SlateBlueprintLibrary位于…\Engine\Source\Runtime\UMG\Private下
提供蓝图UMG一些常用节点,放在这里,方便诸君查阅!~
SlateBlueprintLibrary.h
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "UObject/Script.h"
#include "Layout/Geometry.h"
#include "Styling/SlateBrush.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "SlateBlueprintLibrary.generated.h"
UCLASS(meta=(ScriptName="SlateLibrary"))
class UMG_API USlateBlueprintLibrary : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
public:
/**
* Absolute coordinates could be either desktop or window space depending on what space the root of the widget hierarchy is in.
*
* @return true if the provided location in absolute coordinates is within the bounds of this geometry.
*/
UFUNCTION(BlueprintPure, Category="User Interface|Geometry")
static bool IsUnderLocation(const FGeometry& Geometry, const FVector2D& AbsoluteCoordinate);
/**
* Absolute coordinates could be either desktop or window space depending on what space the root of the widget hierarchy is in.
*
* @return Transforms AbsoluteCoordinate into the local space of this Geometry.
*/
UFUNCTION(BlueprintPure, Category="User Interface|Geometry")
static FVector2D AbsoluteToLocal(const FGeometry& Geometry, FVector2D AbsoluteCoordinate);
/**
* Translates local coordinates into absolute coordinates
*
* Absolute coordinates could be either desktop or window space depending on what space the root of the widget hierarchy is in.
*
* @return Absolute coordinates
*/
UFUNCTION(BlueprintPure, Category="User Interface|Geometry")
static FVector2D LocalToAbsolute(const FGeometry& Geometry, FVector2D LocalCoordinate);
/** Returns the local top/left of the geometry in local space. */
UFUNCTION(BlueprintPure, Category = "User Interface|Geometry")
static FVector2D GetLocalTopLeft(const FGeometry& Geometry);
/** Returns the size of the geometry in local space. */
UFUNCTION(BlueprintPure, Category="User Interface|Geometry")
static FVector2D GetLocalSize(const FGeometry& Geometry);
/** Returns the size of the geometry in absolute space. */
UFUNCTION(BlueprintPure, Category="User Interface|Geometry")
static FVector2D GetAbsoluteSize(const FGeometry& Geometry);
/** */
UFUNCTION(BlueprintPure, Category = "User Interface|Geometry")
static float TransformScalarAbsoluteToLocal(const FGeometry& Geometry, float AbsoluteScalar);
/** */
UFUNCTION(BlueprintPure, Category = "User Interface|Geometry")
static float TransformScalarLocalToAbsolute(const FGeometry& Geometry, float LocalScalar);
/** */
UFUNCTION(BlueprintPure, Category = "User Interface|Geometry")
static FVector2D TransformVectorAbsoluteToLocal(const FGeometry& Geometry, FVector2D AbsoluteVector);
/** */
UFUNCTION(BlueprintPure, Category = "User Interface|Geometry")
static FVector2D TransformVectorLocalToAbsolute(const FGeometry& Geometry, FVector2D LocalVector);
/** Returns whether brushes A and B are identical. */
UFUNCTION(BlueprintPure, meta = (DisplayName = "Equal (SlateBrush)", CompactNodeTitle = "=="), Category = "SlateBrush")
static bool EqualEqual_SlateBrush(const FSlateBrush& A, const FSlateBrush& B);
/**
* Translates local coordinate of the geometry provided into local viewport coordinates.
*
* @param PixelPosition The position in the game's viewport, usable for line traces and
* other uses where you need a coordinate in the space of viewport resolution units.
* @param ViewportPosition The position in the space of other widgets in the viewport. Like if you wanted
* to add another widget to the viewport at the same position in viewport space as this location, this is
* what you would use.
*/
UFUNCTION(BlueprintPure, Category="User Interface|Geometry", meta=( WorldContext="WorldContextObject" ))
static void LocalToViewport(UObject* WorldContextObject, const FGeometry& Geometry, FVector2D LocalCoordinate, FVector2D& PixelPosition, FVector2D& ViewportPosition);
/**
* Translates absolute coordinate in desktop space of the geometry provided into local viewport coordinates.
*
* @param PixelPosition The position in the game's viewport, usable for line traces and
* other uses where you need a coordinate in the space of viewport resolution units.
* @param ViewportPosition The position in the space of other widgets in the viewport. Like if you wanted
* to add another widget to the viewport at the same position in viewport space as this location, this is
* what you would use.
*/
UFUNCTION(BlueprintPure, Category="User Interface|Geometry", meta=( WorldContext="WorldContextObject" ))
static void AbsoluteToViewport(UObject* WorldContextObject, FVector2D AbsoluteDesktopCoordinate, FVector2D& PixelPosition, FVector2D& ViewportPosition);
/**
* Translates a screen position in pixels into the local space of a widget with the given geometry.
* If bIncludeWindowPosition is true, then this method will also remove the game window's position (useful when in windowed mode).
*/
UFUNCTION(BlueprintPure, Category="User Interface|Geometry", meta=( WorldContext="WorldContextObject", DisplayName="ScreenToLocal" ))
static void ScreenToWidgetLocal(UObject* WorldContextObject, const FGeometry& Geometry, FVector2D ScreenPosition, FVector2D& LocalCoordinate, bool bIncludeWindowPosition = false);
/**
* Translates a screen position in pixels into absolute application coordinates.
* If bIncludeWindowPosition is true, then this method will also remove the game window's position (useful when in windowed mode).
*/
UFUNCTION(BlueprintPure, Category="User Interface|Geometry", meta=( WorldContext="WorldContextObject", DisplayName="ScreenToAbsolute" ))
static void ScreenToWidgetAbsolute(UObject* WorldContextObject, FVector2D ScreenPosition, FVector2D& AbsoluteCoordinate, bool bIncludeWindowPosition = false);
/**
* Translates a screen position in pixels into the local space of the viewport widget.
*/
UFUNCTION(BlueprintPure, Category="User Interface|Geometry", meta=( WorldContext="WorldContextObject" ))
static void ScreenToViewport(UObject* WorldContextObject, FVector2D ScreenPosition, FVector2D& ViewportPosition);
};
SlateBlueprintLibrary.cpp
// Copyright Epic Games, Inc. All Rights Reserved.
#include "Blueprint/SlateBlueprintLibrary.h"
#include "EngineGlobals.h"
#include "Engine/GameViewportClient.h"
#include "Engine/Engine.h"
#include "Engine/UserInterfaceSettings.h"
#include "Slate/SlateBrushAsset.h"
#include "Engine/UserInterfaceSettings.h"
#include "Blueprint/SlateBlueprintLibrary.h"
#include "Slate/SceneViewport.h"
#include "Blueprint/WidgetLayoutLibrary.h"
#include "Slate/SGameLayerManager.h"
#include "Widgets/SWindow.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(SlateBlueprintLibrary)
#define LOCTEXT_NAMESPACE "UMG"
/////////////////////////////////////////////////////
// USlateBlueprintLibrary
USlateBlueprintLibrary::USlateBlueprintLibrary(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
bool USlateBlueprintLibrary::IsUnderLocation(const FGeometry& Geometry, const FVector2D& AbsoluteCoordinate)
{
return Geometry.IsUnderLocation(AbsoluteCoordinate);
}
FVector2D USlateBlueprintLibrary::AbsoluteToLocal(const FGeometry& Geometry, FVector2D AbsoluteCoordinate)
{
return Geometry.AbsoluteToLocal(AbsoluteCoordinate);
}
FVector2D USlateBlueprintLibrary::LocalToAbsolute(const FGeometry& Geometry, FVector2D LocalCoordinate)
{
return Geometry.LocalToAbsolute(LocalCoordinate);
}
FVector2D USlateBlueprintLibrary::GetLocalTopLeft(const FGeometry& Geometry)
{
const FVector2D TopLeft(0.0f, 0.0f);
return Geometry.GetLocalPositionAtCoordinates(TopLeft);
}
FVector2D USlateBlueprintLibrary::GetLocalSize(const FGeometry& Geometry)
{
return Geometry.GetLocalSize();
}
FVector2D USlateBlueprintLibrary::GetAbsoluteSize(const FGeometry& Geometry)
{
return TransformVector(Geometry.GetAccumulatedRenderTransform(), Geometry.GetLocalSize());
}
bool USlateBlueprintLibrary::EqualEqual_SlateBrush(const FSlateBrush& A, const FSlateBrush& B)
{
return A == B;
}
void USlateBlueprintLibrary::LocalToViewport(UObject* WorldContextObject, const FGeometry& Geometry, FVector2D LocalCoordinate, FVector2D& PixelPosition, FVector2D& ViewportPosition)
{
FVector2D AbsoluteCoordinate = Geometry.LocalToAbsolute(LocalCoordinate);
AbsoluteToViewport(WorldContextObject, AbsoluteCoordinate, PixelPosition, ViewportPosition);
}
void USlateBlueprintLibrary::AbsoluteToViewport(UObject* WorldContextObject, FVector2D AbsoluteDesktopCoordinate, FVector2D& PixelPosition, FVector2D& ViewportPosition)
{
UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if ( World && World->IsGameWorld() )
{
if ( UGameViewportClient* ViewportClient = World->GetGameViewport() )
{
TSharedPtr<IGameLayerManager> GameLayerManager = ViewportClient->GetGameLayerManager();
if (GameLayerManager.IsValid())
{
FVector2D ViewportSize;
ViewportClient->GetViewportSize(ViewportSize);
const FGeometry& ViewportGeometry = GameLayerManager->GetViewportWidgetHostGeometry();
ViewportPosition = ViewportGeometry.AbsoluteToLocal(AbsoluteDesktopCoordinate);
PixelPosition = (ViewportPosition / ViewportGeometry.GetLocalSize()) * ViewportSize;
return;
}
}
}
PixelPosition = FVector2D(0, 0);
ViewportPosition = FVector2D(0, 0);
}
void USlateBlueprintLibrary::ScreenToWidgetLocal(UObject* WorldContextObject, const FGeometry& Geometry, FVector2D ScreenPosition, FVector2D& LocalCoordinate, bool bIncludeWindowPosition /*= false*/)
{
FVector2D AbsoluteCoordinate;
ScreenToWidgetAbsolute(WorldContextObject, ScreenPosition, AbsoluteCoordinate, bIncludeWindowPosition);
LocalCoordinate = Geometry.AbsoluteToLocal(AbsoluteCoordinate);
}
void USlateBlueprintLibrary::ScreenToWidgetAbsolute(UObject* WorldContextObject, FVector2D ScreenPosition, FVector2D& AbsoluteCoordinate, bool bIncludeWindowPosition /*= false*/)
{
UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if ( World && World->IsGameWorld() )
{
if ( UGameViewportClient* ViewportClient = World->GetGameViewport() )
{
TSharedPtr<IGameLayerManager> GameLayerManager = ViewportClient->GetGameLayerManager();
if (GameLayerManager.IsValid())
{
FVector2D ViewportSize;
ViewportClient->GetViewportSize(ViewportSize);
const FGeometry& ViewportGeometry = GameLayerManager->GetViewportWidgetHostGeometry();
const FVector2D ViewportPosition = ViewportGeometry.GetLocalSize() * (ScreenPosition / ViewportSize);
AbsoluteCoordinate = ViewportGeometry.LocalToAbsolute(ViewportPosition);
if (bIncludeWindowPosition)
{
if (SWindow* Window = ViewportClient->GetWindow().Get())
{
AbsoluteCoordinate -= Window->GetPositionInScreen();
}
}
return;
}
}
}
AbsoluteCoordinate = FVector2D(0, 0);
}
void USlateBlueprintLibrary::ScreenToViewport(UObject* WorldContextObject, FVector2D ScreenPosition, FVector2D& ViewportPosition)
{
FVector2D AbsolutePosition;
USlateBlueprintLibrary::ScreenToWidgetAbsolute(WorldContextObject, ScreenPosition, AbsolutePosition);
FVector2D PixelPosition;
USlateBlueprintLibrary::AbsoluteToViewport(WorldContextObject, AbsolutePosition, PixelPosition, ViewportPosition);
}
float USlateBlueprintLibrary::TransformScalarAbsoluteToLocal(const FGeometry& Geometry, float AbsoluteScalar)
{
return Geometry.GetAccumulatedRenderTransform().TransformVector(FVector2D(AbsoluteScalar, 0)).Size();
}
float USlateBlueprintLibrary::TransformScalarLocalToAbsolute(const FGeometry& Geometry, float LocalScalar)
{
return Inverse(Geometry.GetAccumulatedRenderTransform()).TransformVector(FVector2D(LocalScalar, 0)).Size();
}
FVector2D USlateBlueprintLibrary::TransformVectorAbsoluteToLocal(const FGeometry& Geometry, FVector2D AbsoluteVector)
{
return Geometry.GetAccumulatedRenderTransform().TransformVector(AbsoluteVector);
}
FVector2D USlateBlueprintLibrary::TransformVectorLocalToAbsolute(const FGeometry& Geometry, FVector2D LocalVector)
{
return Inverse(Geometry.GetAccumulatedRenderTransform()).TransformVector(LocalVector);
}
#undef LOCTEXT_NAMESPACE