Working on CommonUI conversion. Need to stop using SetAnchorsInViewport as way to position widgets, so now implementing new thing using GridPanels.
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@@ -85,4 +85,51 @@ public:
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FVector2D PixelXY, double MaxDistanceFromCamera,
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ETraceTypeQuery TraceChannel, bool bTraceComplex, EDrawDebugTrace::Type DrawDebugType, bool bIgnorePlayerPawn,
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const TArray<AActor*>& ActorsToIgnore, FHitResult& HitResult);
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// Set Position of GridPanel Middle Cell
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//
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// Sometimes, you want to specify the position of a widget, and you
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// don't want to specify the position in slate units, instead, you
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// want to specify the position using fractions: ie, (0,0) is the
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// upper left corner of the screen, and (1,1) is the lower-right corner.
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//
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// One way to accomplish this is to put your widget in the middle cell
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// of a 3x3 GridPanel. Then, you can position it by adjusting the grid
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// fill rules. This utility routine can do the math necessary to
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// correctly populate those fill rules.
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//
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// This routine must be passed a 3x3 GridPanel. This will reposition
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// the middle cell. You must specify the upper-left and lower-right
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// corners of the middle cell as fractions between (0,0) and (1,1).
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//
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// Be aware that if the content of a grid cell overflows the amount of
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// space allocated for it, then the grid will adjust to make room.
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// But that will mean that the grid is no longer faithful to the
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// positions specified in its fill rules. One way to ensure that the
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// grid remains faithful to its fill rules is to put an Overlay
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// into the GridPanel cell, then put -1000 padding into the
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// Overlay's GridPanel slot, then put +1000 padding into the Overlay
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// slot. The two paddings cancel each other out, leaving the item in
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// the Overlay at the originally-intended position. But if the item
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// in the overlay overflows, it doesn't cause the Grid to deform.
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// Instead, the item exceeds the bounds of the grid cell, but it leaves
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// the grid cell where it belongs.
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//
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UFUNCTION(BlueprintCallable, Category="Widget")
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static void SetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel, FVector2D UpperLeftXY, FVector2D LowerRightXY);
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// Get Position of GridPanel Middle Cell
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//
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// The routine must be passed a 3x3 GridPanel. This will return the
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// position of the middle cell of the gridpanel, expressed on a scale
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// from (0,0) to (1,1).
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//
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// The numbers returned by this routine are based entirely on the
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// GridPanel fill rules. If an item in the grid is overflowing its
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// allocated space, causing the grid to deform, then that won't be
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// reflected in the output of this routine.
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//
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UFUNCTION(BlueprintPure, Category="Widget")
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static void GetPositionOfGridPanelMiddleCell(UGridPanel *GridPanel, FVector2D &UpperLeftXY, FVector2D &LowerRightXY);
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};
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