当前位置: 首页>>代码示例>>C++>>正文


C++ UPaperSprite::GetName方法代码示例

本文整理汇总了C++中UPaperSprite::GetName方法的典型用法代码示例。如果您正苦于以下问题:C++ UPaperSprite::GetName方法的具体用法?C++ UPaperSprite::GetName怎么用?C++ UPaperSprite::GetName使用的例子?那么恭喜您, 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UPaperSprite的用法示例。


在下文中一共展示了UPaperSprite::GetName方法的4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: operator

		// Sort predicate operator
		bool operator()(UPaperSprite& LHS, UPaperSprite& RHS) const
		{
			FString LeftString;
			int32 LeftNumber;
			ExtractSpriteNumber(LHS.GetName(), /*out*/ LeftString, /*out*/ LeftNumber);

			FString RightString;
			int32 RightNumber;
			ExtractSpriteNumber(RHS.GetName(), /*out*/ RightString, /*out*/ RightNumber);

			return (LeftString == RightString) ? (LeftNumber < RightNumber) : (LeftString < RightString);
		}
开发者ID:AndyHuang7601,项目名称:EpicGames-UnrealEngine,代码行数:13,代码来源:PaperFlipbookHelpers.cpp

示例2: NotifySpriteBeingEditedHasChanged

void FSpriteEditorViewportClient::NotifySpriteBeingEditedHasChanged()
{
	//@TODO: Ideally we do this before switching
	EndTransaction();

	// Refresh the viewport in case we were not in realtime mode
	Invalidate();

	// Update components to know about the new sprite being edited
	UPaperSprite* Sprite = GetSpriteBeingEdited();

	RenderSpriteComponent->SetSprite(Sprite);
	UpdateSourceTextureSpriteFromSprite(Sprite);

	InternalActivateNewMode(CurrentMode);

	//@TODO: Only do this if the sprite isn't visible (may consider doing a flashing pulse around the source region rect?)
	RequestFocusOnSelection(/*bInstant=*/ true);

	if (Sprite != nullptr)
	{
		// Create and display a notification about the new sprite being edited
		const FText NotificationErrorText = FText::Format(LOCTEXT("SwitchingToSprite", "Editing {0}"), FText::AsCultureInvariant(Sprite->GetName()));
		FNotificationInfo Info(NotificationErrorText);
		Info.ExpireDuration = 2.0f;
		FSlateNotificationManager::Get().AddNotification(Info);
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:28,代码来源:SpriteEditorViewportClient.cpp

示例3: ExecuteCreateFlipbooks

void FPaperSpriteSheetAssetTypeActions::ExecuteCreateFlipbooks(TArray<TWeakObjectPtr<UPaperSpriteSheet>> Objects)
{	
	for (int SpriteSheetIndex = 0; SpriteSheetIndex < Objects.Num(); ++SpriteSheetIndex)
	{
		UPaperSpriteSheet* SpriteSheet = Objects[SpriteSheetIndex].Get();
		if (SpriteSheet != nullptr)
		{
			const FString PackagePath = FPackageName::GetLongPackagePath(SpriteSheet->GetOutermost()->GetPathName());

			FAssetToolsModule& AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools");
			FContentBrowserModule& ContentBrowserModule = FModuleManager::LoadModuleChecked<FContentBrowserModule>("ContentBrowser");
			
			check(SpriteSheet->SpriteNames.Num() == SpriteSheet->Sprites.Num());
			bool useSpriteNames = (SpriteSheet->SpriteNames.Num() == SpriteSheet->Sprites.Num());

			// Create a list of sprites and sprite names to feed into paper flipbook helpers
			TMap<FString, TArray<UPaperSprite*> > SpriteFlipbookMap;

			{
				TArray<UPaperSprite*> Sprites;
				TArray<FString> SpriteNames;

				for (int SpriteIndex = 0; SpriteIndex < SpriteSheet->Sprites.Num(); ++SpriteIndex)
				{
					auto SpriteAssetPtr = SpriteSheet->Sprites[SpriteIndex];
					FStringAssetReference SpriteStringRef = SpriteAssetPtr.ToStringReference();
					UPaperSprite* Sprite = nullptr;
					if (!SpriteStringRef.ToString().IsEmpty())
					{
						Sprite = Cast<UPaperSprite>(StaticLoadObject(UPaperSprite::StaticClass(), nullptr, *SpriteStringRef.ToString(), nullptr, LOAD_None, nullptr));
					}
					if (Sprite != nullptr)
					{
						const FString SpriteName = useSpriteNames ? SpriteSheet->SpriteNames[SpriteIndex] : Sprite->GetName();
						Sprites.Add(Sprite);
						SpriteNames.Add(SpriteName);
					}
				}

				FPaperFlipbookHelpers::ExtractFlipbooksFromSprites(/*out*/ SpriteFlipbookMap, Sprites, SpriteNames);
			}

			// Create one flipbook for every grouped flipbook name
			if (SpriteFlipbookMap.Num() > 0)
			{
				UPaperFlipbookFactory* FlipbookFactory = NewObject<UPaperFlipbookFactory>();

				GWarn->BeginSlowTask(NSLOCTEXT("Paper2D", "Paper2D_CreateFlipbooks", "Creating flipbooks from selection"), true, true);

				int Progress = 0;
				int TotalProgress = SpriteFlipbookMap.Num();
				TArray<UObject*> ObjectsToSync;
				for (auto It : SpriteFlipbookMap)
				{
					GWarn->UpdateProgress(Progress++, TotalProgress);

					const FString& FlipbookName = It.Key;
					TArray<UPaperSprite*>& Sprites = It.Value;

					const FString TentativePackagePath = PackageTools::SanitizePackageName(PackagePath + TEXT("/") + FlipbookName);
					FString DefaultSuffix;
					FString AssetName;
					FString PackageName;
					AssetToolsModule.Get().CreateUniqueAssetName(TentativePackagePath, DefaultSuffix, /*out*/ PackageName, /*out*/ AssetName);

					FlipbookFactory->KeyFrames.Empty();
					for (int32 SpriteIndex = 0; SpriteIndex < Sprites.Num(); ++SpriteIndex)
					{
						FPaperFlipbookKeyFrame* KeyFrame = new (FlipbookFactory->KeyFrames) FPaperFlipbookKeyFrame();
						KeyFrame->Sprite = Sprites[SpriteIndex];
						KeyFrame->FrameRun = 1;
					}

					if (UObject* NewAsset = AssetToolsModule.Get().CreateAsset(AssetName, PackagePath, UPaperFlipbook::StaticClass(), FlipbookFactory))
					{
						ObjectsToSync.Add(NewAsset);
					}

					if (GWarn->ReceivedUserCancel())
					{
						break;
					}
				}

				GWarn->EndSlowTask();

				if (ObjectsToSync.Num() > 0)
				{
					ContentBrowserModule.Get().SyncBrowserToAssets(ObjectsToSync);
				}
			}
		}
	}
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:94,代码来源:PaperSpriteSheetAssetTypeActions.cpp

示例4: DrawSourceRegion

void FSpriteEditorViewportClient::DrawSourceRegion(FViewport& InViewport, FSceneView& View, FCanvas& Canvas, const FLinearColor& GeometryVertexColor)
{
	const bool bIsHitTesting = Canvas.IsHitTesting();
	UPaperSprite* Sprite = GetSpriteBeingEdited();

    const float CornerCollisionVertexSize = 8.0f;
	const float EdgeCollisionVertexSize = 6.0f;

	const FLinearColor GeometryLineColor(GeometryVertexColor.R, GeometryVertexColor.G, GeometryVertexColor.B, 0.5f * GeometryVertexColor.A);
    
    const bool bDrawEdgeHitProxies = true;
    const bool bDrawCornerHitProxies = true;

	FVector2D BoundsVertices[4];
	BoundsVertices[0] = SourceTextureSpaceToScreenSpace(View, Sprite->SourceUV);
	BoundsVertices[1] = SourceTextureSpaceToScreenSpace(View, Sprite->SourceUV + FVector2D(Sprite->SourceDimension.X, 0));
	BoundsVertices[2] = SourceTextureSpaceToScreenSpace(View, Sprite->SourceUV + FVector2D(Sprite->SourceDimension.X, Sprite->SourceDimension.Y));
	BoundsVertices[3] = SourceTextureSpaceToScreenSpace(View, Sprite->SourceUV + FVector2D(0, Sprite->SourceDimension.Y));

	if (bShowNamesForSprites)
	{
		const FVector2D TextPos = SourceTextureSpaceToScreenSpace(View, Sprite->SourceUV + FVector2D(Sprite->SourceDimension.X*0.5f, Sprite->SourceDimension.Y*0.5f));

		const FText AssetNameText = FText::AsCultureInvariant(Sprite->GetName());
		FCanvasTextItem TextItem(TextPos, AssetNameText, GEngine->GetSmallFont(), FLinearColor::White);
		TextItem.EnableShadow(FLinearColor::Black);
		TextItem.bCentreX = true;
		TextItem.bCentreY = true;

		TextItem.Draw(&Canvas);
	}

	for (int32 VertexIndex = 0; VertexIndex < 4; ++VertexIndex)
	{
		const int32 NextVertexIndex = (VertexIndex + 1) % 4;

		// Draw the edge
		if (bIsHitTesting)
		{
			TSharedPtr<FSpriteSelectedSourceRegion> Data = MakeShareable(new FSpriteSelectedSourceRegion());
			Data->SpritePtr = Sprite;
			Data->VertexIndex = 4 + VertexIndex;
			Canvas.SetHitProxy(new HSpriteSelectableObjectHitProxy(Data));
		}

		FCanvasLineItem LineItem(BoundsVertices[VertexIndex], BoundsVertices[NextVertexIndex]);
		LineItem.SetColor(GeometryVertexColor);
		Canvas.DrawItem(LineItem);

        // Add edge hit proxy
        if (bDrawEdgeHitProxies)
        {
			const FVector2D MidPoint = (BoundsVertices[VertexIndex] + BoundsVertices[NextVertexIndex]) * 0.5f;
			Canvas.DrawTile(MidPoint.X - EdgeCollisionVertexSize*0.5f, MidPoint.Y - EdgeCollisionVertexSize*0.5f, EdgeCollisionVertexSize, EdgeCollisionVertexSize, 0.f, 0.f, 1.f, 1.f, GeometryVertexColor, GWhiteTexture);
        }

		if (bIsHitTesting)
		{
			Canvas.SetHitProxy(nullptr);
		}

        // Add corner hit proxy
        if (bDrawCornerHitProxies)
        {
			const FVector2D CornerPoint = BoundsVertices[VertexIndex];
			
			if (bIsHitTesting)
            {
                TSharedPtr<FSpriteSelectedSourceRegion> Data = MakeShareable(new FSpriteSelectedSourceRegion());
                Data->SpritePtr = Sprite;
                Data->VertexIndex = VertexIndex;
                Canvas.SetHitProxy(new HSpriteSelectableObjectHitProxy(Data));
            }
            
            Canvas.DrawTile(CornerPoint.X - CornerCollisionVertexSize * 0.5f, CornerPoint.Y - CornerCollisionVertexSize * 0.5f, CornerCollisionVertexSize, CornerCollisionVertexSize, 0.f, 0.f, 1.f, 1.f, GeometryVertexColor, GWhiteTexture);

            if (bIsHitTesting)
            {
                Canvas.SetHitProxy(nullptr);
            }
        }
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:83,代码来源:SpriteEditorViewportClient.cpp


注:本文中的UPaperSprite::GetName方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。