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Unreal Engine C++ API Reference > Runtime > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/CanvasTypes.h |
Include | #include "CanvasTypes.h" |
Syntax
class FCanvas
Remarks
Encapsulates the canvas state.
Variables
Type | Name | Description | |
---|---|---|---|
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*param VVertical position of the upper left corner of the portion of the texture to be double do... | AlphaBlend | |
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float | AlphaModulate | |
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*param VVertical position of the upper left corner of the portion of the texture to be double do... | Color | |
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int32 | LastElementIndex | Store index of last Element off to avoid semi expensive Find() |
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*param VVertical position of the upper left corner of the portion of the texture to be double do... | SizeU | |
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*param VVertical position of the upper left corner of the portion of the texture to be double do... | SizeV | |
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*param VVertical position of the upper left corner of the portion of the texture to be double do... | SizeX | |
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*param VVertical position of the upper left corner of the portion of the texture to be double do... | SizeY | |
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TMap< int32, int32 > | SortedElementLookupMap | Map from sortkey to array index of SortedElements for faster lookup of existing entries |
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TArray< FCanvasSortElement > | SortedElements | Batched canvas elements to be sorted for rendering. Sort order is back-to-front |
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*param VVertical position of the upper left corner of the portion of the texture to be double do... | Texture | |
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*param VVertical position of the upper left corner of the portion of the texture to be double do... | U | |
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*param V Vertical position of the upper left corner of the portion of the texture to be double d... | V | |
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TSharedPtr< FCanvasWordWrapper > | WordWrapper | Private class for handling word wrapping behavior. |
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*param VVertical position of the upper left corner of the portion of the texture to be double | Y |
Constructors
Type | Name | Description | |
---|---|---|---|
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FCanvas
(
FRenderTarget* InRenderTarget, |
Constructor. For situations where a world is not available, but time information is | |
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FCanvas
(
FRenderTarget* InRenderTarget, |
Constructor. | |
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FCanvas
(
FRenderTarget* InRenderTarget, FCanvas
(
FRenderTarget* InRenderTarget, |
Pass down a FGameTime instead. |
Destructors
Type | Name | Description | |
---|---|---|---|
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~FCanvas () |
Destructor. |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddTileRenderItem
(
float X, |
Generates a new FCanvasTileRendererItem for the current sortkey and adds it to the sortelement list of items to render |
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void | AddTriangleRenderItem
(
const FCanvasUVTri& Tri, |
Generates a new FCanvasTriangleRendererItem for the current sortkey and adds it to the sortelement list of items to render |
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ESimpleElementBlendMode | BlendToSimpleElementBlend
(
EBlendMode BlendMode |
Translate EBlendMode into ESimpleElementBlendMode used by tiles |
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FMatrix | CalcBaseTransform2D
(
uint32 ViewSizeX, |
Generate a 2D projection for the canvas. |
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FMatrix | CalcBaseTransform3D
(
uint32 ViewSizeX, |
Generate a 3D projection for the canvas. Use this if you want to transform in 3D |
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FMatrix | CalcProjectionMatrix
(
uint32 ViewSizeX, |
Generate a projection matrix for the canvas. Used for CalcBaseTransform3D |
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FMatrix | CalcViewMatrix
(
uint32 ViewSizeX, |
Generate a view matrix for the canvas. Used for CalcBaseTransform3D |
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void | Clear
(
const FLinearColor& Color |
Clear the canvas |
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void | Clear the list of dirty batches that need to be rendered by the canvas | |
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void | CopyTransformStack
(
const FCanvas& Copy |
Copy the conents of the TransformStack from an existing canvas |
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FCanvas * | Create
(
FRDGBuilder& GraphBuilder, |
|
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void | DrawItem
(
FCanvasItem& Item |
Draw a CanvasItem |
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void | DrawItem
(
FCanvasItem& Item, |
Draw a CanvasItem at the given coordinates |
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void | DrawItem
(
FCanvasItem& Item, |
Draw a CanvasItem at the given coordinates |
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void | ||
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int32 | DrawShadowedString
(
double StartX, |
Draw an string centered on given location. |
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int32 | DrawShadowedText
(
double StartX, |
|
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void | DrawTile
(
double X, |
|
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void | Flush_GameThread
(
bool bForce |
Sends a message to the rendering thread to draw the batched elements. |
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void | Flush_RenderThread
(
FRHICommandListImmediate& RHICmdList, |
Sends a message to the rendering thread to draw the batched elements. |
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void | Flush_RenderThread
(
FRDGBuilder& GraphBuilder, |
Sends a message to the rendering thread to draw the batched elements. |
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uint32 | Accessor for allowed canvas modes | |
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FBatchedElements * | GetBatchedElements
(
EElementType InElementType, |
Returns a FBatchedElements pointer to be used for adding vertices and primitives for rendering. |
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const FMatrix & | Get the bottom-most element of the transform stack. | |
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float | GetDPIScale () |
|
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ERHIFeatureLevel::Type | Access current feature level | |
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const FMatrix & | Get the current top-most transform entry | |
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FHitProxyConsumer * | ||
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FHitProxyId | ||
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FIntPoint | ||
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FRenderTarget * | Get the current render target for the canvas | |
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FSceneInterface * | GetScene () |
|
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EShaderPlatform | Access current shader platform | |
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FCanvasSortElement & | GetSortElement
(
int32 DepthSortKey |
Get the sort element for the given sort key. Allocates a new entry if one does not exist |
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const FGameTime & | GetTime () |
Access gameplay time |
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FMatrix | GetTransform () |
Get the current top-most transform entry without the canvas projection |
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const TArray< FTransformEntry > & | Returns the transform stack | |
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const FIntRect & | GetViewRect () |
|
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bool | Determine if the canvas has dirty batches that need to be rendered | |
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bool | IsHitTesting () |
|
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bool | ||
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bool | ||
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bool | ||
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int32 | Pop sort key off of the stack. | |
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void | PopTransform () |
Removes the top transform from the canvas's transform stack. |
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void | PushAbsoluteTransform
(
const FMatrix& Transform |
Pushes a transform onto the canvas's transform stack. |
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void | PushDepthSortKey
(
int32 InSortKey |
Push sort key onto the stack. Rendering is done with the current sort key stack entry. |
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void | PushRelativeTransform
(
const FMatrix& Transform |
Pushes a transform onto the canvas's transform stack, multiplying it with the current top of the stack. |
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void | SetAllowedModes
(
uint32 InAllowedModes |
Toggle allowed canvas modes |
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void | SetBaseTransform
(
const FMatrix& Transform |
Replace the base (ie. TransformStack(0)) transform for the canvas with the given matrix |
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void | SetHitProxy
(
HHitProxy* HitProxy |
Sets the hit proxy which will be used for subsequent canvas primitives. |
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void | SetParentCanvasSize
(
FIntPoint InParentSize |
|
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void | SetRenderTarget_GameThread
(
FRenderTarget* NewRenderTarget |
Sets the render target which will be used for subsequent canvas primitives. |
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void | SetRenderTargetDirty
(
bool bDirty |
Marks render target as dirty so that it will be resolved to texture |
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void | SetRenderTargetRect
(
const FIntRect& ViewRect |
Sets a rect that should be used to offset rendering into the viewport render target If not set the canvas will render to the full target |
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void | SetRenderTargetScissorRect
(
const FIntRect& ScissorRect |
The clipping rectangle used when rendering this canvas |
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void | SetScaledToRenderTarget
(
bool bScale |
|
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void | SetStereoRendering
(
bool bStereo |
|
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void | SetUseInternalTexture
(
const bool bInUseInternalTexture |
|
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*param VVertical position of the upper left corner of the portion of the texture to be | shown
(
texels |
Draw arbitrary aligned rectangle. |
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int32 | Return top sort key of the stack. | |
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void | WrapString
(
FTextSizingParameters& Parameters, |
Classes
Type | Name | Description | |
---|---|---|---|
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FCanvasSortElement | Contains all of the batched elements that need to be rendered at a certain depth sort key | |
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FTransformEntry | Entry for the transform stack which stores a matrix and its CRC for faster comparisons |
Enums
Type | Name | Description | |
---|---|---|---|
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ECanvasAllowModes | Enum for canvas features that are allowed | |
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ECanvasDrawMode | ||
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EElementType | Enum that describes what type of element we are currently batching. |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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FCanvas * | Create
(
FRDGBuilder& GraphBuilder, |
Pass down a FGameTime instead. |
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FCanvas
(
FRenderTarget* InRenderTarget, FCanvas
(
FRenderTarget* InRenderTarget, |
Pass down a FGameTime instead. | |
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float | Use FCanvas::GetTime() | |
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float | Use FCanvas::GetTime() | |
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float | Use FCanvas::GetTime() |