本文整理汇总了C++中FSlateRect::IsEmpty方法的典型用法代码示例。如果您正苦于以下问题:C++ FSlateRect::IsEmpty方法的具体用法?C++ FSlateRect::IsEmpty怎么用?C++ FSlateRect::IsEmpty使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FSlateRect
的用法示例。
在下文中一共展示了FSlateRect::IsEmpty方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: DrawUIStackNodes
void SProfilerThreadView::DrawUIStackNodes() const
{
// SCOPE_LOG_TIME_FUNC();
check( PaintState );
const double ThreadViewOffsetPx = PositionXMS*NumPixelsPerMillisecond;
PaintState->LayerId++;
static const FSlateBrush* BorderBrush = FEditorStyle::GetBrush( "Profiler.ThreadView.SampleBorder" );
const FColor GameThreadColor = FColorList::Red;
const FColor RenderThreadColor = FColorList::Blue;
const FColor ThreadColors[2] = {GameThreadColor, RenderThreadColor};
// Draw nodes.
for( const auto& RowOfNodes : ProfilerUIStream.LinearRowsOfNodes )
{
int32 NodeIndex = 0;
for( const auto& UIStackNode : RowOfNodes )
{
NodeIndex++;
// Check if the node is visible.
//if( UIStackNode->IsVisible() )
{
const FVector2D PositionPx = UIStackNode->GetLocalPosition( ThreadViewOffsetPx, PositionY ) * FVector2D( 1.0f, NUM_PIXELS_PER_ROW );
const FVector2D SizePx = FVector2D( FMath::Max( UIStackNode->WidthPx - 1.0, 0.0 ), NUM_PIXELS_PER_ROW );
const FSlateRect ClippedNodeRect = PaintState->LocalClippingRect.IntersectionWith( FSlateRect( PositionPx, PositionPx + SizePx ) );
// Check if this node is inside the visible area.
if( ClippedNodeRect.IsEmpty() )
{
continue;
}
FColor NodeColor = UIStackNode->bIsCombined ? ThreadColors[UIStackNode->ThreadIndex].WithAlpha( 64 ) : ThreadColors[UIStackNode->ThreadIndex].WithAlpha( 192 );
NodeColor.G += NodeIndex % 2 ? 0 : 64;
// Draw a cycle counter for this profiler UI stack node.
FSlateDrawElement::MakeBox
(
PaintState->OutDrawElements,
PaintState->LayerId,
PaintState->AllottedGeometry.ToPaintGeometry( ClippedNodeRect.GetTopLeft(), ClippedNodeRect.GetSize() ),
BorderBrush,
PaintState->AbsoluteClippingRect,
PaintState->DrawEffects,
NodeColor
);
}
}
}
// @TODO yrx 2014-04-29 Separate layer for makebox, makeshadowtext, maketext.
PaintState->LayerId++;
const float MarkerPosYOffsetPx = ((float)NUM_PIXELS_PER_ROW - PaintState->SummaryFont8Height)*0.5f;
// Draw nodes' descriptions.
for( const auto& RowOfNodes : ProfilerUIStream.LinearRowsOfNodes )
{
for( const auto& UIStackNode : RowOfNodes )
{
const FVector2D PositionPx = UIStackNode->GetLocalPosition( ThreadViewOffsetPx, PositionY ) * FVector2D( 1.0f, NUM_PIXELS_PER_ROW );
const FVector2D SizePx = FVector2D( UIStackNode->WidthPx, NUM_PIXELS_PER_ROW );
const FSlateRect ClippedNodeRect = PaintState->LocalClippingRect.IntersectionWith( FSlateRect( PositionPx, PositionPx + SizePx ) );
// Check if this node is inside the visible area.
if( ClippedNodeRect.IsEmpty() )
{
continue;
}
FString StringStatName = UIStackNode->StatName.GetPlainNameString();
FString StringStatNameWithTime = StringStatName + FString::Printf( TEXT( " (%.4f MS)" ), UIStackNode->GetDurationMS() );
if( UIStackNode->bIsCulled )
{
StringStatName += TEXT( " [C]" );
StringStatNameWithTime += TEXT( " [C]" );
}
// Update position of the text to be always visible and try to center it.
const float StatNameWidthPx = PaintState->FontMeasureService->Measure( StringStatName, PaintState->SummaryFont8 ).X;
const float StatNameWithTimeWidthPx = PaintState->FontMeasureService->Measure( StringStatNameWithTime, PaintState->SummaryFont8 ).X;
const float TextAreaWidthPx = ClippedNodeRect.GetSize().X;
bool bUseShortVersion = true;
FVector2D AdjustedPositionPx;
// Center the stat name with timing if we can.
if( TextAreaWidthPx > StatNameWithTimeWidthPx )
{
AdjustedPositionPx = FVector2D( ClippedNodeRect.Left + (TextAreaWidthPx - StatNameWithTimeWidthPx)*0.5f, PositionPx.Y + MarkerPosYOffsetPx );
bUseShortVersion = false;
}
// Center the stat name.
else if( TextAreaWidthPx > StatNameWidthPx )
{
AdjustedPositionPx = FVector2D( ClippedNodeRect.Left + (TextAreaWidthPx - StatNameWidthPx)*0.5f, PositionPx.Y + MarkerPosYOffsetPx );
}
// Move to the edge.
else
{
AdjustedPositionPx = FVector2D( ClippedNodeRect.Left, PositionPx.Y + MarkerPosYOffsetPx );
//.........这里部分代码省略.........
示例2: OnPaint
int32 FSlateTextLayout::OnPaint( const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled ) const
{
const FSlateRect ClippingRect = AllottedGeometry.GetClippingRect().IntersectionWith(MyClippingRect);
const ESlateDrawEffect::Type DrawEffects = bParentEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect;
static bool ShowDebug = false;
FLinearColor BlockHue( 0, 1.0f, 1.0f, 0.5 );
int32 HighestLayerId = LayerId;
for (const FTextLayout::FLineView& LineView : LineViews)
{
// Is this line visible?
const FSlateRect LineViewRect(AllottedGeometry.AbsolutePosition + LineView.Offset, AllottedGeometry.AbsolutePosition + LineView.Offset + LineView.Size);
const FSlateRect VisibleLineView = ClippingRect.IntersectionWith(LineViewRect);
if (VisibleLineView.IsEmpty())
{
continue;
}
// Render any underlays for this line
const int32 HighestUnderlayLayerId = OnPaintHighlights( Args, LineView, LineView.UnderlayHighlights, DefaultTextStyle, AllottedGeometry, ClippingRect, OutDrawElements, LayerId, InWidgetStyle, bParentEnabled );
const int32 BlockDebugLayer = HighestUnderlayLayerId;
const int32 TextLayer = BlockDebugLayer + 1;
int32 HighestBlockLayerId = TextLayer;
// Render every block for this line
for (const TSharedRef< ILayoutBlock >& Block : LineView.Blocks)
{
if ( ShowDebug )
{
BlockHue.R += 50.0f;
// The block size and offset values are pre-scaled, so we need to account for that when converting the block offsets into paint geometry
const float InverseScale = Inverse(AllottedGeometry.Scale);
FSlateDrawElement::MakeBox(
OutDrawElements,
BlockDebugLayer,
AllottedGeometry.ToPaintGeometry(TransformVector(InverseScale, Block->GetSize()), FSlateLayoutTransform(TransformPoint(InverseScale, Block->GetLocationOffset()))),
&DefaultTextStyle.HighlightShape,
ClippingRect,
DrawEffects,
InWidgetStyle.GetColorAndOpacityTint() * BlockHue.HSVToLinearRGB()
);
}
const TSharedRef< ISlateRun > Run = StaticCastSharedRef< ISlateRun >( Block->GetRun() );
int32 HighestRunLayerId = TextLayer;
const TSharedPtr< ISlateRunRenderer > RunRenderer = StaticCastSharedPtr< ISlateRunRenderer >( Block->GetRenderer() );
if ( RunRenderer.IsValid() )
{
HighestRunLayerId = RunRenderer->OnPaint( Args, LineView, Run, Block, DefaultTextStyle, AllottedGeometry, ClippingRect, OutDrawElements, TextLayer, InWidgetStyle, bParentEnabled );
}
else
{
HighestRunLayerId = Run->OnPaint( Args, LineView, Block, DefaultTextStyle, AllottedGeometry, ClippingRect, OutDrawElements, TextLayer, InWidgetStyle, bParentEnabled );
}
HighestBlockLayerId = FMath::Max( HighestBlockLayerId, HighestRunLayerId );
}
// Render any overlays for this line
const int32 HighestOverlayLayerId = OnPaintHighlights( Args, LineView, LineView.OverlayHighlights, DefaultTextStyle, AllottedGeometry, ClippingRect, OutDrawElements, HighestBlockLayerId, InWidgetStyle, bParentEnabled );
HighestLayerId = FMath::Max( HighestLayerId, HighestOverlayLayerId );
}
return HighestLayerId;
}