Created
August 9, 2019 09:56
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A try to create a default widget totally in c++.
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// Fill out your copyright notice in the Description page of Project Settings. | |
#include "LectureWidget.h" | |
#include "Blueprint/WidgetTree.h" | |
#include "Components/Button.h" | |
#include "Components/Image.h" | |
#include "Components/CanvasPanel.h" | |
#include "Components/CanvasPanelSlot.h" | |
#include "Layout/Anchors.h" | |
#include "UObject/ConstructorHelpers.h" | |
ULectureWidget::ULectureWidget(const FObjectInitializer& ObjectInitializer): Super(ObjectInitializer){ | |
// Set icons textures | |
static ConstructorHelpers::FObjectFinder<UTexture2D> HomeIconObj(TEXT("/Game/UI/Icons/home-outline")); | |
static ConstructorHelpers::FObjectFinder<UTexture2D> MenuIconObj(TEXT("/Game/UI/Icons/th-list-outline")); | |
static ConstructorHelpers::FObjectFinder<UTexture2D> ArrowLeftIconObj(TEXT("/Game/UI/Icons/arrow-left-outline")); | |
static ConstructorHelpers::FObjectFinder<UTexture2D> ArrowRightIconObj(TEXT("/Game/UI/Icons/arrow-right-outline")); | |
if (HomeIconObj.Object != NULL) HomeIconTexture = HomeIconObj.Object; | |
if (MenuIconObj.Object != NULL) MenuIconTexture = MenuIconObj.Object; | |
if (ArrowLeftIconObj.Object != NULL) ArrowLeftIconTexture = ArrowLeftIconObj.Object; | |
if (ArrowRightIconObj.Object != NULL) ArrowRightIconTexture = ArrowRightIconObj.Object; | |
} | |
void ULectureWidget::NativeConstruct() | |
{ | |
Super::NativeConstruct(); | |
UCanvasPanel* Root = WidgetTree->ConstructWidget<UCanvasPanel>(UCanvasPanel::StaticClass(), FName("Canvas")); | |
// UCanvasPanel* Root = Cast<UCanvasPanel>(GetRootWidget()); | |
WidgetTree->RootWidget = Root; | |
UWidget* root = GetRootWidget(); | |
UE_LOG(LogTemp, Warning, TEXT("Root widget class: %s"), *root->GetClass()->GetName()); | |
// Create buttons and set them in a slot | |
HomeButton = WidgetTree->ConstructWidget<UButton>(UButton::StaticClass(), FName("Home_Button")); | |
HomeButton->WidgetStyle.Normal.SetResourceObject(Cast<UObject>(HomeIconTexture)); | |
HomeButton->WidgetStyle.Normal.SetImageSize(FVector2D(80.f, 80.f)); | |
HomeButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Image; | |
HomeButton->WidgetStyle.Normal.TintColor = FLinearColor(1.f, 0.f, .3f, 1.f); | |
HomeButton->WidgetStyle.Normal.Margin = 0.f; | |
// HomeButton->SetColorAndOpacity(FLinearColor(1.f, 1.f, 1.f, 0)); | |
UCanvasPanelSlot* HomeButtonSlot = Cast<UCanvasPanelSlot>(Root->AddChild(HomeButton)); | |
HomeButtonSlot->SetAnchors(FAnchors(.0f, .0f, .0f, .0f)); | |
HomeButtonSlot->SetSize(FVector2D(80.f, 80.f)); | |
HomeButtonSlot->SetPosition(FVector2D(80.f, 80.f)); | |
//HomeButtonSlot->SetAlignment(FVector2D(.5f, .5f)); | |
MenuButton = WidgetTree->ConstructWidget<UButton>(UButton::StaticClass(), FName("Menu_Button")); | |
MenuButton->WidgetStyle.Normal.SetResourceObject(Cast<UObject>(MenuIconTexture)); | |
MenuButton->WidgetStyle.Normal.SetImageSize(FVector2D(80.f, 80.f)); | |
HomeButton->WidgetStyle.Normal.DrawAs= ESlateBrushDrawType::Image; | |
MenuButton->WidgetStyle.Normal.Margin = 0.f; | |
UCanvasPanelSlot* MenuButtonSlot = Cast<UCanvasPanelSlot>(Root->AddChild(MenuButton)); | |
MenuButtonSlot->SetAnchors(FAnchors(1.f, 0, 1.f, 0)); | |
MenuButtonSlot->SetSize(FVector2D(80.f, 80.f)); | |
MenuButtonSlot->SetPosition(FVector2D(-160.f, 80.f)); | |
ArrowLeftButton = WidgetTree->ConstructWidget<UButton>(UButton::StaticClass(), FName("ArrowLeft_Button")); | |
ArrowLeftButton->WidgetStyle.Normal.SetResourceObject(Cast<UObject>(ArrowLeftIconTexture)); | |
ArrowLeftButton->WidgetStyle.Normal.SetImageSize(FVector2D(80.f, 80.f)); | |
ArrowLeftButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Image; | |
ArrowLeftButton->WidgetStyle.Normal.Margin = 0.f; | |
UCanvasPanelSlot* ArrowLeftButtonSlot = Cast<UCanvasPanelSlot>(Root->AddChild(ArrowLeftButton)); | |
ArrowLeftButtonSlot->SetAnchors(FAnchors(0, 1.f, 0, 1.f)); | |
ArrowLeftButtonSlot->SetSize(FVector2D(80.f, 80.f)); | |
ArrowLeftButtonSlot->SetPosition(FVector2D(80.f, -200.f)); | |
ArrowRightButton = WidgetTree->ConstructWidget<UButton>(UButton::StaticClass(), FName("ArrowRight_Button")); | |
ArrowRightButton->WidgetStyle.Normal.SetResourceObject(Cast<UObject>(ArrowRightIconTexture)); | |
ArrowRightButton->WidgetStyle.Normal.SetImageSize(FVector2D(80.f, 80.f)); | |
ArrowRightButton->WidgetStyle.Normal.DrawAs = ESlateBrushDrawType::Image; | |
ArrowRightButton->WidgetStyle.Normal.Margin = 0.f; | |
UCanvasPanelSlot* ArrowRightButtonSlot = Cast<UCanvasPanelSlot>(Root->AddChild(ArrowRightButton)); | |
ArrowRightButtonSlot->SetAnchors(FAnchors(1.f, 1.f, 1.f, 1.f)); | |
ArrowRightButtonSlot->SetSize(FVector2D(80.f, 80.f)); | |
ArrowRightButtonSlot->SetPosition(FVector2D(-160.f, -200.f)); | |
// Root->AddToRoot(); | |
} |
Nice page but it didn't work for me - had to move root creation from NativeConstruct to Initialize, as per comments on this post: https://forums.unrealengine.com/t/c-widget-does-not-show-anything-on-screen/453617/3
You can update this github with your solution.
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Nice page but it didn't work for me - had to move root creation from NativeConstruct to Initialize, as per comments on this post: https://forums.unrealengine.com/t/c-widget-does-not-show-anything-on-screen/453617/3