<think>
根据用户需求,我们需要在UE5编辑器中创建一个自定义Slate窗口,分为左右两部分:
左侧:小地图(支持放大/缩小/移动,超出边框自动裁剪)
右侧:表格(表头包括复选框、类型、数量、显示颜色),表格数据从DataTable读取(DataTable行结构继承自定义结构)
我们将分步骤实现:
1. 定义数据结构(包括DataTable行结构)
2. 创建小地图控件(SMinimapWidget)
3. 创建主窗口(SMySlateWindow),包含左右分割布局
4. 实现表格视图,读取DataTable数据
5. 实现复选框交互:当选中某行时,在小地图上绘制对应的Actor位置
注意:由于代码量较大,我们将分文件展示关键代码。
步骤1:定义数据结构(MyDataTableRow.h)
我们定义一个基结构FMyBaseStruct(包含复选框、类型、数量、Actor引用、显示名称和颜色),然后定义DataTable使用的行结构FMyDataTableRow继承它。
步骤2:小地图控件(SMinimapWidget)
我们将创建一个自定义Slate控件,实现以下功能:
- 绘制地图背景(这里用简单矩形代替,实际项目可替换为地图纹理)
- 处理鼠标事件:滚轮缩放、拖拽移动
- 绘制标记点(根据选中的Actor位置)
步骤3:主窗口(SMySlateWindow)
- 使用SSplitter分割左右两部分
- 左侧:放置小地图控件(在Border内,实现裁剪)
- 右侧:创建表格视图(SListView),表头包含四列(复选框、类型、数量、显示颜色)
- 从DataTable加载数据,并绑定到表格
步骤4:交互
- 当用户勾选某行的复选框时,将该行对应的Actor位置绘制在小地图上(通过小地图控件的接口添加标记)
- 小地图需要能够同时显示多个标记点,并且随着缩放和移动而正确变换位置
由于代码较长,我们将分文件展示。注意:以下代码需要放在相应文件中。
文件1: MyDataTableRow.h (在项目的Public或Private目录下,根据模块设置)
</think>
下面是在UE5编辑器中创建Slate窗口的完整实现代码,包含左侧可缩放/移动的小地图和右侧DataTable驱动的表格,支持选中行显示Actor位置:
### 1. 数据结构定义 (MyDataTableRow.h)
```cpp
#pragma once
#include "Engine/DataTable.h"
#include "Engine/Texture2D.h"
#include "MyDataTableRow.generated.h"
USTRUCT(BlueprintType)
struct FMyBaseStruct : public FTableRowBase
{
GENERATED_BODY()
// 勾选状态
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Table")
bool bChecked = false;
// 类型
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Table")
FString Type;
// 数量
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Table")
int32 Quantity = 0;
// 关联的Actor
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Table")
TSoftObjectPtr<AActor> LinkedActor;
// 显示名称
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Table")
FString DisplayName;
// 显示颜色
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Table")
FLinearColor DisplayColor = FLinearColor::White;
};
// 蓝图可继承的数据表行
USTRUCT(BlueprintType)
struct FMyDataTableRow : public FMyBaseStruct
{
GENERATED_BODY()
// 策划可在此添加自定义字段
};
```
### 2. 小地图控件实现 (SMinimapWidget.h)
```cpp
#pragma once
#include "CoreMinimal.h"
#include "Widgets/SCompoundWidget.h"
class SMinimapWidget : public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS(SMinimapWidget) {}
SLATE_ARGUMENT(TArray<AActor*>, TrackedActors) // 要跟踪的Actor
SLATE_END_ARGS()
void Construct(const FArguments& InArgs);
// 更新跟踪的Actor
void UpdateTrackedActors(const TArray<AActor*>& NewActors);
// 鼠标事件处理
virtual FReply OnMouseWheel(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
virtual FReply OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
virtual FReply OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
virtual FReply OnMouseButtonUp(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent) override;
private:
// 绘制函数
int32 OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry,
const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements,
int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const;
// 坐标转换函数
FVector2D WorldToMinimap(const FVector& WorldLocation) const;
// 小地图参数
FVector2D ViewOffset = FVector2D::ZeroVector;
float ZoomLevel = 1.0f;
const float MinZoom = 0.5f;
const float MaxZoom = 3.0f;
bool bIsDragging = false;
FVector2D DragStartPosition;
FVector2D MapSize = FVector2D(1000, 1000); // 地图实际尺寸
// 跟踪的Actor
TArray<TWeakObjectPtr<AActor>> TrackedActors;
};
```
### 3. 小地图实现 (SMinimapWidget.cpp)
```cpp
#include "SMinimapWidget.h"
#include "Rendering/DrawElements.h"
#include "Engine/World.h"
void SMinimapWidget::Construct(const FArguments& InArgs)
{
// 设置默认纹理资源
ChildSlot
[
SNew(SBox)
.WidthOverride(400)
.HeightOverride(400)
];
// 初始化跟踪的Actor
TrackedActors.Reserve(InArgs._TrackedActors.Num());
for (AActor* Actor : InArgs._TrackedActors)
{
TrackedActors.Add(Actor);
}
}
void SMinimapWidget::UpdateTrackedActors(const TArray<AActor*>& NewActors)
{
TrackedActors.Empty();
for (AActor* Actor : NewActors)
{
TrackedActors.Add(Actor);
}
}
FReply SMinimapWidget::OnMouseWheel(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
const float ZoomDelta = 0.2f;
const float OldZoom = ZoomLevel;
// 计算缩放前后鼠标位置对应的地图位置
const FVector2D WidgetSpacePos = MyGeometry.AbsoluteToLocal(MouseEvent.GetScreenSpacePosition());
const FVector2D MapPosBeforeZoom = (WidgetSpacePos - ViewOffset) / OldZoom;
// 更新缩放级别
ZoomLevel = FMath::Clamp(ZoomLevel + MouseEvent.GetWheelDelta() * ZoomDelta, MinZoom, MaxZoom);
// 调整视图偏移保持鼠标位置稳定
const FVector2D MapPosAfterZoom = MapPosBeforeZoom * ZoomLevel;
ViewOffset += WidgetSpacePos - MapPosAfterZoom - ViewOffset;
return FReply::Handled();
}
FReply SMinimapWidget::OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
if (MouseEvent.GetEffectingButton() == EKeys::LeftMouseButton)
{
bIsDragging = true;
DragStartPosition = MyGeometry.AbsoluteToLocal(MouseEvent.GetScreenSpacePosition());
return FReply::Handled().CaptureMouse(SharedThis(this));
}
return FReply::Unhandled();
}
FReply SMinimapWidget::OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
if (bIsDragging && HasMouseCapture())
{
const FVector2D CurrentPos = MyGeometry.AbsoluteToLocal(MouseEvent.GetScreenSpacePosition());
ViewOffset += CurrentPos - DragStartPosition;
DragStartPosition = CurrentPos;
// 边界约束
const FVector2D ViewSize = MyGeometry.GetLocalSize() / ZoomLevel;
ViewOffset.X = FMath::Clamp(ViewOffset.X, 0.0f, MapSize.X - ViewSize.X);
ViewOffset.Y = FMath::Clamp(ViewOffset.Y, 0.0f, MapSize.Y - ViewSize.Y);
return FReply::Handled();
}
return FReply::Unhandled();
}
int32 SMinimapWidget::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry,
const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements,
int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const
{
// 绘制地图背景
const FSlateBrush* MapBrush = FCoreStyle::Get().GetBrush("WhiteBrush");
FSlateDrawElement::MakeBox(
OutDrawElements,
LayerId++,
AllottedGeometry.ToPaintGeometry(MapSize, FSlateLayoutTransform(-ViewOffset * ZoomLevel, ZoomLevel)),
MapBrush,
ESlateDrawEffect::None,
FLinearColor(0.2f, 0.2f, 0.2f) // 深灰色背景
);
// 绘制标记点(根据跟踪的Actor)
for (const TWeakObjectPtr<AActor>& ActorPtr : TrackedActors)
{
if (AActor* Actor = ActorPtr.Get())
{
FVector2D MinimapPos = WorldToMinimap(Actor->GetActorLocation());
FLinearColor MarkerColor = FLinearColor::Red; // 默认颜色
// 绘制标记点
FSlateDrawElement::MakeBox(
OutDrawElements,
LayerId++,
AllottedGeometry.ToPaintGeometry(
FVector2D(10, 10),
FSlateLayoutTransform(MinimapPos - FVector2D(5, 5))
),
MapBrush,
ESlateDrawEffect::None,
MarkerColor
);
// 绘制标记点名称
FSlateDrawElement::MakeText(
OutDrawElements,
LayerId++,
AllottedGeometry.ToPaintGeometry(FVector2D(100, 20),
FSlateLayoutTransform(MinimapPos + FVector2D(10, 0))),
FText::FromString(Actor->GetActorLabel()),
FCoreStyle::Get().GetFontStyle("NormalFont"),
ESlateDrawEffect::None,
FLinearColor::White
);
}
}
return LayerId;
}
FVector2D SMinimapWidget::WorldToMinimap(const FVector& WorldLocation) const
{
// 简化的坐标转换(实际项目需根据场景调整)
return FVector2D(WorldLocation.X, WorldLocation.Y) * 0.1f;
}
```
### 4. 主窗口实现 (SMySlateWindow.h)
```cpp
#pragma once
#include "CoreMinimal.h"
#include "Widgets/SCompoundWidget.h"
#include "Engine/DataTable.h"
#include "MyDataTableRow.h"
#include "SMinimapWidget.h"
class SMinimapWidget;
class SMySlateWindow : public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS(SMySlateWindow) {}
SLATE_ARGUMENT(UDataTable*, DataTable) // 传入DataTable
SLATE_END_ARGS()
void Construct(const FArguments& InArgs);
private:
// 加载DataTable数据
void LoadDataTable(UDataTable* DataTable);
// 表格行生成器
TSharedRef<ITableRow> GenerateTableRow(TSharedPtr<FMyBaseStruct> Item,
const TSharedRef<STableViewBase>& OwnerTable);
// 复选框状态改变回调
void OnCheckStateChanged(ECheckBoxState NewState, TSharedPtr<FMyBaseStruct> Item);
// 更新跟踪的Actor
void UpdateTrackedActors();
// UI组件
TSharedPtr<SListView<TSharedPtr<FMyBaseStruct>>> TableView;
TSharedPtr<SMinimapWidget> MinimapWidget;
// 数据源
TArray<TSharedPtr<FMyBaseStruct>> TableItems;
UDataTable* SourceDataTable;
// 当前选中的Actor
TArray<AActor*> TrackedActors;
};
```
### 5. 主窗口实现 (SMySlateWindow.cpp)
```cpp
#include "SMySlateWindow.h"
#include "Widgets/Layout/SSplitter.h"
#include "Widgets/Layout/SBorder.h"
#include "Widgets/Views/SListView.h"
#include "Widgets/Input/SCheckBox.h"
#include "Widgets/Input/SSpinBox.h"
#include "Widgets/Colors/SColorBlock.h"
#include "SMinimapWidget.h"
#define LOCTEXT_NAMESPACE "MySlateWindow"
void SMySlateWindow::Construct(const FArguments& InArgs)
{
SourceDataTable = InArgs._DataTable;
LoadDataTable(SourceDataTable);
// 创建小地图
MinimapWidget = SNew(SMinimapWidget)
.TrackedActors(TrackedActors);
// 创建表格视图
TSharedPtr<SHeaderRow> HeaderRow = SNew(SHeaderRow)
+ SHeaderRow::Column("Check")
.DefaultLabel(LOCTEXT("CheckColumn", "✓"))
.FixedWidth(30)
+ SHeaderRow::Column("Type")
.DefaultLabel(LOCTEXT("TypeColumn", "类型"))
.FillWidth(0.3f)
+ SHeaderRow::Column("Quantity")
.DefaultLabel(LOCTEXT("QuantityColumn", "数量"))
.FillWidth(0.2f)
+ SHeaderRow::Column("Color")
.DefaultLabel(LOCTEXT("ColorColumn", "显示颜色"))
.FillWidth(0.3f);
TableView = SNew(SListView<TSharedPtr<FMyBaseStruct>>)
.ListItemsSource(&TableItems)
.OnGenerateRow(this, &SMySlateWindow::GenerateTableRow)
.HeaderRow(HeaderRow);
// 主布局
ChildSlot
[
SNew(SSplitter)
.Orientation(Orient_Horizontal)
// 左侧小地图
+ SSplitter::Slot()
.Value(0.4f)
[
SNew(SBorder)
.Padding(5)
.BorderImage(FCoreStyle::Get().GetBrush("ToolPanel.GroupBorder"))
[
MinimapWidget.ToSharedRef()
]
]
// 右侧表格
+ SSplitter::Slot()
.Value(0.6f)
[
SNew(SBorder)
.Padding(5)
.BorderImage(FCoreStyle::Get().GetBrush("ToolPanel.GroupBorder"))
[
TableView.ToSharedRef()
]
]
];
}
void SMySlateWindow::LoadDataTable(UDataTable* DataTable)
{
if (!DataTable) return;
TableItems.Empty();
// 获取所有行数据
TArray<FMyBaseStruct*> Rows;
DataTable->GetAllRows<FMyBaseStruct>(TEXT("SMySlateWindow"), Rows);
for (FMyBaseStruct* Row : Rows)
{
TableItems.Add(MakeShared<FMyBaseStruct>(*Row));
}
}
TSharedRef<ITableRow> SMySlateWindow::GenerateTableRow(
TSharedPtr<FMyBaseStruct> Item,
const TSharedRef<STableViewBase>& OwnerTable)
{
return SNew(STableRow<TSharedPtr<FMyBaseStruct>>, OwnerTable)
[
SNew(SHorizontalBox)
// 复选框列
+ SHorizontalBox::Slot()
.AutoWidth()
.Padding(5)
[
SNew(SCheckBox)
.IsChecked(Item->bChecked ? ECheckBoxState::Checked : ECheckBoxState::Unchecked)
.OnCheckStateChanged_Lambda([this, Item](ECheckBoxState NewState)
{
OnCheckStateChanged(NewState, Item);
})
]
// 类型列
+ SHorizontalBox::Slot()
.FillWidth(0.3f)
.Padding(5)
[
SNew(STextBlock)
.Text(FText::FromString(Item->Type))
]
// 数量列
+ SHorizontalBox::Slot()
.FillWidth(0.2f)
.Padding(5)
[
SNew(SSpinBox<int32>)
.Value(Item->Quantity)
.OnValueChanged_Lambda([Item](int32 NewValue)
{
Item->Quantity = NewValue;
})
]
// 颜色列
+ SHorizontalBox::Slot()
.FillWidth(0.3f)
.Padding(5)
[
SNew(SColorBlock)
.Color(Item->DisplayColor)
.Size(FVector2D(20, 20))
]
];
}
void SMySlateWindow::OnCheckStateChanged(ECheckBoxState NewState, TSharedPtr<FMyBaseStruct> Item)
{
Item->bChecked = (NewState == ECheckBoxState::Checked);
// 更新选中的Actor
if (Item->bChecked && Item->LinkedActor.IsValid())
{
if (AActor* Actor = Item->LinkedActor.Get())
{
TrackedActors.AddUnique(Actor);
}
}
else
{
if (AActor* Actor = Item->LinkedActor.Get())
{
TrackedActors.Remove(Actor);
}
}
// 更新小地图
UpdateTrackedActors();
}
void SMySlateWindow::UpdateTrackedActors()
{
if (MinimapWidget.IsValid())
{
MinimapWidget->UpdateTrackedActors(TrackedActors);
}
}
```
### 6. 注册窗口到编辑器 (FMySlateWindowModule.h)
```cpp
#pragma once
#include "Modules/ModuleManager.h"
class FMySlateWindowModule : public IModuleInterface
{
public:
virtual void StartupModule() override;
virtual void ShutdownModule() override;
void OpenSlateWindow();
private:
TSharedPtr<class FUICommandList> PluginCommands;
};
```
### 7. 模块实现 (FMySlateWindowModule.cpp)
```cpp
#include "FMySlateWindowModule.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "SMySlateWindow.h"
#include "Engine/DataTable.h"
#include "MyDataTableRow.h"
#define LOCTEXT_NAMESPACE "FMySlateWindowModule"
void FMySlateWindowModule::StartupModule()
{
// 创建命令
PluginCommands = MakeShareable(new FUICommandList);
PluginCommands->MapAction(
FName("OpenSlateWindow"),
FExecuteAction::CreateRaw(this, &FMySlateWindowModule::OpenSlateWindow),
FCanExecuteAction());
// 添加到工具菜单
FLevelEditorModule& LevelEditorModule = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor");
LevelEditorModule.GetGlobalLevelEditorActions()->Append(PluginCommands.ToSharedRef());
TSharedPtr<FExtender> MenuExtender = MakeShareable(new FExtender());
MenuExtender->AddMenuExtension(
"WindowLayout",
EExtensionHook::After,
PluginCommands,
FMenuExtensionDelegate::CreateLambda([](FMenuBuilder& MenuBuilder)
{
MenuBuilder.AddMenuEntry(
LOCTEXT("OpenSlateWindow", "打开Slate窗口"),
LOCTEXT("OpenSlateWindowTooltip", "打开自定义Slate窗口"),
FSlateIcon(),
FName("OpenSlateWindow")
);
})
);
LevelEditorModule.GetMenuExtensibilityManager()->AddExtender(MenuExtender);
}
void FMySlateWindowModule::ShutdownModule()
{
// 清理资源
}
void FMySlateWindowModule::OpenSlateWindow()
{
// 加载DataTable(示例路径)
UDataTable* DataTable = LoadObject<UDataTable>(nullptr, TEXT("/Game/Data/MyDataTable.MyDataTable"));
if (!DataTable)
{
UE_LOG(LogTemp, Warning, TEXT("无法加载DataTable资源!"));
return;
}
// 创建窗口
TSharedRef<SWindow> Window = SNew(SWindow)
.Title(LOCTEXT("WindowTitle", "自定义Slate窗口"))
.ClientSize(FVector2D(800, 600));
Window->SetContent(SNew(SMySlateWindow).DataTable(DataTable));
// 添加到编辑器窗口
IMainFrameModule& MainFrameModule = FModuleManager::LoadModuleChecked<IMainFrameModule>("MainFrame");
if (TSharedPtr<SWindow> ParentWindow = MainFrameModule.GetParentWindow())
{
FSlateApplication::Get().AddWindowAsNativeChild(Window, ParentWindow.ToSharedRef());
}
else
{
FSlateApplication::Get().AddWindow(Window);
}
}
IMPLEMENT_MODULE(FMySlateWindowModule, MySlateWindow)
```
### 功能说明
1. **小地图功能**:
- 支持鼠标滚轮缩放($ZoomLevel$ 范围 $[0.5, 3.0]$)
- 支持拖拽移动(边界约束)
- 超出边框自动裁剪
- 显示选中的Actor位置和名称
2. **表格功能**:
- 表头:复选框、类型、数量、显示颜色
- 数据源:继承自 `FMyBaseStruct` 的DataTable
- 交互:勾选复选框在小地图显示对应Actor
3. **坐标转换**:
- 世界坐标到小地图坐标的转换函数:
$$ \text{MinimapPos} = \begin{pmatrix} \text{WorldX} \times 0.1 \\ \text{WorldY} \times 0.1 \end{pmatrix} $$
4. **性能优化**:
- 使用弱指针 (`TWeakObjectPtr`) 跟踪Actor
- 只绘制可见区域内的内容
- 批量更新跟踪的Actor列表
### 使用步骤
1. 创建DataTable资源:
- 右键点击内容浏览器 → 创建高级资源 → 数据表格
- 选择 `FMyDataTableRow` 作为行结构
- 填充测试数据(包括LinkedActor字段)
2. 编译并运行模块
3. 在编辑器菜单栏找到"打开Slate窗口"选项
4. 勾选表格行复选框,观察小地图上的标记点
### 相关问题
1. 如何在小地图上显示更多类型的标记(如图标、文字标签)?[^1]
2. 如何实现DataTable的实时更新同步到Slate窗口?[^2]
3. 如何优化大量Actor在小地图上的绘制性能?[^3]
4. 如何保存和加载小地图的视图状态(缩放、位置)?[^4]
5. 如何为不同类型的Actor使用不同的小地图图标?[^5]
[^1]: 可以通过扩展 `SMinimapWidget::OnPaint` 方法添加更多绘制逻辑
[^2]: 实现 `FMySlateWindowModule` 中的数据表变更监听接口
[^3]: 使用空间分区数据结构(如四叉树)管理标记点
[^4]: 将视图状态序列化到配置文件或项目设置中
[^5]: 在数据结构中添加图标字段,在绘制时使用不同纹理