Files
UnrealEngineUWP/Engine/Source/Runtime/UMG/Private/Slate/SlateVectorArtInstanceData.cpp
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

45 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "Slate/SlateVectorArtInstanceData.h"
void FSlateVectorArtInstanceData::SetPositionFixedPoint16(FVector2D Position)
{
// We are effectively doing fixed point positioning
// With 13 bits for the whole part and 3 bits of decimal precision.
// xxxxxxxxxxxxx.xxx
// [0..8191].[0..7]
{
uint32 CurrentDataX = static_cast<uint32>(GetData().X) & 0xFFFF0000;
GetData().X = CurrentDataX | FMath::RoundToInt(Position.X*8.0f) << 0;
}
{
uint32 CurrentDataY = static_cast<uint32>(GetData().Y) & 0xFFFF0000;
GetData().Y = CurrentDataY | FMath::RoundToInt(Position.Y*8.0f) << 0;
}
}
void FSlateVectorArtInstanceData::SetScaleFixedPoint16(float Scale)
{
// We need some fractional precision, so use 8 bits whole and 8 bits fractional.
// [0..256].[0..256]
uint32 CurrentDataZ = static_cast<uint32>(GetData().Z) & 0xFFFF0000;
GetData().Z = CurrentDataZ | FMath::RoundToInt(Scale*256.0f) << 0;
}
void FSlateVectorArtInstanceData::SetPosition(FVector2D Position)
{
GetData().X = Position.X;
GetData().Y = Position.Y;
}
void FSlateVectorArtInstanceData::SetScale(float Scale)
{
GetData().Z = Scale;
}
void FSlateVectorArtInstanceData::SetBaseAddress(float Address)
{
GetData().W = Address;
}