More fixing everything
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@@ -59,6 +59,22 @@ public:
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// events in the Event Graph are deactivated.
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Luprex|Input Mode")
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bool EnableEnhancedInput = true;
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// Knowing whether the slot is under construction helps us to work
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// around some bugs in Unreal. See below.
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bool SlotUnderConstruction = true;
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// Reliable version of SetZOrder. There is a bug in the normal version of
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// SetZOrder: it crashes if you use it during OnConstruct. We have a
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// workaround, but it requires using a different getter and setter.
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UFUNCTION(BlueprintCallable, Category = "Luprex|Input Mode")
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void SetZOrderReliable(int32 Order);
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// Reliable version of GetZOrder. There is a bug in the normal version of
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// SetZOrder: it crashes if you use it during OnConstruct. We have a
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// workaround, but it requires using a different getter and setter.
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UFUNCTION(BlueprintCallable, Category = "Luprex|Input Mode")
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int32 GetZOrderReliable();
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};
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////////////////////////////////////////////////////////////
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@@ -91,13 +107,6 @@ public:
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// Used as the basis for placing new widgets on top.
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int32 GetMaxZOrder() const;
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// SetZOrder is buggy: if you call it inside Event Construct,
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// it crashes. So we've developed a hack to make it reliable.
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// To set the zorder, you store the value in the slot property,
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// without calling SetZorder. This routine, which is used later,
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// propagates that value into the slate widgets.
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void PropagateZOrderToSlate();
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// This function updates several window-management-related properties
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// which are stored in the UserWidget and the lxRootCanvasSlot. Note that
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// it is perfectly legal to edit these properties by other means: this
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@@ -122,10 +131,6 @@ protected:
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// UPanelWidget
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virtual UClass* GetSlotClass() const override;
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public:
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bool MustPropagateZOrderToSlate = false;
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};
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