		.SetColorAndOpacity( FLinearColor( 1.0f, 1.0f, 1.0f ) )		.SetHighlightColor( FLinearColor( 1.0f, 1.0f, 1.0f ) )		.SetHighlightShape(BOX_BRUSH("Slate/Common/TextBlockHighlightShape", FMargin(3.f /8.f)))		.SetShadowOffset( FVector2D( 1,1 ) )		.SetShadowColorAndOpacity( FLinearColor(0,0,0,0.9f) ) );	Style->Set("SlateFileDialogs.FlatButton", FButtonStyle(Button)		.SetNormal(FSlateNoResource())		.SetHovered(BOX_BRUSH("SlateFileDialogs/Common/FlatButton", 2.0f / 8.0f, SelectionColor))		.SetPressed(BOX_BRUSH("SlateFileDialogs/Common/FlatButton", 2.0f / 8.0f, SelectionColor_Pressed))		);	return Style;	}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:59,


示例9: MakeLightingDensityMenu

		/** Generates a lighting density sub-menu */		static void MakeLightingDensityMenu( FMenuBuilder& InMenuBuilder )		{			InMenuBuilder.BeginSection("LevelEditorBuildLightingDensity", LOCTEXT( "LightingDensityHeading", "Density Rendering" ) );			{				TSharedRef<SWidget> Ideal =		SNew(SHorizontalBox)												+SHorizontalBox::Slot()												.Padding( FMargin( 27.0f, 0.0f, 0.0f, 0.0f ) )												.FillWidth(1.0f)												[													SNew(SSpinBox<float>)													.MinValue(0.f)													.MaxValue(100.f)													.Value(FLevelEditorActionCallbacks::GetLightingDensityIdeal())													.OnValueChanged_Static(&FLevelEditorActionCallbacks::SetLightingDensityIdeal)												];				InMenuBuilder.AddWidget(Ideal, LOCTEXT("LightingDensity_Ideal","Ideal Density"));								TSharedRef<SWidget> Maximum =	SNew(SHorizontalBox)												+SHorizontalBox::Slot()												.FillWidth(1.0f)												[													SNew(SSpinBox<float>)													.MinValue(0.01f)													.MaxValue(100.01f)													.Value(FLevelEditorActionCallbacks::GetLightingDensityMaximum())													.OnValueChanged_Static(&FLevelEditorActionCallbacks::SetLightingDensityMaximum)												];				InMenuBuilder.AddWidget(Maximum, LOCTEXT("LightingDensity_Maximum","Maximum Density"));				TSharedRef<SWidget> ClrScale =	SNew(SHorizontalBox)												+SHorizontalBox::Slot()												.Padding( FMargin( 35.0f, 0.0f, 0.0f, 0.0f ) )												.FillWidth(1.0f)												[													SNew(SSpinBox<float>)													.MinValue(0.f)													.MaxValue(10.f)													.Value(FLevelEditorActionCallbacks::GetLightingDensityColorScale())													.OnValueChanged_Static(&FLevelEditorActionCallbacks::SetLightingDensityColorScale)												];				InMenuBuilder.AddWidget(ClrScale, LOCTEXT("LightingDensity_ColorScale","Color Scale"));				TSharedRef<SWidget> GrayScale =	SNew(SHorizontalBox)												+SHorizontalBox::Slot()												.Padding( FMargin( 11.0f, 0.0f, 0.0f, 0.0f ) )												.FillWidth(1.0f)												[													SNew(SSpinBox<float>)													.MinValue(0.f)													.MaxValue(10.f)													.Value(FLevelEditorActionCallbacks::GetLightingDensityGrayscaleScale())													.OnValueChanged_Static(&FLevelEditorActionCallbacks::SetLightingDensityGrayscaleScale)												];				InMenuBuilder.AddWidget(GrayScale, LOCTEXT("LightingDensity_GrayscaleScale","Grayscale Scale"));				InMenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().LightingDensity_RenderGrayscale );			}			InMenuBuilder.EndSection();		}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:60,


示例10: SNew

void SSessionConsoleCommandBar::Construct( const FArguments& InArgs ){    OnCommandSubmitted = InArgs._OnCommandSubmitted;    OnPromoteToShortcutClicked = InArgs._OnPromoteToShortcutClicked;    ChildSlot    [        SNew(SHorizontalBox)        + SHorizontalBox::Slot()        .FillWidth(1.0f)        [            // command input            SAssignNew(InputTextBox, SSuggestionTextBox)            .ClearKeyboardFocusOnCommit(false)            .OnShowingHistory(this, &SSessionConsoleCommandBar::HandleInputTextShowingHistory)            .OnShowingSuggestions(this, &SSessionConsoleCommandBar::HandleInputTextShowingSuggestions)            .OnTextChanged(this, &SSessionConsoleCommandBar::HandleInputTextChanged)            .OnTextCommitted(this, &SSessionConsoleCommandBar::HandleInputTextCommitted)        ]        + SHorizontalBox::Slot()        .AutoWidth()        .Padding(4.0f, 0.0f, 0.0f, 0.0f)        [            // send button            SAssignNew(SendButton, SButton)            .ContentPadding(FMargin(6.0f, 2.0f))            .IsEnabled(false)            .OnClicked(this, &SSessionConsoleCommandBar::HandleSendButtonClicked)            .ToolTipText(LOCTEXT("SendButtonTooltip", "Send the command"))            [                SNew(STextBlock)                .Text(LOCTEXT("SendButtonLabel", "Send Command"))            ]        ]        + SHorizontalBox::Slot()        .AutoWidth()        .Padding(4.0f, 0.0f, 0.0f, 0.0f)        [            // send button            SAssignNew(PromoteToShortcutButton, SButton)            .ContentPadding(FMargin(6.0f, 2.0f))            .IsEnabled(false)            .OnClicked(this, &SSessionConsoleCommandBar::HandlePromoteToShortcutButtonClicked)            .ToolTipText(LOCTEXT("PromoteConsoleCommandButtonTooltip", "Promote Command to Shortcut"))            [                SNew(STextBlock)                .Text(LOCTEXT("PromoteConsoleCommandButtonLabel", "Promote to Shortcut"))            ]        ]    ];}
开发者ID:Art1stical,项目名称:AHRUnrealEngine,代码行数:54,


示例11: FMargin

void SSafeZone::SetTitleSafe( bool bIsTitleSafe ){	FDisplayMetrics Metrics;	FSlateApplication::Get().GetDisplayMetrics( Metrics );	if ( bIsTitleSafe )	{		SafeMargin = FMargin( Metrics.TitleSafePaddingSize.X, Metrics.TitleSafePaddingSize.Y );	}	else	{		SafeMargin = FMargin( Metrics.ActionSafePaddingSize.X, Metrics.ActionSafePaddingSize.Y );	}}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:14,


示例12: MakeShareable

TSharedRef< FSlateStyleSet > FFriendsAndChatModuleStyle::Create(FFriendsAndChatStyle FriendStyle){	TSharedRef< FSlateStyleSet > Style = MakeShareable(new FSlateStyleSet("FriendsAndChatStyle"));	const FTextBlockStyle DefaultText = FTextBlockStyle()		.SetFont(FriendStyle.FriendsFontStyleSmall);	// Name Style	const FTextBlockStyle GlobalChatFont = FTextBlockStyle(DefaultText)		.SetFont(FriendStyle.FriendsFontStyleSmallBold)		.SetColorAndOpacity(FriendStyle.DefaultChatColor);	const FTextBlockStyle PartyChatFont = FTextBlockStyle(DefaultText)		.SetFont(FriendStyle.FriendsFontStyleSmallBold)		.SetColorAndOpacity(FriendStyle.PartyChatColor);	const FTextBlockStyle WhisperChatFont = FTextBlockStyle(DefaultText)		.SetFont(FriendStyle.FriendsFontStyleSmallBold)		.SetColorAndOpacity(FriendStyle.WhisplerChatColor);	const FButtonStyle UserNameButton = FButtonStyle()		.SetNormal(FSlateNoResource())		.SetPressed(FSlateNoResource())		.SetHovered(FSlateNoResource());	const FHyperlinkStyle GlobalChatHyperlink = FHyperlinkStyle()		.SetUnderlineStyle(UserNameButton)		.SetTextStyle(GlobalChatFont)		.SetPadding(FMargin(0.0f));	const FHyperlinkStyle PartyChatHyperlink = FHyperlinkStyle()		.SetUnderlineStyle(UserNameButton)		.SetTextStyle(PartyChatFont)		.SetPadding(FMargin(0.0f));	const FHyperlinkStyle WhisperChatHyperlink = FHyperlinkStyle()		.SetUnderlineStyle(UserNameButton)		.SetTextStyle(WhisperChatFont)		.SetPadding(FMargin(0.0f));	Style->Set("UserNameTextStyle.GlobalHyperlink", GlobalChatHyperlink);	Style->Set("UserNameTextStyle.PartyHyperlink", PartyChatHyperlink);	Style->Set("UserNameTextStyle.Whisperlink", WhisperChatHyperlink);	Style->Set("UserNameTextStyle.GlobalTextStyle", GlobalChatFont);	Style->Set("UserNameTextStyle.PartyTextStyle", PartyChatFont);	Style->Set("UserNameTextStyle.WhisperTextStyle", WhisperChatFont);	return Style;}
开发者ID:Codermay,项目名称:Unreal4,代码行数:49,


示例13: GenerateWidgetForColumn

	virtual TSharedRef<SWidget> GenerateWidgetForColumn(const FName& ColumnName) override	{		if (ColumnName == TEXT("Quality Option"))		{			return	SNew(SBox)				.HeightOverride(20)				.Padding(FMargin(3, 0))				.VAlign(VAlign_Center)				[					SNew(STextBlock)					.Text(FText::FromString(Item->RangeName))					.Font(IDetailLayoutBuilder::GetDetailFont())				];		}		else		{			EMaterialQualityLevel::Type MaterialQualityLevel = EMaterialQualityLevel::Num;			if (ColumnName == TEXT("Low"))			{				MaterialQualityLevel = EMaterialQualityLevel::Low;			}			else if (ColumnName == TEXT("Medium"))			{				MaterialQualityLevel = EMaterialQualityLevel::Medium;			}			else if (ColumnName == TEXT("High"))			{				MaterialQualityLevel = EMaterialQualityLevel::High;			}			if (MaterialQualityLevel < EMaterialQualityLevel::Num)			{				return	SNew(SBox)					.HeightOverride(20)					.Padding(FMargin(3, 0))					.VAlign(VAlign_Center)					[						SNew(SCheckBox)						.OnCheckStateChanged(this, &SQualityListItem::OnQualityRangeChanged, MaterialQualityLevel)						.IsChecked(this, &SQualityListItem::IsQualityRangeSet, MaterialQualityLevel)						.IsEnabled(this, &SQualityListItem::IsEnabled, MaterialQualityLevel)					];			}		}			return SNullWidget::NullWidget;	}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:48,


示例14: SNew

void FLandscapeEditorStructCustomization_FGizmoImportLayer::CustomizeStructChildren(TSharedRef<IPropertyHandle> StructPropertyHandle, class IDetailChildrenBuilder& ChildBuilder, IStructCustomizationUtils& StructCustomizationUtils){	TSharedRef<IPropertyHandle> PropertyHandle_LayerFilename = StructPropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FGizmoImportLayer, LayerFilename)).ToSharedRef();	ChildBuilder.AddChildProperty(PropertyHandle_LayerFilename)	.CustomWidget()	.NameContent()	[		PropertyHandle_LayerFilename->CreatePropertyNameWidget()	]	.ValueContent()	.MinDesiredWidth(250.0f)	.MaxDesiredWidth(0)	[		SNew(SHorizontalBox)		+ SHorizontalBox::Slot()		[			PropertyHandle_LayerFilename->CreatePropertyValueWidget()		]		+ SHorizontalBox::Slot()		.AutoWidth()		//.Padding(0,0,12,0) // Line up with the other properties due to having no reset to default button		[			SNew(SButton)			.ContentPadding(FMargin(4, 0))			.Text(NSLOCTEXT("UnrealEd", "GenericOpenDialog", "..."))			.OnClicked_Static(&FLandscapeEditorStructCustomization_FGizmoImportLayer::OnGizmoImportLayerFilenameButtonClicked, PropertyHandle_LayerFilename)		]	];	TSharedRef<IPropertyHandle> PropertyHandle_LayerName = StructPropertyHandle->GetChildHandle(GET_MEMBER_NAME_CHECKED(FGizmoImportLayer, LayerName)).ToSharedRef();	ChildBuilder.AddChildProperty(PropertyHandle_LayerName);}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:32,


示例15: DetailsViewArgs

void SFacialAnimationBulkImporter::Construct(const FArguments& InArgs){	FDetailsViewArgs DetailsViewArgs(false, false, true, FDetailsViewArgs::HideNameArea);	FPropertyEditorModule& PropertyEditorModule = FModuleManager::Get().GetModuleChecked<FPropertyEditorModule>("PropertyEditor");	TSharedRef<IDetailsView> DetailsView = PropertyEditorModule.CreateDetailView(DetailsViewArgs);	DetailsView->SetObject(GetMutableDefault<UFacialAnimationBulkImporterSettings>());	ChildSlot	[		SNew(SVerticalBox)		+SVerticalBox::Slot()		.FillHeight(1.0f)		[			DetailsView		]		+SVerticalBox::Slot()		.AutoHeight()		.HAlign(HAlign_Right)		.Padding(4.0f)		[			SNew(SButton)			.ButtonStyle(FEditorStyle::Get(), "FlatButton.Success")			.ForegroundColor(FLinearColor::White)			.ContentPadding(FMargin(6, 2))			.IsEnabled(this, &SFacialAnimationBulkImporter::IsImportButtonEnabled)			.OnClicked(this, &SFacialAnimationBulkImporter::HandleImportClicked)			[				SNew(STextBlock)				.TextStyle(FEditorStyle::Get(), "ContentBrowser.TopBar.Font")				.Text(LOCTEXT("ImportAllButton", "Import All"))			]		]	];}
开发者ID:AndyHuang7601,项目名称:EpicGames-UnrealEngine,代码行数:35,


示例16: SNew

void SAnimCompositePanel::Construct(const FArguments& InArgs){	SAnimTrackPanel::Construct( SAnimTrackPanel::FArguments()		.WidgetWidth(InArgs._WidgetWidth)		.ViewInputMin(InArgs._ViewInputMin)		.ViewInputMax(InArgs._ViewInputMax)		.InputMin(InArgs._InputMin)		.InputMax(InArgs._InputMax)		.OnSetInputViewRange(InArgs._OnSetInputViewRange));	Composite = InArgs._Composite;	CompositeEditor = InArgs._CompositeEditor;	this->ChildSlot	[		SNew(SVerticalBox)		+SVerticalBox::Slot()		.FillHeight(1)		[			SNew( SExpandableArea )			.AreaTitle( LOCTEXT( "CompositeLabel", "Composite" ) )			.BodyContent()			[				SAssignNew( PanelArea, SBorder )				.BorderImage( FEditorStyle::GetBrush("NoBorder") )				.Padding( FMargin(2.0f, 2.0f) )				.ColorAndOpacity( FLinearColor::White )			]		]	];	Update();}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:33,


示例17: SNew

TSharedRef<SWidget> SVectorInputBox::BuildDecoratorLabel(FLinearColor BackgroundColor, FLinearColor ForegroundColor, FText Label){	TSharedRef<SWidget> LabelWidget = SNumericEntryBox<float>::BuildLabel(Label, ForegroundColor, BackgroundColor);	TSharedRef<SWidget> ResultWidget = LabelWidget;		if (bCanBeCrushed)	{		ResultWidget =			SNew(SWidgetSwitcher)			.WidgetIndex(this, &SVectorInputBox::GetLabelActiveSlot)			+SWidgetSwitcher::Slot()			[				LabelWidget			]			+SWidgetSwitcher::Slot()			[				SNew(SBorder)				.BorderImage(FCoreStyle::Get().GetBrush("NumericEntrySpinBox.NarrowDecorator"))				.BorderBackgroundColor(BackgroundColor)				.ForegroundColor(ForegroundColor)				.VAlign(VAlign_Center)				.HAlign(HAlign_Left)				.Padding(FMargin(5.0f, 0.0f, 0.0f, 0.0f))			];	}	return ResultWidget;}
开发者ID:colwalder,项目名称:unrealengine,代码行数:29,


示例18: SNew

void FIOSTargetSettingsCustomization::BuildImageRow(IDetailLayoutBuilder& DetailLayout, IDetailCategoryBuilder& Category, const FPlatformIconInfo& Info, const FVector2D& MaxDisplaySize){	const FString AutomaticImagePath = EngineGraphicsPath / Info.IconPath;	const FString TargetImagePath = GameGraphicsPath / Info.IconPath;	Category.AddCustomRow(Info.IconName.ToString())		.NameContent()		[			SNew(SHorizontalBox)			+ SHorizontalBox::Slot()			.Padding(FMargin(0, 1, 0, 1))			.FillWidth(1.0f)			[				SNew(STextBlock)				.Text(Info.IconName)				.Font(DetailLayout.GetDetailFont())			]		]		.ValueContent()		.MaxDesiredWidth(400.0f)		.MinDesiredWidth(100.0f)		[			SNew(SHorizontalBox)			+ SHorizontalBox::Slot()			.FillWidth(1.0f)			.VAlign(VAlign_Center)			[				SNew(SExternalImageReference, AutomaticImagePath, TargetImagePath)				.FileDescription(Info.IconDescription)				.RequiredSize(Info.IconRequiredSize)				.MaxDisplaySize(MaxDisplaySize)			]		];}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:34,


示例19: SNew

void SSourceControlPicker::Construct(const FArguments& InArgs){	ChildSlot	[		SNew( SBorder )		.BorderImage( FEditorStyle::GetBrush("DetailsView.CategoryTop") )		.Padding( FMargin( 0.0f, 3.0f, 1.0f, 0.0f ) )		[			SNew(SHorizontalBox)			+SHorizontalBox::Slot()			.VAlign(VAlign_Center)			.FillWidth(1.0f)			.Padding(2.0f)			[				SNew( STextBlock )				.Text( LOCTEXT("ProviderLabel", "Provider") )				.Font( FEditorStyle::GetFontStyle(TEXT("SourceControl.LoginWindow.Font")) )			]			+SHorizontalBox::Slot()			.FillWidth(2.0f)			[				SNew(SComboButton)				.OnGetMenuContent(this, &SSourceControlPicker::OnGetMenuContent)				.ContentPadding(1)				.ToolTipText( LOCTEXT("ChooseProvider", "Choose the source control provider you want to use before you edit login settings.") )				.ButtonContent()				[					SNew( STextBlock )					.Text( this, &SSourceControlPicker::OnGetButtonText )					.Font( FEditorStyle::GetFontStyle(TEXT("SourceControl.LoginWindow.Font")) )				]			]		]	];}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:35,


示例20: SNew

TSharedRef<SBorder> SPropertyTableCell::ConstructInvalidPropertyWidget(){	return 		SNew(SBorder)		.BorderImage(FEditorStyle::GetBrush( Style, ".ReadOnlyEditModeCellBorder"))		.VAlign(VAlign_Center)		.Padding(0)		.Content()		[			SNew(SHorizontalBox)			+SHorizontalBox::Slot()			.AutoWidth()			.Padding(FMargin(0.0f, 0.0f, 4.0f, 0.0f))			[				SNew(SImage)				.Image(FEditorStyle::GetBrush("Icons.Error"))			]			+SHorizontalBox::Slot()			[				SNew(STextBlock)				.ColorAndOpacity(FLinearColor::Red)				.Text(NSLOCTEXT("PropertyEditor", "InvalidTableCellProperty", "Failed to retrieve value"))			]		];}
开发者ID:Codermay,项目名称:Unreal4,代码行数:25,


示例21: GenerateWidget

	/** @return Widget for this log listing item*/	virtual TSharedRef<SWidget> GenerateWidget()	{		// See if we have any valid tokens which match the column name		const TArray< TSharedRef<IMessageToken> >& MessageTokens = Message->GetMessageTokens();		// Collect entire message for tooltip		FText FullMessage = Message->ToText();		// Create the horizontal box and add the icon		TSharedPtr<SHorizontalBox> HorzBox;		TSharedRef<SWidget> CellContent =			SNew(SBorder)			.OnMouseButtonUp(this, &SMessageLogListingItem::Message_OnMouseButtonUp)			.BorderImage(FEditorStyle::GetBrush("NoBorder"))			.Padding( FMargin(2.f, 2.f, 2.f, 1.f) )			[				SAssignNew(HorzBox, SHorizontalBox)				.ToolTipText(FullMessage)			];		check(HorzBox.IsValid());		// Iterate over parts of the message and create widgets for them		for (auto TokenIt = MessageTokens.CreateConstIterator(); TokenIt; ++TokenIt)		{			const TSharedRef<IMessageToken>& Token = *TokenIt;			CreateMessage( HorzBox, Token );		}		return CellContent;	}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:31,


示例22: SAssignNew

void SAutomationExportMenu::Construct( const FArguments& InArgs, const TSharedRef< SNotificationList >& InNotificationList ){	// Used for setting the "Exported" notification on the parent window	NotificationListPtr = InNotificationList;	// Build the UI	ChildSlot		[			SAssignNew( ExportMenuComboButton, SComboButton )			.IsEnabled( this, &SAutomationExportMenu::AreReportsGenerated )			.ToolTipText( this, &SAutomationExportMenu::GetExportComboButtonTooltip )			.OnComboBoxOpened( this, &SAutomationExportMenu::HandleMenuOpen )			.ButtonContent()			[				SNew( STextBlock )				.Text( LOCTEXT("ExportButtonText", "Export").ToString() )			]			.ContentPadding( FMargin( 6.f, 2.f ) )				.MenuContent()				[					// Holder box for menu items					SAssignNew( MenuHolderBox, SVerticalBox )				]		];}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:26,


示例23: SNew

END_SLATE_FUNCTION_BUILD_OPTIMIZATIONvoid FAIDataProviderValueDetails::CustomizeChildren(TSharedRef<class IPropertyHandle> StructPropertyHandle, class IDetailChildrenBuilder& StructBuilder, IPropertyTypeCustomizationUtils& StructCustomizationUtils){	if (StructPropertyHandle->IsValidHandle())	{		StructBuilder.AddChildProperty(DataBindingProperty.ToSharedRef());		StructBuilder.AddChildContent(LOCTEXT("PropertyField", "Property"))		.Visibility(TAttribute<EVisibility>::Create(TAttribute<EVisibility>::FGetter::CreateSP(this, &FAIDataProviderValueDetails::GetDataFieldVisibility)))		.NameContent()		[			DataFieldProperty->CreatePropertyNameWidget()		]		.ValueContent()		[			SNew(SComboButton)			.OnGetMenuContent(this, &FAIDataProviderValueDetails::OnGetDataFieldContent)			.ContentPadding(FMargin(2.0f, 2.0f))			.ButtonContent()			[				SNew(STextBlock)				.Text(this, &FAIDataProviderValueDetails::GetDataFieldDesc)				.Font(IDetailLayoutBuilder::GetDetailFont())			]		];			}}
开发者ID:Codermay,项目名称:Unreal4,代码行数:28,


示例24: SNew

void S2ColumnWidget::Construct(const FArguments& InArgs){	this->ChildSlot		[			SNew( SBorder )			.Padding( FMargin(2.f, 2.f) )			[				SNew(SHorizontalBox)				+SHorizontalBox::Slot()				.HAlign(HAlign_Left)				.FillWidth(1)				[					SAssignNew(LeftColumn, SVerticalBox)				]				+SHorizontalBox::Slot()					.AutoWidth()					.HAlign(HAlign_Right)					[						SNew( SBox )						.WidthOverride(InArgs._WidgetWidth)						.HAlign(HAlign_Center)						[							SAssignNew(RightColumn,SVerticalBox)						]					]			]		];}
开发者ID:Codermay,项目名称:Unreal4,代码行数:30,


示例25: SNew

TSharedRef<SWidget> SGraphNodeAnimationResult::CreateNodeContentArea(){	return SNew(SBorder)		.BorderImage( FEditorStyle::GetBrush("NoBorder") )		.HAlign(HAlign_Fill)		.VAlign(VAlign_Fill)		.Padding( FMargin(0,3) )		[			SNew(SHorizontalBox)			+SHorizontalBox::Slot()			.HAlign(HAlign_Left)			.VAlign(VAlign_Center)			.FillWidth(1.0f)			[				// LEFT				SAssignNew(LeftNodeBox, SVerticalBox)			]			+SHorizontalBox::Slot()			.AutoWidth()			.VAlign(VAlign_Center)			[				SNew(SImage)				.Image( FEditorStyle::GetBrush("Graph.AnimationResultNode.Body") )			]			+SHorizontalBox::Slot()			.AutoWidth()			.HAlign(HAlign_Right)			[				// RIGHT				SAssignNew(RightNodeBox, SVerticalBox)			]		];}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:33,


示例26: ParseDefaultValueData

TSharedRef<SWidget>	SGameplayTagContainerGraphPin::GetDefaultValueWidget(){	ParseDefaultValueData();	//Create widget	return SNew(SVerticalBox)		+SVerticalBox::Slot()		.AutoHeight()		[			SAssignNew( ComboButton, SComboButton )			.OnGetMenuContent(this, &SGameplayTagContainerGraphPin::GetListContent)			.ContentPadding( FMargin( 2.0f, 2.0f ) )			.Visibility( this, &SGraphPin::GetDefaultValueVisibility )			.ButtonContent()			[				SNew( STextBlock )				.Text( LOCTEXT("GameplayTagWidget_Edit", "Edit") )			]		]		+SVerticalBox::Slot()		.AutoHeight()		[			SelectedTags()		];}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:25,


示例27: FName

TSharedRef<SWidget>	SGraphPinNameList::GetDefaultValueWidget(){	TSharedPtr<FName> CurrentlySelectedName;	if (GraphPinObj)	{		// Preserve previous selection, or set to first in list		FName PreviousSelection = FName(*GraphPinObj->GetDefaultAsString());		for (TSharedPtr<FName> ListNamePtr : NameList)		{			if (PreviousSelection == *ListNamePtr.Get())			{				CurrentlySelectedName = ListNamePtr;				break;			}		}	}		// Create widget	return SAssignNew(ComboBox, SNameComboBox)		.ContentPadding(FMargin(6.0f, 2.0f))		.OptionsSource(&NameList)		.InitiallySelectedItem(CurrentlySelectedName)		.OnSelectionChanged(this, &SGraphPinNameList::ComboBoxSelectionChanged)		.Visibility(this, &SGraphPin::GetDefaultValueVisibility)		;}
开发者ID:Codermay,项目名称:Unreal4,代码行数:27,


示例28: CacheBlackboardData

void FBlackboardSelectorDetails::CustomizeHeader( TSharedRef<class IPropertyHandle> StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils ){	MyStructProperty = StructPropertyHandle;	PropUtils = StructCustomizationUtils.GetPropertyUtilities().Get();	CacheBlackboardData();		HeaderRow.IsEnabled(TAttribute<bool>::Create(TAttribute<bool>::FGetter::CreateSP(this, &FBlackboardSelectorDetails::IsEditingEnabled)))		.NameContent()		[			StructPropertyHandle->CreatePropertyNameWidget()		]		.ValueContent()		[			SNew(SComboButton)			.OnGetMenuContent(this, &FBlackboardSelectorDetails::OnGetKeyContent) 			.ContentPadding(FMargin( 2.0f, 2.0f ))			.IsEnabled(this, &FBlackboardSelectorDetails::IsEditingEnabled)			.ButtonContent()			[				SNew(STextBlock) 				.Text(this, &FBlackboardSelectorDetails::GetCurrentKeyDesc)				.Font(IDetailLayoutBuilder::GetDetailFont())			]		];	InitKeyFromProperty();}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:28,


示例29: SNew

void SFriendsItem::Construct( const FArguments& InArgs, const TSharedRef<STableViewBase>& InOwnerTableView ){    STableRow< TSharedPtr<FFriendStuct> >::ConstructInternal(        STableRow::FArguments()        .ShowSelection(true),        InOwnerTableView    );    FriendItem = InArgs._FriendItem;    FriendStyle = *InArgs._FriendStyle;    ChildSlot    [        SNew( SHorizontalBox )        +SHorizontalBox::Slot()        .Padding( 10, 0 )        .AutoWidth()        [            SAssignNew( MenuButton, SComboButton )            .ContentPadding(FMargin(6.0f, 2.0f))            .OnGetMenuContent( this, &SFriendsItem::OnGetMenuContent )            .MenuPlacement( EMenuPlacement::MenuPlacement_ComboBox )            .Method( SMenuAnchor::UseCurrentWindow )        ]        +SHorizontalBox::Slot()        [            SNew( STextBlock )            .TextStyle( &FriendStyle.TextStyle )            .ColorAndOpacity( FriendStyle.MenuUnsetColor )            .Text( FText::FromString( FriendItem->GetName() ) )        ]    ];}
开发者ID:Art1stical,项目名称:AHRUnrealEngine,代码行数:33,


示例30: if

void SPropertyEditorClass::Construct(const FArguments& InArgs, const TSharedPtr< class FPropertyEditor >& InPropertyEditor){    PropertyEditor = InPropertyEditor;    if (PropertyEditor.IsValid())    {        const TSharedRef<FPropertyNode> PropertyNode = PropertyEditor->GetPropertyNode();        UProperty* const Property = PropertyNode->GetProperty();        if (UClassProperty* const ClassProp = Cast<UClassProperty>(Property))        {            MetaClass = ClassProp->MetaClass;        }        else if (UAssetClassProperty* const AssetClassProperty = Cast<UAssetClassProperty>(Property))        {            MetaClass = AssetClassProperty->MetaClass;        }        else        {            check(false);        }        bAllowAbstract = Property->GetOwnerProperty()->HasMetaData(TEXT("AllowAbstract"));        bAllowOnlyPlaceable = Property->GetOwnerProperty()->HasMetaData(TEXT("OnlyPlaceable"));        bIsBlueprintBaseOnly = Property->GetOwnerProperty()->HasMetaData(TEXT("BlueprintBaseOnly"));        RequiredInterface = Property->GetOwnerProperty()->GetClassMetaData(TEXT("MustImplement"));        bAllowNone = !(Property->PropertyFlags & CPF_NoClear);    }    else    {        check(InArgs._MetaClass);        check(InArgs._SelectedClass.IsSet());        check(InArgs._OnSetClass.IsBound());        MetaClass = InArgs._MetaClass;        RequiredInterface = InArgs._RequiredInterface;        bAllowAbstract = InArgs._AllowAbstract;        bIsBlueprintBaseOnly = InArgs._IsBlueprintBaseOnly;        bAllowNone = InArgs._AllowNone;        bAllowOnlyPlaceable = false;        SelectedClass = InArgs._SelectedClass;        OnSetClass = InArgs._OnSetClass;    }    SAssignNew(ComboButton, SComboButton)    .OnGetMenuContent(this, &SPropertyEditorClass::GenerateClassPicker)    .ContentPadding(FMargin(2.0f, 2.0f))    .ToolTipText(this, &SPropertyEditorClass::GetDisplayValueAsString)    .ButtonContent()    [        SNew(STextBlock)        .Text(this, &SPropertyEditorClass::GetDisplayValueAsString)        .Font(InArgs._Font)    ];    ChildSlot    [        ComboButton.ToSharedRef()    ];}
开发者ID:Art1stical,项目名称:AHRUnrealEngine,代码行数:60,



注:本文中的FMargin函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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