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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- FCanvasItem
- FCanvasTextItemBase
- FCanvasTextItem
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/CanvasItem.h |
Include | #include "CanvasItem.h" |
Syntax
class FCanvasTextItem : public FCanvasTextItemBase
Remarks
Text item with misc optional items such as shadow, centering etc.
Variables
Type | Name | Description | |
---|---|---|---|
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const UFont * | Font | Font to draw text with. |
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TOptional< FSlateFontInfo > | SlateFontInfo | Font info to draw the text with. |
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FText | Text | The text to draw. |
Constructors
Type | Name | Description | |
---|---|---|---|
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FCanvasTextItem
(
const FVector2D& InPosition, |
Text item | |
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FCanvasTextItem
(
const FVector2D& InPosition, |
Text item |
Destructors
Type | Name | Description | |
---|---|---|---|
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Functions
Type | Name | Description | |
---|---|---|---|
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void | DrawStringInternal_OfflineCache
(
FCanvas* InCanvas, |
Internal string drawIn a method to make it simpler to do effects like shadow, outline |
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void | DrawStringInternal_RuntimeCache
(
FCanvas* InCanvas, |
|
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EFontCacheType | Get the type of font cache the UFont is using |
Overridden from FCanvasTextItemBase
Type | Name | Description | |
---|---|---|---|
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void | DrawStringInternal
(
FCanvas* InCanvas, |
Internal string drawIn a method to make it simpler to do effects like shadow, outline |
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ESimpleElementBlendMode | GetTextBlendMode
(
const bool bHasShadow |
Get the blend mode we should use to draw this text |
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FVector2D | GetTextSize
(
float DPIScale |
Get the measured size of the text to draw |
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bool | HasValidText () |
Does this text item have valid text to draw? |