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C++ UPaperSprite::GetSourceUV方法代码示例

本文整理汇总了C++中UPaperSprite::GetSourceUV方法的典型用法代码示例。如果您正苦于以下问题:C++ UPaperSprite::GetSourceUV方法的具体用法?C++ UPaperSprite::GetSourceUV怎么用?C++ UPaperSprite::GetSourceUV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::GetSourceUV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: ProcessClick

void FSpriteEditorViewportClient::ProcessClick(FSceneView& View, HHitProxy* HitProxy, FKey Key, EInputEvent Event, uint32 HitX, uint32 HitY)
{
	const FViewportClick Click(&View, this, Key, Event, HitX, HitY);
	const bool bIsCtrlKeyDown = Viewport->KeyState(EKeys::LeftControl) || Viewport->KeyState(EKeys::RightControl);
	const bool bIsShiftKeyDown = Viewport->KeyState(EKeys::LeftShift) || Viewport->KeyState(EKeys::RightShift);
	const bool bIsAltKeyDown = Viewport->KeyState(EKeys::LeftAlt) || Viewport->KeyState(EKeys::RightAlt);
	bool bHandled = false;

	HSpriteSelectableObjectHitProxy* SelectedItemProxy = HitProxyCast<HSpriteSelectableObjectHitProxy>(HitProxy);

	if (IsInSourceRegionEditMode())
	{
		if ((Event == EInputEvent::IE_DoubleClick) && (Key == EKeys::LeftMouseButton))
		{
			FVector4 WorldPoint = View.PixelToWorld(HitX, HitY, 0);
			UPaperSprite* Sprite = GetSpriteBeingEdited();
			FVector2D TexturePoint = SourceTextureViewComponent->GetSprite()->ConvertWorldSpaceToTextureSpace(WorldPoint);
			if (bIsCtrlKeyDown)
			{
				const FVector2D StartingUV = Sprite->GetSourceUV();
				const FVector2D StartingSize = Sprite->GetSourceSize();

				if (UPaperSprite* NewSprite = CreateNewSprite(FIntPoint((int32)StartingUV.X, (int32)StartingUV.Y), FIntPoint((int32)StartingSize.X, (int32)StartingSize.Y)))
				{
					NewSprite->ExtractSourceRegionFromTexturePoint(TexturePoint);
					bHandled = true;
				}
			}
			else
			{
				Sprite->ExtractSourceRegionFromTexturePoint(TexturePoint);
				bHandled = true;
			}
		}
		else if ((Event == EInputEvent::IE_Released) && (Key == EKeys::LeftMouseButton))
		{
			FVector4 WorldPoint = View.PixelToWorld(HitX, HitY, 0);
			FVector2D TexturePoint = SourceTextureViewComponent->GetSprite()->ConvertWorldSpaceToTextureSpace(WorldPoint);
			for (int32 RelatedSpriteIndex = 0; RelatedSpriteIndex < RelatedSprites.Num(); ++RelatedSpriteIndex)
			{
				FRelatedSprite& RelatedSprite = RelatedSprites[RelatedSpriteIndex];
				if ((TexturePoint.X >= RelatedSprite.SourceUV.X) && (TexturePoint.Y >= RelatedSprite.SourceUV.Y) &&
					(TexturePoint.X < (RelatedSprite.SourceUV.X + RelatedSprite.SourceDimension.X)) &&
					(TexturePoint.Y < (RelatedSprite.SourceUV.Y + RelatedSprite.SourceDimension.Y)))
				{
					bHandled = true;

					// Select this sprite
					if (UPaperSprite* LoadedSprite = Cast<UPaperSprite>(RelatedSprite.AssetData.GetAsset()))
					{
						if (SpriteEditorPtr.IsValid())
						{
							SpriteEditorPtr.Pin()->SetSpriteBeingEdited(LoadedSprite);
							break;
						}
					}
				}
			}
		}
	}

	if (!bHandled)
	{
		FPaperEditorViewportClient::ProcessClick(View, HitProxy, Key, Event, HitX, HitY);
	}
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:66,代码来源:SpriteEditorViewportClient.cpp


注:本文中的UPaperSprite::GetSourceUV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。