// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #include "Framework/Text/SlateTextHighlightRunRenderer.h" #include "Rendering/DrawElements.h" #include "Styling/SlateTypes.h" FSlateTextHighlightRunRenderer::FSlateTextHighlightRunRenderer() { } int32 FSlateTextHighlightRunRenderer::OnPaint( const FPaintArgs& Args, const FTextLayout::FLineView& Line, const TSharedRef< ISlateRun >& Run, const TSharedRef< ILayoutBlock >& Block, const FTextBlockStyle& DefaultStyle, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled ) const { FVector2D Location( Block->GetLocationOffset() ); Location.Y = Line.Offset.Y; // 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); // Draw the actual highlight rectangle FSlateDrawElement::MakeBox( OutDrawElements, ++LayerId, AllottedGeometry.ToPaintGeometry(TransformVector(InverseScale, FVector2D( Block->GetSize().X, Line.Size.Y )), FSlateLayoutTransform(TransformPoint(InverseScale, Location))), &DefaultStyle.HighlightShape, MyClippingRect, bParentEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect, InWidgetStyle.GetColorAndOpacityTint() * DefaultStyle.HighlightColor ); FLinearColor InvertedHighlightColor = FLinearColor::White - DefaultStyle.HighlightColor; InvertedHighlightColor.A = InWidgetStyle.GetForegroundColor().A; FWidgetStyle WidgetStyle( InWidgetStyle ); WidgetStyle.SetForegroundColor( InvertedHighlightColor ); return Run->OnPaint( Args, Line, Block, DefaultStyle, AllottedGeometry, MyClippingRect, OutDrawElements, LayerId, WidgetStyle, bParentEnabled ); } TSharedRef< FSlateTextHighlightRunRenderer > FSlateTextHighlightRunRenderer::Create() { return MakeShareable( new FSlateTextHighlightRunRenderer() ); }