UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FSlateRenderer Class Referenceabstract

#include <SlateRenderer.h>

+ Inheritance diagram for FSlateRenderer:

Classes

struct  FScopedAcquireDrawBuffer
 

Public Member Functions

SLATECORE_API FSlateRenderer (const TSharedRef< FSlateFontServices > &InSlateFontServices)
 
virtual SLATECORE_API ~FSlateRenderer ()
 
virtual FSlateDrawBufferGetDrawBuffer ()
 
virtual FSlateDrawBufferAcquireDrawBuffer ()=0
 
virtual void ReleaseDrawBuffer (FSlateDrawBuffer &InWindowDrawBuffer)=0
 
virtual bool Initialize ()=0
 
virtual void Destroy ()=0
 
virtual void CreateViewport (const TSharedRef< SWindow > InWindow)=0
 
virtual void RequestResize (const TSharedPtr< SWindow > &InWindow, uint32 NewSizeX, uint32 NewSizeY)=0
 
virtual void UpdateFullscreenState (const TSharedRef< SWindow > InWindow, uint32 OverrideResX=0, uint32 OverrideResY=0)=0
 
virtual void SetSystemResolution (uint32 Width, uint32 Height)=0
 
virtual void RestoreSystemResolution (const TSharedRef< SWindow > InWindow)=0
 
virtual void DrawWindows (FSlateDrawBuffer &InWindowDrawBuffer)=0
 
 DECLARE_MULTICAST_DELEGATE_TwoParams (FOnSlateWindowRendered, SWindow &, void *)
 
FOnSlateWindowRenderedOnSlateWindowRendered ()
 
 DECLARE_MULTICAST_DELEGATE_OneParam (FOnSlateWindowDestroyed, void *)
 
FOnSlateWindowDestroyedOnSlateWindowDestroyed ()
 
 DECLARE_MULTICAST_DELEGATE_OneParam (FOnPreResizeWindowBackbuffer, void *)
 
FOnPreResizeWindowBackbufferOnPreResizeWindowBackBuffer ()
 
 DECLARE_MULTICAST_DELEGATE_OneParam (FOnPostResizeWindowBackbuffer, void *)
 
FOnPostResizeWindowBackbufferOnPostResizeWindowBackBuffer ()
 
 DECLARE_TS_MULTICAST_DELEGATE_TwoParams (FOnBackBufferReadyToPresent, SWindow &, const FTextureRHIRef &)
 
FOnBackBufferReadyToPresentOnBackBufferReadyToPresent ()
 
 DECLARE_TS_MULTICAST_DELEGATE_ThreeParams (FOnAddBackBufferReadyToPresentPass, FRDGBuilder &, SWindow &, FRDGTexture *)
 
FOnAddBackBufferReadyToPresentPassOnAddBackBufferReadyToPresentPass ()
 
virtual void SetColorVisionDeficiencyType (EColorVisionDeficiency Type, int32 Severity, bool bCorrectDeficiency, bool bShowCorrectionWithDeficiency)
 
virtual FIntPoint GenerateDynamicImageResource (const FName InTextureName)
 
virtual bool GenerateDynamicImageResource (FName ResourceName, uint32 Width, uint32 Height, const TArray< uint8 > &Bytes)
 
virtual bool GenerateDynamicImageResource (FName ResourceName, FSlateTextureDataRef TextureData)
 
virtual FSlateResourceHandle GetResourceHandle (const FSlateBrush &Brush, FVector2f LocalSize, float DrawScale)=0
 
virtual FSlateResourceHandle GetResourceHandle (const FSlateBrush &Brush)
 
virtual bool CanRenderResource (UObject &InResourceObject) const
 
virtual void RemoveDynamicBrushResource (TSharedPtr< FSlateDynamicImageBrush > BrushToRemove)=0
 
virtual void ReleaseDynamicResource (const FSlateBrush &Brush)=0
 
virtual void OnWindowDestroyed (const TSharedRef< SWindow > &InWindow)=0
 
virtual void OnWindowFinishReshaped (const TSharedPtr< SWindow > &InWindow)
 
virtual voidGetViewportResource (const SWindow &Window)
 
TSharedRef< FSlateFontServicesGetFontServices () const
 
TSharedRef< class FSlateFontMeasureGetFontMeasureService () const
 
TSharedRef< class FSlateFontCacheGetFontCache () const
 
void FlushFontCache (const FString &FlushReason)
 
virtual void FlushCommands () const
 
virtual void Sync () const
 
virtual void BeginFrame () const
 
virtual void EndFrame () const
 
virtual void ReloadTextureResources ()
 
virtual void LoadStyleResources (const ISlateStyle &Style)
 
SLATECORE_API bool IsViewportFullscreen (const SWindow &Window) const
 
virtual bool AreShadersInitialized () const
 
virtual void InvalidateAllViewports ()
 
virtual void ReleaseAccessedResources (bool bImmediatelyFlush)
 
virtual void PrepareToTakeScreenshot (const FIntRect &Rect, TArray< FColor > *OutColorData, SWindow *InScreenshotWindow)
 
virtual void PrepareToTakeHDRScreenshot (const FIntRect &Rect, TArray< FLinearColor > *OutColorData, SWindow *InScreenshotWindow)
 
virtual void SetWindowRenderTarget (const SWindow &Window, class IViewportRenderTargetProvider *Provider)
 
virtual FSlateUpdatableTextureCreateUpdatableTexture (uint32 Width, uint32 Height)=0
 
virtual FSlateUpdatableTextureCreateSharedHandleTexture (void *SharedHandle)=0
 
virtual void ReleaseUpdatableTexture (FSlateUpdatableTexture *Texture)=0
 
virtual SLATECORE_API ISlateAtlasProviderGetTextureAtlasProvider ()
 
virtual SLATECORE_API ISlateAtlasProviderGetFontAtlasProvider ()
 
virtual void CopyWindowsToVirtualScreenBuffer (const TArray< FString > &KeypressBuffer)
 
virtual void MapVirtualScreenBuffer (FMappedTextureBuffer *OutImageData)
 
virtual void UnmapVirtualScreenBuffer ()
 
virtual FCriticalSectionGetResourceCriticalSection ()=0
 
virtual int32 RegisterCurrentScene (FSceneInterface *Scene)=0
 
virtual int32 GetCurrentSceneIndex () const =0
 
virtual void SetCurrentSceneIndex (int32 InIndex)=0
 
virtual void ClearScenes ()=0
 
virtual SLATECORE_API void DestroyCachedFastPathRenderingData (struct FSlateCachedFastPathRenderingData *VertexData)
 
virtual SLATECORE_API void DestroyCachedFastPathElementData (struct FSlateCachedElementData *ElementData)
 
virtual bool HasLostDevice () const
 
virtual void AddWidgetRendererUpdate (const struct FRenderThreadUpdateContext &Context, bool bDeferredRenderTargetUpdate)
 
virtual EPixelFormat GetSlateRecommendedColorFormat ()
 
virtual void OnVirtualDesktopSizeChanged (const FDisplayMetrics &NewDisplayMetric)
 

Protected Attributes

TSharedPtr< FSlateFontServicesSlateFontServices
 
FOnSlateWindowRendered SlateWindowRendered
 
FOnSlateWindowDestroyed OnSlateWindowDestroyedDelegate
 
FOnPreResizeWindowBackbuffer PreResizeBackBufferDelegate
 
FOnPostResizeWindowBackbuffer PostResizeBackBufferDelegate
 
FOnBackBufferReadyToPresent OnBackBufferReadyToPresentDelegate
 
FOnAddBackBufferReadyToPresentPass OnAddBackBufferReadyToPresentPassDelegate
 
FCriticalSection ResourceCriticalSection
 

Friends

class FSlateRenderDataHandle
 

Detailed Description

Abstract base class for Slate renderers.

Constructor & Destructor Documentation

◆ FSlateRenderer()

FSlateRenderer::FSlateRenderer ( const TSharedRef< FSlateFontServices > &  InSlateFontServices)
explicit

Constructor.

◆ ~FSlateRenderer()

FSlateRenderer::~FSlateRenderer ( )
virtual

Virtual destructor.

Member Function Documentation

◆ AcquireDrawBuffer()

virtual FSlateDrawBuffer & FSlateRenderer::AcquireDrawBuffer ( )
pure virtual

Returns a draw buffer that can be used by Slate windows to draw window elements

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ AddWidgetRendererUpdate()

virtual void FSlateRenderer::AddWidgetRendererUpdate ( const struct FRenderThreadUpdateContext Context,
bool  bDeferredRenderTargetUpdate 
)
inlinevirtual

Lets the renderer know that we need to render some widgets to a render target.

Parameters
ContextThe context that describes what we're rendering to
bDeferredRenderTargetUpdateWhether 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.

◆ AreShadersInitialized()

virtual bool FSlateRenderer::AreShadersInitialized ( ) const
inlinevirtual

Returns whether shaders that Slate depends on have been compiled.

Reimplemented in FSlateRHIRenderer.

◆ BeginFrame()

virtual void FSlateRenderer::BeginFrame ( ) const
inlinevirtual

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.

◆ CanRenderResource()

virtual bool FSlateRenderer::CanRenderResource ( UObject InResourceObject) const
inlinevirtual

The default implementation assumes all things are renderable.

Reimplemented in FSlateRHIRenderer.

◆ ClearScenes()

virtual void FSlateRenderer::ClearScenes ( )
pure virtual

Reset the internal Scene tracking.

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ CopyWindowsToVirtualScreenBuffer()

virtual void FSlateRenderer::CopyWindowsToVirtualScreenBuffer ( const TArray< FString > &  KeypressBuffer)
inlinevirtual

Copies all slate windows out to a buffer at half resolution with debug information like the mouse cursor and any keypresses.

◆ CreateSharedHandleTexture()

virtual FSlateUpdatableTexture * FSlateRenderer::CreateSharedHandleTexture ( void SharedHandle)
pure virtual

Create an updatable texture that can receive new data via a shared handle

Parameters
SharedHandleThe OS dependant handle that backs the texture data
Returns
Newly created updatable texture

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ CreateUpdatableTexture()

virtual FSlateUpdatableTexture * FSlateRenderer::CreateUpdatableTexture ( uint32  Width,
uint32  Height 
)
pure virtual

Create an updatable texture that can receive new data dynamically

Parameters
WidthInitial width of the texture
HeightInitial height of the texture
Returns
Newly created updatable texture

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ CreateViewport()

virtual void FSlateRenderer::CreateViewport ( const TSharedRef< SWindow InWindow)
pure virtual

Creates a rendering viewport

Parameters
InWindowThe window to create the viewport for

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ DECLARE_MULTICAST_DELEGATE_OneParam() [1/3]

FSlateRenderer::DECLARE_MULTICAST_DELEGATE_OneParam ( FOnPostResizeWindowBackbuffer  ,
void  
)

Called on the game thread right after a window backbuffer has been resized

Parameters
Pointerto the API specific backbuffer type

◆ DECLARE_MULTICAST_DELEGATE_OneParam() [2/3]

FSlateRenderer::DECLARE_MULTICAST_DELEGATE_OneParam ( FOnPreResizeWindowBackbuffer  ,
void  
)

Called on the game thread right before a window backbuffer is about to be resized

Parameters
Pointerto the API specific backbuffer type

◆ DECLARE_MULTICAST_DELEGATE_OneParam() [3/3]

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

Parameters
Pointerto the API specific backbuffer type

◆ DECLARE_MULTICAST_DELEGATE_TwoParams()

FSlateRenderer::DECLARE_MULTICAST_DELEGATE_TwoParams ( FOnSlateWindowRendered  ,
SWindow ,
void  
)

Callback that fires after Slate has rendered each window, each frame

◆ DECLARE_TS_MULTICAST_DELEGATE_ThreeParams()

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.

◆ DECLARE_TS_MULTICAST_DELEGATE_TwoParams()

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.

◆ Destroy()

virtual void FSlateRenderer::Destroy ( )
pure virtual

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ DestroyCachedFastPathElementData()

void FSlateRenderer::DestroyCachedFastPathElementData ( struct FSlateCachedElementData ElementData)
virtual

Reimplemented in FSlateRHIRenderer.

◆ DestroyCachedFastPathRenderingData()

void FSlateRenderer::DestroyCachedFastPathRenderingData ( struct FSlateCachedFastPathRenderingData VertexData)
virtual

Reimplemented in FSlateRHIRenderer.

◆ DrawWindows()

virtual void FSlateRenderer::DrawWindows ( FSlateDrawBuffer InWindowDrawBuffer)
pure virtual

Creates necessary resources to render a window and sends draw commands to the rendering thread

Parameters
WindowDrawBufferThe buffer containing elements to draw

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ EndFrame()

virtual void FSlateRenderer::EndFrame ( ) const
inlinevirtual

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.

◆ FlushCommands()

virtual void FSlateRenderer::FlushCommands ( ) const
inlinevirtual

Gives the renderer a chance to wait for any render commands to be completed before returning/

Reimplemented in FSlateRHIRenderer.

◆ FlushFontCache()

void FSlateRenderer::FlushFontCache ( const FString &  FlushReason)
inline

Flushes all cached data from the font cache for the current thread

◆ GenerateDynamicImageResource() [1/3]

virtual FIntPoint FSlateRenderer::GenerateDynamicImageResource ( const FName  InTextureName)
inlinevirtual

Creates a dynamic image resource and returns its size

Parameters
InTextureNameThe name of the texture resource
Returns
The size of the loaded texture

Reimplemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ GenerateDynamicImageResource() [2/3]

virtual bool FSlateRenderer::GenerateDynamicImageResource ( FName  ResourceName,
FSlateTextureDataRef  TextureData 
)
inlinevirtual

Reimplemented in FSlateRHIRenderer.

◆ GenerateDynamicImageResource() [3/3]

virtual bool FSlateRenderer::GenerateDynamicImageResource ( FName  ResourceName,
uint32  Width,
uint32  Height,
const TArray< uint8 > &  Bytes 
)
inlinevirtual

Creates a dynamic image resource

Parameters
ResourceNameThe name of the texture resource
WidthThe width of the resource
HeightThe height of the image
BytesThe payload for the resource
Returns
true if the resource was successfully generated, otherwise false

Reimplemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ GetCurrentSceneIndex()

virtual int32 FSlateRenderer::GetCurrentSceneIndex ( ) const
pure virtual

Get the currently registered scene index (set by RegisterCurrentScene)

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ GetDrawBuffer()

virtual FSlateDrawBuffer & FSlateRenderer::GetDrawBuffer ( )
inlinevirtual

Returns a draw buffer that can be used by Slate windows to draw window elements

◆ GetFontAtlasProvider()

ISlateAtlasProvider * FSlateRenderer::GetFontAtlasProvider ( )
virtual

Returns the way to access the font atlas information for this renderer

◆ GetFontCache()

TSharedRef< class FSlateFontCache > FSlateRenderer::GetFontCache ( ) const
inline

Get the font cache to use for the current thread

◆ GetFontMeasureService()

TSharedRef< class FSlateFontMeasure > FSlateRenderer::GetFontMeasureService ( ) const
inline

Get access to the font measure service (game thread only!)

◆ GetFontServices()

TSharedRef< FSlateFontServices > FSlateRenderer::GetFontServices ( ) const
inline

Get access to the font services used by this renderer

◆ GetResourceCriticalSection()

virtual FCriticalSection * FSlateRenderer::GetResourceCriticalSection ( )
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.

◆ GetResourceHandle() [1/2]

virtual FSlateResourceHandle FSlateRenderer::GetResourceHandle ( const FSlateBrush Brush)
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

Parameters
BrushThe brush to get a rendering resource handle
Returns
The created resource handle.

◆ GetResourceHandle() [2/2]

virtual FSlateResourceHandle FSlateRenderer::GetResourceHandle ( const FSlateBrush Brush,
FVector2f  LocalSize,
float  DrawScale 
)
pure virtual

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ GetSlateRecommendedColorFormat()

virtual EPixelFormat FSlateRenderer::GetSlateRecommendedColorFormat ( )
inlinevirtual

Reimplemented in FSlateRHIRenderer.

◆ GetTextureAtlasProvider()

ISlateAtlasProvider * FSlateRenderer::GetTextureAtlasProvider ( )
virtual

Returns the way to access the texture atlas information for this renderer

Reimplemented in FSlateRHIRenderer.

◆ GetViewportResource()

virtual void * FSlateRenderer::GetViewportResource ( const SWindow Window)
inlinevirtual

Returns the viewport rendering resource (backbuffer) for the provided window

Parameters
WindowThe window to get the viewport from

Reimplemented in FSlateRHIRenderer.

◆ HasLostDevice()

virtual bool FSlateRenderer::HasLostDevice ( ) const
inlinevirtual

◆ Initialize()

virtual bool FSlateRenderer::Initialize ( )
pure virtual

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ InvalidateAllViewports()

virtual void FSlateRenderer::InvalidateAllViewports ( )
inlinevirtual

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.

◆ IsViewportFullscreen()

bool FSlateRenderer::IsViewportFullscreen ( const SWindow Window) const

Returns whether or not a viewport should be in fullscreen

@Window The window to check for fullscreen

Returns
true if the window's viewport should be fullscreen

◆ LoadStyleResources()

virtual void FSlateRenderer::LoadStyleResources ( const ISlateStyle Style)
inlinevirtual

Loads all the resources used by the specified SlateStyle

Reimplemented in FSlateRHIRenderer.

◆ MapVirtualScreenBuffer()

virtual void FSlateRenderer::MapVirtualScreenBuffer ( FMappedTextureBuffer OutImageData)
inlinevirtual

Allows and disallows access to the crash tracker buffer data on the CPU

◆ OnAddBackBufferReadyToPresentPass()

FOnAddBackBufferReadyToPresentPass & FSlateRenderer::OnAddBackBufferReadyToPresentPass ( )
inline

◆ OnBackBufferReadyToPresent()

FOnBackBufferReadyToPresent & FSlateRenderer::OnBackBufferReadyToPresent ( )
inline

◆ OnPostResizeWindowBackBuffer()

FOnPostResizeWindowBackbuffer & FSlateRenderer::OnPostResizeWindowBackBuffer ( )
inline

◆ OnPreResizeWindowBackBuffer()

FOnPreResizeWindowBackbuffer & FSlateRenderer::OnPreResizeWindowBackBuffer ( )
inline

◆ OnSlateWindowDestroyed()

FOnSlateWindowDestroyed & FSlateRenderer::OnSlateWindowDestroyed ( )
inline

◆ OnSlateWindowRendered()

FOnSlateWindowRendered & FSlateRenderer::OnSlateWindowRendered ( )
inline

◆ OnVirtualDesktopSizeChanged()

virtual void FSlateRenderer::OnVirtualDesktopSizeChanged ( const FDisplayMetrics NewDisplayMetric)
inlinevirtual

◆ OnWindowDestroyed()

virtual void FSlateRenderer::OnWindowDestroyed ( const TSharedRef< SWindow > &  InWindow)
pure virtual

Called when a window is destroyed to give the renderer a chance to free resources

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ OnWindowFinishReshaped()

virtual void FSlateRenderer::OnWindowFinishReshaped ( const TSharedPtr< SWindow > &  InWindow)
inlinevirtual

Called when a window is finished being reshaped

Reimplemented in FSlateRHIRenderer.

◆ PrepareToTakeHDRScreenshot()

virtual void FSlateRenderer::PrepareToTakeHDRScreenshot ( const FIntRect Rect,
TArray< FLinearColor > *  OutColorData,
SWindow InScreenshotWindow 
)
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.

◆ PrepareToTakeScreenshot()

virtual void FSlateRenderer::PrepareToTakeScreenshot ( const FIntRect Rect,
TArray< FColor > *  OutColorData,
SWindow InScreenshotWindow 
)
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.

◆ RegisterCurrentScene()

virtual int32 FSlateRenderer::RegisterCurrentScene ( FSceneInterface Scene)
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.

◆ ReleaseAccessedResources()

virtual void FSlateRenderer::ReleaseAccessedResources ( bool  bImmediatelyFlush)
inlinevirtual

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.

◆ ReleaseDrawBuffer()

virtual void FSlateRenderer::ReleaseDrawBuffer ( FSlateDrawBuffer InWindowDrawBuffer)
pure virtual

Return the previously acquired buffer.

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ ReleaseDynamicResource()

virtual void FSlateRenderer::ReleaseDynamicResource ( const FSlateBrush Brush)
pure virtual

Releases a specific resource.
It is unlikely that you want to call this directly. Use RemoveDynamicBrushResource instead

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ ReleaseUpdatableTexture()

virtual void FSlateRenderer::ReleaseUpdatableTexture ( FSlateUpdatableTexture Texture)
pure virtual

Return an updatable texture to the renderer for release

Parameters
TextureThe texture we are releasing (should not use this pointer after calling)

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ ReloadTextureResources()

virtual void FSlateRenderer::ReloadTextureResources ( )
inlinevirtual

Reloads all texture resources from disk

Reimplemented in FSlateRHIRenderer.

◆ RemoveDynamicBrushResource()

virtual void FSlateRenderer::RemoveDynamicBrushResource ( TSharedPtr< FSlateDynamicImageBrush BrushToRemove)
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

Parameters
BrushToRemoveThe brush to queue for removal which is no longer valid to use

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ RequestResize()

virtual void FSlateRenderer::RequestResize ( const TSharedPtr< SWindow > &  InWindow,
uint32  NewSizeX,
uint32  NewSizeY 
)
pure virtual

Requests that a rendering viewport be resized

Parameters
WindowThe window to resize
WidthThe new width of the window
HeightThe new height of the window

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ RestoreSystemResolution()

virtual void FSlateRenderer::RestoreSystemResolution ( const TSharedRef< SWindow InWindow)
pure virtual

Restore the given window to the resolution settings currently cached by the engine

Parameters
InWindow-> The window to restore to the cached settings

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ SetColorVisionDeficiencyType()

virtual void FSlateRenderer::SetColorVisionDeficiencyType ( EColorVisionDeficiency  Type,
int32  Severity,
bool  bCorrectDeficiency,
bool  bShowCorrectionWithDeficiency 
)
inlinevirtual

Sets which color vision filter to use

Reimplemented in FSlateRHIRenderer.

◆ SetCurrentSceneIndex()

virtual void FSlateRenderer::SetCurrentSceneIndex ( int32  InIndex)
pure virtual

Set currently registered scene index

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ SetSystemResolution()

virtual void FSlateRenderer::SetSystemResolution ( uint32  Width,
uint32  Height 
)
pure virtual

Set the resolution cached by the engine

Parameters
WidthWidth of the system resolution
HeightHeight of the system resolution

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

◆ SetWindowRenderTarget()

virtual void FSlateRenderer::SetWindowRenderTarget ( const SWindow Window,
class IViewportRenderTargetProvider Provider 
)
inlinevirtual

Pushes the rendering of the specified window to the specified render target

◆ Sync()

virtual void FSlateRenderer::Sync ( ) const
inlinevirtual

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.

◆ UnmapVirtualScreenBuffer()

virtual void FSlateRenderer::UnmapVirtualScreenBuffer ( )
inlinevirtual

◆ UpdateFullscreenState()

virtual void FSlateRenderer::UpdateFullscreenState ( const TSharedRef< SWindow InWindow,
uint32  OverrideResX = 0,
uint32  OverrideResY = 0 
)
pure virtual

Sets fullscreen state on the window's rendering viewport

Parameters
InWindowThe window to update fullscreen state on
OverrideResX0 if no override
OverrideResY0 if no override

Implemented in FSlateNullRenderer, and FSlateRHIRenderer.

Friends And Related Symbol Documentation

◆ FSlateRenderDataHandle

friend class FSlateRenderDataHandle
friend

Member Data Documentation

◆ OnAddBackBufferReadyToPresentPassDelegate

FOnAddBackBufferReadyToPresentPass FSlateRenderer::OnAddBackBufferReadyToPresentPassDelegate
protected

◆ OnBackBufferReadyToPresentDelegate

FOnBackBufferReadyToPresent FSlateRenderer::OnBackBufferReadyToPresentDelegate
protected

◆ OnSlateWindowDestroyedDelegate

FOnSlateWindowDestroyed FSlateRenderer::OnSlateWindowDestroyedDelegate
protected

◆ PostResizeBackBufferDelegate

FOnPostResizeWindowBackbuffer FSlateRenderer::PostResizeBackBufferDelegate
protected

◆ PreResizeBackBufferDelegate

FOnPreResizeWindowBackbuffer FSlateRenderer::PreResizeBackBufferDelegate
protected

◆ ResourceCriticalSection

FCriticalSection FSlateRenderer::ResourceCriticalSection
protected

Necessary to grab before flushing the resource pool, as it may be being accessed by multiple threads when loading.

◆ SlateFontServices

TSharedPtr<FSlateFontServices> FSlateRenderer::SlateFontServices
protected

The font services used by this renderer when drawing text

◆ SlateWindowRendered

FOnSlateWindowRendered FSlateRenderer::SlateWindowRendered
protected

Callback that fires after Slate has rendered each window, each frame


The documentation for this class was generated from the following files: