void FMovieSceneColorTrackInstance::Update(EMovieSceneUpdateData& UpdateData, const TArray<TWeakObjectPtr<UObject>>& RuntimeObjects, class IMovieScenePlayer& Player, FMovieSceneSequenceInstance& SequenceInstance) 
{
	for (auto ObjectPtr : RuntimeObjects)
	{
		UObject* Object = ObjectPtr.Get();
		if ( Object != nullptr )
		{
			if ( ColorType == EColorType::Slate )
			{
				FSlateColor ColorValue = PropertyBindings->GetCurrentValue<FSlateColor>( Object );
				FLinearColor LinearColor = ColorValue.GetSpecifiedColor();

				if ( ColorTrack->Eval( UpdateData.Position, UpdateData.LastPosition, LinearColor ) )
				{
					FSlateColor NewColor( LinearColor );
					PropertyBindings->CallFunction<FSlateColor>( Object, &NewColor );
				}
			}
			else if ( ColorType == EColorType::Color )
			{
				// We assume the color we get back is in sRGB, assigning it to a linear color will implicitly
				// convert it to a linear color instead of using ReinterpretAsLinear which will just change the
				// bytes into floats using divide by 255.
				FColor SrgbColor = PropertyBindings->GetCurrentValue<FColor>( Object );
				FLinearColor LinearColorValue = SrgbColor;
				bool bConvertBackToSRgb = true;
				if ( ColorTrack->Eval( UpdateData.Position, UpdateData.LastPosition, LinearColorValue ) )
				{
					// Light components have to be handled specially here because their set function takes two values, the linear color
					// and whether or not the linear color needs to be converted back to sRGB.  All other other set function cases should
					// follow the sequencer convention of having a single parameter of the correct type, which in this case is an FColor
					// already in sRGB format.
					ULightComponent* LightComponent = Cast<ULightComponent>( Object );
					if ( LightComponent != nullptr )
					{
						LightComponent->SetLightColor( LinearColorValue, bConvertBackToSRgb );
					}
					else
					{
						FColor SRgbColorValue = LinearColorValue.ToFColor( bConvertBackToSRgb );
						PropertyBindings->CallFunction<FColor>( Object, &SRgbColorValue );
					}
				}
			}
			else
			{
				FLinearColor ColorValue = PropertyBindings->GetCurrentValue<FLinearColor>( Object );

				if ( ColorTrack->Eval( UpdateData.Position, UpdateData.LastPosition, ColorValue ) )
				{
					PropertyBindings->CallFunction<FLinearColor>( Object, &ColorValue );
				}
			}
		}
	}
}
void AFloatingText::SetOpacity( const float NewOpacity )
{
	const FLinearColor NewColor = FLinearColor( 0.6f, 0.6f, 0.6f ).CopyWithNewOpacity( NewOpacity );	// @todo vreditor: Tweak brightness
	const FColor NewFColor = NewColor.ToFColor( false );

	check( TextComponent != nullptr );
// 	if( NewOpacity >= 1.0f - KINDA_SMALL_NUMBER )	// @todo vreditor ui: get fading/translucency working again!
// 	{
		if( TextComponent->GetMaterial( 0 ) != MaskedTextMaterial )
		{
			TextComponent->SetTextMaterial( MaskedTextMaterial );
		}
// 	}
// 	else
// 	{
// 		if( TextComponent->GetMaterial( 0 ) != TranslucentTextMaterial )
// 		{
// 			TextComponent->SetTextMaterial( TranslucentTextMaterial );
// 		}
// 	}
	
	if( NewFColor != TextComponent->TextRenderColor )
	{
		TextComponent->SetTextRenderColor( NewFColor );
	}

	check( LineMaterialMID != nullptr );
	static FName ColorAndOpacityParameterName( "ColorAndOpacity" );
	LineMaterialMID->SetVectorParameterValue( ColorAndOpacityParameterName, NewColor );
}
bool UGAAbilityBase::LineTraceSingleByChannelFromCamera(float Range, ETraceTypeQuery TraceChannel, bool bTraceComplex, FHitResult& OutHit,
	EDrawDebugTrace::Type DrawDebugType, bool bIgnoreSelf, FLinearColor TraceColor, FLinearColor TraceHitColor, float DrawTime)
{
	FVector Start = FVector::ZeroVector;
	if (OwnerCamera)
	{
		Start = OwnerCamera->GetComponentLocation();
	}
	else
	{
		FRotator UnusedRot;
		POwner->GetActorEyesViewPoint(Start, UnusedRot);
	}
	FVector End = (POwner->GetBaseAimRotation().Vector() * Range) + Start;
	ECollisionChannel CollisionChannel = UEngineTypes::ConvertToCollisionChannel(TraceChannel);
	static const FName LineTraceSingleName(TEXT("AbilityLineTraceSingle"));
	FCollisionQueryParams Params(LineTraceSingleName, bTraceComplex);
	bool bHit = World->LineTraceSingleByChannel(OutHit, Start, End, CollisionChannel, Params);
#if ENABLE_DRAW_DEBUG
	if (DrawDebugType != EDrawDebugTrace::None)
	{
		bool bPersistent = DrawDebugType == EDrawDebugTrace::Persistent;
		float LifeTime = (DrawDebugType == EDrawDebugTrace::ForDuration) ? DrawTime : 0.f;

		// @fixme, draw line with thickness = 2.f?
		if (bHit && OutHit.bBlockingHit)
		{
			// Red up to the blocking hit, green thereafter
			::DrawDebugLine(World, Start, OutHit.ImpactPoint, TraceColor.ToFColor(true), bPersistent, LifeTime);
			::DrawDebugLine(World, OutHit.ImpactPoint, End, TraceHitColor.ToFColor(true), bPersistent, LifeTime);
			::DrawDebugPoint(World, OutHit.ImpactPoint, 16, TraceColor.ToFColor(true), bPersistent, LifeTime);
		}
		else
		{
			// no hit means all red
			::DrawDebugLine(World, Start, End, TraceColor.ToFColor(true), bPersistent, LifeTime);
		}
	}
#endif
	return bHit;
}
void FColorStructCustomization::OnSetColorFromColorPicker( FLinearColor NewColor )
{
	FString ColorString;
	if( bIsLinearColor )
	{
		ColorString = NewColor.ToString();
	}
	else
	{
		// Handled by the color picker
		const bool bSRGB = false;
		FColor NewFColor = NewColor.ToFColor(bSRGB);
		ColorString = NewFColor.ToString();
	}

	StructPropertyHandle->SetValueFromFormattedString( ColorString, bIsInteractive ? EPropertyValueSetFlags::InteractiveChange : 0 );
}
bool UPaperGroupedSpriteComponent::UpdateInstanceColor(int32 InstanceIndex, FLinearColor NewInstanceColor, bool bMarkRenderStateDirty)
{
	if (PerInstanceSpriteData.IsValidIndex(InstanceIndex))
	{
		FSpriteInstanceData& InstanceData = PerInstanceSpriteData[InstanceIndex];
		InstanceData.VertexColor = NewInstanceColor.ToFColor(/*bSRGB=*/ false);

		if (bMarkRenderStateDirty)
		{
			MarkRenderStateDirty();
		}
		return true;
	}
	else
	{
		return false;
	}
}	
void UBasicVolumeComponent::DrawDebugOctree(const FLinearColor& Color, float Duration, float Thickness)
{
	if (m_octree.IsValid())
	{
		m_octree->Traverse([=](FSparseOctreeNode* node) -> ETraverseOptions
		{
			if (node->m_hasChildren)
			{
				return ETraverseOptions::Continue;
			}

			UVoreealBlueprintLibrary::DrawDebugRegion(this, this->GetComponentTransform(), 
				node->m_bounds, Color.ToFColor(true), Duration, Thickness);

			return ETraverseOptions::Skip;
		});
	}
}
void SColorGradientEditor::DrawGradientStopMark( const FGradientStopMark& Mark, const FGeometry& Geometry, float XPos, const FLinearColor& Color, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FSlateRect& InClippingRect, ESlateDrawEffect::Type DrawEffects, bool bColor, const FWidgetStyle& InWidgetStyle ) const
{
	static const FSlateBrush* WhiteBrush = FEditorStyle::GetBrush("WhiteBrush");
	static const FSlateBrush* ColorStopBrush = FEditorStyle::GetBrush("Sequencer.Timeline.ScrubHandleDown");
	static const FSlateBrush* AlphaStopBrush = FEditorStyle::GetBrush("Sequencer.Timeline.ScrubHandleUp");
	static const FLinearColor SelectionColor = FEditorStyle::GetSlateColor("SelectionColor").GetColor( InWidgetStyle );

	const float HandleSize = 13.0f;

	bool bSelected = Mark == SelectedStop;
	if( bSelected )
	{
		// Show selected stops above other stops
		++LayerId;
	}

	// Draw a box for the non colored area
	FSlateDrawElement::MakeBox
	( 
		OutDrawElements,
		LayerId,
		Geometry.ToPaintGeometry( FVector2D( XPos-HandleRect.Left, HandleRect.Top ), FVector2D( HandleRect.Right, HandleRect.Bottom ) ),
		bColor ? ColorStopBrush : AlphaStopBrush,
		InClippingRect,
		DrawEffects,
		bSelected ? SelectionColor : FLinearColor::White
	);

	// Draw a box with the gradient stop color
	FSlateDrawElement::MakeBox
	( 
		OutDrawElements,
		LayerId+1,
		Geometry.ToPaintGeometry( FVector2D( XPos-HandleRect.Left+3, bColor ? HandleRect.Top+3.0f : HandleRect.Top+6), FVector2D( HandleRect.Right-6, HandleRect.Bottom-9 ) ),
		WhiteBrush,
		InClippingRect,
		DrawEffects,
		Color.ToFColor(false)
	);
}
void SPropertyEditorColor::SetColor(FLinearColor NewColor)
{
	const TSharedRef< FPropertyNode > PropertyNode = PropertyEditor->GetPropertyNode();

	UProperty* Property = PropertyNode->GetProperty();
	check(Property);
	
	FReadAddressList ReadAddresses;
	PropertyNode->GetReadAddress( false, ReadAddresses, false );

	if( ReadAddresses.Num() ) 
	{
		GEditor->BeginTransaction( NSLOCTEXT("UnrealEd", "SetColorProperty", "Set Color Property") );

		PropertyNode->NotifyPreChange(Property, PropertyUtilities->GetNotifyHook());
		for( int32 AddrIndex = 0; AddrIndex <  ReadAddresses.Num(); ++AddrIndex )
		{
			const uint8* Addr = ReadAddresses.GetAddress(AddrIndex);
			if( Addr )
			{
				if( Cast<UStructProperty>(Property)->Struct->GetFName() == NAME_Color )
				{
					*(FColor*)Addr = NewColor.ToFColor(false);
				}
				else
				{
					check( Cast<UStructProperty>(Property)->Struct->GetFName() == NAME_LinearColor );
					*(FLinearColor*)Addr = NewColor;
				}
			}
		}

		FPropertyChangedEvent ChangeEvent(Property, EPropertyChangeType::ValueSet);
		PropertyNode->NotifyPostChange( ChangeEvent, PropertyUtilities->GetNotifyHook() );

		GEditor->EndTransaction();		
	}
}
int32 UPaperGroupedSpriteComponent::AddInstanceWithMaterial(const FTransform& Transform, UPaperSprite* Sprite, UMaterialInterface* MaterialOverride, bool bWorldSpace, FLinearColor Color)
{
	const int32 NewInstanceIndex = PerInstanceSpriteData.Num();

	const FTransform LocalTransform(bWorldSpace ? Transform.GetRelativeTransform(ComponentToWorld) : Transform);

	FSpriteInstanceData& NewInstanceData = *new (PerInstanceSpriteData)FSpriteInstanceData();
	SetupNewInstanceData(NewInstanceData, NewInstanceIndex, LocalTransform, Sprite, MaterialOverride, Color.ToFColor(/*bSRGB=*/ false));

	MarkRenderStateDirty();

	UNavigationSystem::UpdateNavOctree(this);

	return NewInstanceIndex;
}
void FSequencerFolderNode::OnColorPickerPicked(FLinearColor NewFolderColor)
{			
	MovieSceneFolder.SetFolderColor(NewFolderColor.ToFColor(false));
}
Beispiel #11
0
void ULog::K2_PrintStringOverTime(const FString& InString, float Duration, FLinearColor TextColor)
{
	GEngine->AddOnScreenDebugMessage(-1, Duration, TextColor.ToFColor(true), InString);

	return;
}
void UVisualLoggerKismetLibrary::LogBox(UObject* WorldContextObject, FBox Box, FString Text, FLinearColor ObjectColor, FName CategoryName)
{
#if ENABLE_VISUAL_LOG
	const ELogVerbosity::Type DefaultVerbosity = ELogVerbosity::Log;
	FVisualLogger::GeometryShapeLogf(WorldContextObject, FLogCategoryBase(*CategoryName.ToString(), DefaultVerbosity, DefaultVerbosity), DefaultVerbosity, INDEX_NONE, Box, FMatrix::Identity, ObjectColor.ToFColor(true), *Text);
#endif
}
void UVisualLoggerKismetLibrary::LogLocation(UObject* WorldContextObject, FVector Location, FString Text, FLinearColor Color, float Radius, FName CategoryName)
{
#if ENABLE_VISUAL_LOG
	const ELogVerbosity::Type DefaultVerbosity = ELogVerbosity::Log;
	FVisualLogger::GeometryShapeLogf(WorldContextObject, FLogCategoryBase(*CategoryName.ToString(), DefaultVerbosity, DefaultVerbosity), DefaultVerbosity, INDEX_NONE, Location, Radius, Color.ToFColor(true), *Text);
#endif
}
Beispiel #14
-1
int32 SColorBlock::OnPaint( const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled ) const
{
	const FSlateBrush* GenericBrush = FCoreStyle::Get().GetBrush( "GenericWhiteBox" );

	const ESlateDrawEffect::Type DrawEffects = ESlateDrawEffect::None;
	
	FLinearColor InColor = Color.Get();
	if (ColorIsHSV.Get())
	{
		InColor = InColor.HSVToLinearRGB();
	}
	if (IgnoreAlpha.Get())
	{
		InColor.A = 1.f;
	}
	
	const FColor DrawColor = InColor.ToFColor(bUseSRGB.Get());
	if( ShowBackgroundForAlpha.Get() && DrawColor.A < 255 )
	{
		// If we are showing a background pattern and the colors is transparent, draw a checker pattern
		const FSlateBrush* CheckerBrush = FCoreStyle::Get().GetBrush("ColorPicker.AlphaBackground");
		FSlateDrawElement::MakeBox( OutDrawElements, LayerId, AllottedGeometry.ToPaintGeometry(), CheckerBrush, MyClippingRect, DrawEffects );
	}
	
	// determine if it is HDR
	const float MaxRGB = FMath::Max3(InColor.R, InColor.G, InColor.B);
	if (MaxRGB > 1.f)
	{
		FLinearColor NormalizedLinearColor = InColor / MaxRGB;
		NormalizedLinearColor.A = InColor.A;
		const FColor DrawNormalizedColor = InWidgetStyle.GetColorAndOpacityTint() * NormalizedLinearColor.ToFColor(bUseSRGB.Get());

		FLinearColor ClampedLinearColor = InColor;
		ClampedLinearColor.A = InColor.A * MaxRGB;
		const FColor DrawClampedColor = InWidgetStyle.GetColorAndOpacityTint() * ClampedLinearColor.ToFColor(bUseSRGB.Get());

		TArray<FSlateGradientStop> GradientStops;
		
		GradientStops.Add( FSlateGradientStop( FVector2D::ZeroVector, DrawNormalizedColor ) );
		GradientStops.Add( FSlateGradientStop( AllottedGeometry.Size * 0.5f, DrawClampedColor ) );
		GradientStops.Add( FSlateGradientStop( AllottedGeometry.Size, DrawNormalizedColor ) );

		FSlateDrawElement::MakeGradient(
			OutDrawElements,
			LayerId + 1,
			AllottedGeometry.ToPaintGeometry(),
			GradientStops,
			(AllottedGeometry.Size.X > AllottedGeometry.Size.Y) ? Orient_Vertical : Orient_Horizontal,
			MyClippingRect,
			DrawEffects
		);
	}
	else
	{
		FSlateDrawElement::MakeBox( OutDrawElements, LayerId + 1, AllottedGeometry.ToPaintGeometry(), GenericBrush, MyClippingRect, DrawEffects, InWidgetStyle.GetColorAndOpacityTint() * DrawColor );
	}

	return LayerId + 1;
}