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C++ UTexture2D::GetSurfaceWidth方法代码示例

本文整理汇总了C++中UTexture2D::GetSurfaceWidth方法的典型用法代码示例。如果您正苦于以下问题:C++ UTexture2D::GetSurfaceWidth方法的具体用法?C++ UTexture2D::GetSurfaceWidth怎么用?C++ UTexture2D::GetSurfaceWidth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UTexture2D的用法示例。


在下文中一共展示了UTexture2D::GetSurfaceWidth方法的3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: Draw

void FPaperExtractSpritesViewportClient::Draw(FViewport* Viewport, FCanvas* Canvas)
{
	// Super will clear the viewport 
	FPaperEditorViewportClient::Draw(Viewport, Canvas);

	UTexture2D* Texture = TextureBeingExtracted.Get();

	if (Texture != nullptr)
	{
		const bool bUseTranslucentBlend = Texture->HasAlphaChannel();

		// Fully stream in the texture before drawing it.
		Texture->SetForceMipLevelsToBeResident(30.0f);
		Texture->WaitForStreaming();

		FLinearColor TextureDrawColor = Settings->TextureTint;
		//FLinearColor RectOutlineColor = FLinearColor::Yellow;
		const FLinearColor RectOutlineColor = Settings->OutlineColor;

		const float XPos = -ZoomPos.X * ZoomAmount;
		const float YPos = -ZoomPos.Y * ZoomAmount;
		const float Width = Texture->GetSurfaceWidth() * ZoomAmount;
		const float Height = Texture->GetSurfaceHeight() * ZoomAmount;

		Canvas->DrawTile(XPos, YPos, Width, Height, 0.0f, 0.0f, 1.0f, 1.0f, TextureDrawColor, Texture->Resource, bUseTranslucentBlend);

		for (FPaperExtractedSprite Sprite : ExtractedSprites)
		{
			DrawRectangle(Canvas, RectOutlineColor, Sprite.Rect);
		}
	}
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:32,代码来源:SPaperExtractSpritesDialog.cpp

示例2: GetThumbnailSize

void UFontThumbnailRenderer::GetThumbnailSize(UObject* Object, float Zoom,uint32& OutWidth,uint32& OutHeight) const
{
    UFont* Font = Cast<UFont>(Object);
    if (Font != nullptr &&
            Font->Textures.Num() > 0 &&
            Font->Textures[0] != nullptr)
    {
        // Get the texture interface for the font text
        UTexture2D* Tex = Font->Textures[0];
        OutWidth = FMath::TruncToInt(Zoom * (float)Tex->GetSurfaceWidth());
        OutHeight = FMath::TruncToInt(Zoom * (float)Tex->GetSurfaceHeight());
    }
    else
    {
        OutWidth = OutHeight = 0;
    }
}
开发者ID:Art1stical,项目名称:AHRUnrealEngine,代码行数:17,代码来源:FontThumbnailRenderer.cpp

示例3: Draw

void USlateBrushThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas)
{
	USlateBrushAsset* SlateBrushAsset = Cast<USlateBrushAsset>(Object);
	if (SlateBrushAsset)
	{
		FSlateBrush Brush = SlateBrushAsset->Brush;
		UTexture2D* Texture = Cast<UTexture2D>( Brush.GetResourceObject() );

		// Draw the background checkboard pattern
		const int32 CheckerDensity = 8;
		auto* Checker = UThumbnailManager::Get().CheckerboardTexture;
		Canvas->DrawTile(
			0.0f, 0.0f, Width, Height,							// Dimensions
			0.0f, 0.0f, CheckerDensity, CheckerDensity,			// UVs
			FLinearColor::White, Checker->Resource);			// Tint & Texture

		if (Texture)
		{
			switch(Brush.DrawAs)
			{
			case ESlateBrushDrawType::Image:
				{
					FCanvasTileItem CanvasTile( FVector2D( X, Y ), Texture->Resource, FVector2D( Width,Height ), Brush.TintColor.GetSpecifiedColor() );
					CanvasTile.BlendMode = SE_BLEND_Translucent;
					CanvasTile.Draw( Canvas );
				}
				break;
			case ESlateBrushDrawType::Border:
				{
					FCanvasTileItem CanvasTile( FVector2D( X, Y ), Texture->Resource, FVector2D( Width,Height ), Brush.TintColor.GetSpecifiedColor() );
					CanvasTile.BlendMode = SE_BLEND_Translucent;
					CanvasTile.Draw( Canvas );
				}
				break;
			case ESlateBrushDrawType::Box:
				{
					float NaturalWidth = Texture->GetSurfaceWidth();
					float NaturalHeight = Texture->GetSurfaceHeight();

					float TopPx = FMath::Clamp<float>(NaturalHeight * Brush.Margin.Top, 0, Height);
					float BottomPx = FMath::Clamp<float>(NaturalHeight * Brush.Margin.Bottom, 0, Height);
					float VerticalCenterPx = FMath::Clamp<float>(Height - TopPx - BottomPx, 0, Height);
					float LeftPx = FMath::Clamp<float>(NaturalWidth * Brush.Margin.Left, 0, Width);
					float RightPx = FMath::Clamp<float>(NaturalWidth * Brush.Margin.Right, 0, Width);
					float HorizontalCenterPx = FMath::Clamp<float>(Width - LeftPx - RightPx, 0, Width);

					// Top-Left
					FVector2D TopLeftSize( LeftPx, TopPx );
					{
						FVector2D UV0( 0, 0 );
						FVector2D UV1( Brush.Margin.Left, Brush.Margin.Top );

						FCanvasTileItem CanvasTile( FVector2D( X, Y ), Texture->Resource, TopLeftSize, UV0, UV1, Brush.TintColor.GetSpecifiedColor() );
						CanvasTile.BlendMode = SE_BLEND_Translucent;
						CanvasTile.Draw( Canvas );
					}

					// Bottom-Left
					FVector2D BottomLeftSize( LeftPx, BottomPx );
					{
						FVector2D UV0( 0, 1 - Brush.Margin.Bottom );
						FVector2D UV1( Brush.Margin.Left, 1 );

						FCanvasTileItem CanvasTile( FVector2D( X, Y + Height - BottomPx ), Texture->Resource, BottomLeftSize, UV0, UV1, Brush.TintColor.GetSpecifiedColor() );
						CanvasTile.BlendMode = SE_BLEND_Translucent;
						CanvasTile.Draw( Canvas );
					}

					// Top-Right
					FVector2D TopRightSize( RightPx, TopPx );
					{
						FVector2D UV0( 1 - Brush.Margin.Right, 0 );
						FVector2D UV1( 1, Brush.Margin.Top );

						FCanvasTileItem CanvasTile( FVector2D( X + Width - RightPx, Y ), Texture->Resource, TopRightSize, UV0, UV1, Brush.TintColor.GetSpecifiedColor() );
						CanvasTile.BlendMode = SE_BLEND_Translucent;
						CanvasTile.Draw( Canvas );
					}

					// Bottom-Right
					FVector2D BottomRightSize( RightPx, BottomPx );
					{
						FVector2D UV0( 1 - Brush.Margin.Right, 1 - Brush.Margin.Bottom );
						FVector2D UV1( 1, 1 );

						FCanvasTileItem CanvasTile( FVector2D( X + Width - RightPx, Y + Height - BottomPx ), Texture->Resource, BottomRightSize, UV0, UV1, Brush.TintColor.GetSpecifiedColor() );
						CanvasTile.BlendMode = SE_BLEND_Translucent;
						CanvasTile.Draw( Canvas );
					}

					//-----------------------------------------------------------------------

					// Center-Vertical-Left
					FVector2D CenterVerticalLeftSize( LeftPx, VerticalCenterPx );
					{
						FVector2D UV0( 0, Brush.Margin.Top );
						FVector2D UV1( Brush.Margin.Left, 1 - Brush.Margin.Bottom );

						FCanvasTileItem CanvasTile( FVector2D( X, Y + TopPx), Texture->Resource, CenterVerticalLeftSize, UV0, UV1, Brush.TintColor.GetSpecifiedColor() );
						CanvasTile.BlendMode = SE_BLEND_Translucent;
//.........这里部分代码省略.........
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:101,代码来源:SlateBrushThumbnailRenderer.cpp


注:本文中的UTexture2D::GetSurfaceWidth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。