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API > API/Runtime > API/Runtime/Engine
| Name | IStereoLayers |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/IStereoLayers.h |
| Include Path | #include "IStereoLayers.h" |
Syntax
class IStereoLayers
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual PRAGMA_DISABLE_DEPRECATION_WARNINGS ~IStereoLayers() |
IStereoLayers.h |
Structs
| Name | Remarks |
|---|---|
| FLayerDesc | Structure describing the visual appearance of a single stereo layer |
| FShapeWrapper | The pointer to the shape of a stereo layer is wrapped in this simple class that clones and destroys the shape. |
Enums
Public
| Name | Remarks |
|---|---|
| ELayerFlags | |
| ELayerType |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
uint32 CreateLayer
(
const FLayerDesc& InLayerDesc |
Creates a new layer from a given texture resource, which is projected on top of the world as a quad. | IStereoLayers.h | |
void DestroyLayer
(
uint32 LayerId |
Destroys the specified layer, stopping it from rendering over the world. | IStereoLayers.h | |
virtual const FLayerDesc * FindLayerDesc
(
uint32 LayerId |
Get a reference to the internal FLayerDesc structure for a given layer ID Only finds layers from the top of the Push/PopLayerState stack | IStereoLayers.h | |
virtual void GetAllocatedTexture
(
uint32 LayerId, |
Get texture reference to HMD swapchain to avoid the copy path, useful for continuous update layers | IStereoLayers.h | |
virtual FLayerDesc GetDebugCanvasLayerDesc
(
FTextureRHIRef Texture |
IStereoLayers.h | ||
virtual FLayerDesc GetDebugCanvasLayerDesc
(
UTextureRenderTarget2D* Texture |
IStereoLayers.h | ||
virtual TArray< FTextureRHIRef, TInlineAllocator< 2 > > GetDebugLayerTextures_RenderThread () |
Returns a list of debug textures to be rendered onto the default spectator screen. | IStereoLayers.h | |
bool GetLayerDesc
(
uint32 LayerId, |
Get the currently set layer description | IStereoLayers.h | |
virtual void HideBackgroundLayer () |
Optional method to hide the 3D scene and only render the stereo overlays. | IStereoLayers.h | |
virtual bool IsBackgroundLayerVisible () |
Tell if the background layer is visible. | IStereoLayers.h | |
void MarkTextureForUpdate
(
uint32 LayerId |
Marks this layers texture for update | IStereoLayers.h | |
virtual void PopLayerState () |
Restores the stereo layer state from the last save state. | IStereoLayers.h | |
virtual void PushLayerState
(
bool bPreserve |
Saves the current stereo layer state on a stack to later restore them. | IStereoLayers.h | |
void SetLayerDesc
(
uint32 LayerId, |
Set the a new layer description | IStereoLayers.h | |
virtual bool ShouldCopyDebugLayersToSpectatorScreen() |
If true the debug layers are copied to the spectator screen, because they do not naturally end up on the spectator screen as part of the 3d view. | IStereoLayers.h | |
virtual void ShowBackgroundLayer() |
Optional method to undo the effect of hiding the 3D scene. No-op if not supported by the platform. | IStereoLayers.h | |
virtual bool SupportsLayerState() |
Returns true if the StereoLayers implementation supports saving and restoring state using Push/PopLayerState() | IStereoLayers.h | |
virtual void UpdateSplashScreen() |
Update splash screens from current state | IStereoLayers.h |