#include <UILayer.h>
◆ ClearWidget()
| void UUILayer::ClearWidget |
( |
| ) |
|
150{
152 {
153 return;
154 }
155
156 TArray<TObjectPtr<UUserWidgetBase>> WidgetsToClear =
UserWidgets;
158
160 {
165 Widget->RemoveFromParent();
166 });
167}
TArray< TObjectPtr< UUserWidgetBase > > UserWidgets
Definition UILayer.h:78
◆ ContainWidget()
◆ GetPriority()
| FORCEINLINE int32 UUILayer::GetPriority |
( |
| ) |
const |
|
inline |
60 {
62 }
int32 Priority
Definition UILayer.h:69
◆ GetTag()
| FORCEINLINE FGameplayTag UUILayer::GetTag |
( |
| ) |
const |
|
inline |
55 {
57 }
FGameplayTag LayerTag
Definition UILayer.h:66
◆ GetTopWidget()
127{
129 {
131 }
132
133 return nullptr;
134}
◆ GetWidgets()
◆ HideLayer()
| void UUILayer::HideLayer |
( |
const FUIContext * |
Context = nullptr | ) |
|
55{
57 {
58 return;
59 }
60
62
64 {
65 if (IsValid(Widget) == false)
66 {
67 continue;
68 }
69
70 if (Widget->GetWidgetState() == EWidgetState::NoInit)
71 {
72 continue;
73 }
74
75 if (Widget->GetWidgetState() == EWidgetState::Disappearing)
76 {
77 continue;
78 }
79
80 if (Widget->GetWidgetState() == EWidgetState::Disappeared)
81 {
82 continue;
83 }
84
85 Widget->Deactivate();
86 Widget->SetVisibility(ESlateVisibility::Collapsed);
87 }
88}
bool bVisible
Definition UILayer.h:75
◆ Init()
| virtual void UUILayer::Init |
( |
| ) |
|
|
inlinevirtual |
◆ InitLayer()
9{
14}
TObjectPtr< UUIManagementSubsystem > OwnerSubsystem
Definition UILayer.h:81
virtual void Init()
Definition UILayer.h:19
◆ IsVisible()
| FORCEINLINE bool UUILayer::IsVisible |
( |
| ) |
const |
|
inline |
◆ OnPoppedFromLayerStack()
| virtual void UUILayer::OnPoppedFromLayerStack |
( |
| ) |
|
|
inlinevirtual |
◆ OnPushedToLayerStack()
| virtual void UUILayer::OnPushedToLayerStack |
( |
| ) |
|
|
inlinevirtual |
◆ PopWidget()
103{
105 {
106 return nullptr;
107 }
108
111 return TopWidget;
112}
◆ PushWidget()
92{
93 if (IsValid(Widget) ==
false ||
UserWidgets.Contains(Widget))
94 {
95 return;
96 }
97
99}
◆ RemoveWidget()
116{
117 if (IsValid(Widget) ==
false ||
UserWidgets.Contains(Widget) ==
false)
118 {
119 return;
120 }
121
123}
◆ ShowLayer()
| void UUILayer::ShowLayer |
( |
const FUIContext * |
Context = nullptr | ) |
|
18{
20 {
21 return;
22 }
23
25
27 {
28 if (IsValid(Widget) == false)
29 {
30 continue;
31 }
32
33 if (Widget->GetWidgetState() == EWidgetState::NoInit)
34 {
35 continue;
36 }
37
38 if (Widget->GetWidgetState() == EWidgetState::Appearing)
39 {
40 continue;
41 }
42
43 if (Widget->GetWidgetState() == EWidgetState::Appeared)
44 {
45 continue;
46 }
47
48 Widget->SetVisibility(ESlateVisibility::SelfHitTestInvisible);
49 Widget->Activate();
50 }
51}
◆ WidgetCount()
| int32 UUILayer::WidgetCount |
( |
| ) |
const |
◆ bTick
| bool UUILayer::bTick = false |
|
protected |
◆ bVisible
| bool UUILayer::bVisible = true |
|
protected |
◆ LayerTag
| FGameplayTag UUILayer::LayerTag |
|
protected |
◆ OwnerSubsystem
◆ Priority
| int32 UUILayer::Priority = 0 |
|
protected |
◆ UserWidgets
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