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