87 lines
3.2 KiB
Ucode
87 lines
3.2 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*
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* This is an abstract base class that is used to define the interface that
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* UnrealEd will use when rendering a given object's thumbnail. The editor
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* only calls the virtual rendering function.
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*/
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class ThumbnailRenderer extends Object
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abstract
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native;
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cpptext
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{
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/**
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* Allows the thumbnail renderer object the chance to reject rendering a
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* thumbnail for an object based upon the object's data. For instance, an
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* archetype should only be rendered if it's flags have RF_ArchetypeObject.
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*
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* @param Object the object to inspect
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* @param bCheckObjectState TRUE indicates that the object's state should be inspected to determine whether it can be supported;
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* FALSE indicates that only the object's type should be considered (for caching purposes)
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*
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* @return TRUE if it needs a thumbnail, FALSE otherwise
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*/
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virtual UBOOL SupportsThumbnailRendering(UObject*,UBOOL bCheckObjectState=TRUE)
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{
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return TRUE;
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}
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/**
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* Checks to see if the passed in object supports a thumbnail rendered directly into a system memory buffer for thumbnails
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* instead of setting up a render target and rendering to a texture from the GPU.
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*
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* @param InObject The object to check
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*/
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virtual UBOOL SupportsCPUGeneratedThumbnail(UObject *InObject) const
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{
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return FALSE;
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}
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/**
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* Calculates the size the thumbnail would be at the specified zoom level
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*
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* @param Object the object the thumbnail is of
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* @param PrimType the primitive type to use for rendering
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* @param Zoom the current multiplier of size
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* @param OutWidth the var that gets the width of the thumbnail
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* @param OutHeight the var that gets the height
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*/
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virtual void GetThumbnailSize(UObject* Object,EThumbnailPrimType PrimType,
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FLOAT Zoom,DWORD& OutWidth,DWORD& OutHeight) PURE_VIRTUAL(UThumbnailRenderer::GetThumbnailSize,);
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/**
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* Draws a thumbnail for the object that was specified.
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*
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* @param Object the object to draw the thumbnail for
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* @param PrimType the primitive to draw on (sphere, plane, etc.)
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* @param X the X coordinate to start drawing at
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* @param Y the Y coordinate to start drawing at
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* @param Width the width of the thumbnail to draw
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* @param Height the height of the thumbnail to draw
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* @param Viewport the viewport being drawn in
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* @param Canvas the render interface to draw with
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* @param BackgroundType type of background for the thumbnail
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* @param PreviewBackgroundColor background color for material previews
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* @param PreviewBackgroundColorTranslucent background color for translucent material previews
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*/
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virtual void Draw(UObject* Object,EThumbnailPrimType PrimType,
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INT X,INT Y,DWORD Width,DWORD Height,FRenderTarget* Viewport,
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FCanvas* Canvas,EThumbnailBackgroundType BackgroundType,
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FColor PreviewBackgroundColor,
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FColor PreviewBackgroundColorTranslucent) PURE_VIRTUAL(UThumbnailRenderer::Draw,);
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/**
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* Draws the thumbnail directly to a CPU memory buffer
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*
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* @param InObject The object to draw
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* @param OutThumbnailBuffer The thumbnail buffer to draw to
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*/
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virtual void DrawCPU( UObject* InObject, FObjectThumbnail& OutThumbnailBuffer) const
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{
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// Do nothing by default
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}
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}
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