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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <SlateRenderer.h>
Inheritance diagram for FSlateRenderer:Classes | |
| struct | FScopedAcquireDrawBuffer |
Friends | |
| class | FSlateRenderDataHandle |
Abstract base class for Slate renderers.
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explicit |
Constructor.
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virtual |
Virtual destructor.
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pure virtual |
Returns a draw buffer that can be used by Slate windows to draw window elements
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
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inlinevirtual |
Lets the renderer know that we need to render some widgets to a render target.
| Context | The context that describes what we're rendering to |
| bDeferredRenderTargetUpdate | Whether or not the update is deferred until the end of the frame when it is potentially less expensive to update the render target. See GDeferRetainedRenderingRenderThread for more info. Care must be taken to destroy anything referenced in the context when it is safe to do so. |
Reimplemented in FSlateRHIRenderer.
Returns whether shaders that Slate depends on have been compiled.
Reimplemented in FSlateRHIRenderer.
Indicates the start of a new frame to the Renderer. This is usually handled by the engine loop but certain situations (ie, when the main loop is paused) may require manual calls.
Reimplemented in FSlateRHIRenderer.
The default implementation assumes all things are renderable.
Reimplemented in FSlateRHIRenderer.
Reset the internal Scene tracking.
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
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inlinevirtual |
Copies all slate windows out to a buffer at half resolution with debug information like the mouse cursor and any keypresses.
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pure virtual |
Create an updatable texture that can receive new data via a shared handle
| SharedHandle | The OS dependant handle that backs the texture data |
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
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pure virtual |
Create an updatable texture that can receive new data dynamically
| Width | Initial width of the texture |
| Height | Initial height of the texture |
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
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pure virtual |
Creates a rendering viewport
| InWindow | The window to create the viewport for |
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
| FSlateRenderer::DECLARE_MULTICAST_DELEGATE_OneParam | ( | FOnPostResizeWindowBackbuffer | , |
| void * | |||
| ) |
Called on the game thread right after a window backbuffer has been resized
| Pointer | to the API specific backbuffer type |
| FSlateRenderer::DECLARE_MULTICAST_DELEGATE_OneParam | ( | FOnPreResizeWindowBackbuffer | , |
| void * | |||
| ) |
Called on the game thread right before a window backbuffer is about to be resized
| Pointer | to the API specific backbuffer type |
| FSlateRenderer::DECLARE_MULTICAST_DELEGATE_OneParam | ( | FOnSlateWindowDestroyed | , |
| void * | |||
| ) |
Called on the game thread right before the slate window handle is destroyed.
This gives users a chance to release any viewport specific resources they may have active when the window is destroyed
| Pointer | to the API specific backbuffer type |
| FSlateRenderer::DECLARE_MULTICAST_DELEGATE_TwoParams | ( | FOnSlateWindowRendered | , |
| SWindow & | , | ||
| void * | |||
| ) |
Callback that fires after Slate has rendered each window, each frame
| FSlateRenderer::DECLARE_TS_MULTICAST_DELEGATE_ThreeParams | ( | FOnAddBackBufferReadyToPresentPass | , |
| FRDGBuilder & | , | ||
| SWindow & | , | ||
| FRDGTexture * | |||
| ) |
Callback on the render thread after slate rendering finishes and right before present is called.
| FSlateRenderer::DECLARE_TS_MULTICAST_DELEGATE_TwoParams | ( | FOnBackBufferReadyToPresent | , |
| SWindow & | , | ||
| const FTextureRHIRef & | |||
| ) |
Callback on the render thread after slate rendering finishes and right before present is called.
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
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virtual |
Reimplemented in FSlateRHIRenderer.
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virtual |
Reimplemented in FSlateRHIRenderer.
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pure virtual |
Creates necessary resources to render a window and sends draw commands to the rendering thread
| WindowDrawBuffer | The buffer containing elements to draw |
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
Indicates the end of the current frame to the Renderer. This is usually handled by the engine loop but certain situations (ie, when the main loop is paused) may require manual calls.
Reimplemented in FSlateRHIRenderer.
Gives the renderer a chance to wait for any render commands to be completed before returning/
Reimplemented in FSlateRHIRenderer.
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inline |
Flushes all cached data from the font cache for the current thread
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inlinevirtual |
Creates a dynamic image resource and returns its size
| InTextureName | The name of the texture resource |
Reimplemented in FSlateNullRenderer, and FSlateRHIRenderer.
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inlinevirtual |
Reimplemented in FSlateRHIRenderer.
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inlinevirtual |
Creates a dynamic image resource
| ResourceName | The name of the texture resource |
| Width | The width of the resource |
| Height | The height of the image |
| Bytes | The payload for the resource |
Reimplemented in FSlateNullRenderer, and FSlateRHIRenderer.
Get the currently registered scene index (set by RegisterCurrentScene)
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
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inlinevirtual |
Returns a draw buffer that can be used by Slate windows to draw window elements
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virtual |
Returns the way to access the font atlas information for this renderer
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inline |
Get the font cache to use for the current thread
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inline |
Get access to the font measure service (game thread only!)
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inline |
Get access to the font services used by this renderer
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pure virtual |
Necessary to grab before flushing the resource pool, as it may be being accessed by multiple threads when loading.
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
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inlinevirtual |
Creates a handle to a Slate resource A handle is used as fast path for looking up a rendering resource for a given brush when adding Slate draw elements This can be cached and stored safely in code. It will become invalid when a resource is destroyed It is expensive to create a resource so do not do it in time sensitive areas
| Brush | The brush to get a rendering resource handle |
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pure virtual |
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
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inlinevirtual |
Reimplemented in FSlateRHIRenderer.
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virtual |
Returns the way to access the texture atlas information for this renderer
Reimplemented in FSlateRHIRenderer.
Returns the viewport rendering resource (backbuffer) for the provided window
| Window | The window to get the viewport from |
Reimplemented in FSlateRHIRenderer.
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
Removes references to FViewportRHI's.
This has to be done explicitly instead of using the FRenderResource mechanism because FViewportRHI's are managed by the game thread. This is needed before destroying the RHI device.
Reimplemented in FSlateRHIRenderer.
Returns whether or not a viewport should be in fullscreen
@Window The window to check for fullscreen
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inlinevirtual |
Loads all the resources used by the specified SlateStyle
Reimplemented in FSlateRHIRenderer.
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inlinevirtual |
Allows and disallows access to the crash tracker buffer data on the CPU
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inline |
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inline |
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inline |
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inline |
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inline |
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inline |
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inlinevirtual |
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pure virtual |
Called when a window is destroyed to give the renderer a chance to free resources
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
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inlinevirtual |
Called when a window is finished being reshaped
Reimplemented in FSlateRHIRenderer.
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inlinevirtual |
Prepares the renderer to take a screenshot of the UI. The Rect is portion of the rendered output that will be stored into the TArray of FColors.
Reimplemented in FSlateRHIRenderer.
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inlinevirtual |
Prepares the renderer to take a screenshot of the UI. The Rect is portion of the rendered output that will be stored into the TArray of FColors.
Reimplemented in FSlateNullRenderer, and FSlateRHIRenderer.
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pure virtual |
Register the active scene pointer with the renderer. This will return the scene internal index that will be used for all subsequent elements drawn.
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
A renderer may need to keep a cache of accessed garbage collectible objects alive for the duration of their usage. During some operations like ending a game. It becomes important to immediately release game related resources. This should flush any buffer holding onto those referenced objects.
Reimplemented in FSlateRHIRenderer.
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pure virtual |
Return the previously acquired buffer.
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
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pure virtual |
Releases a specific resource.
It is unlikely that you want to call this directly. Use RemoveDynamicBrushResource instead
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
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pure virtual |
Return an updatable texture to the renderer for release
| Texture | The texture we are releasing (should not use this pointer after calling) |
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
Reloads all texture resources from disk
Reimplemented in FSlateRHIRenderer.
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pure virtual |
Queues a dynamic brush for removal when it is safe. The brush is not immediately released but you should consider the brush destroyed and no longer usable
| BrushToRemove | The brush to queue for removal which is no longer valid to use |
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
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pure virtual |
Requests that a rendering viewport be resized
| Window | The window to resize |
| Width | The new width of the window |
| Height | The new height of the window |
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
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pure virtual |
Restore the given window to the resolution settings currently cached by the engine
| InWindow | -> The window to restore to the cached settings |
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
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inlinevirtual |
Sets which color vision filter to use
Reimplemented in FSlateRHIRenderer.
Set currently registered scene index
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
Set the resolution cached by the engine
| Width | Width of the system resolution |
| Height | Height of the system resolution |
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
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inlinevirtual |
Pushes the rendering of the specified window to the specified render target
Gives the renderer a chance to synchronize with another thread in the event that the renderer runs in a multi-threaded environment. This function does not return until the sync is complete
Reimplemented in FSlateNullRenderer, and FSlateRHIRenderer.
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pure virtual |
Sets fullscreen state on the window's rendering viewport
| InWindow | The window to update fullscreen state on |
| OverrideResX | 0 if no override |
| OverrideResY | 0 if no override |
Implemented in FSlateNullRenderer, and FSlateRHIRenderer.
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friend |
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protected |
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protected |
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protected |
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protected |
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protected |
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protected |
Necessary to grab before flushing the resource pool, as it may be being accessed by multiple threads when loading.
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protected |
The font services used by this renderer when drawing text
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protected |
Callback that fires after Slate has rendered each window, each frame