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Represents a top level window and its draw elements.
| Name | FSlateWindowElementList |
| Type | class |
| Header File | /Engine/Source/Runtime/SlateCore/Public/Rendering/DrawElements.h |
| Include Path | #include "Rendering/DrawElements.h" |
Syntax
class FSlateWindowElementList : public FNoncopyable
Inheritance Hierarchy
- FNoncopyable → FSlateWindowElementList
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FSlateWindowElementList
(
const TSharedPtr< SWindow >& InPaintWindow |
Construct a new list of elements with which to paint a window. | Rendering/DrawElements.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FSlateWindowElementList() |
Rendering/DrawElements.h |
Structs
| Name | Remarks |
|---|---|
| FDeferredPaint | DEFERRED PAINTING. |
| FWidgetDrawElementState | State of the current widget that is adding draw elements |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BatchData | FSlateBatchData | Batched data used for rendering | Rendering/DrawElements.h | |
| BatchDataHDR | FSlateBatchData | Batched data used for rendering | Rendering/DrawElements.h | |
| bIsInGameLayer | bool | Store if currently drawing within Game Layer | Rendering/DrawElements.h | |
| bNeedsDeferredResolve | bool | Rendering/DrawElements.h | ||
| CachedElementDataList | TArray< FSlateCachedElementData *, TInlineAllocator< 4 > > | Rendering/DrawElements.h | ||
| CachedElementDataListStack | TArray< int32, TInlineAllocator< 4 > > | Rendering/DrawElements.h | ||
| ClippingManager | FSlateClippingManager | Rendering/DrawElements.h | ||
| DeferredPaintList | TArray< TSharedPtr< FDeferredPaint > > | Some widgets want their logical children to appear at a different "layer" in the physical hierarchy. | Rendering/DrawElements.h | |
| MemManager | FMemStackBase | Rendering/DrawElements.h | ||
| MergeBatchDataTask | UE::Tasks::FTask | Rendering/DrawElements.h | ||
| PixelSnappingMethodStack | TArray< EWidgetPixelSnapping, TInlineAllocator< 4 > > | Manages what pixel snapping method should be applied | Rendering/DrawElements.h | |
| RawPaintWindow | SWindow * | Rendering/DrawElements.h | ||
| RenderTargetWindow | SWindow * | The window to render to. | Rendering/DrawElements.h | |
| ResolveToDeferredIndex | TArray< int32 > | Rendering/DrawElements.h | ||
| UncachedDrawElements | FSlateDrawElementMap | The uncached draw elements to be processed | Rendering/DrawElements.h | |
| WeakPaintWindow | TWeakPtr< SWindow > | Window which owns the widgets that are being painted but not necessarily rendered to Widgets are always rendered to the RenderTargetWindow | Rendering/DrawElements.h | |
| WidgetDrawStack | TArray< FWidgetDrawElementState, TInlineAllocator< 50 > > | Rendering/DrawElements.h | ||
| WindowSize | FVector2f | Store the size of the window being used to paint | Rendering/DrawElements.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddReferencedObjects
(
FReferenceCollector& Collector |
Rendering/DrawElements.h | ||
TSlateDrawElement< ElementType > & AddUninitialized() |
Creates an uninitialized draw element if using caching will create a new cached draw list if needed (Whenever a top level draw widget's cache handle doesn't match the current cached handle). | Rendering/DrawElements.h | |
FSlateDrawElement & AddUninitializedLookup
(
EElementType InElementType |
Calls AddUninitialized, resolving template version based on enum | Rendering/DrawElements.h | |
void BeginDeferredGroup() |
Rendering/DrawElements.h | ||
void EndDeferredGroup() |
Rendering/DrawElements.h | ||
FSlateBatchData & GetBatchData() |
Rendering/DrawElements.h | ||
FSlateBatchData & GetBatchDataHDR() |
Rendering/DrawElements.h | ||
int32 GetClippingIndex() |
Rendering/DrawElements.h | ||
| Rendering/DrawElements.h | |||
const FSlateClippingManager & GetClippingManager () |
Rendering/DrawElements.h | ||
int32 GetClippingStackDepth() |
Rendering/DrawElements.h | ||
TOptional< FSlateClippingState > GetClippingState() |
Rendering/DrawElements.h | ||
TArrayView< FSlateCachedElementList *const > GetCurrentCachedElementWithNewData() |
Rendering/DrawElements.h | ||
TArray< TSharedPtr< FDeferredPaint > > GetDeferredPaintList() |
Rendering/DrawElements.h | ||
bool GetIsInGameLayer() |
Rendering/DrawElements.h | ||
SWindow * GetPaintWindow() |
Rendering/DrawElements.h | ||
EWidgetPixelSnapping GetPixelSnappingMethod() |
Rendering/DrawElements.h | ||
SWindow * GetRenderWindow() |
Rendering/DrawElements.h | ||
const FSlateDrawElementMap & GetUncachedDrawElements() |
Rendering/DrawElements.h | ||
UE::Slate::FDeprecateVector2DResult GetWindowSize() |
Rendering/DrawElements.h | ||
int32 PaintDeferred
(
int32 LayerId, |
Rendering/DrawElements.h | ||
void PopCachedElementData() |
Rendering/DrawElements.h | ||
void PopClip() |
Rendering/DrawElements.h | ||
void PopClipToStackIndex
(
int32 Index |
Rendering/DrawElements.h | ||
FSlateCachedElementsHandle PopPaintingWidget
(
const SWidget& CurrentWidget |
Pops the current painted widget off the stack | Rendering/DrawElements.h | |
void PopPixelSnappingMethod() |
Rendering/DrawElements.h | ||
void PushCachedElementData
(
FSlateCachedElementData& CachedElementData |
Pushes cached element data onto the stack. | Rendering/DrawElements.h | |
int32 PushClip
(
const FSlateClippingZone& InClipZone |
CLIPPING. | Rendering/DrawElements.h | |
void PushPaintingWidget
(
const SWidget& CurrentWidget, |
FAST PATH. | Rendering/DrawElements.h | |
int32 PushPixelSnappingMethod
(
EWidgetPixelSnapping InPixelSnappingMethod |
PIXEL SNAPPING. | Rendering/DrawElements.h | |
void QueueDeferredPainting
(
const FDeferredPaint& InDeferredPaint |
Rendering/DrawElements.h | ||
void ResetElementList () |
OTHER. | Rendering/DrawElements.h | |
void SetIsInGameLayer
(
bool bInGameLayer |
Rendering/DrawElements.h | ||
void SetRenderTargetWindow
(
SWindow* InRenderTargetWindow |
Rendering/DrawElements.h | ||
bool ShouldResolveDeferred() |
Rendering/DrawElements.h |