public FSlateBrush GetValue() { CheckIsValid(); FSlateBrush ___ret = GetValue(_this.Get()); return(___ret); }
/// <summary> /// Gets the material that allows changes to parameters at runtime. The brush must already have a material assigned to it, /// if it does it will automatically be converted to a MID. /// @return A material that supports dynamic input from the game. /// </summary> public static UMaterialInstanceDynamic GetDynamicMaterial(out FSlateBrush Brush) { IntPtr ___ret = GetDynamicMaterial(IntPtr.Zero, out Brush); if (___ret == IntPtr.Zero) { return(null); } UMaterialInstanceDynamic ___ret2 = new UMaterialInstanceDynamic() { _this = ___ret }; return(___ret2); }
/// <summary>Gets the brush resource as a texture 2D.</summary> public static UTexture2D GetBrushResourceAsTexture2D(out FSlateBrush Brush) { IntPtr ___ret = GetBrushResourceAsTexture2D(IntPtr.Zero, out Brush); if (___ret == IntPtr.Zero) { return(null); } UTexture2D ___ret2 = new UTexture2D() { _this = ___ret }; return(___ret2); }
/// <summary>Gets the resource object on a brush. This could be a UTexture2D or a UMaterialInterface.</summary> public static UObject GetBrushResource(out FSlateBrush Brush) { IntPtr ___ret = GetBrushResource(IntPtr.Zero, out Brush); if (___ret == IntPtr.Zero) { return(null); } UObject ___ret2 = new UObject() { _this = ___ret }; return(___ret2); }
/// <summary>Gets the brush resource as a material.</summary> public static UMaterialInterface GetBrushResourceAsMaterial(out FSlateBrush Brush) { IntPtr ___ret = GetBrushResourceAsMaterial(IntPtr.Zero, out Brush); if (___ret == IntPtr.Zero) { return(null); } UMaterialInterface ___ret2 = new UMaterialInterface() { _this = ___ret }; return(___ret2); }
/// <summary>Sets the resource on a brush to be a UTexture2D.</summary> public static void SetBrushResourceToTexture(out FSlateBrush Brush, UTexture2D Texture) { SetBrushResourceToTexture(IntPtr.Zero, out Brush, Texture); }
static extern void SetBrushResourceToTexture(IntPtr _this, out FSlateBrush Brush, IntPtr Texture);
/// <summary>Sets the resource on a brush to be a UTexture2D.</summary> public extern static void SetBrushResourceToTexture(out FSlateBrush Brush, UTexture2D Texture);
static extern void SetBrush(IntPtr _this, ref FSlateBrush InBrush);
/// <summary>Gets the brush resource as a texture 2D.</summary> public extern static UTexture2D GetBrushResourceAsTexture2D(out FSlateBrush Brush);
public void SetLowQualityFallbackBrush(FSlateBrush InBrush) { CheckIsValid(); SetLowQualityFallbackBrush(_this.Get(), ref InBrush); }
extern static void SetLowQualityFallbackBrush(IntPtr _this, ref FSlateBrush InBrush);
/// <summary>@return Whether brushes A and B are identical.</summary> public static bool EqualEqual_SlateBrush(FSlateBrush A, FSlateBrush B) { int ___ret = EqualEqual_SlateBrush(IntPtr.Zero, ref A, ref B); return(___ret != 0); }
static extern int EqualEqual_SlateBrush(IntPtr _this, ref FSlateBrush A, ref FSlateBrush B);
extern static IntPtr GetBrushResourceAsMaterial(IntPtr _this, out FSlateBrush Brush);
public extern void SetLowQualityFallbackBrush(FSlateBrush InBrush);
/// <summary>Gets the resource object on a brush. This could be a UTexture2D or a UMaterialInterface.</summary> public extern static UObject GetBrushResource(out FSlateBrush Brush);
static extern IntPtr GetDynamicMaterial(IntPtr _this, out FSlateBrush Brush);
static extern IntPtr GetBrushResourceAsTexture2D(IntPtr _this, out FSlateBrush Brush);
/// <summary> /// Creates a Slate Brush from a Texture2D /// @param Width When less than or equal to zero, the Width of the brush will default to the Width of the Texture /// @param Height When less than or equal to zero, the Height of the brush will default to the Height of the Texture /// @return A new slate brush using the texture. /// </summary> public static FSlateBrush MakeBrushFromTexture(UTexture2D Texture, int Width = 0, int Height = 0) { FSlateBrush ___ret = MakeBrushFromTexture(IntPtr.Zero, Texture, Width, Height); return(___ret); }
static extern IntPtr GetBrushResource(IntPtr _this, out FSlateBrush Brush);
public extern void SetBrush(FSlateBrush InBrush);
/// <summary> /// Creates a Slate Brush from a Material. Materials don't have an implicit size, so providing a widget and height /// is required to hint slate with how large the image wants to be by default. /// @return A new slate brush using the material. /// </summary> public static FSlateBrush MakeBrushFromMaterial(UMaterialInterface Material, int Width = 32, int Height = 32) { FSlateBrush ___ret = MakeBrushFromMaterial(IntPtr.Zero, Material, Width, Height); return(___ret); }
/// <summary>Gets the brush resource as a material.</summary> public extern static UMaterialInterface GetBrushResourceAsMaterial(out FSlateBrush Brush);
/// <summary> /// Creates a Slate Brush from a Slate Brush Asset /// @return A new slate brush using the asset's brush. /// </summary> public static FSlateBrush MakeBrushFromAsset(USlateBrushAsset BrushAsset) { FSlateBrush ___ret = MakeBrushFromAsset(IntPtr.Zero, BrushAsset); return(___ret); }
/// <summary> /// Creates a Slate Brush that wont draw anything, the "Null Brush". /// @return A new slate brush that wont draw anything. /// </summary> public static FSlateBrush NoResourceBrush() { FSlateBrush ___ret = NoResourceBrush(IntPtr.Zero); return(___ret); }
static extern void SetBrushResourceToMaterial(IntPtr _this, out FSlateBrush Brush, IntPtr Material);
/// <summary>Sets the resource on a brush to be a Material.</summary> public static void SetBrushResourceToMaterial(out FSlateBrush Brush, UMaterialInterface Material) { SetBrushResourceToMaterial(IntPtr.Zero, out Brush, Material); }
public void SetBrush(FSlateBrush InBrush) { CheckIsValid(); SetBrush(_this.Get(), ref InBrush); }
/// <summary>Sets the resource on a brush to be a Material.</summary> public extern static void SetBrushResourceToMaterial(out FSlateBrush Brush, UMaterialInterface Material);