本文整理汇总了C++中TSharedRef::BringToFront方法的典型用法代码示例。如果您正苦于以下问题:C++ TSharedRef::BringToFront方法的具体用法?C++ TSharedRef::BringToFront怎么用?C++ TSharedRef::BringToFront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类TSharedRef
的用法示例。
在下文中一共展示了TSharedRef::BringToFront方法的2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: NewList
TSharedRef<SNotificationList> FSlateNotificationManager::CreateStackForArea(const FSlateRect& InRectangle)
{
TSharedRef<SNotificationList> NotificationList = SNew(SNotificationList);
TSharedRef<SWindow> NotificationWindow = SWindow::MakeNotificationWindow();
NotificationWindow->SetContent(NotificationList);
NotificationList->ParentWindowPtr = NotificationWindow;
if( RootWindowPtr.IsValid() )
{
FSlateApplication::Get().AddWindowAsNativeChild( NotificationWindow, RootWindowPtr.Pin().ToSharedRef() );
}
else
{
FSlateApplication::Get().AddWindow( NotificationWindow );
}
if( !FSlateApplication::Get().GetActiveModalWindow().IsValid() )
{
if ( NotificationWindow->IsActive() || NotificationWindow->HasActiveParent() )
{
NotificationWindow->BringToFront();
}
}
bool bFound = false;
for (FRegionalNotificationList& List : RegionalLists)
{
if (FSlateRect::IsRectangleContained(List.Region, InRectangle))
{
List.Notifications.Add(NotificationList);
bFound = true;
}
}
if (!bFound)
{
FRegionalNotificationList NewList(FSlateApplication::Get().GetWorkArea(InRectangle));
NewList.Notifications.Add(NotificationList);
RegionalLists.Add(NewList);
}
return NotificationList;
}
示例2: Enter
void UVREditorMode::Enter()
{
bWantsToExitMode = false;
ExitType = EVREditorExitType::Normal;
{
IViewportWorldInteractionManager& ViewportWorldInteraction = IViewportInteractionModule::Get().GetWorldInteractionManager();
ViewportWorldInteraction.OnPreWorldInteractionTick().AddUObject( this, &UVREditorMode::PreTick );
ViewportWorldInteraction.OnPostWorldInteractionTick().AddUObject( this, &UVREditorMode::Tick );
}
// @todo vreditor: We need to make sure the user can never switch to orthographic mode, or activate settings that
// would disrupt the user's ability to view the VR scene.
// @todo vreditor: Don't bother drawing toolbars in VR, or other things that won't matter in VR
{
const TSharedRef< ILevelEditor >& LevelEditor = FModuleManager::GetModuleChecked<FLevelEditorModule>("LevelEditor").GetFirstLevelEditor().ToSharedRef();
bool bSummonNewWindow = true;
// Do we have an active perspective viewport that is valid for VR? If so, go ahead and use that.
TSharedPtr<SLevelViewport> ExistingActiveLevelViewport;
{
TSharedPtr<ILevelViewport> ActiveLevelViewport = LevelEditor->GetActiveViewportInterface();
if(ActiveLevelViewport.IsValid())
{
ExistingActiveLevelViewport = StaticCastSharedRef< SLevelViewport >(ActiveLevelViewport->AsWidget());
// Use the currently active window instead
bSummonNewWindow = false;
}
}
TSharedPtr< SLevelViewport > VREditorLevelViewport;
if(bSummonNewWindow)
{
// @todo vreditor: The resolution we set here doesn't matter, as HMDs will draw at their native resolution
// no matter what. We should probably allow the window to be freely resizable by the user
// @todo vreditor: Should save and restore window position and size settings
FVector2D WindowSize;
{
IHeadMountedDisplay::MonitorInfo HMDMonitorInfo;
if(bActuallyUsingVR && GEngine->HMDDevice->GetHMDMonitorInfo(HMDMonitorInfo))
{
WindowSize = FVector2D(HMDMonitorInfo.ResolutionX, HMDMonitorInfo.ResolutionY);
}
else
{
// @todo vreditor: Hard-coded failsafe window size
WindowSize = FVector2D(1920.0f, 1080.0f);
}
}
// @todo vreditor: Use SLevelEditor::GetTableTitle() for the VR window title (needs dynamic update)
const FText VREditorWindowTitle = NSLOCTEXT("VREditor", "VRWindowTitle", "Unreal Editor VR");
TSharedRef< SWindow > VREditorWindow = SNew(SWindow)
.Title(VREditorWindowTitle)
.ClientSize(WindowSize)
.AutoCenter(EAutoCenter::PreferredWorkArea)
.UseOSWindowBorder(true) // @todo vreditor: Allow window to be freely resized? Shouldn't really hurt anything. We should save position/size too.
.SizingRule(ESizingRule::UserSized);
this->VREditorWindowWeakPtr = VREditorWindow;
VREditorLevelViewport =
SNew(SLevelViewport)
.ViewportType(LVT_Perspective) // Perspective
.Realtime(true)
// .ParentLayout( AsShared() ) // @todo vreditor: We don't have one and we probably don't need one, right? Make sure a null parent layout is handled properly everywhere.
.ParentLevelEditor(LevelEditor)
// .ConfigKey( BottomLeftKey ) // @todo vreditor: This is for saving/loading layout. We would need this in order to remember viewport settings like show flags, etc.
.IsEnabled(FSlateApplication::Get().GetNormalExecutionAttribute());
// Allow the editor to keep track of this editor viewport. Because it's not inside of a normal tab,
// we need to explicitly tell the level editor about it
LevelEditor->AddStandaloneLevelViewport(VREditorLevelViewport.ToSharedRef());
VREditorWindow->SetContent(VREditorLevelViewport.ToSharedRef());
// NOTE: We're intentionally not adding this window natively parented to the main frame window, because we don't want it
// to minimize/restore when the main frame is minimized/restored
FSlateApplication::Get().AddWindow(VREditorWindow);
VREditorWindow->SetOnWindowClosed(FOnWindowClosed::CreateUObject(this, &UVREditorMode::OnVREditorWindowClosed));
VREditorWindow->BringToFront(); // @todo vreditor: Not sure if this is needed, especially if we decide the window should be hidden (copied this from PIE code)
}
else
{
VREditorLevelViewport = ExistingActiveLevelViewport;
if(bActuallyUsingVR)
{
// Switch to immersive mode
const bool bWantImmersive = true;
const bool bAllowAnimation = false;
ExistingActiveLevelViewport->MakeImmersive(bWantImmersive, bAllowAnimation);
}
}
//.........这里部分代码省略.........