Files
UnrealEngineUWP/Engine/Source/Runtime/UMG/Private/Components/Image.cpp
T
Max Chen dfad80bd9e Copying //UE4/Dev-Sequencer to Dev-Main (//UE4/Dev-Main)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2800717 on 2015/12/11 by Max.Chen

	Sequencer: Sort the key times for drawing to fix path trajectory.
	#jira UE-24331

Change 2803299 on 2015/12/15 by Max.Chen

	Sequencer: Fix property names so that they're the display names. For example, "DepthOfFieldFStop" now reads as "Aperture F Stop"

Change 2804586 on 2015/12/15 by Max.Chen

	Sequencer: Add zoom in/out with shortcuts underscore and equals.

Change 2811823 on 2015/12/23 by Max.Preussner

	Editor: Added UI action for creating new content browser folders; code cleanup; removed dead code

	Based on GitHub PR #1809 by artemavrin (https://github.com/EpicGames/UnrealEngine/pull/1809)

	#github: 1809

Change 2811839 on 2015/12/23 by Max.Preussner

	StereoPanorama: Code cleanup pass

	Based on GitHub PR# 1756 by ETayrienHBO (https://github.com/EpicGames/UnrealEngine/pull/1756)

	Also:
	- NULL to nullptr
	- namespaced enums to enum classes
	- consistent whitespace, line breaks and parentheses

	#github: 1756

Change 2819172 on 2016/01/07 by Andrew.Rodham

	Sequencer: Marquee and move modes are now automatically activated based on sequencer hotspot

Change 2819176 on 2016/01/07 by Andrew.Rodham

	Sequencer: Various cosmetic fixes

	  - Added icons to tracks
	  - Removed SAnimationOutlinerTreeNode dependency from FSequencerDisplayNode (to enable future customization of shot/event track etc)
	  - Added spacer nodes between top level display nodes
	  - Various hover states and highlights

Change 2819445 on 2016/01/07 by Andrew.Rodham

	Sequencer: Rendering out a capture from the composition graph now renders at the correct size even if r.ScreenPercentage is not 100.
	#jira UE-24920

Change 2820747 on 2016/01/08 by Andrew.Rodham

	Sequencer: Added option to close the editor when capturing starts
	#jira UE-21932

Change 2827701 on 2016/01/13 by Max.Preussner

	Media: Updating audio track specs each frame to better support streaming media and variable streams.

Change 2828465 on 2016/01/14 by Max.Preussner

	Media: Better visualization of unknown media durations

Change 2828469 on 2016/01/14 by Max.Preussner

	Media: Checking URL scheme on URLs that didn't pass the file extension filter

Change 2834888 on 2016/01/19 by Max.Preussner

	Core: TQueue modernization pass

Change 2834934 on 2016/01/19 by Max.Preussner

	Core: Implemented TTripleBuffer for triple buffers.

Change 2834950 on 2016/01/19 by Max.Preussner

	Core: Added unit tests for TTripleBuffer dirty flag

Change 2835488 on 2016/01/20 by Max.Preussner

	Core: More descriptive method names, initialization constructor, unit tests for TTripleBuffer

Change 2837515 on 2016/01/20 by Max.Chen

	Sequencer: Command line options for custom passes.

Change 2837517 on 2016/01/20 by Max.Chen

	Sequencer: Fix crash in visibility track instance on PIE.

Change 2837518 on 2016/01/20 by Max.Chen

	Sequencer: Add option to lock to frame rate while playing.
	#jira UETOOL-475

Change 2837523 on 2016/01/20 by Max.Chen

	Sequencer: Capture thumbnail on level sequence asset save.

Change 2837527 on 2016/01/20 by Max.Chen

	Sequencer: Added preroll for subsequences. Refactor instance update to combine data in EMovieSceneUpdateData.
	#jira UE-25380

Change 2837537 on 2016/01/20 by Max.Chen

	Sequencer: Add sequencer transport controls back into viewports.
	#jira UE-25460

Change 2837561 on 2016/01/20 by Max.Chen

	Sequencer: Added ability to convert a possessable to a spawnable

	  - This option is available for any root-level possessable object bindings
	  - It will currently delete the existing possessable (we could make this behaviour optional in future)
	  - There is currently no check to sett if the actor is possessed by subsequent sub-sequences. If this is the case, using a possessable, or externally owned spawnable would be a better bet.

Change 2837565 on 2016/01/20 by Max.Chen

[CL 2858958 by Max Chen in Main branch]
2016-02-08 13:35:28 -05:00

183 lines
3.7 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "UMGPrivatePCH.h"
#include "Slate/SlateBrushAsset.h"
#define LOCTEXT_NAMESPACE "UMG"
/////////////////////////////////////////////////////
// UImage
UImage::UImage(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, ColorAndOpacity(FLinearColor::White)
{
}
void UImage::PostLoad()
{
Super::PostLoad();
if ( GetLinkerUE4Version() < VER_UE4_DEPRECATE_UMG_STYLE_ASSETS && Image_DEPRECATED != nullptr )
{
Brush = Image_DEPRECATED->Brush;
Image_DEPRECATED = nullptr;
}
}
void UImage::ReleaseSlateResources(bool bReleaseChildren)
{
Super::ReleaseSlateResources(bReleaseChildren);
MyImage.Reset();
}
TSharedRef<SWidget> UImage::RebuildWidget()
{
MyImage = SNew(SImage);
return MyImage.ToSharedRef();
}
void UImage::SynchronizeProperties()
{
Super::SynchronizeProperties();
TAttribute<FSlateColor> ColorAndOpacityBinding = OPTIONAL_BINDING(FSlateColor, ColorAndOpacity);
TAttribute<const FSlateBrush*> ImageBinding = OPTIONAL_BINDING_CONVERT(FSlateBrush, Brush, const FSlateBrush*, ConvertImage);
if (MyImage.IsValid())
{
MyImage->SetImage(ImageBinding);
MyImage->SetColorAndOpacity(ColorAndOpacityBinding);
MyImage->SetOnMouseButtonDown(BIND_UOBJECT_DELEGATE(FPointerEventHandler, HandleMouseButtonDown));
}
}
void UImage::SetColorAndOpacity(FLinearColor InColorAndOpacity)
{
ColorAndOpacity = InColorAndOpacity;
if ( MyImage.IsValid() )
{
MyImage->SetColorAndOpacity(ColorAndOpacity);
}
}
void UImage::SetOpacity(float InOpacity)
{
ColorAndOpacity.A = InOpacity;
if ( MyImage.IsValid() )
{
MyImage->SetColorAndOpacity(ColorAndOpacity);
}
}
const FSlateBrush* UImage::ConvertImage(TAttribute<FSlateBrush> InImageAsset) const
{
UImage* MutableThis = const_cast<UImage*>( this );
MutableThis->Brush = InImageAsset.Get();
return &Brush;
}
void UImage::SetBrush(const FSlateBrush& InBrush)
{
Brush = InBrush;
if ( MyImage.IsValid() )
{
MyImage->SetImage(&Brush);
}
}
void UImage::SetBrushFromAsset(USlateBrushAsset* Asset)
{
Brush = Asset ? Asset->Brush : FSlateBrush();
if ( MyImage.IsValid() )
{
MyImage->SetImage(&Brush);
}
}
void UImage::SetBrushFromTexture(UTexture2D* Texture, bool bMatchSize)
{
Brush.SetResourceObject(Texture);
if (bMatchSize && Texture)
{
Brush.ImageSize.X = Texture->GetSizeX();
Brush.ImageSize.Y = Texture->GetSizeY();
}
if ( MyImage.IsValid() )
{
MyImage->SetImage(&Brush);
}
}
void UImage::SetBrushFromMaterial(UMaterialInterface* Material)
{
Brush.SetResourceObject(Material);
//TODO UMG Check if the material can be used with the UI
if ( MyImage.IsValid() )
{
MyImage->SetImage(&Brush);
}
}
UMaterialInstanceDynamic* UImage::GetDynamicMaterial()
{
UMaterialInterface* Material = NULL;
UObject* Resource = Brush.GetResourceObject();
Material = Cast<UMaterialInterface>(Resource);
if ( Material )
{
UMaterialInstanceDynamic* DynamicMaterial = Cast<UMaterialInstanceDynamic>(Material);
if ( !DynamicMaterial )
{
DynamicMaterial = UMaterialInstanceDynamic::Create(Material, this);
Brush.SetResourceObject(DynamicMaterial);
if ( MyImage.IsValid() )
{
MyImage->SetImage(&Brush);
}
}
return DynamicMaterial;
}
//TODO UMG can we do something for textures? General purpose dynamic material for them?
return NULL;
}
FReply UImage::HandleMouseButtonDown(const FGeometry& Geometry, const FPointerEvent& MouseEvent)
{
if ( OnMouseButtonDownEvent.IsBound() )
{
return OnMouseButtonDownEvent.Execute(Geometry, MouseEvent).NativeReply;
}
return FReply::Unhandled();
}
#if WITH_EDITOR
const FText UImage::GetPaletteCategory()
{
return LOCTEXT("Common", "Common");
}
#endif
/////////////////////////////////////////////////////
#undef LOCTEXT_NAMESPACE