Module |
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Header |
/Engine/Source/Runtime/Engine/Public/CanvasTypes.h |
Include |
#include "CanvasTypes.h" |
class FCanvas
Encapsulates the canvas state.
Name | Description | ||
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*param VVer... |
AlphaBlend |
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float |
AlphaModulate |
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*param VVer... |
Color |
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int32 |
LastElementIndex |
Store index of last Element off to avoid semi expensive Find() |
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*param VVer... |
SizeU |
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*param VVer... |
SizeV |
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*param VVer... |
SizeX |
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*param VVer... |
SizeY |
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TMap< int32, in... |
SortedElementLookupMap |
Map from sortkey to array index of SortedElements for faster lookup of existing entries |
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SortedElements |
Batched canvas elements to be sorted for rendering. Sort order is back-to-front |
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*param VVer... |
Texture |
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*param VVer... |
U |
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*param V Ve... |
V |
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TSharedPtr< FCa... |
WordWrapper |
Private class for handling word wrapping behavior. |
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*param VVer... |
Y |
Name | Description | |
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FCanvas ( |
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FCanvas ( |
Constructor. |
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FCanvas ( |
Pass down a FGameTime instead. |
Name | Description | |
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~FCanvas() |
Destructor. |
Name | Description | ||
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void |
AddTileRenderItem ( |
Generates a new FCanvasTileRendererItem for the current sortkey and adds it to the sortelement list of items to render |
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void |
AddTriangleRenderItem ( |
Generates a new FCanvasTriangleRendererItem for the current sortkey and adds it to the sortelement list of items to render |
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ESimpleEleme... |
BlendToSimpleElementBlend ( |
Translate EBlendMode into ESimpleElementBlendMode used by tiles |
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FMatrix |
CalcBaseTransform2D ( |
Generate a 2D projection for the canvas. |
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FMatrix |
CalcBaseTransform3D ( |
Generate a 3D projection for the canvas. Use this if you want to transform in 3D |
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FMatrix |
CalcProjectionMatrix ( |
Generate a projection matrix for the canvas. Used for CalcBaseTransform3D |
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FMatrix |
CalcViewMatrix ( |
Generate a view matrix for the canvas. Used for CalcBaseTransform3D |
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void |
Clear ( |
Clear the canvas |
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void |
ClearBatchesToRender() |
Clear the list of dirty batches that need to be rendered by the canvas |
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void |
CopyTransformStack ( |
Copy the conents of the TransformStack from an existing canvas |
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FCanvas *... |
Create ( |
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void |
DrawItem ( |
Draw a CanvasItem |
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void |
DrawItem ( |
Draw a CanvasItem at the given coordinates |
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void |
DrawItem ( |
Draw a CanvasItem at the given coordinates |
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void |
DrawNGon ( |
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int32 |
DrawShadowedString ( |
Draw an string centered on given location. |
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int32 |
DrawShadowedText ( |
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void |
DrawTile ( |
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void |
Flush_GameThread ( |
Sends a message to the rendering thread to draw the batched elements. |
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void |
Flush_RenderThread ( |
Sends a message to the rendering thread to draw the batched elements. |
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void |
Flush_RenderThread ( |
Sends a message to the rendering thread to draw the batched elements. |
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uint32 |
GetAllowedModes() |
Accessor for allowed canvas modes |
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FBatchedElem... |
GetBatchedElements ( |
Returns a FBatchedElements pointer to be used for adding vertices and primitives for rendering. |
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const FMatri... |
GetBottomTransform() |
Get the bottom-most element of the transform stack. |
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float |
GetDPIScale() |
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ERHIFeatureL... |
GetFeatureLevel() |
Access current feature level |
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const FMatri... |
GetFullTransform() |
Get the current top-most transform entry |
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FHitProxyCon... |
GetHitProxyConsumer() |
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GetHitProxyId() |
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FIntPoint |
GetParentCanvasSize() |
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FRenderTarge... |
GetRenderTarget() |
Get the current render target for the canvas |
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FSceneInterf... |
GetScene() |
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EShaderPlatf... |
GetShaderPlatform() |
Access current shader platform |
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FCanvasSortE... |
GetSortElement ( |
Get the sort element for the given sort key. Allocates a new entry if one does not exist |
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const FGameT... |
GetTime() |
Access gameplay time |
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FMatrix |
GetTransform() |
Get the current top-most transform entry without the canvas projection |
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const TArray... |
GetTransformStack() |
Returns the transform stack |
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const FIntRe... |
GetViewRect() |
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bool |
HasBatchesToRender() |
Determine if the canvas has dirty batches that need to be rendered |
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bool |
IsHitTesting() |
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bool |
IsScaledToRenderTarget() |
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bool |
IsStereoRendering() |
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bool |
IsUsingInternalTexture() |
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int32 |
PopDepthSortKey() |
Pop sort key off of the stack. |
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void |
PopTransform() |
Removes the top transform from the canvas's transform stack. |
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void |
PushAbsoluteTransform ( |
Pushes a transform onto the canvas's transform stack. |
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void |
PushDepthSortKey ( |
Push sort key onto the stack. Rendering is done with the current sort key stack entry. |
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void |
PushRelativeTransform ( |
Pushes a transform onto the canvas's transform stack, multiplying it with the current top of the stack. |
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void |
SetAllowedModes ( |
Toggle allowed canvas modes |
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void |
SetBaseTransform ( |
Replace the base (ie. TransformStack(0)) transform for the canvas with the given matrix |
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void |
SetHitProxy ( |
Sets the hit proxy which will be used for subsequent canvas primitives. |
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void |
SetParentCanvasSize ( |
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void |
SetRenderTarget_GameThread ( |
Sets the render target which will be used for subsequent canvas primitives. |
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void |
SetRenderTargetDirty ( |
Marks render target as dirty so that it will be resolved to texture |
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void |
SetRenderTargetRect ( |
Sets a rect that should be used to offset rendering into the viewport render target If not set the canvas will render to the full target |
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void |
SetRenderTargetScissorRect ( |
The clipping rectangle used when rendering this canvas |
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void |
SetScaledToRenderTarget ( |
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void |
SetStereoRendering ( |
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void |
SetUseInternalTexture ( |
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*param V... |
shown ( |
Draw arbitrary aligned rectangle. |
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int32 |
TopDepthSortKey() |
Return top sort key of the stack. |
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void |
WrapString ( |
Name |
Description |
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FCanvasSortElement |
Contains all of the batched elements that need to be rendered at a certain depth sort key |
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FTransformEntry |
Entry for the transform stack which stores a matrix and its CRC for faster comparisons |
Name |
Description |
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ECanvasAllowModes |
Enum for canvas features that are allowed |
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ECanvasDrawMode |
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EElementType |
Enum that describes what type of element we are currently batching. |
Name | Description | ||
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FCanvas *... |
Create ( |
Pass down a FGameTime instead. |
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FCanvas ( |
Pass down a FGameTime instead. |
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float |
GetCurrentDeltaWorldTime() |
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float |
GetCurrentRealTime() |
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float |
GetCurrentWorldTime() |