// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. #include "SlateNullRenderer.h" #include "Rendering/SlateDrawBuffer.h" FSlateNullRenderer::FSlateNullRenderer(const TSharedRef& InSlateFontServices) : FSlateRenderer(InSlateFontServices) { } bool FSlateNullRenderer::Initialize() { return true; } void FSlateNullRenderer::Destroy() { } FSlateDrawBuffer& FSlateNullRenderer::GetDrawBuffer() { static FSlateDrawBuffer StaticDrawBuffer; StaticDrawBuffer.ClearBuffer(); return StaticDrawBuffer; } void FSlateNullRenderer::CreateViewport( const TSharedRef Window ) { } void FSlateNullRenderer::UpdateFullscreenState( const TSharedRef Window, uint32 OverrideResX, uint32 OverrideResY ) { } void FSlateNullRenderer::RestoreSystemResolution(const TSharedRef InWindow) { } void FSlateNullRenderer::OnWindowDestroyed( const TSharedRef& InWindow ) { } void FSlateNullRenderer::DrawWindows( FSlateDrawBuffer& WindowDrawBuffer ) { } FIntPoint FSlateNullRenderer::GenerateDynamicImageResource(const FName InTextureName) { return FIntPoint( 0, 0 ); } bool FSlateNullRenderer::GenerateDynamicImageResource( FName ResourceName, uint32 Width, uint32 Height, const TArray< uint8 >& Bytes ) { return false; } FSlateResourceHandle FSlateNullRenderer::GetResourceHandle( const FSlateBrush& Brush ) { return FSlateResourceHandle(); } void FSlateNullRenderer::RemoveDynamicBrushResource( TSharedPtr BrushToRemove ) { } void FSlateNullRenderer::ReleaseDynamicResource( const FSlateBrush& InBrush ) { } void FSlateNullRenderer::PrepareToTakeScreenshot(const FIntRect& Rect, TArray* OutColorData) { if (OutColorData) { int32 TotalSize = Rect.Width() * Rect.Height(); OutColorData->Empty(TotalSize); OutColorData->AddZeroed(TotalSize); } } FSlateUpdatableTexture* FSlateNullRenderer::CreateUpdatableTexture(uint32 Width, uint32 Height) { return nullptr; } void FSlateNullRenderer::ReleaseUpdatableTexture(FSlateUpdatableTexture* Texture) { } void FSlateNullRenderer::RequestResize( const TSharedPtr& Window, uint32 NewWidth, uint32 NewHeight ) { } int32 FSlateNullRenderer::RegisterCurrentScene(FSceneInterface* Scene) { // This is a no-op return -1; } int32 FSlateNullRenderer::GetCurrentSceneIndex() const { // This is a no-op return -1; } void FSlateNullRenderer::ClearScenes() { // This is a no-op }