ITextLayoutMarshaller

Interface used to get/set the raw text to/from a text layout

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Slate

Header

/Engine/Source/Runtime/Slate/Public/Framework/Text/ITextLayoutMarshaller.h

Include

#include "Framework/Text/ITextLayoutMarshaller.h"

Syntax

class ITextLayoutMarshaller

Remarks

Interface used to get/set the raw text to/from a text layout

Destructors

Name Description

Public function Virtual

~ITextLayoutMarshaller()

Functions

Name Description

Public function

void

 

ClearDirty()

Mark this text layout as clean once it's been updated

Public function

void

 

GetText

(
    FString& TargetString,
    const FTextLayout& SourceTextLayou...
)

Populate the string from the text layout

Public function Const

bool

 

IsDirty()

Is this text layout dirty? (eg, because some settings have changed) If so, you should call SetText on it to update the text layout

Public function

void

 

MakeDirty()

Mark this text layout as dirty (eg, because some settings have changed), so that it will cause SetText to be called on the next Tick

Public function Const

bool

 

RequiresLiveUpdate()

Return true if the marshaller requires the text be updated "live" (eg, because it inserts formatting directly into the source text) Returning true will cause SetText to be called every time the source text is changed, which is costly, but required for things like syntax highlighting

Public function

void

 

SetText

(
    const FString& SourceString,
    FTextLayout& TargetTextLayout
)

Populate the text layout from the string

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss