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Module |
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Header |
/Engine/Source/Runtime/SlateCore/Public/Rendering/SlateRenderer.h |
Include |
#include "Rendering/SlateRenderer.h" |
class FSlateRenderer
Abstract base class for Slate renderers.
Name | Description | ||
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OnBackBufferReadyToPresentDelegate |
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OnSlateWindowDestroyedDelegate |
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PostResizeBackBufferDelegate |
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PreResizeBackBufferDelegate |
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ResourceCriticalSection |
Necessary to grab before flushing the resource pool, as it may be being accessed by multiple threads when loading. |
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TSharedPtr< FSl... |
SlateFontServices |
The font services used by this renderer when drawing text |
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SlateWindowRendered |
Callback that fires after Slate has rendered each window, each frame |
Name | Description | |
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FSlateRenderer ( |
Constructor. |
Name | Description | |
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~FSlateRenderer() |
Virtual destructor. |
Name | Description | ||
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AddWidgetRendererUpdate ( |
Lets the renderer know that we need to render some widgets to a render target. |
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AreShadersInitialized() |
Returns whether shaders that Slate depends on have been compiled. |
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BeginFrame() |
Indicates the start of a new frame to the Renderer. |
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CanRenderResource ( |
The default implementation assumes all things are renderable. |
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ClearScenes() |
Reset the internal Scene tracking. |
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CopyWindowsToVirtualScreenBuffer |
Copies all slate windows out to a buffer at half resolution with debug information like the mouse cursor and any keypresses. |
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FSlateUpdata... |
CreateSharedHandleTexture ( |
Create an updatable texture that can receive new data via a shared handle |
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FSlateUpdata... |
CreateUpdatableTexture |
Create an updatable texture that can receive new data dynamically |
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CreateViewport ( |
Creates a rendering viewport |
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Destroy() |
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DestroyCachedFastPathElementData ( |
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DestroyCachedFastPathRenderingData |
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DrawWindows ( |
Creates necessary resources to render a window and sends draw commands to the rendering thread |
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EndFrame() |
Indicates the end of the current frame to the Renderer. |
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FlushCommands() |
Gives the renderer a chance to wait for any render commands to be completed before returning/ |
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FlushFontCache ( |
Flushes all cached data from the font cache for the current thread |
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GenerateDynamicImageResource |
Creates a dynamic image resource |
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GenerateDynamicImageResource ( |
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GenerateDynamicImageResource ( |
Creates a dynamic image resource and returns its size |
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GetCurrentSceneIndex() |
Get the currently registered scene index (set by RegisterCurrentScene) |
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FSlateDrawBu... |
GetDrawBuffer() |
Returns a draw buffer that can be used by Slate windows to draw window elements |
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ISlateAtlasP... |
GetFontAtlasProvider() |
Returns the way to access the font atlas information for this renderer |
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TSharedRef< ... |
GetFontCache() |
Get the font cache to use for the current thread |
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TSharedRef< ... |
GetFontMeasureService() |
Get access to the font measure service (game thread only!) |
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TSharedRef< ... |
GetFontServices() |
Get access to the font services used by this renderer |
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FCriticalSec... |
GetResourceCriticalSection() |
Necessary to grab before flushing the resource pool, as it may be being accessed by multiple threads when loading. |
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FSlateResour... |
GetResourceHandle ( |
Creates a handle to a Slate resource A handle is used as fast path for looking up a rendering resource for a given brush when adding Slate draw elements This can be cached and stored safely in code. |
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FSlateResour... |
GetResourceHandle ( |
Creates a resource handle with a specific size and scale (for brushes with dynamic resizing such as vector art) A handle is used as fast path for looking up a rendering resource for a given brush when adding Slate draw elements This can be cached and stored safely in code. |
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GetSlateRecommendedColorFormat() |
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ISlateAtlasP... |
GetTextureAtlasProvider() |
Returns the way to access the texture atlas information for this renderer |
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void * |
GetViewportResource ( |
Returns the viewport rendering resource (backbuffer) for the provided window |
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HasLostDevice() |
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Initialize() |
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InvalidateAllViewports() |
Removes references to FViewportRHI's. |
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IsViewportFullscreen ( |
Returns whether or not a viewport should be in fullscreen The window to check for fullscreen |
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LoadStyleResources ( |
Loads all the resources used by the specified SlateStyle |
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MapVirtualScreenBuffer ( |
Allows and disallows access to the crash tracker buffer data on the CPU |
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FOnBackBuffe... |
OnBackBufferReadyToPresent() |
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FOnPostResiz... |
OnPostResizeWindowBackBuffer() |
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FOnPreResize... |
OnPreResizeWindowBackBuffer() |
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FOnSlateWind... |
OnSlateWindowDestroyed() |
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FOnSlateWind... |
OnSlateWindowRendered() |
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OnWindowDestroyed ( |
Called when a window is destroyed to give the renderer a chance to free resources |
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OnWindowFinishReshaped ( |
Called when a window is finished being reshaped |
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PrepareToTakeScreenshot |
Prepares the renderer to take a screenshot of the UI. |
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RegisterCurrentScene ( |
Register the active scene pointer with the renderer. |
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ReleaseAccessedResources ( |
A renderer may need to keep a cache of accessed garbage collectible objects alive for the duration of their usage. |
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ReleaseDynamicResource ( |
Releases a specific resource. |
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ReleaseUpdatableTexture ( |
Return an updatable texture to the renderer for release |
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ReloadTextureResources() |
Reloads all texture resources from disk |
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RemoveDynamicBrushResource |
Queues a dynamic brush for removal when it is safe. |
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RequestResize ( |
Requests that a rendering viewport be resized |
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RestoreSystemResolution ( |
Restore the given window to the resolution settings currently cached by the engine |
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SetColorVisionDeficiencyType ( |
Sets which color vision filter to use |
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SetSystemResolution |
Set the resolution cached by the engine |
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SetWindowRenderTarget ( |
Pushes the rendering of the specified window to the specified render target |
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Sync() |
Gives the renderer a chance to synchronize with another thread in the event that the renderer runs in a multi-threaded environment. |
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UnmapVirtualScreenBuffer() |
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UpdateFullscreenState ( |
Sets fullscreen state on the window's rendering viewport |
Name |
Description |
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FOnBackBufferReadyToPresent |
Callback on the render thread after slate rendering finishes and right before present is called |
FOnPostResizeWindowBackbuffer |
Called on the game thread right after a window backbuffer has been resized |
FOnPreResizeWindowBackbuffer |
Called on the game thread right before a window backbuffer is about to be resized |
FOnSlateWindowDestroyed |
Called on the game thread right before the slate window handle is destroyed. |
FOnSlateWindowRendered |
Callback that fires after Slate has rendered each window, each frame |