UEC++创建并绑定Widget控件
引言
之前听说用UEC++
写Widget
控件是一件费力不讨好的事,然后研究了一下,发现确实是这样。在UserWidget
蓝图中只需要将Image
控件拖入到自带的CanvasPanel
控件中就能完成的工作,用代码却需要写一大堆东西,而且还只是一个基本的树形结构。所以非常不推荐使用UEC++
写Widget
控件。
在这里附加一下原创链接吧(https://blog.csdn.net/weixin_43723303/article/details/126512815),手敲不易…
以下就是代码:
CustomWidget.h
UClass()
class MYPROJECY2_API UCustomWidget : public UUserWidget
{
GENERATED_BODY()
public:
virtual void InitializeNativeClassData() override;
}
CustomWidget.cpp
#include "CustomWidget.h"
#include "Blueprint/WidgetTree.h"
#include "Components/CanvasPanel.h"
#include "GeneratedCodeHelpers.h"
#include "Components/PanelSlot.h"
#include "Components/CanvasPanelSlot.h"
#include "Components/Image.h"
void UCustomWidget::InitializeNativeClassData()
{
// 新建 WidgetTree
WidgetTree = NewObject<UWidgetTree>(this, UWidgetTree::Staticclass(), TEXT("WidgetTree"));
// 新建 CanvasPanel 并绑定 Slot
auto CanvasPanel = NewObject<UCanvasPanel>(WidgetTree, TEXT("CanvasPanel"));
auto& PanelSlot = (*(AccessprivateProperty<TArray<UPanelSlot*>>((CanvasPanel), UPanelWidget::__PPO__Slots())));
PanelSlot = TArray<UPanelSlot*>();
PanelSlot.Reserve(2);
// 新建 Image 并绑定 Slot,并挂载到 CanvasPanel
auto CanvasPanelSlot = NewObject<UCanvasPanelSlot>(CanvasPanel, TEXT("CanvasPanelSlot"));
CanvasPanelSlot->Parent = CanvasPanel;
auto Image = NewObject<UImage>(WidgetTree, TEXT("Image"));
Image->Slot = CanvasPanelSlot;
CanvasPanelSlot->Content = Image;
PanelSlot.Add(CanvasPanelSlot);
// 将 CanvasPanel 绑定到 WidgetTree
WidgetTree->RootWidget = CanvasPanel;
// 将 WidgetTree 绑定到 Class
TArray<UWidgetAnimation*> WidgetAnimation;
TArray<FDelegateRuntimeBinding> RuntimeBinding;
UWidgetBlueprintGeneratedClass::InitializeWidgetStatic(this, GetClass(), WidgetTree, WidgetAnimation, RuntimeBinding);
}
原文地址:https://www.jb51.cc/wenti/3280448.html
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