本文整理汇总了C++中FSlateWindowElementList::AddItem方法的典型用法代码示例。如果您正苦于以下问题:C++ FSlateWindowElementList::AddItem方法的具体用法?C++ FSlateWindowElementList::AddItem怎么用?C++ FSlateWindowElementList::AddItem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FSlateWindowElementList
的用法示例。
在下文中一共展示了FSlateWindowElementList::AddItem方法的1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: OnPaint
int32 SInvalidationPanel::OnPaint( const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled ) const
{
if ( GetCanCache() )
{
const bool bWasCachingNeeded = bNeedsCaching;
if ( bNeedsCaching )
{
SInvalidationPanel* MutableThis = const_cast<SInvalidationPanel*>( this );
// Always set the caching flag to false first, during the paint / tick pass we may change something
// to volatile and need to re-cache.
bNeedsCaching = false;
bIsInvalidating = true;
if ( !CachedWindowElements.IsValid() || CachedWindowElements->GetWindow() != OutDrawElements.GetWindow() )
{
CachedWindowElements = MakeShareable(new FSlateWindowElementList(OutDrawElements.GetWindow()));
}
else
{
CachedWindowElements->Reset();
}
// Reset the cached node pool index so that we effectively reset the pool.
LastUsedCachedNodeIndex = 0;
RootCacheNode = CreateCacheNode();
RootCacheNode->Initialize(Args, SharedThis(MutableThis), AllottedGeometry, MyClippingRect);
//TODO: When SWidget::Paint is called don't drag self if volatile, and we're doing a cache pass.
CachedMaxChildLayer = SCompoundWidget::OnPaint(
Args.EnableCaching(SharedThis(MutableThis), RootCacheNode, true, false),
AllottedGeometry,
MyClippingRect,
*CachedWindowElements.Get(),
LayerId,
InWidgetStyle,
bParentEnabled);
if ( bCacheRelativeTransforms )
{
CachedAbsolutePosition = AllottedGeometry.Position;
}
LastLayerId = LayerId;
LastHitTestIndex = Args.GetLastHitTestIndex();
bIsInvalidating = false;
}
// The hit test grid is actually populated during the initial cache phase, so don't bother
// recording the hit test geometry on the same frame that we regenerate the cache.
if ( bWasCachingNeeded == false )
{
RootCacheNode->RecordHittestGeometry(Args.GetGrid(), Args.GetLastHitTestIndex());
}
if ( bCacheRelativeTransforms )
{
FVector2D DeltaPosition = AllottedGeometry.Position - CachedAbsolutePosition;
const TArray<FSlateDrawElement>& CachedElements = CachedWindowElements->GetDrawElements();
const int32 CachedElementCount = CachedElements.Num();
for ( int32 Index = 0; Index < CachedElementCount; Index++ )
{
const FSlateDrawElement& LocalElement = CachedElements[Index];
FSlateDrawElement AbsElement = LocalElement;
AbsElement.SetPosition(LocalElement.GetPosition() + DeltaPosition);
AbsElement.SetClippingRect(LocalElement.GetClippingRect().OffsetBy(DeltaPosition));
OutDrawElements.AddItem(AbsElement);
}
}
else
{
OutDrawElements.AppendDrawElements(CachedWindowElements->GetDrawElements());
}
int32 OutMaxChildLayer = CachedMaxChildLayer;
// Paint the volatile elements
if ( CachedWindowElements.IsValid() )
{
OutMaxChildLayer = FMath::Max(CachedMaxChildLayer, CachedWindowElements->PaintVolatile(OutDrawElements));
}
#if !UE_BUILD_SHIPPING
if ( IsInvalidationDebuggingEnabled() )
{
// Draw a green or red border depending on if we were invalidated this frame.
{
check(Args.IsCaching() == false);
//const bool bShowOutlineAsCached = Args.IsCaching() || bWasCachingNeeded == false;
const FLinearColor DebugTint = bWasCachingNeeded ? FLinearColor::Red : FLinearColor::Green;
FGeometry ScaledOutline = AllottedGeometry.MakeChild(FVector2D(0, 0), AllottedGeometry.GetLocalSize() * AllottedGeometry.Scale, Inverse(AllottedGeometry.Scale));
//.........这里部分代码省略.........