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C++ TSharedPtr::AddSlot方法代码示例

本文整理汇总了C++中TSharedPtr::AddSlot方法的典型用法代码示例。如果您正苦于以下问题:C++ TSharedPtr::AddSlot方法的具体用法?C++ TSharedPtr::AddSlot怎么用?C++ TSharedPtr::AddSlot使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在TSharedPtr的用法示例。


在下文中一共展示了TSharedPtr::AddSlot方法的15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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: AddSourceCodeToVerticalBox

/* Add the source code box to any vertical box*/
void AddSourceCodeToVerticalBox(TSharedPtr<SVerticalBox>& VerticalBox, const FString& SourceCode)
{
    if (SourceCode.Len() > 0)
    {
        // Replace tabs with two spaces for display in the widget, as the rich text block doesn't support tabs
        FString spacedSource = SourceCode.Replace(TEXT("\t"), TEXT("  "));
        VerticalBox->AddSlot()
            .AutoHeight()
            [
                SNew(SSeparator)
            ];
        VerticalBox->AddSlot()
            .AutoHeight()
            [
                SNew(SExpandableArea)
                .AreaTitle(FText::FromString(TEXT("Source Code")))
                .AreaTitleFont(FEditorStyle::GetFontStyle(TEXT("DetailsView.CategoryFontStyle")))
                .InitiallyCollapsed(true)
                .Padding(WidgetPadding)
                .BodyContent()
                [
                    SNew(SRichTextBlock)
                    .Text(FText::FromString(spacedSource))
                    .TextStyle(FMaliOCStyle::Get(), "Text.Normal")
                    .AutoWrapText(true)
                ]
            ];
    }
}
开发者ID:ARM-software,项目名称:malioc-ue4,代码行数:30,代码来源:MaliOCReportWidgetGenerator.cpp

示例2: Construct

	void Construct(const FArguments& InArgs)
	{
		PoseWatch = InArgs._PoseWatch;

		static FColor PoseWatchColours[] = { FColor::Red, FColor::Green, FColor::Blue, FColor::Cyan, FColor::Orange, FColor::Purple, FColor::Yellow, FColor::Black };

		const int32 Rows = 2;
		const int32 Columns = 4;

		TSharedPtr<SVerticalBox> Layout = SNew(SVerticalBox);

		for (int32 RowIndex = 0; RowIndex < Rows; ++RowIndex)
		{
			TSharedPtr<SHorizontalBox> Row = SNew(SHorizontalBox);

			for (int32 RowItem = 0; RowItem < Columns; ++RowItem)
			{
				int32 ColourIndex = RowItem + (RowIndex * Columns);
				FColor Colour = PoseWatchColours[ColourIndex];

				Row->AddSlot()
				.Padding(5.f, 2.f)
				[
					SNew(SButton)
					.HAlign(HAlign_Center)
					.OnClicked(this, &SPoseViewColourPickerPopup::NewPoseWatchColourPicked, Colour)
					.ButtonColorAndOpacity(Colour)
				];

			}

			Layout->AddSlot()
			[
				Row.ToSharedRef()
			];
		}

		Layout->AddSlot()
			.AutoHeight()
			.Padding(5.f, 2.f)
			[
				SNew(SButton)
				.Text(NSLOCTEXT("AnimationGraphNode", "RemovePoseWatch", "Remove Pose Watch"))
				.OnClicked(this, &SPoseViewColourPickerPopup::RemovePoseWatch)
			];

		this->ChildSlot
			[
				SNew(SBorder)
				.BorderImage(FEditorStyle::GetBrush(TEXT("Menu.Background")))
				.Padding(10)
				[
					Layout->AsShared()
				]
			];
	}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:56,代码来源:SAnimationGraphNode.cpp

示例3: MakeHeaderRow

void FMathStructCustomization::MakeHeaderRow( TSharedRef<class IPropertyHandle>& StructPropertyHandle, FDetailWidgetRow& Row )
{
	// We'll set up reset to default ourselves
	const bool bDisplayResetToDefault = false;
	const FString DisplayNameOverride = TEXT("");

	TSharedPtr<SHorizontalBox> HorizontalBox;

	Row.NameContent()
	[
		StructPropertyHandle->CreatePropertyNameWidget( DisplayNameOverride, bDisplayResetToDefault )
	]
	.ValueContent()
	// Make enough space for each child handle
	.MinDesiredWidth(125.0f * SortedChildHandles.Num() )
	.MaxDesiredWidth(125.0f * SortedChildHandles.Num() )
	[
		SAssignNew( HorizontalBox, SHorizontalBox )
	];

	for( int32 ChildIndex = 0; ChildIndex < SortedChildHandles.Num(); ++ChildIndex )
	{
		TSharedRef<IPropertyHandle> ChildHandle = SortedChildHandles[ChildIndex];

		const bool bLastChild = SortedChildHandles.Num()-1 == ChildIndex;
		// Make a widget for each property.  The vector component properties  will be displayed in the header

		HorizontalBox->AddSlot()
		.Padding( FMargin(0.0f, 2.0f, bLastChild ? 0.0f : 3.0f, 2.0f ) )
		[
			MakeChildWidget( ChildHandle )
		];
	}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:34,代码来源:MathStructCustomizations.cpp

示例4: CustomizeHeader

void FMarginStructCustomization::CustomizeHeader( TSharedRef<class IPropertyHandle> StructPropertyHandle, class FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& StructCustomizationUtils )
{
	this->StructPropertyHandle = StructPropertyHandle;

	const FString UVSpaceString( StructPropertyHandle->GetProperty()->GetMetaData( TEXT( "UVSpace" ) ) );
	bIsMarginUsingUVSpace = UVSpaceString.Len() > 0 && UVSpaceString == TEXT( "true" );

	uint32 NumChildren;
	StructPropertyHandle->GetNumChildren( NumChildren );

	for( uint32 ChildIndex = 0; ChildIndex < NumChildren; ++ChildIndex )
	{
		ChildPropertyHandles.Add( StructPropertyHandle->GetChildHandle( ChildIndex ).ToSharedRef() );
	}

	TSharedPtr<SHorizontalBox> HorizontalBox;

	HeaderRow.NameContent()
	[
		StructPropertyHandle->CreatePropertyNameWidget()
	]
	.ValueContent()
	.MinDesiredWidth( 250.0f )
	.MaxDesiredWidth( 250.0f )
	[
		SAssignNew( HorizontalBox, SHorizontalBox )
	];

	HorizontalBox->AddSlot()
	[
		MakePropertyWidget()
	];
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:33,代码来源:MarginCustomization.cpp

示例5: SNew

TSharedRef< class SWidget > FTextPropertyTableCellPresenter::ConstructEditModeDropDownWidget()
{
	TSharedRef< SWidget > Result = SNullWidget::NullWidget;

	TArray< TSharedRef<SWidget> > RequiredButtons;
	PropertyEditorHelpers::MakeRequiredPropertyButtons( PropertyEditor, /*OUT*/RequiredButtons );

	if ( RequiredButtons.Num() > 0 )
	{
		TSharedPtr< SHorizontalBox > ButtonBox;
		Result = SNew( SBorder )
			.BorderImage(FEditorStyle::GetBrush("PropertyTable.Cell.DropDown.Background"))
			.Padding( 0 )
			.Content()
			[
				SAssignNew( ButtonBox, SHorizontalBox )
			];

		for( int32 ButtonIndex = 0; ButtonIndex < RequiredButtons.Num(); ++ButtonIndex )
		{
			ButtonBox->AddSlot()
				.AutoWidth()
				.HAlign(HAlign_Center)
				.VAlign(VAlign_Center)
				.Padding( 2.0f, 1.0f )
				[ 
					RequiredButtons[ButtonIndex]
				];
		}
	}

	return Result;
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:33,代码来源:TextPropertyTableCellPresenter.cpp

示例6: if

TSharedRef<SWidget> SFriendsItem::OnGetMenuContent()
{
    TArray< EFriendsActionType::Type > FriendActions;

    if ( FriendItem.IsValid() )
    {
        if ( FriendItem->GetListType() == EFriendsDisplayLists::RecentPlayersDisplay )
        {
            if ( !FFriendsAndChatManager::Get()->FindUserID( FriendItem->GetName() ).IsValid() && FFriendsAndChatManager::Get()->IsPendingInvite( FriendItem->GetName() ) == false )
            {
                FriendActions.Add( EFriendsActionType::Add_Friend );
            }
        }
        else if ( FriendItem->GetInviteStatus() == EInviteStatus::Accepted )
        {
            if ( FFriendsAndChatManager::Get()->IsInSession() )
            {
                FriendActions.Add(EFriendsActionType::Invite_To_Game );
            }
            FriendActions.Add( EFriendsActionType::Delete_Friend );
        }
        else if ( FriendItem->GetInviteStatus() == EInviteStatus::PendingOutbound && FriendItem->GetOnlineFriend().IsValid() )
        {
            FriendActions.Add( EFriendsActionType::Cancel_Request );
        }
        else if ( FriendItem->GetInviteStatus() == EInviteStatus::PendingInbound )
        {
            FriendActions.Add( EFriendsActionType::Accept_Friend );
            FriendActions.Add( EFriendsActionType::Reject_Friend );
        }
    }

    if ( FriendActions.Num() == 0 )
    {
        return SNullWidget::NullWidget;
    }

    TSharedPtr< SVerticalBox > DisplayBox;
    SAssignNew( DisplayBox, SVerticalBox );

    for( auto Iter(FriendActions.CreateConstIterator()); Iter; Iter++ )
    {
        DisplayBox->AddSlot()
        .AutoHeight()
        [
            SNew( SButton )
            .OnClicked( this, &SFriendsItem::OnOptionSelected, *Iter )
            [
                SNew( STextBlock )
                .Text( GetActionText( *Iter ) )
                .TextStyle( &FriendStyle.TextStyle )
                .ColorAndOpacity( FriendStyle.MenuSetColor )
            ]
        ];
    }

    return DisplayBox.ToSharedRef();
}
开发者ID:Art1stical,项目名称:AHRUnrealEngine,代码行数:58,代码来源:SFriendsItem.cpp

示例7: Construct

void SDetailCategoryTableRow::Construct( const FArguments& InArgs, TSharedRef<IDetailTreeNode> InOwnerTreeNode, const TSharedRef<STableViewBase>& InOwnerTableView )
{
	OwnerTreeNode = InOwnerTreeNode;

	bIsInnerCategory = InArgs._InnerCategory;

	TSharedPtr<SHorizontalBox> MyContent;

	ChildSlot
	.Padding( 0.0f, 2.0f, 0.0f, 0.0f )
	[	
		SNew( SBorder )
		.BorderImage( this, &SDetailCategoryTableRow::GetBackgroundImage )
		.Padding( FMargin( 0.0f, 3.0f, SDetailTableRowBase::ScrollbarPaddingSize, 3.0f ) )
		.BorderBackgroundColor( FLinearColor( .6,.6,.6, 1.0f ) )
		[
			SAssignNew( MyContent, SHorizontalBox )
			+SHorizontalBox::Slot()
			.VAlign(VAlign_Center)
			.Padding(2.0f, 2.0f, 2.0f, 2.0f)
			.AutoWidth()
			[
				SNew( SExpanderArrow, SharedThis(this) )
			]
			+SHorizontalBox::Slot()
			.VAlign(VAlign_Center)
			.AutoWidth()
			[
				SNew( STextBlock )
				.Text( InArgs._DisplayName )
				.Font( FEditorStyle::GetFontStyle( bIsInnerCategory ? "PropertyWindow.NormalFont" : "DetailsView.CategoryFontStyle" ) )
				.ShadowOffset( bIsInnerCategory ? FVector2D::ZeroVector : FVector2D(1.0f, 1.0f) )
			]
		]
	];

	if( InArgs._HeaderContent.IsValid() )
	{
		MyContent->AddSlot()
		.VAlign(VAlign_Center)
		[	
			InArgs._HeaderContent.ToSharedRef()
		];
	}

	STableRow< TSharedPtr< IDetailTreeNode > >::ConstructInternal(
		STableRow::FArguments()
			.Style(FEditorStyle::Get(), "DetailsView.TreeView.TableRow")
			.ShowSelection(false),
		InOwnerTableView
	);
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:52,代码来源:DetailCategoryGroupNode.cpp

示例8: CreateConfigWidgets

void AUTDomGameMode::CreateConfigWidgets(TSharedPtr<class SVerticalBox> MenuSpace, bool bCreateReadOnly, TArray< TSharedPtr<TAttributePropertyBase> >& ConfigProps, int32 MinimumPlayers)
{
	Super::CreateConfigWidgets(MenuSpace, bCreateReadOnly, ConfigProps, MinimumPlayers);

	TSharedPtr< TAttributePropertyBool > AllowTransAttr = StaticCastSharedPtr<TAttributePropertyBool>(FindGameURLOption(ConfigProps, TEXT("AllowTrans")));

	if (AllowTransAttr.IsValid())
	{
		MenuSpace->AddSlot()
			.Padding(0.0f, 0.0f, 0.0f, 5.0f)
			.AutoHeight()
			[
				SNew(SHorizontalBox)
				+ SHorizontalBox::Slot()
			.AutoWidth()
			.VAlign(VAlign_Center)
			[
				SNew(SBox)
				.WidthOverride(350)
			[
				SNew(STextBlock)
				.TextStyle(SUWindowsStyle::Get(), "UT.Common.NormalText")
			.Text(NSLOCTEXT("UTDomGameMode", "AllowTranslocator", "Translocator"))
			]
			]
		+ SHorizontalBox::Slot()
			.Padding(20.0f, 0.0f, 0.0f, 0.0f)
			.AutoWidth()
			[
				SNew(SBox)
				.WidthOverride(300)
			[
				bCreateReadOnly ?
				StaticCastSharedRef<SWidget>(
					SNew(SCheckBox)
					.IsChecked(AllowTransAttr.ToSharedRef(), &TAttributePropertyBool::GetAsCheckBox)
					.Type(ESlateCheckBoxType::CheckBox)
					.Style(SUWindowsStyle::Get(), "UT.Common.CheckBox")
					) :
			StaticCastSharedRef<SWidget>(
				SNew(SCheckBox)
				.IsChecked(AllowTransAttr.ToSharedRef(), &TAttributePropertyBool::GetAsCheckBox)
				.OnCheckStateChanged(AllowTransAttr.ToSharedRef(), &TAttributePropertyBool::SetFromCheckBox)
				.Type(ESlateCheckBoxType::CheckBox)
				.Style(SUWindowsStyle::Get(), "UT.Common.CheckBox")
				)
			]
			]
			];
	}
}
开发者ID:HKLM,项目名称:UTDomGameMode,代码行数:51,代码来源:UTDomGameMode.cpp

示例9: MakeShareable

void SGraphNodeK2CreateDelegate::CreateBelowWidgetControls(TSharedPtr<SVerticalBox> MainBox)
{
	if(UK2Node_CreateDelegate* Node = Cast<UK2Node_CreateDelegate>(GraphNode))
	{
		UFunction* FunctionSignature = Node->GetDelegateSignature();
		UClass* ScopeClass = Node->GetScopeClass();

		if(FunctionSignature && ScopeClass)
		{
			FunctionDataItems.Empty();
			for(TFieldIterator<UFunction> It(ScopeClass); It; ++It)
			{
				UFunction* Func = *It;
				if (Func && FunctionSignature->IsSignatureCompatibleWith(Func) && 
					UEdGraphSchema_K2::FunctionCanBeUsedInDelegate(Func))
				{
					TSharedPtr<FFunctionItemData> ItemData = MakeShareable(new FFunctionItemData());
					ItemData->Name = Func->GetFName();
					ItemData->Description = FunctionDescription(Func);
					FunctionDataItems.Add(ItemData);
				}
			}

			TSharedRef<SComboButton> SelectFunctionWidgetRef = SNew(SComboButton)
				.Method(EPopupMethod::UseCurrentWindow)
				.ButtonContent()
				[
					SNew(STextBlock)
						.Text(this, &SGraphNodeK2CreateDelegate::GetCurrentFunctionDescription)
				]
				.MenuContent()
				[
					SNew(SListView<TSharedPtr<FFunctionItemData> >)
						.ListItemsSource( &FunctionDataItems )
						.OnGenerateRow(this, &SGraphNodeK2CreateDelegate::HandleGenerateRowFunction)
						.OnSelectionChanged(this, &SGraphNodeK2CreateDelegate::OnFunctionSelected)
				];

			MainBox->AddSlot()
				.AutoHeight()
				.VAlign(VAlign_Fill)
				[
					SelectFunctionWidgetRef
				];

			SelectFunctionWidget = SelectFunctionWidgetRef;
		}
	}
}
开发者ID:PopCap,项目名称:GameIdea,代码行数:49,代码来源:SGraphNodeK2CreateDelegate.cpp

示例10: CreateOutputSideRemoveButton

void SGraphNode_MultiCompareGameplayTag::CreateOutputSideRemoveButton(TSharedPtr<SVerticalBox> OutputBox)
{
	TSharedPtr<SWidget> ButtonContent;
	SAssignNew(ButtonContent, SHorizontalBox)
		+ SHorizontalBox::Slot()
		.AutoWidth()
		.HAlign(HAlign_Left)
		[
			SNew(STextBlock)
			.Text(NSLOCTEXT("CompareNode", "CompareNodeRemovePinButton", "Remove Case"))
			.ColorAndOpacity(FLinearColor::White)
		]
		+ SHorizontalBox::Slot()
		.AutoWidth()
		.VAlign(VAlign_Center)
		.Padding(7, 0, 0, 0)
		[
			SNew(SImage)
			.Image(FEditorStyle::GetBrush(TEXT("PropertyWindow.Button_RemoveFromArray")))
		];

	TSharedPtr<SToolTip> Tooltip;
	Tooltip = IDocumentation::Get()->CreateToolTip(NSLOCTEXT("CompareNode", "CompareNodeRemoveCaseButton_Tooltip", "Remove last case pins"), NULL, GraphNode->GetDocumentationLink(), FString());

	TSharedRef<SButton> RemovePinButton = SNew(SButton)
		.ContentPadding(0.0f)
		.ButtonStyle(FEditorStyle::Get(), "NoBorder")
		.OnClicked(this, &SGraphNode_MultiCompareGameplayTag::OnRemovePin)
		.ToolTipText(NSLOCTEXT("CompareNode", "CompareNodeRemovePinButton_Tooltip", "Remove last pin"))
		.ToolTip(Tooltip)
		.Visibility(this, &SGraphNode_MultiCompareGameplayTag::IsRemovePinButtonVisible)
		[
			ButtonContent.ToSharedRef()
		];

	RemovePinButton->SetCursor(EMouseCursor::Hand);

	FMargin AddPinPadding = Settings->GetOutputPinPadding();
	AddPinPadding.Top += 6.0f;

	OutputBox->AddSlot()
		.AutoHeight()
		.VAlign(VAlign_Center)
		.Padding(AddPinPadding)
		[
			RemovePinButton
		];
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:48,代码来源:SGraphNode_MultiCompareGameplayTag.cpp

示例11: GenerateMidgardStatsTable

/* Generate a Midgard stats table */
TSharedRef<SVerticalBox> GenerateMidgardStatsTable(const TSharedRef<FMaliOCReport::FMidgardReport::FRenderTarget>& RenderTarget)
{
    TSharedRef<SVerticalBox> rtBox = SNew(SVerticalBox);

    int index = 0;

    // Four rows, 5 columns
    for (int i = 0; i < 4; i++)
    {
        TSharedPtr<SHorizontalBox> curRow = nullptr;

        rtBox->AddSlot()
            .AutoHeight()
            [
                SAssignNew(curRow, SHorizontalBox)
            ];

        const float columnWidths[] = { 2.5f, 1.0f, 1.0f, 1.0f, 2.0f };
        const float widthScaleFactor = 50.0f;

        for (int j = 0; j < 5; j++)
        {
            curRow->AddSlot()
                .FillWidth(columnWidths[j])
                .MaxWidth(columnWidths[j] * widthScaleFactor)
                [
                    SNew(STextBlock)
                    .Text(*RenderTarget->StatsTable[index])
                    .Font(FEditorStyle::GetFontStyle(TEXT("PropertyWindow.NormalFont")))
                ];
            index++;
        }
    }

    rtBox->AddSlot()
        .AutoHeight()
        [
            SNew(SSeparator)
        ];

    rtBox->AddSlot()
        .AutoHeight()
        [
            GenerateFStringListView(RenderTarget->ExtraDetails)
        ];

    return rtBox;
};
开发者ID:ARM-software,项目名称:malioc-ue4,代码行数:49,代码来源:MaliOCReportWidgetGenerator.cpp

示例12: AddPinButtonContent

void SGraphNodeK2Sequence::CreateOutputSideAddButton(TSharedPtr<SVerticalBox> OutputBox)
{
	TSharedRef<SWidget> AddPinButton = AddPinButtonContent(
		NSLOCTEXT("SequencerNode", "SequencerNodeAddPinButton", "Add pin"),
		NSLOCTEXT("SequencerNode", "SequencerNodeAddPinButton_ToolTip", "Add new pin"));

	FMargin AddPinPadding = Settings->GetOutputPinPadding();
	AddPinPadding.Top += 6.0f;

	OutputBox->AddSlot()
	.AutoHeight()
	.VAlign(VAlign_Center)
	.Padding(AddPinPadding)
	[
		AddPinButton
	];
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:17,代码来源:SGraphNodeK2Sequence.cpp

示例13: CreateOutputSideAddButton

void SGraphNode_MultiCompareGameplayTag::CreateOutputSideAddButton(TSharedPtr<SVerticalBox> OutputBox)
{
	TSharedRef<SWidget> AddPinButton = AddPinButtonContent(
		NSLOCTEXT("CompareNode", "CompareNodeAddPinButton", "Add Case"),
		NSLOCTEXT("CompareNode", "CompareNodeAddPinButton_Tooltip", "Add new case pins"));

	FMargin AddPinPadding = Settings->GetOutputPinPadding();
	AddPinPadding.Top += 6.0f;

	OutputBox->AddSlot()
		.AutoHeight()
		.VAlign(VAlign_Center)
		.Padding(AddPinPadding)
		[
			AddPinButton
		];
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:17,代码来源:SGraphNode_MultiCompareGameplayTag.cpp

示例14: CreateOutputSideAddButton

void SGraphNodeSoundBase::CreateOutputSideAddButton(TSharedPtr<SVerticalBox> OutputBox)
{
    TSharedRef<SWidget> AddPinButton = AddPinButtonContent(
                                           NSLOCTEXT("SoundNode", "SoundNodeAddPinButton", "Add input"),
                                           NSLOCTEXT("SoundNode", "SoundNodeAddPinButton_Tooltip", "Adds an input to the sound node")
                                       );

    FMargin AddPinPadding = Settings->GetOutputPinPadding();
    AddPinPadding.Top += 6.0f;

    OutputBox->AddSlot()
    .AutoHeight()
    .VAlign(VAlign_Center)
    .Padding(AddPinPadding)
    [
        AddPinButton
    ];
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:18,代码来源:SGraphNodeSoundBase.cpp

示例15: RegenerateWidgets

void SScreenHistoryView::RegenerateWidgets()
{
	// Clear the box before regenerating the widgets
	WidgetBox->ClearChildren();
	TSharedPtr< SHorizontalBox > HolderBox;

	// Box where all widgets go
	WidgetBox->AddSlot()
	.AutoHeight()
	.VAlign( VAlign_Center )
	.HAlign( HAlign_Left )
	[
		SAssignNew( HolderBox, SHorizontalBox )
	];


	// Get the filtered views
	TArray<TSharedPtr<IScreenShotData> >& DevicesArray = ScreenShotData->GetFilteredChildren();

	// Create a new widget for each screen shot
	for ( int32 ChildSlots = FirstItemToShow; ChildSlots < DevicesArray.Num(); ChildSlots++ )
	{
		HolderBox->AddSlot()
		.AutoWidth()
		.VAlign( VAlign_Center )
		.HAlign( HAlign_Center )
		[
			SNew( SScreenShotItem )
			.ScreenShotData( DevicesArray[ChildSlots] )
		];
	}

	// Only show scroll bar if we have more than 1 screenshot
	if ( DevicesArray.Num() > 1 )
	{
		// Add the cached scrollbar back to the created widgets
		WidgetBox->AddSlot()
			.AutoHeight()
			.Padding(8, 0)
			[
				ScrollBox.ToSharedRef()
			];
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:44,代码来源:SScreenHistoryView.cpp


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