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https://github.com/kevinporetti/UnrealImGui.git
synced 2025-01-18 08:20:32 +00:00
Replaced a few recently added function calls with backward compatible implementations.
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04e6f9d844
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@ -63,6 +63,24 @@ namespace CVars
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}
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}
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#endif // IMGUI_WIDGET_DEBUG
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#endif // IMGUI_WIDGET_DEBUG
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namespace
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{
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FORCEINLINE FVector2D MaxVector(const FVector2D& A, const FVector2D& B)
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{
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return FVector2D(FMath::Max(A.X, B.X), FMath::Max(A.Y, B.Y));
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}
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FORCEINLINE FVector2D RoundVector(const FVector2D& Vector)
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{
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return FVector2D(FMath::RoundToFloat(Vector.X), FMath::RoundToFloat(Vector.Y));
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}
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FORCEINLINE FSlateRenderTransform RoundTranslation(const FSlateRenderTransform& Transform)
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{
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return FSlateRenderTransform(Transform.GetMatrix(), RoundVector(Transform.GetTranslation()));
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}
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}
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BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
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BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
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void SImGuiWidget::Construct(const FArguments& InArgs)
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void SImGuiWidget::Construct(const FArguments& InArgs)
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{
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{
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@ -551,7 +569,7 @@ void SImGuiWidget::SetCanvasSizeInfo(const FImGuiCanvasSizeInfo& CanvasSizeInfo)
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// We only update canvas control widget when canvas control is enabled. Make sure that we will not leave
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// We only update canvas control widget when canvas control is enabled. Make sure that we will not leave
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// that widget active after disabling canvas control.
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// that widget active after disabling canvas control.
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if (CanvasControlWidget && !bCanvasControlEnabled)
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if (CanvasControlWidget.IsValid() && !bCanvasControlEnabled)
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{
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{
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CanvasControlWidget->SetActive(false);
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CanvasControlWidget->SetActive(false);
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}
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}
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@ -570,7 +588,7 @@ void SImGuiWidget::UpdateCanvasSize()
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{
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{
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FVector2D ViewportSize;
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FVector2D ViewportSize;
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GameViewport->GetViewportSize(ViewportSize);
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GameViewport->GetViewportSize(ViewportSize);
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CanvasSize = FVector2D::Max(CanvasSize, ViewportSize);
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CanvasSize = MaxVector(CanvasSize, ViewportSize);
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}
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}
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else
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else
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{
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{
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@ -580,7 +598,7 @@ void SImGuiWidget::UpdateCanvasSize()
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// Clamping DPI Scale to keep the canvas size from getting too big.
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// Clamping DPI Scale to keep the canvas size from getting too big.
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CanvasSize /= FMath::Max(DPIScale, 0.01f);
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CanvasSize /= FMath::Max(DPIScale, 0.01f);
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CanvasSize = CanvasSize.RoundToVector();
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CanvasSize = RoundVector(CanvasSize);
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ContextProxy->SetDisplaySize(CanvasSize);
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ContextProxy->SetDisplaySize(CanvasSize);
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}
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}
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@ -607,16 +625,6 @@ FVector2D SImGuiWidget::TransformScreenPointToImGui(const FGeometry& MyGeometry,
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return ImGuiToScreen.Inverse().TransformPoint(Point);
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return ImGuiToScreen.Inverse().TransformPoint(Point);
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}
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}
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namespace
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{
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FORCEINLINE FSlateRenderTransform RoundTranslation(const FSlateRenderTransform& Transform)
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{
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const FVector2D& Translation = Transform.GetTranslation();
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return FSlateRenderTransform{ Transform.GetMatrix(),
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FVector2D{ FMath::RoundToFloat(Translation.X), FMath::RoundToFloat(Translation.Y) } };
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}
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}
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int32 SImGuiWidget::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect,
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int32 SImGuiWidget::OnPaint(const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect,
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FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& WidgetStyle, bool bParentEnabled) const
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FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& WidgetStyle, bool bParentEnabled) const
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{
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{
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