加入"Slate","SlateCore"模块
Actor.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "MyWindowClass.h"
// Sets default values
AMyWindowClass::AMyWindowClass()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AMyWindowClass::BeginPlay()
{
Super::BeginPlay();
// Create a new SWindow
TSharedRef<SWindow> NewWindow = SNew(SWindow)
.AutoCenter(EAutoCenter::PreferredWorkArea)
.SupportsMaximize(false)
.SupportsMinimize(false)
.SizingRule(ESizingRule::Autosized)
.CreateTitleBar(true)
[
// Add content to the window (for example, a vertical box with text)
SNew(SVerticalBox)
+ SVerticalBox::Slot()
.HAlign(HAlign_Center)
.VAlign(VAlign_Fill)
[
SNew(STextBlock)
.Text(FText::FromString("Hello, this is a new window!"))
]
];
// Add the window to the Slate application
FSlateApplication::Get().AddWindow(NewWindow);
}
// Called every frame
void AMyWindowClass::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
运行时创建scolorpicer窗口
加入"AppFramework","Slate","SlateCore"模块
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActorClass.generated.h"
UCLASS()
class MYCOLORPICERT_API AMyActorClass : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMyActorClass();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
TSharedPtr<SWindow> ColorPickerWindow;
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "MyActorClass.h"
#include "Widgets/Colors/SColorPicker.h"
// Sets default values
AMyActorClass::AMyActorClass()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AMyActorClass::BeginPlay()
{
Super::BeginPlay();
// 创建一个新的 Slate 窗口
ColorPickerWindow = SNew(SWindow)
.Title(FText::FromString("Color Picker"))
//.ClientSize(FVector2D(400, 300)) // 设置窗口尺寸
.IsTopmostWindow(true) // 保持在最前面
.SizingRule(ESizingRule::Autosized)
[
SNew(SColorPicker)
];
// 将窗口添加到 UI 层
FSlateApplication::Get().AddWindow(ColorPickerWindow.ToSharedRef());
}
void AMyActorClass::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
if (ColorPickerWindow)
{
FSlateApplication::Get().RequestDestroyWindow(ColorPickerWindow.ToSharedRef());
}
}
// Called every frame
void AMyActorClass::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}