/// <summary> /// Returns a Canvas object that can be used to draw to the specified render target. /// Be sure to call EndDrawCanvasToRenderTarget to complete the rendering! /// </summary> public static void BeginDrawCanvasToRenderTarget(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, out UCanvas Canvas, out FVector2D Size, out FDrawToRenderTargetContext Context) { IntPtr Canvas_temp; BeginDrawCanvasToRenderTarget(IntPtr.Zero, WorldContextObject, TextureRenderTarget, out Canvas_temp, out Size, out Context); Canvas = new UCanvas() { _this = Canvas_temp }; }
/// <summary> /// Hook to allow actors to render HUD overlays for themselves. Called from AHUD::DrawActorOverlays(). /// </summary> /// <param name="pC">is the PlayerController on whose view this overlay is rendered</param> /// <param name="canvas">is the Canvas on which to draw the overlay</param> /// <param name="cameraPosition">Position of Camera</param> /// <param name="cameraDir">direction camera is pointing in.</param> public override void PostRenderFor(APlayerController pC, UCanvas canvas, FVector cameraPosition, FVector cameraDir) { }
public void Draw(UCanvas inCanvas, FLinearColor inColor) => E_FSimpleReticle_Draw(this, inCanvas, inColor);
/// <summary> /// Returns a Canvas object that can be used to draw to the specified render target. /// Canvas has functions like DrawMaterial with size parameters that can be used to draw to a specific area of a render target. /// Be sure to call EndDrawCanvasToRenderTarget to complete the rendering! /// </summary> public extern static void BeginDrawCanvasToRenderTarget(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, out UCanvas Canvas, out FVector2D Size, out FDrawToRenderTargetContext Context);