Files
UnrealEngine/Engine/Source/Runtime/UMG/Private/SlateBlueprintLibrary.cpp
2025-05-18 13:04:45 +08:00

188 lines
6.7 KiB
C++

// 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::Scalar_AbsoluteToLocal(const FGeometry& Geometry, float AbsoluteScalar)
{
return Inverse(Geometry.GetAccumulatedRenderTransform()).TransformVector(FVector2f(AbsoluteScalar, 0.0f)).Size();
}
float USlateBlueprintLibrary::Scalar_LocalToAbsolute(const FGeometry& Geometry, float LocalScalar)
{
return Geometry.GetAccumulatedRenderTransform().TransformVector(FVector2f(LocalScalar, 0.0f)).Size();
}
FVector2D USlateBlueprintLibrary::Vector_AbsoluteToLocal(const FGeometry& Geometry, FVector2D AbsoluteVector)
{
return Inverse(Geometry.GetAccumulatedRenderTransform()).TransformVector(AbsoluteVector);
}
FVector2D USlateBlueprintLibrary::Vector_LocalToAbsolute(const FGeometry& Geometry, FVector2D LocalVector)
{
return Geometry.GetAccumulatedRenderTransform().TransformVector(LocalVector);
}
float USlateBlueprintLibrary::TransformScalarAbsoluteToLocal(const FGeometry& Geometry, float AbsoluteScalar)
{
return Geometry.GetAccumulatedRenderTransform().TransformVector(FVector2f(AbsoluteScalar, 0.0f)).Size();
}
float USlateBlueprintLibrary::TransformScalarLocalToAbsolute(const FGeometry& Geometry, float LocalScalar)
{
return Inverse(Geometry.GetAccumulatedRenderTransform()).TransformVector(FVector2f(LocalScalar, 0.0f)).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