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Allow user to chose whether transparency is used for individual browser windows. When browser viewport is resized or rendered with old size afterwards, made sure that the texture is copied row by row to avoid distortion. Store size of viewport as an FIntPoint to avoid various casts that would be needed. [CL 2321219 by Matthew Griffin in Main branch]
44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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// Forward Declarations
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class FSlateRenderer;
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class IWebBrowserWindow;
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/**
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* A singleton class that takes care of general web browser tasks
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*/
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class WEBBROWSER_API IWebBrowserSingleton
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{
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public:
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/**
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* Virtual Destructor
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*/
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virtual ~IWebBrowserSingleton() {};
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/**
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* The Web Browser singleton needs the slate renderer in order to render pages to textures.
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*
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* @param InSlateRenderer The Slate renderer
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*/
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virtual void SetSlateRenderer(TSharedPtr<FSlateRenderer> InSlateRenderer) = 0;
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/**
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* Update the web browsers internal message loop
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*/
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virtual void PumpMessages() = 0;
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/**
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* Create a new web browser window
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*
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* @param OSWindowHandle Handle of OS Window that the browser will be displayed in (can be null)
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* @param InitialURL URL that the browser should initially navigate to
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* @param Width Initial width of the browser
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* @param Height Initial height of the browser
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* @param bUseTransparency Whether to allow transparent rendering of pages
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* @return New Web Browser Window Interface (may be null if not supported)
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*/
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virtual TSharedPtr<IWebBrowserWindow> CreateBrowserWindow(void* OSWindowHandle, FString InitialURL, uint32 Width, uint32 Height, bool bUseTransparency) = 0;
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};
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