/// <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);
        }
Пример #2
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/// <summary>Returns a named material. If this named material is not found, returns NULL.</summary>
        public UMaterialInterface GetNamedMaterial(string InName)
        {
            CheckIsValid();
            IntPtr ___ret = GetNamedMaterial(_this.Get(), InName);

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            UMaterialInterface ___ret2 = new UMaterialInterface()
            {
                _this = ___ret
            }; return(___ret2);
        }
Пример #3
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/// <summary>Accessor for decal material</summary>
        public UMaterialInterface GetDecalMaterial()
        {
            CheckIsValid();
            IntPtr ___ret = GetDecalMaterial(_this.Get());

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            UMaterialInterface ___ret2 = new UMaterialInterface()
            {
                _this = ___ret
            }; return(___ret2);
        }
Пример #4
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/// <summary>
/// Returns the material used by the element at the specified index
/// @param ElementIndex - The element to access the material of.
/// @return the material used by the indexed element of this mesh.
/// </summary>
        public UMaterialInterface GetMaterial(int ElementIndex)
        {
            CheckIsValid();
            IntPtr ___ret = GetMaterial(_this.Get(), ElementIndex);

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            UMaterialInterface ___ret2 = new UMaterialInterface()
            {
                _this = ___ret
            }; return(___ret2);
        }
Пример #5
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 /// <summary>
 /// Draws a material on the Canvas.
 /// @param RenderMaterial                        Material to use when rendering. Remember that only the emissive channel is able to be rendered as no lighting is performed when rendering to the Canvas.
 /// @param ScreenPosition                        Screen space position to render the texture.
 /// @param ScreenSize                            Screen space size to render the texture.
 /// @param CoordinatePosition            Normalized UV starting coordinate to use when rendering the texture.
 /// @param CoordinateSize                        Normalized UV size coordinate to use when rendering the texture.
 /// @param Rotation                                      Rotation, in degrees, to render the texture.
 /// @param PivotPoint                            Normalized pivot point to use when rotating the texture.
 /// </summary>
 public extern void K2_DrawMaterial(UMaterialInterface RenderMaterial, FVector2D ScreenPosition, FVector2D ScreenSize, FVector2D CoordinatePosition, FVector2D CoordinateSize = default(FVector2D), float Rotation = 0.000000f, FVector2D PivotPoint = default(FVector2D));
Пример #6
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/// <summary>Creates a Dynamic Material Instance which you can modify during gameplay.</summary>
        public static UMaterialInstanceDynamic CreateDynamicMaterialInstance(UObject WorldContextObject, UMaterialInterface Parent)
        {
            IntPtr ___ret = CreateDynamicMaterialInstance(IntPtr.Zero, WorldContextObject, Parent);

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            UMaterialInstanceDynamic ___ret2 = new UMaterialInstanceDynamic()
            {
                _this = ___ret
            }; return(___ret2);
        }
Пример #7
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 /// <summary>
 /// Draws a material-textured quad on the HUD.
 /// @param Material                      Material to use
 /// @param ScreenX                       Screen-space X coordinate of upper left corner of the quad.
 /// @param ScreenY                       Screen-space Y coordinate of upper left corner of the quad.
 /// @param ScreenW                       Screen-space width of the quad (in pixels).
 /// @param ScreenH                       Screen-space height of the quad (in pixels).
 /// @param MaterialU                     Texture-space U coordinate of upper left corner of the quad
 /// @param MaterialV                     Texture-space V coordinate of upper left corner of the quad.
 /// @param MaterialUWidth        Texture-space width of the quad (in normalized UV distance).
 /// @param MaterialVHeight       Texture-space height of the quad (in normalized UV distance).
 /// @param Scale                         Amount to scale the entire texture (horizontally and vertically)
 /// @param bScalePosition        Whether the "Scale" parameter should also scale the position of this draw call.
 /// @param Rotation                      Amount to rotate this quad
 /// @param RotPivot                      Location (as proportion of quad, 0-1) to rotate about
 /// </summary>
 public extern void DrawMaterial(UMaterialInterface Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float MaterialU, float MaterialV, float MaterialUWidth, float MaterialVHeight, float Scale = 1.000000f, bool bScalePosition = false, float Rotation = 0.000000f, FVector2D RotPivot = default(FVector2D));
Пример #8
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 public extern void DrawMaterialTriangle(UMaterialInterface Material, FVector2D V0_Pos, FVector2D V1_Pos, FVector2D V2_Pos, FVector2D V0_UV, FVector2D V1_UV, FVector2D V2_UV, FLinearColor V0_Color = default(FLinearColor), FLinearColor V1_Color = default(FLinearColor), FLinearColor V2_Color = default(FLinearColor));
Пример #9
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 public void SetBrushFromMaterial(UMaterialInterface Material)
 {
     CheckIsValid();
     SetBrushFromMaterial(_this.Get(), Material);
 }
Пример #10
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 /// <summary>Change the text material and signal the primitives to be rebuilt</summary>
 public extern void SetTextMaterial(UMaterialInterface Material);
Пример #11
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/// <summary>
/// Draws a material-textured quad on the HUD.
/// @param Material                      Material to use
/// @param ScreenX                       Screen-space X coordinate of upper left corner of the quad.
/// @param ScreenY                       Screen-space Y coordinate of upper left corner of the quad.
/// @param ScreenW                       Screen-space width of the quad (in pixels).
/// @param ScreenH                       Screen-space height of the quad (in pixels).
/// @param MaterialU                     Texture-space U coordinate of upper left corner of the quad
/// @param MaterialV                     Texture-space V coordinate of upper left corner of the quad.
/// @param MaterialUWidth        Texture-space width of the quad (in normalized UV distance).
/// @param MaterialVHeight       Texture-space height of the quad (in normalized UV distance).
/// @param Scale                         Amount to scale the entire texture (horizontally and vertically)
/// @param bScalePosition        Whether the "Scale" parameter should also scale the position of this draw call.
/// @param Rotation                      Amount to rotate this quad
/// @param RotPivot                      Location (as proportion of quad, 0-1) to rotate about
/// </summary>
        public void DrawMaterial(UMaterialInterface Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float MaterialU, float MaterialV, float MaterialUWidth, float MaterialVHeight, float Scale = 1.000000f, bool bScalePosition = false, float Rotation = 0.000000f, FVector2D RotPivot = default(FVector2D))
        {
            CheckIsValid();
            DrawMaterial(_this.Get(), Material, ScreenX, ScreenY, ScreenW, ScreenH, MaterialU, MaterialV, MaterialUWidth, MaterialVHeight, Scale, bScalePosition?1:0, Rotation, ref RotPivot);
        }
Пример #12
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 /// <summary>Adds an element to the sprite.</summary>
 public extern void AddElement(UMaterialInterface Material, UCurveFloat DistanceToOpacityCurve, bool bSizeIsInScreenSpace, float BaseSizeX, float BaseSizeY, UCurveFloat DistanceToSizeCurve);
Пример #13
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/// <summary>setting decal material on decal component. This will force the decal to reattach</summary>
        public void SetDecalMaterial(UMaterialInterface NewDecalMaterial)
        {
            CheckIsValid();
            SetDecalMaterial(_this.Get(), NewDecalMaterial);
        }
Пример #14
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/// <summary>
/// Changes the material applied to an element of the mesh.
/// @param ElementIndex - The element to access the material of.
/// @return the material used by the indexed element of this mesh.
/// </summary>
        public void SetMaterial(int ElementIndex, UMaterialInterface Material)
        {
            CheckIsValid();
            SetMaterial(_this.Get(), ElementIndex, Material);
        }
Пример #15
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/// <summary>
/// Creates a Dynamic Material Instance for the specified element index, optionally from the supplied material.
/// @param ElementIndex - The index of the skin to replace the material for.  If invalid, the material is unchanged and NULL is returned.
/// </summary>
        public UMaterialInstanceDynamic CreateDynamicMaterialInstance(int ElementIndex, UMaterialInterface SourceMaterial)
        {
            CheckIsValid();
            IntPtr ___ret = CreateDynamicMaterialInstance(_this.Get(), ElementIndex, SourceMaterial);

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            UMaterialInstanceDynamic ___ret2 = new UMaterialInstanceDynamic()
            {
                _this = ___ret
            }; return(___ret2);
        }
Пример #16
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 public extern void SetBrushFromMaterial(UMaterialInterface Material);
Пример #17
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 public void SetLightFunctionMaterial(UMaterialInterface NewLightFunctionMaterial)
 {
     CheckIsValid();
     SetLightFunctionMaterial(_this.Get(), NewLightFunctionMaterial);
 }
Пример #18
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 public void DrawMaterialTriangle(UMaterialInterface Material, FVector2D V0_Pos, FVector2D V1_Pos, FVector2D V2_Pos, FVector2D V0_UV, FVector2D V1_UV, FVector2D V2_UV, FLinearColor V0_Color = default(FLinearColor), FLinearColor V1_Color = default(FLinearColor), FLinearColor V2_Color = default(FLinearColor))
 {
     CheckIsValid();
     DrawMaterialTriangle(_this.Get(), Material, ref V0_Pos, ref V1_Pos, ref V2_Pos, ref V0_UV, ref V1_UV, ref V2_UV, ref V0_Color, ref V1_Color, ref V2_Color);
 }
Пример #19
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 /// <summary>Change the text material and signal the primitives to be rebuilt</summary>
 public void SetTextMaterial(UMaterialInterface Material)
 {
     CheckIsValid();
     SetTextMaterial(_this.Get(), Material);
 }
Пример #20
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/// <summary>
/// Draws a material-textured quad on the HUD.  Assumes UVs such that the entire material is shown.
/// @param Material                      Material to use
/// @param ScreenX                       Screen-space X coordinate of upper left corner of the quad.
/// @param ScreenY                       Screen-space Y coordinate of upper left corner of the quad.
/// @param ScreenW                       Screen-space width of the quad (in pixels).
/// @param ScreenH                       Screen-space height of the quad (in pixels).
/// @param Scale                         Amount to scale the entire texture (horizontally and vertically)
/// @param bScalePosition        Whether the "Scale" parameter should also scale the position of this draw call.
/// </summary>
        public void DrawMaterialSimple(UMaterialInterface Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float Scale = 1.000000f, bool bScalePosition = false)
        {
            CheckIsValid();
            DrawMaterialSimple(_this.Get(), Material, ScreenX, ScreenY, ScreenW, ScreenH, Scale, bScalePosition?1:0);
        }
Пример #21
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 /// <summary>Adds an element to the sprite.</summary>
 public void AddElement(UMaterialInterface Material, UCurveFloat DistanceToOpacityCurve, bool bSizeIsInScreenSpace, float BaseSizeX, float BaseSizeY, UCurveFloat DistanceToSizeCurve)
 {
     CheckIsValid();
     AddElement(_this.Get(), Material, DistanceToOpacityCurve, bSizeIsInScreenSpace?1:0, BaseSizeX, BaseSizeY, DistanceToSizeCurve);
 }
 /// <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);
 }
Пример #23
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 /// <summary>
 /// Draws a material-textured quad on the HUD.  Assumes UVs such that the entire material is shown.
 /// @param Material                      Material to use
 /// @param ScreenX                       Screen-space X coordinate of upper left corner of the quad.
 /// @param ScreenY                       Screen-space Y coordinate of upper left corner of the quad.
 /// @param ScreenW                       Screen-space width of the quad (in pixels).
 /// @param ScreenH                       Screen-space height of the quad (in pixels).
 /// @param Scale                         Amount to scale the entire texture (horizontally and vertically)
 /// @param bScalePosition        Whether the "Scale" parameter should also scale the position of this draw call.
 /// </summary>
 public extern void DrawMaterialSimple(UMaterialInterface Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float Scale = 1.000000f, bool bScalePosition = false);
        /// <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);
        }
Пример #25
0
/// <summary>
/// Renders a quad with the material applied to the specified render target.
/// This sets the render target even if it is already set, which is an expensive operation.
/// Use BeginDrawCanvasToRenderTarget / EndDrawCanvasToRenderTarget instead if rendering multiple primitives to the same render target.
/// </summary>
        public static void DrawMaterialToRenderTarget(UObject WorldContextObject, UTextureRenderTarget2D TextureRenderTarget, UMaterialInterface Material)
        {
            DrawMaterialToRenderTarget(IntPtr.Zero, WorldContextObject, TextureRenderTarget, Material);
        }
Пример #26
0
 /// <summary>
 /// Draws a material on the Canvas.
 /// @param RenderMaterial                        Material to use when rendering. Remember that only the emissive channel is able to be rendered as no lighting is performed when rendering to the Canvas.
 /// @param ScreenPosition                        Screen space position to render the texture.
 /// @param ScreenSize                            Screen space size to render the texture.
 /// @param CoordinatePosition            Normalized UV starting coordinate to use when rendering the texture.
 /// @param CoordinateSize                        Normalized UV size coordinate to use when rendering the texture.
 /// @param Rotation                                      Rotation, in degrees, to render the texture.
 /// @param PivotPoint                            Normalized pivot point to use when rotating the texture.
 /// </summary>
 public void DrawMaterial(UMaterialInterface RenderMaterial, FVector2D ScreenPosition, FVector2D ScreenSize, FVector2D CoordinatePosition, FVector2D CoordinateSize = default(FVector2D), float Rotation = 0.000000f, FVector2D PivotPoint = default(FVector2D))
 {
     CheckIsValid();
     K2_DrawMaterial(_this.Get(), RenderMaterial, ref ScreenPosition, ref ScreenSize, ref CoordinatePosition, ref CoordinateSize, Rotation, ref PivotPoint);
 }
Пример #27
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/// <summary>
/// Set a named material instance parameter on this ParticleSystemComponent.
/// Updates the parameter if it already exists, or creates a new entry if not.
/// </summary>
        public void SetMaterialParameter(string ParameterName, UMaterialInterface Param)
        {
            CheckIsValid();
            SetMaterialParameter(_this.Get(), ParameterName, Param);
        }
Пример #28
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 /// <summary>
 /// Draws a set of triangles on the Canvas.
 /// @param RenderMaterial                        Material to use when rendering. Remember that only the emissive channel is able to be rendered as no lighting is performed when rendering to the Canvas.
 /// @param Triangles                                     Triangles to render.
 /// </summary>
 public void DrawMaterialTriangle(UMaterialInterface RenderMaterial, FCanvasUVTri[] Triangles)
 {
     CheckIsValid();
     K2_DrawMaterialTriangle(_this.Get(), RenderMaterial, Triangles);
 }
Пример #29
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/// <summary>
/// Creates a Dynamic Material Instance for the specified named material override, optionally from the supplied material.
/// @param Name - The slot name of the material to replace.  If invalid, the material is unchanged and NULL is returned.
/// </summary>
        public UMaterialInstanceDynamic CreateNamedDynamicMaterialInstance(string InName, UMaterialInterface SourceMaterial)
        {
            CheckIsValid();
            IntPtr ___ret = CreateNamedDynamicMaterialInstance(_this.Get(), InName, SourceMaterial);

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            UMaterialInstanceDynamic ___ret2 = new UMaterialInstanceDynamic()
            {
                _this = ___ret
            }; return(___ret2);
        }
Пример #30
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 /// <summary>
 /// Set a named material instance parameter on this ParticleSystemComponent.
 /// Updates the parameter if it already exists, or creates a new entry if not.
 /// </summary>
 public extern void SetMaterialParameter(FName ParameterName, UMaterialInterface Param);