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A class which batches Slate elements for rendering
| Name | FSlateElementBatcher |
| Type | class |
| Header File | /Engine/Source/Runtime/SlateCore/Public/Rendering/ElementBatcher.h |
| Include Path | #include "Rendering/ElementBatcher.h" |
Syntax
class FSlateElementBatcher
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSlateElementBatcher
(
TSharedRef< FSlateRenderingPolicy > InRenderingPolicy |
Rendering/ElementBatcher.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FSlateElementBatcher() |
Rendering/ElementBatcher.h |
Structs
| Name | Remarks |
|---|---|
| FMiddleEllipsisOverflowData | Struct containing info to use for the middle ellipsis policy |
| FShapedTextBuildContext |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BatchData | FSlateBatchData * | Uncached Batch data currently being filled in | Rendering/ElementBatcher.h | |
| BatchDataHDR | FSlateBatchData * | Rendering/ElementBatcher.h | ||
| bCompositeHDRViewports | bool | True if viewports get composited as a separate pass, instead of being rendered directly to the render target. Useful for HDR displays | Rendering/ElementBatcher.h | |
| bRequiresVsync | bool | True if any element in the batch requires vsync. | Rendering/ElementBatcher.h | |
| bSRGBVertexColor | const bool | Are the vertex colors expected to be in sRGB space? | Rendering/ElementBatcher.h | |
| CurrentCachedElementList | FSlateCachedElementList * | Cached batches currently being filled in | Rendering/ElementBatcher.h | |
| NumPostProcessPasses | int32 | How many post process passes are needed | Rendering/ElementBatcher.h | |
| PixelCenterOffset | const float | Offset to use when supporting 1:1 texture to pixel snapping | Rendering/ElementBatcher.h | |
| PrecachedClippingStates | const TArray< FSlateClippingState > * | Clipping states currently being used | Rendering/ElementBatcher.h | |
| RenderingPolicy | FSlateRenderingPolicy * | Rendering policy we were created from | Rendering/ElementBatcher.h | |
| ResourceUpdatingPostBuffers | ESlatePostRT | True if a resource is updating a slate post buffer, if true we need to add a fence for the scene draw to complete before clearing unused post buffers | Rendering/ElementBatcher.h | |
| UsedSlatePostBuffers | ESlatePostRT | True if we added a resource that is using a slate post buffer | Rendering/ElementBatcher.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddElements
(
FSlateWindowElementList& ElementList |
Batches elements to be rendered | Rendering/ElementBatcher.h | |
bool CompositeHDRViewports() |
Rendering/ElementBatcher.h | ||
ESlatePostRT GetResourceUpdatingPostBuffers() |
Rendering/ElementBatcher.h | ||
ESlatePostRT GetUsedSlatePostBuffers() |
Rendering/ElementBatcher.h | ||
bool HasFXPassses() |
Whether or not any post process passes were batched | Rendering/ElementBatcher.h | |
FColor PackVertexColor
(
const FLinearColor& InLinearColor |
Rendering/ElementBatcher.h | ||
bool RequiresVsync() |
Returns true if the elements in this batcher require v-sync. | Rendering/ElementBatcher.h | |
void ResetBatches() |
Resets all stored data accumulated during the batching process | Rendering/ElementBatcher.h | |
void SetCompositeHDRViewports
(
bool bInCompositeHDRViewports |
Rendering/ElementBatcher.h | ||
void SetResourceUpdatingPostBuffers
(
ESlatePostRT InResourceUpdatingPostBuffers |
Rendering/ElementBatcher.h |