/// <summary> /// Gets the last geometry used to Tick the widget. This data may not exist yet if this call happens prior to /// the widget having been ticked/painted, or it may be out of date, or a frame behind. /// We recommend not to use this data unless there's no other way to solve your problem. Normally in Slate we /// try and handle these issues by making a dependent widget part of the hierarchy, as to avoid frame behind /// or what are referred to as hysteresis problems, both caused by depending on geometry from the previous frame /// being used to advise how to layout a dependent object the current frame. /// </summary> public FGeometry GetCachedGeometry() { CheckIsValid(); FGeometry ___ret = GetCachedGeometry(_this.Get()); return(___ret); }
/// <summary> /// Translates local coordinates into absolute coordinates /// Absolute coordinates could be either desktop or window space depending on what space the root of the widget hierarchy is in. /// @return Absolute coordinates /// </summary> public static FVector2D LocalToAbsolute(FGeometry Geometry, FVector2D LocalCoordinate) { FVector2D ___ret = LocalToAbsolute(IntPtr.Zero, ref Geometry, ref LocalCoordinate); return(___ret); }
extern static FVector2D LocalToAbsolute(IntPtr _this, ref FGeometry Geometry, ref FVector2D LocalCoordinate);
/// <summary>@return the size of the geometry in local space.</summary> public static FVector2D GetLocalSize(FGeometry Geometry) { FVector2D ___ret = GetLocalSize(IntPtr.Zero, ref Geometry); return(___ret); }
extern static FVector2D GetLocalSize(IntPtr _this, ref FGeometry Geometry);
/// <summary> /// Translates local coordinate of the geometry provided into local viewport coordinates. /// @param PixelPosition The position in the game's viewport, usable for line traces and /// other uses where you need a coordinate in the space of viewport resolution units. /// @param ViewportPosition The position in the space of other widgets in the viewport. Like if you wanted /// to add another widget to the viewport at the same position in viewport space as this location, this is /// what you would use. /// </summary> public static void LocalToViewport(UObject WorldContextObject, FGeometry Geometry, FVector2D LocalCoordinate, out FVector2D PixelPosition, out FVector2D ViewportPosition) { LocalToViewport(IntPtr.Zero, WorldContextObject, ref Geometry, ref LocalCoordinate, out PixelPosition, out ViewportPosition); }
/// <summary> /// Translates local coordinate of the geometry provided into local viewport coordinates. /// @param PixelPosition The position in the game's viewport, usable for line traces and /// other uses where you need a coordinate in the space of viewport resolution units. /// @param ViewportPosition The position in the space of other widgets in the viewport. Like if you wanted /// to add another widget to the viewport at the same position in viewport space as this location, this is /// what you would use. /// </summary> public extern static void LocalToViewport(UObject WorldContextObject, FGeometry Geometry, FVector2D LocalCoordinate, out FVector2D PixelPosition, out FVector2D ViewportPosition);
extern static int IsUnderLocation(IntPtr _this, ref FGeometry Geometry, ref FVector2D AbsoluteCoordinate);
static extern void ScreenToWidgetLocal(IntPtr _this, IntPtr WorldContextObject, ref FGeometry Geometry, ref FVector2D ScreenPosition, out FVector2D LocalCoordinate);
/// <summary> /// Absolute coordinates could be either desktop or window space depending on what space the root of the widget hierarchy is in. /// @return true if the provided location in absolute coordinates is within the bounds of this geometry. /// </summary> public extern static bool IsUnderLocation(FGeometry Geometry, FVector2D AbsoluteCoordinate);
/// <summary> /// Absolute coordinates could be either desktop or window space depending on what space the root of the widget hierarchy is in. /// @return Transforms AbsoluteCoordinate into the local space of this Geometry. /// </summary> public extern static FVector2D AbsoluteToLocal(FGeometry Geometry, FVector2D AbsoluteCoordinate);
/// <summary> /// Translates local coordinates into absolute coordinates /// Absolute coordinates could be either desktop or window space depending on what space the root of the widget hierarchy is in. /// @return Absolute coordinates /// </summary> public extern static FVector2D LocalToAbsolute(FGeometry Geometry, FVector2D LocalCoordinate);
/// <summary>@return the size of the geometry in local space.</summary> public extern static FVector2D GetLocalSize(FGeometry Geometry);
extern static FVector2D AbsoluteToLocal(IntPtr _this, ref FGeometry Geometry, ref FVector2D AbsoluteCoordinate);
/// <summary>Translates a screen position in pixels into the local space of a widget with the given geometry.</summary> public static void ScreenToWidgetLocal(UObject WorldContextObject, FGeometry Geometry, FVector2D ScreenPosition, out FVector2D LocalCoordinate) { ScreenToWidgetLocal(IntPtr.Zero, WorldContextObject, ref Geometry, ref ScreenPosition, out LocalCoordinate); }
/// <summary> /// Absolute coordinates could be either desktop or window space depending on what space the root of the widget hierarchy is in. /// @return Transforms AbsoluteCoordinate into the local space of this Geometry. /// </summary> public static FVector2D AbsoluteToLocal(FGeometry Geometry, FVector2D AbsoluteCoordinate) { FVector2D ___ret = AbsoluteToLocal(IntPtr.Zero, ref Geometry, ref AbsoluteCoordinate); return(___ret); }
extern static void LocalToViewport(IntPtr _this, IntPtr WorldContextObject, ref FGeometry Geometry, ref FVector2D LocalCoordinate, out FVector2D PixelPosition, out FVector2D ViewportPosition);
/// <summary> /// Absolute coordinates could be either desktop or window space depending on what space the root of the widget hierarchy is in. /// @return true if the provided location in absolute coordinates is within the bounds of this geometry. /// </summary> public static bool IsUnderLocation(FGeometry Geometry, FVector2D AbsoluteCoordinate) { int ___ret = IsUnderLocation(IntPtr.Zero, ref Geometry, ref AbsoluteCoordinate); return(___ret != 0); }
/// <summary>Translates a screen position in pixels into the local space of a widget with the given geometry.</summary> public extern static void ScreenToWidgetLocal(UObject WorldContextObject, FGeometry Geometry, FVector2D ScreenPosition, out FVector2D LocalCoordinate);