Files
UnrealEngineUWP/Engine/Source/Editor/EnvironmentQueryEditor/Private/STestFunctionWidget.h
Jaroslaw Palczynski ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00

39 lines
1.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
/**
* Debug console widget, designed to be summoned on top of a viewport or window
*/
class STestFunctionWidget : public SLeafWidget
{
public:
SLATE_BEGIN_ARGS(STestFunctionWidget)
{}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs);
virtual FVector2D ComputeDesiredSize() const override;
virtual int32 OnPaint(const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled) const override;
// normalized test scores for 11 normalized test values (11 samples: y(0), y(0.1), ..., y(1.0))
// clamp lines will be fixed at samples x=ClampMinX and x=ClampMaxX
TArray<float> ScoreValues;
float ClampMinX;
float ClampMaxX;
float FilterLowX;
float FilterHiX;
// show clamp min line
uint32 bShowClampMin : 1;
uint32 bShowClampMax : 1;
uint32 bShowLowPassFilter : 1;
uint32 bShowHiPassFilter : 1;
private:
FVector2D GetWidgetPosition(float X, float Y, const FGeometry& Geom) const;
};