Example #1
0
void UReporterGraph::DrawLegend(UCanvas* Canvas)
{
    FVector2D CurrentTextPos = GraphScreenSize.Max;
    CurrentTextPos.X = GraphScreenSize.Min.X;
    UFont* Font = GetDefaultFont();

    int32 DummyY, CurrentX;
    StringSize(Font, CurrentX, DummyY, TEXT("99.99"));
    const float InsideLegendWidth = -CurrentX;

    for(int32 i = 0; i < CurrentData.Num(); i++)
    {
        FVector2D ScreenPos = ToScreenSpace(CurrentTextPos, Canvas);
        if (LegendPosition == ELegendPosition::Outside)
        {
            int32 DummyY, CurrentX;
            StringSize(Font, CurrentX, DummyY, *CurrentData[i].LineName);
            LegendWidth = CurrentX + 10;
        }
        else
        {
            LegendWidth = InsideLegendWidth;
        }

        FCanvasTextItem TextItem(FVector2D::ZeroVector, FText::FromString(*CurrentData[i].LineName), Font, CurrentData[i].Color);
        TextItem.EnableShadow(FColor::Black, FVector2D(1, 1));
        TextItem.SetColor(CurrentData[i].Color);
        Canvas->DrawItem(TextItem, ScreenPos.X - LegendWidth, ScreenPos.Y);

        CurrentTextPos.Y -= (GraphScreenSize.Max.Y - GraphScreenSize.Min.Y) / CurrentData.Num();
    }


}
void FSpriteGeometryEditMode::DrawGeometryStats(FViewport& InViewport, FSceneView& View, FCanvas& Canvas, const FSpriteGeometryCollection& Geometry, bool bIsRenderGeometry, int32& YPos)
{
	// Draw the type of geometry we're displaying stats for
	const FText GeometryName = bIsRenderGeometry ? LOCTEXT("RenderGeometry", "Render Geometry (source)") : LOCTEXT("CollisionGeometry", "Collision Geometry (source)");

	FCanvasTextItem TextItem(FVector2D(6, YPos), GeometryName, GEngine->GetSmallFont(), FLinearColor::White);
	TextItem.EnableShadow(FLinearColor::Black);

	TextItem.Draw(&Canvas);
	TextItem.Position += FVector2D(6.0f, 18.0f);

	// Draw the number of shapes
	TextItem.Text = FText::Format(LOCTEXT("PolygonCount", "Shapes: {0}"), FText::AsNumber(Geometry.Shapes.Num()));
	TextItem.Draw(&Canvas);
	TextItem.Position.Y += 18.0f;

	// Draw the number of vertices
	int32 NumVerts = 0;
	for (int32 PolyIndex = 0; PolyIndex < Geometry.Shapes.Num(); ++PolyIndex)
	{
		NumVerts += Geometry.Shapes[PolyIndex].Vertices.Num();
	}

	TextItem.Text = FText::Format(LOCTEXT("VerticesCount", "Verts: {0}"), FText::AsNumber(NumVerts));
	TextItem.Draw(&Canvas);
	TextItem.Position.Y += 18.0f;

	YPos = (int32)TextItem.Position.Y;
}
void AAbilitySystemDebugHUD::DrawWithBackground(UFont* InFont, const FString& Text, const FColor& TextColor, EAlignHorizontal::Type HAlign, float& OffsetX, EAlignVertical::Type VAlign, float& OffsetY, float Alpha)
{
	float SizeX, SizeY;
	Canvas->StrLen(InFont, Text, SizeX, SizeY);

	const float PosX = (HAlign == EAlignHorizontal::Center) ? OffsetX + (Canvas->ClipX - SizeX) * 0.5f :
		(HAlign == EAlignHorizontal::Left) ? Canvas->OrgX + OffsetX :
		Canvas->ClipX - SizeX - OffsetX;

	const float PosY = (VAlign == EAlignVertical::Center) ? OffsetY + (Canvas->ClipY - SizeY) * 0.5f :
		(VAlign == EAlignVertical::Top) ? Canvas->OrgY + OffsetY :
		Canvas->ClipY - SizeY - OffsetY;

	const float BoxPadding = 5.0f;

	const float X = PosX - BoxPadding;
	const float Y = PosY - BoxPadding;
	const float Z = 0.1f;
	FCanvasTileItem TileItem(FVector2D(X, Y), FVector2D(SizeX + BoxPadding * 2.0f, SizeY + BoxPadding * 2.0f), FLinearColor(0.75f, 0.75f, 0.75f, Alpha));
	Canvas->DrawItem(TileItem);

	FLinearColor TextCol(TextColor);
	TextCol.A = Alpha;
	FCanvasTextItem TextItem(FVector2D(PosX, PosY), FText::FromString(Text), GEngine->GetSmallFont(), TextCol);
	Canvas->DrawItem(TextItem);

	OffsetY += 25;
}
void UPaperFlipbookThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* RenderTarget, FCanvas* Canvas)
{
	if (UPaperFlipbook* Flipbook = Cast<UPaperFlipbook>(Object))
	{
		const double DeltaTime = FApp::GetCurrentTime() - GStartTime;
		const float TotalDuration = Flipbook->GetTotalDuration();
		const float PlayTime = (TotalDuration > 0.0f) ? FMath::Fmod(DeltaTime, TotalDuration) : 0.0f;

		if (UPaperSprite* Sprite = Flipbook->GetSpriteAtTime(PlayTime))
		{
			DrawFrame(Sprite, X, Y, Width, Height, RenderTarget, Canvas);
			return;
		}
		else
		{
			// Fallback for empty frames or newly created flipbooks
			DrawGrid(X, Y, Width, Height, Canvas);
		}

		if (TotalDuration == 0.0f)
		{
			// Warning text for no frames
			const FText ErrorText = NSLOCTEXT("FlipbookEditorApp", "ThumbnailWarningNoFrames", "No frames");
			FCanvasTextItem TextItem(FVector2D(5.0f, 5.0f), ErrorText, GEngine->GetLargeFont(), FLinearColor::Red);
			TextItem.EnableShadow(FLinearColor::Black);
			TextItem.Scale = FVector2D(Width / 128.0f, Height / 128.0f);
			TextItem.Draw(Canvas);
		}
	}
}
/** draws high score */
void APlatformerHUD::DrawHighscore()
{
	const FText Highscore = LOCTEXT("Highscore", "High score");
	const float SizeX = Canvas->ClipX * 0.4f;
	const float SizeY = 1000 * UIScale;
	const float DrawX = (Canvas->ClipX - SizeX) / 2.0f;
	const float DrawY = (Canvas->ClipY - SizeY) / 2.0f;

	DrawBorder(DrawX, DrawY,  SizeX, SizeY, 1.0f, BlueBorder);

	const float TextScale = 1.4f;
	const float TextMargin = 0.03f;
	float StrSizeX, StrSizeY;
	Canvas->StrLen(HUDFont, Highscore.ToString(), StrSizeX, StrSizeY);
	StrSizeX = StrSizeX * TextScale * UIScale;
	StrSizeY = StrSizeY * TextScale * UIScale;

	FCanvasTextItem TextItem( FVector2D( (Canvas->ClipX - StrSizeX) / 2.0f, DrawY + SizeY * TextMargin ), 
		Highscore, HUDFont, FLinearColor::White );
	TextItem.Scale = FVector2D( TextScale * UIScale, TextScale * UIScale );
	TextItem.EnableShadow( FLinearColor::Transparent );
	Canvas->DrawItem( TextItem );

	const float BorderSize = BlueBorder.LeftBorder->Resource->GetSizeX() * UIScale;
	FCanvasTileItem TileItem(FVector2D(  DrawX + BorderSize, DrawY + SizeY * TextMargin + StrSizeY ), BlueBorder.TopBorder->Resource, 
		FVector2D( SizeX - 2* BorderSize, BlueBorder.TopBorder->Resource->GetSizeY() * UIScale ),
		FVector2D(0,0),FVector2D((SizeX - 2* BorderSize) / BlueBorder.TopBorder->Resource->GetSizeX() * UIScale,1), FLinearColor::White);
	TileItem.BlendMode = SE_BLEND_Translucent;
	Canvas->DrawItem(TileItem);


	const float StartY = DrawY + SizeY * TextMargin*3 + StrSizeY * TextScale * UIScale;

	const float ColWidths[] = {70*UIScale, 340*UIScale, 200*UIScale};
	
	const float TotalWidth = ColWidths[0]+ColWidths[1]+ColWidths[2];

	for (int32 i=0; i < 10; i++ )
	{
		FText Texts[] = { FText::Format(FText::FromString("{0}."), FText::AsNumber(i+1)),
			FText::FromString(UPlatformerBlueprintLibrary::DescribeTime(HighscoreTimes[i], false)),
			FText::FromString(HighscoreNames[i]) };
		float Offset = 0;
		for (uint8 column=0; column < 3; column++)
		{
			TextItem.Text = Texts[column]; 
			Canvas->StrLen(HUDFont, TextItem.Text.ToString(), StrSizeX, StrSizeY);
			StrSizeX = StrSizeX * TextScale * UIScale;
			StrSizeY = StrSizeY * TextScale * UIScale;
			TextItem.Position = FVector2D((Canvas->ClipX - TotalWidth) / 2.0f + Offset + ColWidths[column] - StrSizeX, StartY + i * StrSizeY);
			Canvas->DrawItem( TextItem );
			Offset += ColWidths[column];
		}

	}

}
Example #6
0
const TextItems getWords(const TextBoxList &list)
{
    TextItems items;
    foreach (const PdfTextBox &box, list) {
        QString word = box->text().trimmed();
        for (int i = 0; i < word.length(); ++i)
            word[i] = canonicalizedCharacter(word[i]);
        // DON'T DO: if (!word.isEmpty()) words << word;
        // since it can mess up highlighting.
        items.append(TextItem(word, box->boundingBox()));
    }
void FSpriteEditorViewportClient::DrawRenderStats(FViewport& InViewport, FSceneView& View, FCanvas& Canvas, class UPaperSprite* Sprite, int32& YPos)
{
	FCanvasTextItem TextItem(FVector2D(6, YPos), LOCTEXT("RenderGeomBaked", "Render Geometry (baked)"), GEngine->GetSmallFont(), FLinearColor::White);
	TextItem.EnableShadow(FLinearColor::Black);

	TextItem.Draw(&Canvas);
	TextItem.Position += FVector2D(6.0f, 18.0f);

	int32 NumOpaqueTriangles = 0;
	int32 NumMaskedTriangles = 0;
	int32 NumTranslucentTriangles = 0;
	AnalyzeSpriteMaterialType(Sprite, /*out*/ NumOpaqueTriangles, /*out*/ NumMaskedTriangles, /*out*/ NumTranslucentTriangles);

	int32 NumSections = (Sprite->AlternateMaterialSplitIndex != INDEX_NONE) ? 2 : 1;
	if (NumSections > 1)
	{
		TextItem.Text = FText::Format(LOCTEXT("SectionCount", "Sections: {0}"), FText::AsNumber(NumSections));
		TextItem.Draw(&Canvas);
		TextItem.Position.Y += 18.0f;
	}

	// Draw the number of triangles
	if (NumOpaqueTriangles > 0)
	{
		TextItem.Text = FText::Format(LOCTEXT("OpaqueTriangleCount", "Triangles: {0} (opaque)"), FText::AsNumber(NumOpaqueTriangles));
		TextItem.Draw(&Canvas);
		TextItem.Position.Y += 18.0f;
	}

	if (NumMaskedTriangles > 0)
	{
		TextItem.Text = FText::Format(LOCTEXT("MaskedTriangleCount", "Triangles: {0} (masked)"), FText::AsNumber(NumMaskedTriangles));
		TextItem.Draw(&Canvas);
		TextItem.Position.Y += 18.0f;
	}

	if (NumTranslucentTriangles > 0)
	{
		TextItem.Text = FText::Format(LOCTEXT("TranslucentTriangleCount", "Triangles: {0} (translucent)"), FText::AsNumber(NumTranslucentTriangles));
		TextItem.Draw(&Canvas);
		TextItem.Position.Y += 18.0f;
	}

	if ((NumOpaqueTriangles + NumMaskedTriangles + NumTranslucentTriangles) == 0)
	{
		static const FText NoShapesPrompt = LOCTEXT("NoRenderDataWarning", "Warning: No rendering triangles (create a new shape using the toolbar)");
		TextItem.Text = NoShapesPrompt;
		TextItem.SetColor(FLinearColor::Yellow);
		TextItem.Draw(&Canvas);
		TextItem.Position.Y += 18.0f;
	}

	YPos = (int32)TextItem.Position.Y;
}
Example #8
0
void AHUD::DrawText(FString const& Text, FLinearColor Color, float ScreenX, float ScreenY, UFont* Font, float Scale, bool bScalePosition)
{
	if (IsCanvasValid_WarnIfNot())
	{
		if (bScalePosition)
		{
			ScreenX *= Scale;
			ScreenY *= Scale;
		}
		FCanvasTextItem TextItem( FVector2D( ScreenX, ScreenY ), FText::FromString(Text), Font ? Font : GEngine->GetMediumFont(), Color );
		TextItem.Scale = FVector2D( Scale, Scale );
		Canvas->DrawItem( TextItem );
	}
}
Example #9
0
void AVisualLoggerHUD::PostRender()
{
	static const FColor TextColor(200, 200, 128, 255);

	Super::Super::PostRender();

	if (bShowHUD)
	{
		AVisualLoggerCameraController* DebugCamController = Cast<AVisualLoggerCameraController>(PlayerOwner);
		if( DebugCamController != NULL )
		{
			FCanvasTextItem TextItem( FVector2D::ZeroVector, FText::GetEmpty(), GEngine->GetSmallFont(), TextColor);
			TextItem.FontRenderInfo = TextRenderInfo;
			float X = Canvas->SizeX * 0.025f+1;
			float Y = Canvas->SizeX * 0.025f+1;

			FVector const CamLoc = DebugCamController->PlayerCameraManager->GetCameraLocation();
			FRotator const CamRot = DebugCamController->PlayerCameraManager->GetCameraRotation();

			FCollisionQueryParams TraceParams(NAME_None, true, this);
			FHitResult Hit;
			bool bHit = GetWorld()->LineTraceSingle(Hit, CamLoc, CamRot.Vector() * 100000.f + CamLoc, ECC_Pawn, TraceParams);
			if( bHit )
			{
				TextItem.Text = FText::FromString(FString::Printf(TEXT("Under cursor: '%s'"), *Hit.GetActor()->GetName()));
				Canvas->DrawItem( TextItem, X, Y );
				
				DrawDebugLine( GetWorld(), Hit.Location, Hit.Location+Hit.Normal*30.f, FColor::White );
			}
			else
			{
				TextItem.Text = LOCTEXT("NotActorUnderCursor", "Not actor under cursor" );
			}
			Canvas->DrawItem( TextItem, X, Y );
			Y += TextItem.DrawnSize.Y;

			if (DebugCamController->PickedActor != NULL)
			{
				TextItem.Text = FText::FromString(FString::Printf(TEXT("Selected: '%s'"), *DebugCamController->PickedActor->GetName()));
				Canvas->DrawItem( TextItem, X, Y );				
			}
		}
	}
}
void FVisualLoggerCanvasRenderer::DrawOnCanvas(class UCanvas* Canvas, class APlayerController*)
{
	if (GEngine == NULL || CurrentTimeLine.IsValid() == false)
	{
		return;
	}

	UWorld* World = FLogVisualizer::Get().GetWorld();
	if (World == NULL)
	{
		return;
	}

	UFont* Font = GEngine->GetSmallFont();
	FCanvasTextItem TextItem(FVector2D::ZeroVector, FText::GetEmpty(), Font, FLinearColor::White);

	const FString TimeStampString = FString::Printf(TEXT("%.2f"), SelectedEntry.TimeStamp);
	LogVisualizer::DrawTextShadowed(Canvas, Font, TimeStampString, SelectedEntry.Location);

	for (const auto CurrentData : SelectedEntry.DataBlocks)
	{
		const FName TagName = CurrentData.TagName;
		const bool bIsValidByFilter = FCategoryFiltersManager::Get().MatchCategoryFilters(CurrentData.Category.ToString(), ELogVerbosity::All) && FCategoryFiltersManager::Get().MatchCategoryFilters(CurrentData.TagName.ToString(), ELogVerbosity::All);
		FVisualLogExtensionInterface* Extension = FVisualLogger::Get().GetExtensionForTag(TagName);
		if (!Extension)
		{
			continue;
		}

		if (!bIsValidByFilter)
		{
			Extension->DisableDrawingForData(FLogVisualizer::Get().GetWorld(), Canvas, NULL, TagName, CurrentData, SelectedEntry.TimeStamp);
		}
		else
		{
			Extension->DrawData(FLogVisualizer::Get().GetWorld(), Canvas, NULL, TagName, CurrentData, SelectedEntry.TimeStamp);
		}
	}

	if (ULogVisualizerSessionSettings::StaticClass()->GetDefaultObject<ULogVisualizerSessionSettings>()->bEnableGraphsVisualization)
	{
		DrawHistogramGraphs(Canvas, NULL);
	}
}
void APlatformerHUD::DrawMessage(FString Message, float PosX, float PosY, float TextScale, FLinearColor TextColor, bool bRedBorder)
{
	if (Canvas)
	{
		float SizeX, SizeY;
		Canvas->StrLen(HUDFont, Message, SizeX, SizeY);

		const float DrawX = Canvas->ClipX * FMath::Clamp(PosX, 0.0f, 1.0f) - (SizeX * TextScale * 0.5f * UIScale);
		const float DrawY = Canvas->ClipY * FMath::Clamp(PosY, 0.0f, 1.0f) - (SizeY * TextScale * 0.5f * UIScale);
		const float BoxPadding = 8.0f * UIScale;

		DrawBorder(DrawX - BoxPadding, DrawY - BoxPadding,  (SizeX * TextScale * UIScale) + (BoxPadding * 2.0f), (SizeY * TextScale * UIScale) + (BoxPadding * 2.0f), 0.4f, bRedBorder ? RedBorder : BlueBorder);

		FCanvasTextItem TextItem( FVector2D( DrawX, DrawY ), FText::FromString( Message ), HUDFont, TextColor );
		TextItem.Scale = FVector2D( TextScale*UIScale, TextScale*UIScale );
		TextItem.EnableShadow( FLinearColor::Transparent );
		Canvas->DrawItem( TextItem );
	}
}
static void DrawAngles(FCanvas* Canvas, int32 XPos, int32 YPos, EAxisList::Type ManipAxis, FWidget::EWidgetMode MoveMode, const FRotator& Rotation, const FVector& Translation)
{
	FString OutputString(TEXT(""));
	if (MoveMode == FWidget::WM_Rotate && Rotation.IsZero() == false)
	{
		//Only one value moves at a time
		const FVector EulerAngles = Rotation.Euler();
		if (ManipAxis == EAxisList::X)
		{
			OutputString += FString::Printf(TEXT("Roll: %0.2f"), EulerAngles.X);
		}
		else if (ManipAxis == EAxisList::Y)
		{
			OutputString += FString::Printf(TEXT("Pitch: %0.2f"), EulerAngles.Y);
		}
		else if (ManipAxis == EAxisList::Z)
		{
			OutputString += FString::Printf(TEXT("Yaw: %0.2f"), EulerAngles.Z);
		}
	}
	else if (MoveMode == FWidget::WM_Translate && Translation.IsZero() == false)
	{
		//Only one value moves at a time
		if (ManipAxis == EAxisList::X)
		{
			OutputString += FString::Printf(TEXT(" %0.2f"), Translation.X);
		}
		else if (ManipAxis == EAxisList::Y)
		{
			OutputString += FString::Printf(TEXT(" %0.2f"), Translation.Y);
		}
		else if (ManipAxis == EAxisList::Z)
		{
			OutputString += FString::Printf(TEXT(" %0.2f"), Translation.Z);
		}
	}

	if (OutputString.Len() > 0)
	{
		FCanvasTextItem TextItem( FVector2D(XPos, YPos), FText::FromString( OutputString ), GEngine->GetSmallFont(), FLinearColor::White );
		Canvas->DrawItem( TextItem );
	}
}
void FSpriteEditorViewportClient::DrawRelatedSprites(FViewport& InViewport, FSceneView& View, FCanvas& Canvas, const FLinearColor& BoundsColor, const FLinearColor& NameColor)
{
	const FLinearColor ShadowColor = FLinearColor::Black;

	for (int32 SpriteIndex = 0; SpriteIndex < RelatedSprites.Num(); ++SpriteIndex)
	{
		FRelatedSprite& RelatedSprite = RelatedSprites[SpriteIndex];
		const FVector2D& SourceUV = RelatedSprite.SourceUV;
		const FVector2D& SourceDimension = RelatedSprite.SourceDimension;

		if (bShowNamesForSprites)
		{
			const FVector2D TextPos = SourceTextureSpaceToScreenSpace(View, SourceUV + SourceDimension*0.5f);

			const FText AssetNameText = FText::AsCultureInvariant(RelatedSprite.AssetData.AssetName.ToString());
			FCanvasTextItem TextItem(TextPos, AssetNameText, GEngine->GetSmallFont(), NameColor);
			TextItem.EnableShadow(ShadowColor);
			TextItem.bCentreX = true;
			TextItem.bCentreY = true;

			TextItem.Draw(&Canvas);
		}

		if (bShowRelatedSprites)
		{
			FVector2D BoundsVertices[4];
			BoundsVertices[0] = SourceTextureSpaceToScreenSpace(View, SourceUV);
			BoundsVertices[1] = SourceTextureSpaceToScreenSpace(View, SourceUV + FVector2D(SourceDimension.X, 0));
			BoundsVertices[2] = SourceTextureSpaceToScreenSpace(View, SourceUV + FVector2D(SourceDimension.X, SourceDimension.Y));
			BoundsVertices[3] = SourceTextureSpaceToScreenSpace(View, SourceUV + FVector2D(0, SourceDimension.Y));

			for (int32 VertexIndex = 0; VertexIndex < 4; ++VertexIndex)
			{
				const int32 NextVertexIndex = (VertexIndex + 1) % 4;

				FCanvasLineItem LineItem(BoundsVertices[VertexIndex], BoundsVertices[NextVertexIndex]);
				LineItem.SetColor(BoundsColor);
				Canvas.DrawItem(LineItem);
			}
		}
	}
}
void FGameplayDebuggerCanvasContext::Print(const FColor& Color, const FString& String)
{
	FTaggedStringParser Parser(Color);
	Parser.ParseString(String);

	const float LineHeight = GetLineHeight();
	for (int32 NodeIdx = 0; NodeIdx < Parser.NodeList.Num(); NodeIdx++)
	{
		const FTaggedStringParser::FNode& NodeData = Parser.NodeList[NodeIdx];
		if (NodeData.bNewLine)
		{
			if (Canvas.IsValid() && (CursorY + LineHeight) > Canvas->ClipY)
			{
				DefaultX += Canvas->ClipX / 2;
				CursorY = 0.0f;
			}

			CursorX = DefaultX;
			CursorY += LineHeight;
		}

		if (NodeData.String.Len() > 0)
		{
			float SizeX = 0.0f, SizeY = 0.0f;
			MeasureString(NodeData.String, SizeX, SizeY);

			FCanvasTextItem TextItem(FVector2D::ZeroVector, FText::FromString(NodeData.String), Font.Get(), FLinearColor(NodeData.Color));
			if (FontRenderInfo.bEnableShadow)
			{
				TextItem.EnableShadow(FColor::Black, FVector2D(1, 1));
			}

			DrawItem(TextItem, CursorX, CursorY);
			CursorX += SizeX;
		}
	}

	MoveToNewLine();
}
void FSingleTileEditorViewportClient::DrawCanvas(FViewport& InViewport, FSceneView& View, FCanvas& Canvas)
{
	const bool bIsHitTesting = Canvas.IsHitTesting();
	if (!bIsHitTesting)
	{
		Canvas.SetHitProxy(nullptr);
	}

	int32 YPos = 42;

	if (TileBeingEditedIndex != INDEX_NONE)
	{
		// Draw the collision geometry stats
		YPos += 60; //@TODO: Need a better way to determine this from the editor mode

		if (bShowStats)
		{
			bool bHasCollision = false;
			if (const FPaperTileMetadata* TileData = TileSet->GetTileMetadata(TileBeingEditedIndex))
			{
				if (TileData->HasCollision())
				{
					bHasCollision = true;
					FSpriteGeometryEditMode::DrawGeometryStats(InViewport, View, Canvas, TileData->CollisionData, false, /*inout*/ YPos);
				}
			}

			if (!bHasCollision)
			{
				FCanvasTextItem TextItem(FVector2D(6, YPos), LOCTEXT("NoCollisionDataMainScreen", "No collision data"), GEngine->GetSmallFont(), FLinearColor::White);
				TextItem.EnableShadow(FLinearColor::Black);
				TextItem.Draw(&Canvas);
			}
		}
	}

	FEditorViewportClient::DrawCanvas(InViewport, View, Canvas);
}
Example #16
0
void LineParser::q(const std::string& s)
{
  size_t pitch = m_pitch;
  std::string::size_type i = 0;
  while(i < s.length())
    {
      std::string z;
      while(i < s.length() && s[i] != '[')
	z += s[i++];
      if (!z.empty())
	addItem(TextItem(z, pitch, m_rate, m_volume));
      if (i < s.length() && s[i] == '[')
	{
	  // We have Dectalk control sequence
	  z.erase();
	  i++;			// skip '['
	  while(i < s.length() && s[i] != ']')
	    z += s[i++];
	  processDectalkCommand(z, pitch);
	  i++;			// skip ']'
	} //dectalk commands processing;
    } //while(s[i]);
}
void FSpriteEditorViewportClient::DrawSourceRegion(FViewport& InViewport, FSceneView& View, FCanvas& Canvas, const FLinearColor& GeometryVertexColor)
{
	const bool bIsHitTesting = Canvas.IsHitTesting();
	UPaperSprite* Sprite = GetSpriteBeingEdited();

    const float CornerCollisionVertexSize = 8.0f;
	const float EdgeCollisionVertexSize = 6.0f;

	const FLinearColor GeometryLineColor(GeometryVertexColor.R, GeometryVertexColor.G, GeometryVertexColor.B, 0.5f * GeometryVertexColor.A);
    
    const bool bDrawEdgeHitProxies = true;
    const bool bDrawCornerHitProxies = true;

	FVector2D BoundsVertices[4];
	BoundsVertices[0] = SourceTextureSpaceToScreenSpace(View, Sprite->SourceUV);
	BoundsVertices[1] = SourceTextureSpaceToScreenSpace(View, Sprite->SourceUV + FVector2D(Sprite->SourceDimension.X, 0));
	BoundsVertices[2] = SourceTextureSpaceToScreenSpace(View, Sprite->SourceUV + FVector2D(Sprite->SourceDimension.X, Sprite->SourceDimension.Y));
	BoundsVertices[3] = SourceTextureSpaceToScreenSpace(View, Sprite->SourceUV + FVector2D(0, Sprite->SourceDimension.Y));

	if (bShowNamesForSprites)
	{
		const FVector2D TextPos = SourceTextureSpaceToScreenSpace(View, Sprite->SourceUV + FVector2D(Sprite->SourceDimension.X*0.5f, Sprite->SourceDimension.Y*0.5f));

		const FText AssetNameText = FText::AsCultureInvariant(Sprite->GetName());
		FCanvasTextItem TextItem(TextPos, AssetNameText, GEngine->GetSmallFont(), FLinearColor::White);
		TextItem.EnableShadow(FLinearColor::Black);
		TextItem.bCentreX = true;
		TextItem.bCentreY = true;

		TextItem.Draw(&Canvas);
	}

	for (int32 VertexIndex = 0; VertexIndex < 4; ++VertexIndex)
	{
		const int32 NextVertexIndex = (VertexIndex + 1) % 4;

		// Draw the edge
		if (bIsHitTesting)
		{
			TSharedPtr<FSpriteSelectedSourceRegion> Data = MakeShareable(new FSpriteSelectedSourceRegion());
			Data->SpritePtr = Sprite;
			Data->VertexIndex = 4 + VertexIndex;
			Canvas.SetHitProxy(new HSpriteSelectableObjectHitProxy(Data));
		}

		FCanvasLineItem LineItem(BoundsVertices[VertexIndex], BoundsVertices[NextVertexIndex]);
		LineItem.SetColor(GeometryVertexColor);
		Canvas.DrawItem(LineItem);

        // Add edge hit proxy
        if (bDrawEdgeHitProxies)
        {
			const FVector2D MidPoint = (BoundsVertices[VertexIndex] + BoundsVertices[NextVertexIndex]) * 0.5f;
			Canvas.DrawTile(MidPoint.X - EdgeCollisionVertexSize*0.5f, MidPoint.Y - EdgeCollisionVertexSize*0.5f, EdgeCollisionVertexSize, EdgeCollisionVertexSize, 0.f, 0.f, 1.f, 1.f, GeometryVertexColor, GWhiteTexture);
        }

		if (bIsHitTesting)
		{
			Canvas.SetHitProxy(nullptr);
		}

        // Add corner hit proxy
        if (bDrawCornerHitProxies)
        {
			const FVector2D CornerPoint = BoundsVertices[VertexIndex];
			
			if (bIsHitTesting)
            {
                TSharedPtr<FSpriteSelectedSourceRegion> Data = MakeShareable(new FSpriteSelectedSourceRegion());
                Data->SpritePtr = Sprite;
                Data->VertexIndex = VertexIndex;
                Canvas.SetHitProxy(new HSpriteSelectableObjectHitProxy(Data));
            }
            
            Canvas.DrawTile(CornerPoint.X - CornerCollisionVertexSize * 0.5f, CornerPoint.Y - CornerCollisionVertexSize * 0.5f, CornerCollisionVertexSize, CornerCollisionVertexSize, 0.f, 0.f, 1.f, 1.f, GeometryVertexColor, GWhiteTexture);

            if (bIsHitTesting)
            {
                Canvas.SetHitProxy(nullptr);
            }
        }
	}
}
void FVisualLoggerCanvasRenderer::DrawOnCanvas(class UCanvas* Canvas, class APlayerController*)
{
	if (GEngine == NULL)
	{
		return;
	}

	UWorld* World = FLogVisualizer::Get().GetWorld();
	if (World == NULL)
	{
		return;
	}

	UFont* Font = GEngine->GetSmallFont();
	FCanvasTextItem TextItem(FVector2D::ZeroVector, FText::GetEmpty(), Font, FLinearColor::White);

	const FString TimeStampString = FString::Printf(TEXT("%.2f"), SelectedEntry.TimeStamp);
	LogVisualizer::DrawTextShadowed(Canvas, Font, TimeStampString, SelectedEntry.Location);

	if (bDirtyData && FLogVisualizer::Get().GetTimeSliderController().IsValid())
	{
		const FVisualLoggerTimeSliderArgs&  TimeSliderArgs = FLogVisualizer::Get().GetTimeSliderController()->GetTimeSliderArgs();
		TRange<float> LocalViewRange = TimeSliderArgs.ViewRange.Get();
		const float LocalViewRangeMin = LocalViewRange.GetLowerBoundValue();
		const float LocalViewRangeMax = LocalViewRange.GetUpperBoundValue();
		const float LocalSequenceLength = LocalViewRangeMax - LocalViewRangeMin;
		const float WindowHalfWidth = LocalSequenceLength * TimeSliderArgs.CursorSize.Get() * 0.5f;
		const FVector2D TimeStampWindow(SelectedEntry.TimeStamp - WindowHalfWidth, SelectedEntry.TimeStamp + WindowHalfWidth);

		CollectedGraphs.Reset();
		const TArray<FName>& RowNames = FVisualLoggerDatabase::Get().GetSelectedRows();
		for (auto RowName : RowNames)
		{
			if (FVisualLoggerDatabase::Get().IsRowVisible(RowName) == false)
			{
				continue;
			}

			const TArray<FVisualLoggerGraph>& AllGraphs = FVisualLoggerGraphsDatabase::Get().GetGraphsByOwnerName(RowName);
			for (const FVisualLoggerGraph& CurrentGraph : AllGraphs)
			{
				const FName GraphName = CurrentGraph.GetGraphName();
				const FName OwnerName = CurrentGraph.GetOwnerName();

				if (FVisualLoggerGraphsDatabase::Get().IsGraphVisible(OwnerName, GraphName) == false)
				{
					continue;
				}

				for (auto DataIt(CurrentGraph.GetConstDataIterator()); DataIt; ++DataIt)
				{
					const FVisualLoggerGraphData& GraphData = *DataIt;
					const bool bIsGraphDataDisabled = FVisualLoggerFilters::Get().IsGraphDataDisabled(GraphName, GraphData.DataName);
					if (bIsGraphDataDisabled)
					{
						continue;
					}

					const FName FullGraphName = *FString::Printf(TEXT("%s$%s"), *RowName.ToString(), *GraphName.ToString());
					FGraphData &CollectedGraphData = CollectedGraphs.FindOrAdd(FullGraphName);
					FGraphLineData &LineData = CollectedGraphData.GraphLines.FindOrAdd(GraphData.DataName);
					LineData.DataName = GraphData.DataName;
					LineData.Samples = GraphData.Samples;
					LineData.LeftExtreme = FVector2D::ZeroVector;
					LineData.RightExtreme = FVector2D::ZeroVector;

					int32 LeftSideOutsideIndex = INDEX_NONE;
					int32 RightSideOutsideIndex = INDEX_NONE;
					for (int32 SampleIndex = 0; SampleIndex < GraphData.Samples.Num(); SampleIndex++)
					{
						const FVector2D& SampleValue = GraphData.Samples[SampleIndex];
						CollectedGraphData.Min.X = FMath::Min(CollectedGraphData.Min.X, SampleValue.X);
						CollectedGraphData.Min.Y = FMath::Min(CollectedGraphData.Min.Y, SampleValue.Y);

						CollectedGraphData.Max.X = FMath::Max(CollectedGraphData.Max.X, SampleValue.X);
						CollectedGraphData.Max.Y = FMath::Max(CollectedGraphData.Max.Y, SampleValue.Y);

						const float CurrentTimeStamp = GraphData.TimeStamps[SampleIndex];
						if (CurrentTimeStamp < TimeStampWindow.X)
						{
							LineData.LeftExtreme = SampleValue;
						}
						else if (CurrentTimeStamp > TimeStampWindow.Y)
						{
							LineData.RightExtreme = SampleValue;
							break;
						}
					}
				}
			}
		}
		bDirtyData = false;
	}

	if (ULogVisualizerSessionSettings::StaticClass()->GetDefaultObject<ULogVisualizerSessionSettings>()->bEnableGraphsVisualization)
	{
		DrawHistogramGraphs(Canvas, NULL);
	}

	const TMap<FName, FVisualLogExtensionInterface*>& Extensions = FVisualLogger::Get().GetAllExtensions();
	for (const auto& CurrentExtension : Extensions)
	{
		CurrentExtension.Value->DrawData(FVisualLoggerEditorInterface::Get(), Canvas);
	}
}
void AGameplayDebuggingHUDComponent::PrintString(FPrintContext& Context, const FString& InString )
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
	class FParserHelper
	{
		enum TokenType
		{
			OpenTag,
			CloseTag,
			NewLine,
			EndOfString,
			RegularChar,
			Tab
		};

		enum Tag
		{
			DefinedColor,
			OtherColor,
			ErrorTag,
		};

		uint8 ReadToken()
		{
			uint8 OutToken = RegularChar;
			TCHAR ch = Index < DataString.Len() ? DataString[Index] : '\0';
			switch(ch)
			{
			case '\0':
				OutToken = EndOfString;
				break;
			case '{':
				OutToken = OpenTag;
				Index++;
				break;
			case '}':
				OutToken = CloseTag;
				Index++;
				break;
			case '\n':
				OutToken = NewLine;
				Index++;
				break;
			case '\t':
				OutToken = Tab;
				Index++;
				break;
			default:
				OutToken = RegularChar;
				break;
			}
			return OutToken;
		}

		uint32 ParseTag( FString& OutData )
		{
			FString TagString;
			int32 OryginalIndex = Index;
			uint8 token = ReadToken();
			while (token != EndOfString && token != CloseTag)
			{
				if (token == RegularChar)
				{
					TagString.AppendChar(DataString[Index++]);
				}
				token = ReadToken();
			}

			int OutTag = ErrorTag;

			if (token != CloseTag)
			{
				Index = OryginalIndex;
				OutData = FString::Printf( TEXT("{%s"), *TagString);
				OutData.AppendChar(DataString[Index-1]);
				return OutTag;
			}

			if (GColorList.IsValidColorName(*TagString.ToLower()))
			{
				OutTag = DefinedColor;
				OutData = TagString;
			}
			else
			{
				FColor Color;
				if (Color.InitFromString(TagString))
				{
					OutTag = OtherColor;
					OutData = TagString;
				}
				else
				{
					OutTag = ErrorTag;
					OutData = FString::Printf( TEXT("{%s"), *TagString);
					OutData.AppendChar(DataString[Index-1]);
				}
			}
			//Index++;
			return OutTag;
		}

		struct StringNode
		{
			FString String;
			FColor Color;
			bool bNewLine;
			StringNode() : Color(FColor::White), bNewLine(false) {}
		};
		int32 Index;
		FString DataString;
	public:
		TArray<StringNode> Strings;

		void ParseString(const FString& StringToParse)
		{
			Index = 0;
			DataString = StringToParse;
			Strings.Add(StringNode());
			if (Index >= DataString.Len())
				return;

			uint8 Token = ReadToken();
			while (Token != EndOfString)
			{
				switch (Token)
				{
				case RegularChar:
					Strings[Strings.Num()-1].String.AppendChar( DataString[Index++] );
					break;
				case NewLine:
					Strings.Add(StringNode());
					Strings[Strings.Num()-1].bNewLine = true;
					Strings[Strings.Num()-1].Color = Strings[Strings.Num()-2].Color;
					break;
				case EndOfString:
					break;
				case Tab:
					{
						const FString TabString(TEXT("     "));
						Strings[Strings.Num()-1].String.Append(TabString);
						static bool sbTest = false;
						if (sbTest)
						{
						Index++;
						}
						break;
					}
				case OpenTag:
					{
						FString OutData;
						switch (ParseTag(OutData))
						{
						case DefinedColor:
							{
								int32 i = Strings.Add(StringNode());
								Strings[i].Color = GColorList.GetFColorByName(*OutData.ToLower());
							}
							break;
						case OtherColor:
							{
								FColor NewColor; 
								if (NewColor.InitFromString( OutData ))
								{
									int32 i = Strings.Add(StringNode());
									Strings[i].Color = NewColor;
									break;
								}
							}
						default:
							Strings[Strings.Num()-1].String += OutData;
							break;
						}
					}
					break;
				}
				Token = ReadToken();
			}
		}
	};

	FParserHelper Helper;
	Helper.ParseString( InString );

	float YMovement = 0;
	float XL = 0.f, YL = 0.f;
	CalulateStringSize(Context, Context.Font, TEXT("X"), XL, YL);

	for (int32 Index=0; Index < Helper.Strings.Num(); ++Index)
	{
		if (Index > 0 && Helper.Strings[Index].bNewLine)
		{
			if (Context.Canvas != NULL && YMovement + Context.CursorY > Context.Canvas->ClipY)
			{
				Context.DefaultX += Context.Canvas->ClipX / 2;
				Context.CursorX = Context.DefaultX;
				Context.CursorY = Context.DefaultY;
				YMovement = 0;
			}
			YMovement += YL;
			Context.CursorX = Context.DefaultX;
		}
		const FString Str = Helper.Strings[Index].String;

		if (Str.Len() > 0 && Context.Canvas != NULL)
		{
			float SizeX, SizeY;
			CalulateStringSize(Context, Context.Font, Str, SizeX, SizeY);

			FCanvasTextItem TextItem( FVector2D::ZeroVector, FText::FromString(Str), Context.Font, FLinearColor::White );
			if (Context.FontRenderInfo.bEnableShadow)
			{
				TextItem.EnableShadow( FColor::Black, FVector2D( 1, 1 ) );
			}

			TextItem.SetColor(Helper.Strings[Index].Color);
			DrawItem( Context, TextItem, Context.CursorX, YMovement + Context.CursorY );
			Context.CursorX += SizeX;
		}
	}

	Context.CursorY += YMovement;
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void FPhATEdPreviewViewportClient::DrawCanvas( FViewport& InViewport, FSceneView& View, FCanvas& Canvas )
{
	if (!PhATPtr.IsValid())
	{
		return;
	}

	// Turn on/off the ground box
	SharedData->EditorFloorComp->SetVisibility(SharedData->bDrawGround);

	float W, H;
	PhATFont->GetCharSize(TEXT('L'), W, H);

	const float XOffset = 5.0f;
	const float YOffset = 32.0f;

	FCanvasTextItem TextItem( FVector2D::ZeroVector, FText::GetEmpty(), PhATFont, FLinearColor::White );

	// Write body/constraint count at top.
	FString StatusString = FText::Format(
		NSLOCTEXT("UnrealEd", "BodiesConstraints_F", "{0} Bodies  {1} Considered for bounds  {2} Ratio  {3} Constraints"),
		FText::AsNumber(SharedData->PhysicsAsset->SkeletalBodySetups.Num()),
		FText::AsNumber(SharedData->PhysicsAsset->BoundsBodies.Num()),
		FText::AsNumber(static_cast<float>(SharedData->PhysicsAsset->BoundsBodies.Num())/static_cast<float>(SharedData->PhysicsAsset->SkeletalBodySetups.Num())),
		FText::AsNumber(SharedData->PhysicsAsset->ConstraintSetup.Num()) ).ToString();

	TextItem.Text = FText::FromString( StatusString );
	Canvas.DrawItem( TextItem, XOffset, YOffset);
	
	TextItem.Text = FText::GetEmpty();
	if (SharedData->bRunningSimulation)
	{
#if PLATFORM_MAC
		TextItem.Text = NSLOCTEXT("UnrealEd", "Sim_Mac", "SIM: Command+RightMouse to interact with bodies");
#else
		TextItem.Text = NSLOCTEXT("UnrealEd", "Sim", "SIM: Ctrl+RightMouse to interact with bodies");
#endif
	}
	else if (SharedData->bSelectionLock)
	{
		TextItem.Text = NSLOCTEXT("UnrealEd", "Lock", "LOCK");
	}else if(SharedData->EditingMode == FPhATSharedData::PEM_ConstraintEdit)
	{
		if(GetWidgetMode() == FWidget::WM_Translate)
		{
			TextItem.Text = NSLOCTEXT("UnrealEd", "SingleMove", "hold ALT to move a single reference frame");
		}else if(GetWidgetMode() == FWidget::WM_Rotate)
		{
			TextItem.Text = NSLOCTEXT("UnrealEd", "DoubleRotate", "hold ALT to rotate both reference frames");
		}
	}

	Canvas.DrawItem( TextItem,  XOffset, Viewport->GetSizeXY().Y - (3 + H) );

	// Draw current physics weight
	if (SharedData->bRunningSimulation)
	{
		FString PhysWeightString = FString::Printf(TEXT("Phys Blend: %3.0f pct"), SharedData->EditorSimOptions->PhysicsBlend * 100.f);
		int32 PWLW, PWLH;
		StringSize(PhATFont, PWLW, PWLH, *PhysWeightString);
		TextItem.Text = FText::FromString(PhysWeightString);
		Canvas.DrawItem( TextItem, Viewport->GetSizeXY().X - (3 + PWLW + 2*W), Viewport->GetSizeXY().Y - (3 + H) );
	}

	int32 HalfX = (Viewport->GetSizeXY().X-XOffset)/2;
	int32 HalfY = Viewport->GetSizeXY().Y/2;

	if ((SharedData->bShowHierarchy && SharedData->EditorSimOptions->bShowNamesInHierarchy))
	{
		// Iterate over each graphics bone.
		for (int32 i = 0; i < SharedData->EditorSkelComp->GetNumComponentSpaceTransforms(); ++i)
		{
			FVector BonePos = SharedData->EditorSkelComp->ComponentToWorld.TransformPosition(SharedData->EditorSkelComp->GetComponentSpaceTransforms()[i].GetLocation());

			FPlane proj = View.Project(BonePos);
			if (proj.W > 0.f) // This avoids drawing bone names that are behind us.
			{
				int32 XPos = HalfX + (HalfX * proj.X);
				int32 YPos = HalfY + (HalfY * (proj.Y * -1));

				FName BoneName = SharedData->EditorSkelMesh->RefSkeleton.GetBoneName(i);

				FColor BoneNameColor = FColor::White;
				//iterate through selected bones and see if any match
				for(int32 j=0; j< SharedData->SelectedBodies.Num(); ++j)
				{
					int32 SelectedBodyIndex = SharedData->SelectedBodies[j].Index;
					FName SelectedBoneName = SharedData->PhysicsAsset->SkeletalBodySetups[SelectedBodyIndex]->BoneName;
					if(SelectedBoneName == BoneName)
					{
						BoneNameColor = FColor::Green;
						break;
					}

				}
				
				if (Canvas.IsHitTesting()) 
				{
					Canvas.SetHitProxy(new HPhATEdBoneNameProxy(i));
				}
				
				TextItem.Text = FText::FromString(BoneName.ToString());
				TextItem.SetColor(BoneNameColor);
				Canvas.DrawItem( TextItem,  XPos, YPos );
				
				if (Canvas.IsHitTesting())
				{
					Canvas.SetHitProxy(NULL);
				}
			}
		}
	}

	// If showing center-of-mass, and physics is started up..
	if (SharedData->bShowCOM)
	{
		// iterate over each bone
		for (int32 i = 0; i <SharedData->EditorSkelComp->Bodies.Num(); ++i)
		{
			FBodyInstance* BodyInst = SharedData->EditorSkelComp->Bodies[i];
			check(BodyInst);

			FVector BodyCOMPos = BodyInst->GetCOMPosition();
			float BodyMass = BodyInst->GetBodyMass();

			FPlane Projection = View.Project(BodyCOMPos);
			if (Projection.W > 0.f) // This avoids drawing bone names that are behind us.
			{
				int32 XPos = HalfX + (HalfX * Projection.X);
				int32 YPos = HalfY + (HalfY * (Projection.Y * -1));

				FString COMString = FString::Printf(TEXT("%3.3f"), BodyMass);
				TextItem.Text = FText::FromString(COMString);
				TextItem.SetColor(SharedData->COMRenderColor);
				Canvas.DrawItem( TextItem,  XPos, YPos );				
			}
		}
	}
}
void FCascadeEdPreviewViewportClient::Draw(FViewport* Viewport, FCanvas* Canvas)
{
	if (!CascadePtr.IsValid())
	{
		return;
	}

	Canvas->Clear( GetPreviewBackgroundColor());

	// Clear out the lines from the previous frame
	CascadePreviewScene.ClearLineBatcher();

	ULineBatchComponent* LineBatcher = CascadePreviewScene.GetLineBatcher();
	CascadePreviewScene.RemoveComponent(LineBatcher);

	const FVector XAxis(1,0,0); 
	const FVector YAxis(0,1,0); 
	const FVector ZAxis(0,0,1);

	if (GetDrawElement(OriginAxis))
	{
		FMatrix ArrowMatrix = FMatrix(XAxis, YAxis, ZAxis, FVector::ZeroVector);
		LineBatcher->DrawDirectionalArrow(ArrowMatrix, FColorList::Red, 10.f, 1.0f, SDPG_World);

		ArrowMatrix = FMatrix(YAxis, ZAxis, XAxis, FVector::ZeroVector);
		LineBatcher->DrawDirectionalArrow(ArrowMatrix, FColorList::Green, 10.f, 1.0f, SDPG_World);

		ArrowMatrix = FMatrix(ZAxis, XAxis, YAxis, FVector::ZeroVector);
		LineBatcher->DrawDirectionalArrow(ArrowMatrix, FColorList::Blue, 10.f, 1.0f, SDPG_World);
	}

	if (GetDrawElement(WireSphere))
	{
		FVector Base(0.f);
		FColor WireColor = FColor::Red;
		const int32 NumRings = 16;
		const float RotatorMultiplier = 360.f / NumRings;
		const int32 NumSides = 32;
		for (int32 i = 0; i < NumRings; i++)
		{
			FVector RotXAxis;
			FVector RotYAxis;
			FVector RotZAxis;

			FRotationMatrix RotMatrix(FRotator(i * RotatorMultiplier, 0, 0));
			RotXAxis = RotMatrix.TransformPosition(XAxis);
			RotYAxis = RotMatrix.TransformPosition(YAxis);
			RotZAxis = RotMatrix.TransformPosition(ZAxis);
			LineBatcher->DrawCircle(Base, RotXAxis, RotYAxis, WireColor, WireSphereRadius, NumSides, SDPG_World);
			LineBatcher->DrawCircle(Base, RotXAxis, RotZAxis, WireColor, WireSphereRadius, NumSides, SDPG_World);
			LineBatcher->DrawCircle(Base, RotYAxis, RotZAxis, WireColor, WireSphereRadius, NumSides, SDPG_World);

			RotMatrix = FRotationMatrix(FRotator(0, i * RotatorMultiplier, 0));
			RotXAxis = RotMatrix.TransformPosition(XAxis);
			RotYAxis = RotMatrix.TransformPosition(YAxis);
			RotZAxis = RotMatrix.TransformPosition(ZAxis);
			LineBatcher->DrawCircle(Base, RotXAxis, RotYAxis, WireColor, WireSphereRadius, NumSides, SDPG_World);
			LineBatcher->DrawCircle(Base, RotXAxis, RotZAxis, WireColor, WireSphereRadius, NumSides, SDPG_World);
			LineBatcher->DrawCircle(Base, RotYAxis, RotZAxis, WireColor, WireSphereRadius, NumSides, SDPG_World);
		}
	}

	FEngineShowFlags SavedEngineShowFlags = EngineShowFlags;

	if (GetDrawElement(Bounds))
	{
		EngineShowFlags.SetBounds(true);
		EngineShowFlags.Game = 1;
	}

	EngineShowFlags.SetVectorFields(GetDrawElement(VectorFields));

	CascadePreviewScene.AddComponent(LineBatcher,FTransform::Identity);


	FEditorViewportClient::Draw(Viewport, Canvas);

	EngineShowFlags = SavedEngineShowFlags;
	FCanvasTextItem TextItem( FVector2D::ZeroVector, FText::GetEmpty(), GEngine->GetTinyFont(), FLinearColor::White );
	if (GetDrawElement(ParticleCounts) || GetDrawElement(ParticleTimes) || GetDrawElement(ParticleEvents) || GetDrawElement(ParticleMemory) || GetDrawElement(ParticleSystemCompleted))
	{
		// 'Up' from the lower left...
		FString strOutput;
		const int32 XPosition = Viewport->GetSizeXY().X - 5;
		int32 YPosition = Viewport->GetSizeXY().Y - (GetDrawElement(ParticleMemory) ? 15 : 5);

		UParticleSystemComponent* PartComp = CascadePtr.Pin()->GetParticleSystemComponent();

		int32 iWidth, iHeight;

		if (PartComp->EmitterInstances.Num())
		{
			for (int32 i = 0; i < PartComp->EmitterInstances.Num(); i++)
			{
				FParticleEmitterInstance* Instance = PartComp->EmitterInstances[i];
				if (!Instance || !Instance->SpriteTemplate)
				{
					continue;
				}
				UParticleLODLevel* LODLevel = Instance->SpriteTemplate->GetCurrentLODLevel(Instance);
				if (!LODLevel)
				{
					continue;
				}

				strOutput = TEXT("");
				if (Instance->SpriteTemplate->EmitterRenderMode != ERM_None)
				{
					UParticleLODLevel* HighLODLevel = Instance->SpriteTemplate->GetLODLevel(0);
					if (GetDrawElement(ParticleCounts))
					{
						strOutput += FString::Printf(TEXT("%4d/%4d"), 
							Instance->ActiveParticles, HighLODLevel->PeakActiveParticles);
					}
					if (GetDrawElement(ParticleTimes))
					{
						if (GetDrawElement(ParticleCounts))
						{
							strOutput += TEXT("/");
						}
						strOutput += FString::Printf(TEXT("%8.4f/%8.4f"), 
							Instance->EmitterTime, Instance->SecondsSinceCreation);
					}
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
					if (GetDrawElement(ParticleEvents))
					{
						if (GetDrawElement(ParticleCounts) || GetDrawElement(ParticleTimes))
						{
							strOutput += TEXT("/");
						}
						strOutput += FString::Printf(TEXT("Evts: %4d/%4d"), Instance->EventCount, Instance->MaxEventCount);
					}
#endif	//#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
					UCanvas::ClippedStrLen(GEngine->GetTinyFont(), 1.0f, 1.0f, iWidth, iHeight, *strOutput);
					TextItem.SetColor( Instance->SpriteTemplate->EmitterEditorColor );
					TextItem.Text = FText::FromString( strOutput );
					Canvas->DrawItem( TextItem, XPosition - iWidth, YPosition - iHeight );
					YPosition -= iHeight - 2;
				}
			}

			if (GetDrawElement(ParticleMemory))
			{
				YPosition = Viewport->GetSizeXY().Y - 5;
				FString MemoryOutput = FString::Printf(TEXT("Template: %.0f KByte / Instance: %.0f KByte"), 
					(float)ParticleSystemRootSize / 1024.0f + (float)ParticleModuleMemSize / 1024.0f,
					(float)PSysCompRootSize / 1024.0f + (float)PSysCompResourceSize / 1024.0f);
				UCanvas::ClippedStrLen(GEngine->GetTinyFont(), 1.0f, 1.0f, iWidth, iHeight, *MemoryOutput);
				TextItem.SetColor( FLinearColor::White );
				TextItem.Text = FText::FromString( MemoryOutput );
				Canvas->DrawItem( TextItem, XPosition - iWidth, YPosition - iHeight );				
			}
		}
		else
		{
			for (int32 i = 0; i < PartComp->Template->Emitters.Num(); i++)
			{
				strOutput = TEXT("");
				UParticleEmitter* Emitter = PartComp->Template->Emitters[i];
				UParticleLODLevel* LODLevel = Emitter->GetLODLevel(0);
				if (LODLevel && LODLevel->bEnabled && (Emitter->EmitterRenderMode != ERM_None))
				{
					if (GetDrawElement(ParticleCounts))
					{
						strOutput += FString::Printf(TEXT("%4d/%4d"), 
							0, LODLevel->PeakActiveParticles);
					}
					if (GetDrawElement(ParticleTimes))
					{
						if (GetDrawElement(ParticleCounts))
						{
							strOutput += TEXT("/");
						}
						strOutput += FString::Printf(TEXT("%8.4f/%8.4f"), 0.f, 0.f);
					}
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
					if (GetDrawElement(ParticleEvents))
					{
						if (GetDrawElement(ParticleCounts) || GetDrawElement(ParticleTimes))
						{
							strOutput += TEXT("/");
						}
						strOutput += FString::Printf(TEXT("Evts: %4d/%4d"), 0, 0);
					}
#endif	//#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
					UCanvas::ClippedStrLen(GEngine->GetTinyFont(), 1.0f, 1.0f, iWidth, iHeight, *strOutput);
					TextItem.SetColor( Emitter->EmitterEditorColor );
					TextItem.Text = FText::FromString( strOutput );
					Canvas->DrawItem( TextItem, XPosition - iWidth, YPosition - iHeight );					
					YPosition -= iHeight - 2;
				}
			}

			if (GetDrawElement(ParticleMemory))
			{
				YPosition = Viewport->GetSizeXY().Y - 5;
				FString MemoryOutput = FString::Printf(TEXT("Template: %.0f KByte / Instance: %.0f KByte"), 
					(float)ParticleSystemRootSize / 1024.0f + (float)ParticleModuleMemSize / 1024.0f,
					(float)PSysCompRootSize / 1024.0f + (float)PSysCompResourceSize / 1024.0f);
				UCanvas::ClippedStrLen(GEngine->GetTinyFont(), 1.0f, 1.0f, iWidth, iHeight, *MemoryOutput);
				TextItem.SetColor( FLinearColor::White );
				TextItem.Text = FText::FromString( MemoryOutput );
				Canvas->DrawItem( TextItem, XPosition - iWidth, YPosition - iHeight );				
			}
		}

		if (GetDrawElement(ParticleSystemCompleted))
		{
			if (PartComp->HasCompleted())
			{
				TextItem.SetColor(FLinearColor::White);
				TextItem.Text = LOCTEXT("SystemCompleted", "Completed");
				TextItem.bCentreX = true;
				TextItem.bCentreY = true;
				Canvas->DrawItem(TextItem, Viewport->GetSizeXY().X * 0.5f, Viewport->GetSizeXY().Y - 10);
				TextItem.bCentreX = false;
				TextItem.bCentreY = false;
			}
		}
	}

	//Display a warning message in the preview window if the system has no fixed bounding-box and contains a GPU emitter.
	if(CascadePtr.Pin()->GetParticleSystem()->bUseFixedRelativeBoundingBox == false)
	{
		UParticleSystemComponent* PartComp = CascadePtr.Pin()->GetParticleSystemComponent();
		if (PartComp->EmitterInstances.Num())
		{
			//We iterate over the emitter instances to find any that contain a GPU Sprite TypeData module. If found, we draw the warning message.
			for (int32 i = 0; i < PartComp->EmitterInstances.Num(); i++)
			{
				FParticleEmitterInstance* Instance = PartComp->EmitterInstances[i];
				if(!Instance || !Instance->SpriteTemplate)
				{
					continue;
				}

				UParticleLODLevel* LODLevel = Instance->SpriteTemplate->GetCurrentLODLevel(Instance);
				if (!LODLevel || !LODLevel->TypeDataModule)
				{
					continue;
				}

				const bool bIsAGPUEmitter = LODLevel->TypeDataModule->IsA(UParticleModuleTypeDataGpu::StaticClass());
				if(bIsAGPUEmitter)
				{
					const int32 XPosition = 5;
					const int32 YPosition = Viewport->GetSizeXY().Y - 75.0f;
					FString strOutput = NSLOCTEXT("Cascade", "NoFixedBounds_Warning", "WARNING: This particle system has no fixed bounding box and contains a GPU emitter.").ToString();
					TextItem.SetColor( FLinearColor::White );
					TextItem.Text = FText::FromString( strOutput );
					Canvas->DrawItem( TextItem, XPosition, YPosition );					
					break;
				}
			}
		}
	}

	int32 DetailMode = CascadePtr.Pin()->GetDetailMode();
	
	if (DetailMode != DM_High)
	{
		FString DetailModeOutput = FString::Printf(TEXT("DETAIL MODE: %s"), (DetailMode == DM_Medium)? TEXT("MEDIUM"): TEXT("LOW"));
		TextItem.SetColor( FLinearColor::Red );
		TextItem.Text = FText::FromString( DetailModeOutput );
		Canvas->DrawItem( TextItem, 5.0f, Viewport->GetSizeXY().Y - 90.0f );		
	}

	if (GEngine->bEnableEditorPSysRealtimeLOD)
	{
		TextItem.SetColor( FLinearColor(0.25f, 0.25f, 1.0f) );
		TextItem.Text = LOCTEXT("LODPREVIEWMODEENABLED","LOD PREVIEW MODE ENABLED");
		Canvas->DrawItem( TextItem,  5.0f, Viewport->GetSizeXY().Y - 105.0f );		
	}

	EParticleSignificanceLevel ReqSignificance = CascadePtr.Pin()->GetRequiredSignificance();
	if (ReqSignificance != EParticleSignificanceLevel::Low)
	{
		FString ReqSigOutput = FString::Printf(TEXT("REQUIRED SIGNIFICANCE: %s"), (ReqSignificance == EParticleSignificanceLevel::Medium) ? TEXT("MEDIUM") : ((ReqSignificance == EParticleSignificanceLevel::High) ? TEXT("HIGH") : TEXT("CRITICAL")));
		TextItem.SetColor(FLinearColor::Red);
		TextItem.Text = FText::FromString(ReqSigOutput);
		Canvas->DrawItem(TextItem, 5.0f, Viewport->GetSizeXY().Y - 120.0f);
	}

	if (bCaptureScreenShot)
	{
		UParticleSystem* ParticleSystem = CascadePtr.Pin()->GetParticleSystem();
		int32 SrcWidth = Viewport->GetSizeXY().X;
		int32 SrcHeight = Viewport->GetSizeXY().Y;
		// Read the contents of the viewport into an array.
		TArray<FColor> OrigBitmap;
		if (Viewport->ReadPixels(OrigBitmap))
		{
			check(OrigBitmap.Num() == SrcWidth * SrcHeight);

			// Resize image to enforce max size.
			TArray<FColor> ScaledBitmap;
			int32 ScaledWidth	 = 512;
			int32 ScaledHeight = 512;
			FImageUtils::ImageResize(SrcWidth, SrcHeight, OrigBitmap, ScaledWidth, ScaledHeight, ScaledBitmap, true);

			// Compress.
			FCreateTexture2DParameters Params;
			Params.bDeferCompression = true;
			ParticleSystem->ThumbnailImage = FImageUtils::CreateTexture2D(ScaledWidth, ScaledHeight, ScaledBitmap, ParticleSystem, TEXT("ThumbnailTexture"), RF_NoFlags, Params);

			ParticleSystem->ThumbnailImageOutOfDate = false;
			ParticleSystem->MarkPackageDirty();
		}

		bCaptureScreenShot = false;
	}
}
void FSubtitleManager::DisplaySubtitle( FCanvas* Canvas, FActiveSubtitle* Subtitle, FIntRect& Parms, const FLinearColor& Color )
{
	// These should be valid in here
	check( GEngine );
	check( Canvas );

	CurrentSubtitleHeight = 0.0f;

	// This can be NULL when there's an asset mixup (especially with localisation)
	if( !GEngine->GetSubtitleFont() )
	{
		UE_LOG(LogSubtitle, Warning, TEXT( "NULL GEngine->GetSubtitleFont() - subtitles not rendering!" ) );
		return;
	}

	float FontHeight = GEngine->GetSubtitleFont()->GetMaxCharHeight();
	float HeightTest = Canvas->GetRenderTarget()->GetSizeXY().Y;
	int32 SubtitleHeight = FMath::TruncToInt( ( FontHeight * MULTILINE_SPACING_SCALING ) );
	FIntRect BackgroundBoxOffset = DrawStringOutlineBoxOffset;

	// Needed to add a drop shadow and doing all 4 sides was the only way to make them look correct.  If this shows up as a framerate hit we'll have to think of a different way of dealing with this.
	if( Subtitle->bSingleLine )
	{
		const FText& SubtitleText = Subtitle->Subtitles[Subtitle->Index].Text;
		if ( !SubtitleText.IsEmpty() )
		{
			
			// Display lines up from the bottom of the region
			Parms.Max.Y -= SUBTITLE_CHAR_HEIGHT;
			
			FCanvasTextItem TextItem( FVector2D( Parms.Min.X + ( Parms.Width() / 2 ), Parms.Max.Y ), SubtitleText , GEngine->GetSubtitleFont(), Color );
			TextItem.Depth = SUBTITLE_SCREEN_DEPTH_FOR_3D;
			TextItem.bOutlined = true;
			TextItem.bCentreX = true;
			TextItem.OutlineColor = FLinearColor::Black;
			Canvas->DrawItem( TextItem );
			
			CurrentSubtitleHeight += SubtitleHeight;
		}
	}
	else
	{
		for( int32 Idx = Subtitle->Subtitles.Num() - 1; Idx >= 0; Idx-- )
		{
			const FText& SubtitleText = Subtitle->Subtitles[Idx].Text;
			// Display lines up from the bottom of the region
			if ( !SubtitleText.IsEmpty() )
			{
				FCanvasTextItem TextItem( FVector2D( Parms.Min.X + ( Parms.Width() / 2 ), Parms.Max.Y ), SubtitleText, GEngine->GetSubtitleFont(), Color );
				TextItem.Depth = SUBTITLE_SCREEN_DEPTH_FOR_3D;
				TextItem.bOutlined = true;
				TextItem.bCentreX = true;
				TextItem.OutlineColor = FLinearColor::Black;
				Canvas->DrawItem( TextItem );

				Parms.Max.Y -= SubtitleHeight;
				CurrentSubtitleHeight += SubtitleHeight;
				// Don't overlap subsequent boxes...
				BackgroundBoxOffset.Max.Y = BackgroundBoxOffset.Min.Y;
			}
		}
	}
}
void FSpriteEditorViewportClient::DrawCanvas(FViewport& Viewport, FSceneView& View, FCanvas& Canvas)
{
	const bool bIsHitTesting = Canvas.IsHitTesting();
	if (!bIsHitTesting)
	{
		Canvas.SetHitProxy(nullptr);
	}

	if (!SpriteEditorPtr.IsValid())
	{
		return;
	}

	UPaperSprite* Sprite = GetSpriteBeingEdited();

	int32 YPos = 42;

	static const FText SourceRegionHelpStr = LOCTEXT("SourceRegionHelp", "Drag handles to adjust source region\nDouble-click on an image region to select all connected pixels (Ctrl creates a new sprite)\nHold down Ctrl and drag a rectangle to create a new sprite at that position\nClick on other sprite rectangles to change the active sprite");

	switch (CurrentMode)
	{
	case ESpriteEditorMode::ViewMode:
	default:

		// Display the pivot
		{
			FNumberFormattingOptions NoDigitGroupingFormat;
			NoDigitGroupingFormat.UseGrouping = false;
			const FText PivotStr = FText::Format(LOCTEXT("PivotPosition", "Pivot: ({0}, {1})"), FText::AsNumber(Sprite->CustomPivotPoint.X, &NoDigitGroupingFormat), FText::AsNumber(Sprite->CustomPivotPoint.Y, &NoDigitGroupingFormat));
			FCanvasTextItem TextItem(FVector2D(6, YPos), PivotStr, GEngine->GetSmallFont(), FLinearColor::White);
			TextItem.EnableShadow(FLinearColor::Black);
			TextItem.Draw(&Canvas);
			YPos += 18;
		}

		// Baked collision data
		if (Sprite->BodySetup != nullptr)
		{
			FSpriteGeometryEditMode::DrawCollisionStats(Viewport, View, Canvas, Sprite->BodySetup, /*inout*/ YPos);
		}

		// Baked render data
		DrawRenderStats(Viewport, View, Canvas, Sprite, /*inout*/ YPos);

		// And bounds
		DrawBoundsAsText(Viewport, View, Canvas, /*inout*/ YPos);

		break;
	case ESpriteEditorMode::EditCollisionMode:
		{
			// Draw the collision geometry stats
			YPos += 60; //@TODO: Need a better way to determine this from the editor mode
			if (Sprite->BodySetup != nullptr)
			{
				FSpriteGeometryEditMode::DrawGeometryStats(Viewport, View, Canvas, Sprite->CollisionGeometry, false, /*inout*/ YPos);
				FSpriteGeometryEditMode::DrawCollisionStats(Viewport, View, Canvas, Sprite->BodySetup, /*inout*/ YPos);
			}
			else
			{
				FCanvasTextItem TextItem(FVector2D(6, YPos), LOCTEXT("NoCollisionDataMainScreen", "No collision data"), GEngine->GetSmallFont(), FLinearColor::White);
				TextItem.EnableShadow(FLinearColor::Black);
				TextItem.Draw(&Canvas);
			}
		}
		break;
	case ESpriteEditorMode::EditRenderingGeomMode:
		{
			// Draw the render geometry stats
			YPos += 60; //@TODO: Need a better way to determine this from the editor mode
			FSpriteGeometryEditMode::DrawGeometryStats(Viewport, View, Canvas, Sprite->RenderGeometry, true, /*inout*/ YPos);
			DrawRenderStats(Viewport, View, Canvas, Sprite, /*inout*/ YPos);

			// And bounds
			DrawBoundsAsText(Viewport, View, Canvas, /*inout*/ YPos);
		}
		break;
	case ESpriteEditorMode::EditSourceRegionMode:
		{
			// Display tool help
			{
				FCanvasTextItem TextItem(FVector2D(6, YPos), SourceRegionHelpStr, GEngine->GetSmallFont(), FLinearColor::White);
				TextItem.EnableShadow(FLinearColor::Black);
				TextItem.Draw(&Canvas);
				YPos += 18;
			}

			if (bShowRelatedSprites)
			{
				DrawRelatedSprites(Viewport, View, Canvas, SpriteEditingConstants::SourceRegionRelatedBoundsColor, SpriteEditingConstants::SourceRegionRelatedSpriteNameColor);
			}

			DrawSourceRegion(Viewport, View, Canvas, SpriteEditingConstants::SourceRegionBoundsColor);
		}
		break;
	}

	if (bShowSockets && !IsInSourceRegionEditMode())
	{
		FSpriteGeometryEditMode* GeometryEditMode = ModeTools->GetActiveModeTyped<FSpriteGeometryEditMode>(FSpriteGeometryEditMode::EM_SpriteGeometry);
		FSocketEditingHelper::DrawSocketNames(GeometryEditMode, RenderSpriteComponent, Viewport, View, Canvas);
	}

	FEditorViewportClient::DrawCanvas(Viewport, View, Canvas);
}
Example #24
0
nsresult
nsLineBreaker::AppendText(nsIAtom* aHyphenationLanguage, const char16_t* aText, uint32_t aLength,
                          uint32_t aFlags, nsILineBreakSink* aSink)
{
  NS_ASSERTION(aLength > 0, "Appending empty text...");

  uint32_t offset = 0;

  // Continue the current word
  if (mCurrentWord.Length() > 0) {
    NS_ASSERTION(!mAfterBreakableSpace && !mBreakHere, "These should not be set");

    while (offset < aLength && !IsSpace(aText[offset])) {
      mCurrentWord.AppendElement(aText[offset]);
      if (!mCurrentWordContainsComplexChar && IsComplexChar(aText[offset])) {
        mCurrentWordContainsComplexChar = true;
      }
      UpdateCurrentWordLanguage(aHyphenationLanguage);
      ++offset;
    }

    if (offset > 0) {
      mTextItems.AppendElement(TextItem(aSink, 0, offset, aFlags));
    }

    if (offset == aLength)
      return NS_OK;

    // We encountered whitespace, so we're done with this word
    nsresult rv = FlushCurrentWord();
    if (NS_FAILED(rv))
      return rv;
  }

  AutoTArray<uint8_t,4000> breakState;
  if (aSink) {
    if (!breakState.AppendElements(aLength))
      return NS_ERROR_OUT_OF_MEMORY;
  }

  bool noCapitalizationNeeded = true;
  nsTArray<bool> capitalizationState;
  if (aSink && (aFlags & BREAK_NEED_CAPITALIZATION)) {
    if (!capitalizationState.AppendElements(aLength))
      return NS_ERROR_OUT_OF_MEMORY;
    memset(capitalizationState.Elements(), false, aLength*sizeof(bool));
    noCapitalizationNeeded = false;
  }

  uint32_t start = offset;
  bool noBreaksNeeded = !aSink ||
    ((aFlags & NO_BREAKS_NEEDED_FLAGS) == NO_BREAKS_NEEDED_FLAGS &&
     !mBreakHere && !mAfterBreakableSpace);
  if (noBreaksNeeded && noCapitalizationNeeded) {
    // Skip to the space before the last word, since either the break data
    // here is not needed, or no breaks are set in the sink and there cannot
    // be any breaks in this chunk; and we don't need to do word-initial
    // capitalization. All we need is the context for the next chunk (if any).
    offset = aLength;
    while (offset > start) {
      --offset;
      if (IsSpace(aText[offset]))
        break;
    }
  }
  uint32_t wordStart = offset;
  bool wordHasComplexChar = false;

  RefPtr<nsHyphenator> hyphenator;
  if ((aFlags & BREAK_USE_AUTO_HYPHENATION) &&
      !(aFlags & BREAK_SUPPRESS_INSIDE) &&
      aHyphenationLanguage) {
    hyphenator = nsHyphenationManager::Instance()->GetHyphenator(aHyphenationLanguage);
  }

  for (;;) {
    char16_t ch = aText[offset];
    bool isSpace = IsSpace(ch);
    bool isBreakableSpace = isSpace && !(aFlags & BREAK_SUPPRESS_INSIDE);

    if (aSink && !noBreaksNeeded) {
      breakState[offset] =
        mBreakHere || (mAfterBreakableSpace && !isBreakableSpace) ||
        (mWordBreak == nsILineBreaker::kWordBreak_BreakAll)  ?
          gfxTextRun::CompressedGlyph::FLAG_BREAK_TYPE_NORMAL :
          gfxTextRun::CompressedGlyph::FLAG_BREAK_TYPE_NONE;
    }
    mBreakHere = false;
    mAfterBreakableSpace = isBreakableSpace;

    if (isSpace) {
      if (offset > wordStart && aSink) {
        if (!(aFlags & BREAK_SUPPRESS_INSIDE)) {
          if (wordHasComplexChar) {
            // Save current start-of-word state because GetJISx4051Breaks will
            // set it to false
            uint8_t currentStart = breakState[wordStart];
            nsContentUtils::LineBreaker()->
              GetJISx4051Breaks(aText + wordStart, offset - wordStart,
                                mWordBreak,
                                breakState.Elements() + wordStart);
            breakState[wordStart] = currentStart;
          }
          if (hyphenator) {
            FindHyphenationPoints(hyphenator,
                                  aText + wordStart, aText + offset,
                                  breakState.Elements() + wordStart);
          }
        }
        if (!noCapitalizationNeeded) {
          SetupCapitalization(aText + wordStart, offset - wordStart,
                              capitalizationState.Elements() + wordStart);
        }
      }
      wordHasComplexChar = false;
      ++offset;
      if (offset >= aLength)
        break;
      wordStart = offset;
    } else {
      if (!wordHasComplexChar && IsComplexChar(ch)) {
        wordHasComplexChar = true;
      }
      ++offset;
      if (offset >= aLength) {
        // Save this word
        mCurrentWordContainsComplexChar = wordHasComplexChar;
        uint32_t len = offset - wordStart;
        char16_t* elems = mCurrentWord.AppendElements(len);
        if (!elems)
          return NS_ERROR_OUT_OF_MEMORY;
        memcpy(elems, aText + wordStart, sizeof(char16_t)*len);
        mTextItems.AppendElement(TextItem(aSink, wordStart, len, aFlags));
        // Ensure that the break-before for this word is written out
        offset = wordStart + 1;
        UpdateCurrentWordLanguage(aHyphenationLanguage);
        break;
      }
    }
  }

  if (aSink) {
    if (!noBreaksNeeded) {
      aSink->SetBreaks(start, offset - start, breakState.Elements() + start);
    }
    if (!noCapitalizationNeeded) {
      aSink->SetCapitalization(start, offset - start,
                               capitalizationState.Elements() + start);
    }
  }
  return NS_OK;
}
void FSpriteGeometryEditMode::DrawCollisionStats(FViewport& InViewport, FSceneView& View, FCanvas& Canvas, class UBodySetup* BodySetup, int32& YPos)
{
	FCanvasTextItem TextItem(FVector2D(6, YPos), LOCTEXT("CollisionGeomBaked", "Collision Geometry (baked)"), GEngine->GetSmallFont(), FLinearColor::White);
	TextItem.EnableShadow(FLinearColor::Black);

	TextItem.Draw(&Canvas);
	TextItem.Position += FVector2D(6.0f, 18.0f);

	// Collect stats
	const FKAggregateGeom& AggGeom3D = BodySetup->AggGeom;

	int32 NumSpheres = AggGeom3D.SphereElems.Num();
	int32 NumBoxes = AggGeom3D.BoxElems.Num();
	int32 NumCapsules = AggGeom3D.SphylElems.Num();
	int32 NumConvexElems = AggGeom3D.ConvexElems.Num();
	int32 NumConvexVerts = 0;
	bool bIs2D = false;

	for (const FKConvexElem& ConvexElement : AggGeom3D.ConvexElems)
	{
		NumConvexVerts += ConvexElement.VertexData.Num();
	}

	if (NumSpheres > 0)
	{
		static const FText SpherePrompt = LOCTEXT("SphereCount", "Spheres: {0}");
		static const FText CirclePrompt = LOCTEXT("CircleCount", "Circles: {0}");

		TextItem.Text = FText::Format(bIs2D ? CirclePrompt : SpherePrompt, FText::AsNumber(NumSpheres));
		TextItem.Draw(&Canvas);
		TextItem.Position.Y += 18.0f;
	}

	if (NumBoxes > 0)
	{
		static const FText BoxPrompt = LOCTEXT("BoxCount", "Boxes: {0}");
		TextItem.Text = FText::Format(BoxPrompt, FText::AsNumber(NumBoxes));
		TextItem.Draw(&Canvas);
		TextItem.Position.Y += 18.0f;
	}

	if (NumCapsules > 0)
	{
		static const FText CapsulePrompt = LOCTEXT("CapsuleCount", "Capsules: {0}");
		TextItem.Text = FText::Format(CapsulePrompt, FText::AsNumber(NumCapsules));
		TextItem.Draw(&Canvas);
		TextItem.Position.Y += 18.0f;
	}

	if (NumConvexElems > 0)
	{
		static const FText ConvexPrompt = LOCTEXT("ConvexCount", "Convex Shapes: {0} ({1} verts)");
		TextItem.Text = FText::Format(ConvexPrompt, FText::AsNumber(NumConvexElems), FText::AsNumber(NumConvexVerts));
		TextItem.Draw(&Canvas);
		TextItem.Position.Y += 18.0f;
	}

	if ((NumConvexElems + NumCapsules + NumBoxes + NumSpheres) == 0)
	{
		static const FText NoShapesPrompt = LOCTEXT("NoCollisionDataWarning", "Warning: Collision is enabled but there are no shapes");
		TextItem.Text = NoShapesPrompt;
		TextItem.SetColor(FLinearColor::Yellow);
		TextItem.Draw(&Canvas);
		TextItem.Position.Y += 18.0f;
	}

	YPos = (int32)TextItem.Position.Y;
}
Example #26
0
nsresult
nsLineBreaker::AppendText(nsIAtom* aLangGroup, const PRUnichar* aText, PRUint32 aLength,
                          PRUint32 aFlags, nsILineBreakSink* aSink)
{
  NS_ASSERTION(aLength > 0, "Appending empty text...");

  PRUint32 offset = 0;

  // Continue the current word
  if (mCurrentWord.Length() > 0) {
    NS_ASSERTION(!mAfterBreakableSpace && !mBreakHere, "These should not be set");

    while (offset < aLength && !IsSpace(aText[offset])) {
      mCurrentWord.AppendElement(aText[offset]);
      if (!mCurrentWordContainsComplexChar && IsComplexChar(aText[offset])) {
        mCurrentWordContainsComplexChar = PR_TRUE;
      }
      UpdateCurrentWordLangGroup(aLangGroup);
      ++offset;
    }

    if (offset > 0) {
      mTextItems.AppendElement(TextItem(aSink, 0, offset, aFlags));
    }

    if (offset == aLength)
      return NS_OK;

    // We encountered whitespace, so we're done with this word
    nsresult rv = FlushCurrentWord();
    if (NS_FAILED(rv))
      return rv;
  }

  nsAutoTArray<PRUint8,4000> breakState;
  if (aSink) {
    if (!breakState.AppendElements(aLength))
      return NS_ERROR_OUT_OF_MEMORY;
  }
  
  nsTArray<bool> capitalizationState;
  if (aSink && (aFlags & BREAK_NEED_CAPITALIZATION)) {
    if (!capitalizationState.AppendElements(aLength))
      return NS_ERROR_OUT_OF_MEMORY;
    memset(capitalizationState.Elements(), PR_FALSE, aLength);
  }

  PRUint32 start = offset;
  bool noBreaksNeeded = !aSink ||
    (aFlags == (BREAK_SUPPRESS_INITIAL | BREAK_SUPPRESS_INSIDE | BREAK_SKIP_SETTING_NO_BREAKS) &&
     !mBreakHere && !mAfterBreakableSpace);
  if (noBreaksNeeded) {
    // Skip to the space before the last word, since either the break data
    // here is not needed, or no breaks are set in the sink and there cannot
    // be any breaks in this chunk; all we need is the context for the next
    // chunk (if any)
    offset = aLength;
    while (offset > start) {
      --offset;
      if (IsSpace(aText[offset]))
        break;
    }
  }
  PRUint32 wordStart = offset;
  bool wordHasComplexChar = false;

  nsRefPtr<nsHyphenator> hyphenator;
  if ((aFlags & BREAK_USE_AUTO_HYPHENATION) && !(aFlags & BREAK_SUPPRESS_INSIDE)) {
    hyphenator = nsHyphenationManager::Instance()->GetHyphenator(aLangGroup);
  }

  for (;;) {
    PRUnichar ch = aText[offset];
    bool isSpace = IsSpace(ch);
    bool isBreakableSpace = isSpace && !(aFlags & BREAK_SUPPRESS_INSIDE);

    if (aSink) {
      breakState[offset] =
        mBreakHere || (mAfterBreakableSpace && !isBreakableSpace) ?
          gfxTextRun::CompressedGlyph::FLAG_BREAK_TYPE_NORMAL :
          gfxTextRun::CompressedGlyph::FLAG_BREAK_TYPE_NONE;
    }
    mBreakHere = PR_FALSE;
    mAfterBreakableSpace = isBreakableSpace;

    if (isSpace) {
      if (offset > wordStart && aSink) {
        if (!(aFlags & BREAK_SUPPRESS_INSIDE)) {
          if (wordHasComplexChar) {
            // Save current start-of-word state because GetJISx4051Breaks will
            // set it to false
            PRUint8 currentStart = breakState[wordStart];
            nsContentUtils::LineBreaker()->
              GetJISx4051Breaks(aText + wordStart, offset - wordStart,
                                breakState.Elements() + wordStart);
            breakState[wordStart] = currentStart;
          }
          if (hyphenator) {
            FindHyphenationPoints(hyphenator,
                                  aText + wordStart, aText + offset,
                                  breakState.Elements() + wordStart);
          }
        }
        if (aFlags & BREAK_NEED_CAPITALIZATION) {
          SetupCapitalization(aText + wordStart, offset - wordStart,
                              capitalizationState.Elements() + wordStart);
        }
      }
      wordHasComplexChar = PR_FALSE;
      ++offset;
      if (offset >= aLength)
        break;
      wordStart = offset;
    } else {
      if (!wordHasComplexChar && IsComplexChar(ch)) {
        wordHasComplexChar = PR_TRUE;
      }
      ++offset;
      if (offset >= aLength) {
        // Save this word
        mCurrentWordContainsComplexChar = wordHasComplexChar;
        PRUint32 len = offset - wordStart;
        PRUnichar* elems = mCurrentWord.AppendElements(len);
        if (!elems)
          return NS_ERROR_OUT_OF_MEMORY;
        memcpy(elems, aText + wordStart, sizeof(PRUnichar)*len);
        mTextItems.AppendElement(TextItem(aSink, wordStart, len, aFlags));
        // Ensure that the break-before for this word is written out
        offset = wordStart + 1;
        UpdateCurrentWordLangGroup(aLangGroup);
        break;
      }
    }
  }

  if (!noBreaksNeeded) {
    // aSink must not be null
    aSink->SetBreaks(start, offset - start, breakState.Elements() + start);
    if (aFlags & BREAK_NEED_CAPITALIZATION) {
      aSink->SetCapitalization(start, offset - start,
                               capitalizationState.Elements() + start);
    }
  }
  return NS_OK;
}
void UTextureThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget*, FCanvas* Canvas)
{
	UTexture* Texture = Cast<UTexture>(Object);
	if (Texture != nullptr && Texture->Resource != nullptr) 
	{
		UTexture2D* Texture2D = Cast<UTexture2D>(Texture);

		// Take the alpha channel into account for textures that have one.
		// This provides a much better preview than just showing RGB,
		// Because the RGB content in areas with an alpha of 0 is often garbage that will not be seen in normal conditions.
		// Non-UI textures often have uncorrelated data in the alpha channel (like a skin mask, specular power, etc) so we only preview UI textures this way.
		const bool bUseTranslucentBlend = Texture2D && Texture2D->HasAlphaChannel() && Texture2D->LODGroup == TEXTUREGROUP_UI;

		UTextureCube* TextureCube = Cast<UTextureCube>(Texture);
		UTextureRenderTargetCube* RTTextureCube = Cast<UTextureRenderTargetCube>(Texture);
		UTextureLightProfile* TextureLightProfile = Cast<UTextureLightProfile>(Texture);

		TRefCountPtr<FBatchedElementParameters> BatchedElementParameters;

		if(TextureCube || RTTextureCube)
		{
			// is released by the render thread when it was rendered
			BatchedElementParameters = new FMipLevelBatchedElementParameters((float)0);
			
			// If the thumbnail is square then make it 2:1 for cubes.
			if(Width == Height)
			{
				Height = Width / 2;
				Y += Height / 2;
			}
		}
		else if (TextureLightProfile)
		{
			BatchedElementParameters = new FIESLightProfileBatchedElementParameters(TextureLightProfile->Brightness);
		}
		else if (Texture2D && Texture2D->IsNormalMap())
		{
			BatchedElementParameters = new FNormalMapBatchedElementParameters();
		}

		if (bUseTranslucentBlend)
		{
			// If using alpha, draw a checkerboard underneath first.
			const int32 CheckerDensity = 8;
			auto* Checker = UThumbnailManager::Get().CheckerboardTexture;
			Canvas->DrawTile(
				0.0f, 0.0f, Width, Height,							// Dimensions
				0.0f, 0.0f, CheckerDensity, CheckerDensity,			// UVs
				FLinearColor::White, Checker->Resource);			// Tint & Texture
		}

		// Use A canvas tile item to draw
		FCanvasTileItem CanvasTile( FVector2D( X, Y ), Texture->Resource, FVector2D( Width,Height ), FLinearColor::White );
		CanvasTile.BlendMode = bUseTranslucentBlend ? SE_BLEND_Translucent : SE_BLEND_Opaque;
		CanvasTile.BatchedElementParameters = BatchedElementParameters;
		CanvasTile.Draw( Canvas );

		if (TextureLightProfile)
		{
			float Brightness = TextureLightProfile->Brightness;

			// Brightness in Lumens
			FText BrightnessText = FText::AsNumber( Brightness );
			FCanvasTextItem TextItem( FVector2D( 5.0f, 5.0f ), BrightnessText, GEngine->GetLargeFont(), FLinearColor::White );
			TextItem.EnableShadow(FLinearColor::Black);
			TextItem.Scale = FVector2D(Width / 128.0f, Height / 128.0f);
			TextItem.Draw(Canvas);
		}
	}
}
void FStaticMeshEditorViewportClient::DrawCanvas( FViewport& InViewport, FSceneView& View, FCanvas& Canvas )
{
#if TODO_STATICMESH
	if ( StaticMesh->bHasBeenSimplified && SimplygonLogo && SimplygonLogo->Resource )
	{
		const float LogoSizeX = 64.0f;
		const float LogoSizeY = 40.65f;
		const float Padding = 6.0f;
		const float LogoX = Viewport->GetSizeXY().X - Padding - LogoSizeX;
		const float LogoY = Viewport->GetSizeXY().Y - Padding - LogoSizeY;

		Canvas->DrawTile(
			LogoX,
			LogoY,
			LogoSizeX,
			LogoSizeY,
			0.0f,
			0.0f,
			1.0f,
			1.0f,
			FLinearColor::White,
			SimplygonLogo->Resource,
			SE_BLEND_Opaque );
	}
#endif // #if TODO_STATICMESH

	auto StaticMeshEditor = StaticMeshEditorPtr.Pin();
	auto StaticMeshEditorViewport = StaticMeshEditorViewportPtr.Pin();
	if (!StaticMeshEditor.IsValid() || !StaticMeshEditorViewport.IsValid())
	{
		return;
	}

	const int32 HalfX = Viewport->GetSizeXY().X/2;
	const int32 HalfY = Viewport->GetSizeXY().Y/2;

	// Draw socket names if desired.
	if( bShowSockets )
	{
		for(int32 i=0; i<StaticMesh->Sockets.Num(); i++)
		{
			UStaticMeshSocket* Socket = StaticMesh->Sockets[i];
			if(Socket!=NULL)
			{
				FMatrix SocketTM;
				Socket->GetSocketMatrix(SocketTM, StaticMeshComponent);
				const FVector SocketPos	= SocketTM.GetOrigin();
				const FPlane proj		= View.Project( SocketPos );
				if(proj.W > 0.f)
				{
					const int32 XPos = HalfX + ( HalfX * proj.X );
					const int32 YPos = HalfY + ( HalfY * (proj.Y * -1) );

					FCanvasTextItem TextItem( FVector2D( XPos, YPos ), FText::FromString( Socket->SocketName.ToString() ), GEngine->GetSmallFont(), FLinearColor(FColor(255,196,196)) );
					Canvas.DrawItem( TextItem );	

					const UStaticMeshSocket* SelectedSocket = StaticMeshEditor->GetSelectedSocket();
					if (bManipulating && SelectedSocket == Socket)
					{
						//Figure out the text height
						FTextSizingParameters Parameters(GEngine->GetSmallFont(), 1.0f, 1.0f);
						UCanvas::CanvasStringSize(Parameters, *Socket->SocketName.ToString());
						int32 YL = FMath::TruncToInt(Parameters.DrawYL);

						DrawAngles(&Canvas, XPos, YPos + YL, 
							Widget->GetCurrentAxis(), 
							GetWidgetMode(),
							Socket->RelativeRotation,
							Socket->RelativeLocation);
					}
				}
			}
		}
	}

	TArray<SStaticMeshEditorViewport::FOverlayTextItem> TextItems;

	int32 CurrentLODLevel = StaticMeshEditor->GetCurrentLODLevel();
	if (CurrentLODLevel == 0)
	{
		CurrentLODLevel = ComputeStaticMeshLOD(StaticMesh->RenderData, StaticMeshComponent->Bounds.Origin, StaticMeshComponent->Bounds.SphereRadius, View);
	}
	else
	{
		CurrentLODLevel -= 1;
	}

	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "LOD_F", "LOD:  {0}"), FText::AsNumber(CurrentLODLevel))));

	float CurrentScreenSize = ComputeBoundsScreenSize(StaticMeshComponent->Bounds.Origin, StaticMeshComponent->Bounds.SphereRadius, View);
	FNumberFormattingOptions FormatOptions;
	FormatOptions.MinimumFractionalDigits = 3;
	FormatOptions.MaximumFractionalDigits = 6;
	FormatOptions.MaximumIntegralDigits = 6;
	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "ScreenSize_F", "Current Screen Size:  {0}"), FText::AsNumber(CurrentScreenSize, &FormatOptions))));

	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "Triangles_F", "Triangles:  {0}"), FText::AsNumber(StaticMeshEditorPtr.Pin()->GetNumTriangles(CurrentLODLevel)))));

	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "Vertices_F", "Vertices:  {0}"), FText::AsNumber(StaticMeshEditorPtr.Pin()->GetNumVertices(CurrentLODLevel)))));

	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "UVChannels_F", "UV Channels:  {0}"), FText::AsNumber(StaticMeshEditorPtr.Pin()->GetNumUVChannels(CurrentLODLevel)))));

	if( StaticMesh->RenderData->LODResources.Num() > 0 )
	{
		if (StaticMesh->RenderData->LODResources[0].DistanceFieldData != nullptr )
		{
			const FDistanceFieldVolumeData& VolumeData = *(StaticMesh->RenderData->LODResources[0].DistanceFieldData);

			if (VolumeData.Size.GetMax() > 0)
			{
				float MemoryMb = (VolumeData.Size.X * VolumeData.Size.Y * VolumeData.Size.Z * VolumeData.DistanceFieldVolume.GetTypeSize()) / (1024.0f * 1024.0f);

				FNumberFormattingOptions NumberOptions;
				NumberOptions.MinimumFractionalDigits = 2;
				NumberOptions.MaximumFractionalDigits = 2;

				if (VolumeData.bMeshWasClosed)
				{
					TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
						FText::Format(NSLOCTEXT("UnrealEd", "DistanceFieldRes_F", "Distance Field:  {0}x{1}x{2} = {3}Mb"), FText::AsNumber(VolumeData.Size.X), FText::AsNumber(VolumeData.Size.Y), FText::AsNumber(VolumeData.Size.Z), FText::AsNumber(MemoryMb, &NumberOptions))));
				}
				else
				{
					TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
						NSLOCTEXT("UnrealEd", "DistanceFieldClosed_F", "Distance Field:  Mesh was not closed and material was one-sided")));
				}
			}
		}
	}

	TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
		FText::Format(NSLOCTEXT("UnrealEd", "ApproxSize_F", "Approx Size: {0}x{1}x{2}"),
		FText::AsNumber(int32(StaticMesh->GetBounds().BoxExtent.X * 2.0f)), // x2 as artists wanted length not radius
		FText::AsNumber(int32(StaticMesh->GetBounds().BoxExtent.Y * 2.0f)),
		FText::AsNumber(int32(StaticMesh->GetBounds().BoxExtent.Z * 2.0f)))));

	// Show the number of collision primitives if we are drawing collision.
	if(bShowCollision && StaticMesh->BodySetup)
	{
		TextItems.Add(SStaticMeshEditorViewport::FOverlayTextItem(
			FText::Format(NSLOCTEXT("UnrealEd", "NumPrimitives_F", "Num Primitives:  {0}"), FText::AsNumber(StaticMesh->BodySetup->AggGeom.GetElementCount()))));
	}

	StaticMeshEditorViewport->PopulateOverlayText(TextItems);

	if(bDrawUVs)
	{
		const int32 YPos = 160;
		DrawUVsForMesh(Viewport, &Canvas, YPos);
	}
}
Example #29
0
nsresult
nsLineBreaker::AppendText(nsIAtom* aLangGroup, const PRUint8* aText, PRUint32 aLength,
                          PRUint32 aFlags, nsILineBreakSink* aSink)
{
  NS_ASSERTION(aLength > 0, "Appending empty text...");

  if (aFlags & (BREAK_NEED_CAPITALIZATION | BREAK_USE_AUTO_HYPHENATION)) {
    // Defer to the Unicode path if capitalization or hyphenation is required
    nsAutoString str;
    const char* cp = reinterpret_cast<const char*>(aText);
    CopyASCIItoUTF16(nsDependentCSubstring(cp, cp + aLength), str);
    return AppendText(aLangGroup, str.get(), aLength, aFlags, aSink);
  }

  PRUint32 offset = 0;

  // Continue the current word
  if (mCurrentWord.Length() > 0) {
    NS_ASSERTION(!mAfterBreakableSpace && !mBreakHere, "These should not be set");

    while (offset < aLength && !IsSpace(aText[offset])) {
      mCurrentWord.AppendElement(aText[offset]);
      if (!mCurrentWordContainsComplexChar &&
          IsComplexASCIIChar(aText[offset])) {
        mCurrentWordContainsComplexChar = PR_TRUE;
      }
      ++offset;
    }

    if (offset > 0) {
      mTextItems.AppendElement(TextItem(aSink, 0, offset, aFlags));
    }

    if (offset == aLength) {
      // We did not encounter whitespace so the word hasn't finished yet.
      return NS_OK;
    }

    // We encountered whitespace, so we're done with this word
    nsresult rv = FlushCurrentWord();
    if (NS_FAILED(rv))
      return rv;
  }

  nsAutoTArray<PRUint8,4000> breakState;
  if (aSink) {
    if (!breakState.AppendElements(aLength))
      return NS_ERROR_OUT_OF_MEMORY;
  }

  PRUint32 start = offset;
  bool noBreaksNeeded = !aSink ||
    (aFlags == (BREAK_SUPPRESS_INITIAL | BREAK_SUPPRESS_INSIDE | BREAK_SKIP_SETTING_NO_BREAKS) &&
     !mBreakHere && !mAfterBreakableSpace);
  if (noBreaksNeeded) {
    // Skip to the space before the last word, since either the break data
    // here is not needed, or no breaks are set in the sink and there cannot
    // be any breaks in this chunk; all we need is the context for the next
    // chunk (if any)
    offset = aLength;
    while (offset > start) {
      --offset;
      if (IsSpace(aText[offset]))
        break;
    }
  }
  PRUint32 wordStart = offset;
  bool wordHasComplexChar = false;

  for (;;) {
    PRUint8 ch = aText[offset];
    bool isSpace = IsSpace(ch);
    bool isBreakableSpace = isSpace && !(aFlags & BREAK_SUPPRESS_INSIDE);

    if (aSink) {
      breakState[offset] =
        mBreakHere || (mAfterBreakableSpace && !isBreakableSpace) ?
          gfxTextRun::CompressedGlyph::FLAG_BREAK_TYPE_NORMAL :
          gfxTextRun::CompressedGlyph::FLAG_BREAK_TYPE_NONE;
    }
    mBreakHere = PR_FALSE;
    mAfterBreakableSpace = isBreakableSpace;

    if (isSpace) {
      if (offset > wordStart && wordHasComplexChar) {
        if (aSink && !(aFlags & BREAK_SUPPRESS_INSIDE)) {
          // Save current start-of-word state because GetJISx4051Breaks will
          // set it to false
          PRUint8 currentStart = breakState[wordStart];
          nsContentUtils::LineBreaker()->
            GetJISx4051Breaks(aText + wordStart, offset - wordStart,
                              breakState.Elements() + wordStart);
          breakState[wordStart] = currentStart;
        }
        wordHasComplexChar = PR_FALSE;
      }

      ++offset;
      if (offset >= aLength)
        break;
      wordStart = offset;
    } else {
      if (!wordHasComplexChar && IsComplexASCIIChar(ch)) {
        wordHasComplexChar = PR_TRUE;
      }
      ++offset;
      if (offset >= aLength) {
        // Save this word
        mCurrentWordContainsComplexChar = wordHasComplexChar;
        PRUint32 len = offset - wordStart;
        PRUnichar* elems = mCurrentWord.AppendElements(len);
        if (!elems)
          return NS_ERROR_OUT_OF_MEMORY;
        PRUint32 i;
        for (i = wordStart; i < offset; ++i) {
          elems[i - wordStart] = aText[i];
        }
        mTextItems.AppendElement(TextItem(aSink, wordStart, len, aFlags));
        // Ensure that the break-before for this word is written out
        offset = wordStart + 1;
        break;
      }
    }
  }

  if (!noBreaksNeeded) {
    aSink->SetBreaks(start, offset - start, breakState.Elements() + start);
  }
  return NS_OK;
}
void FSpriteGeometryEditingHelper::DrawGeometry_CanvasPass(FViewport& InViewport, const FSceneView& View, FCanvas& Canvas, /*inout*/ int32& YPos, const FLinearColor& GeometryVertexColor, const FLinearColor& NegativeGeometryVertexColor)
{
	if (GeometryBeingEdited == nullptr)
	{
		return;
	}

	// Calculate the texture-space position of the mouse
	const FVector MousePositionWorldSpace = View.PixelToWorld(InViewport.GetMouseX(), InViewport.GetMouseY(), 0);
	const FVector2D MousePositionTextureSpace = EditorContext->WorldSpaceToTextureSpace(MousePositionWorldSpace);

	//@TODO: Move all of the line drawing to the PDI pass
	FSpriteGeometryCollection& Geometry = GetGeometryChecked();

	// Display tool help
	{
		static const FText GeomHelpStr = LOCTEXT("GeomEditHelp", "Shift + click to insert a vertex.\nSelect one or more vertices and press Delete to remove them.\nDouble click a vertex to select a polygon\n");
		static const FText GeomClickAddPolygon_NoSubtractive = LOCTEXT("GeomClickAddPolygon_NoSubtractive", "Click to start creating a polygon\n");
		static const FText GeomClickAddPolygon_AllowSubtractive = LOCTEXT("GeomClickAddPolygon_AllowSubtractive", "Click to start creating a polygon\nCtrl + Click to start creating a subtractive polygon\n");
		static const FText GeomAddVerticesHelpStr = LOCTEXT("GeomClickAddVertices", "Click to add points to the polygon\nDouble-click to add a point and close the shape\nClick again on the first point or press Enter to close the shape\nPress Backspace to remove the last added point or Escape to remove the shape\n");
		FLinearColor ToolTextColor = FLinearColor::White;

		const FText* HelpStr;
		if (IsAddingPolygon())
		{
			if (AddingPolygonIndex == INDEX_NONE)
			{
				HelpStr = bAllowSubtractivePolygons ? &GeomClickAddPolygon_AllowSubtractive : &GeomClickAddPolygon_NoSubtractive;
			}
			else
			{
				HelpStr = &GeomAddVerticesHelpStr;
			}
			ToolTextColor = FLinearColor::Yellow;
		}
		else
		{
			HelpStr = &GeomHelpStr;
		}

		FCanvasTextItem TextItem(FVector2D(6, YPos), *HelpStr, GEngine->GetSmallFont(), ToolTextColor);
		TextItem.EnableShadow(FLinearColor::Black);
		TextItem.Draw(&Canvas);
		YPos += 54;
	}

	const bool bIsHitTesting = Canvas.IsHitTesting();

	// Run thru the geometry shapes and draw hit proxies for them
	for (int32 ShapeIndex = 0; ShapeIndex < Geometry.Shapes.Num(); ++ShapeIndex)
	{
		const FSpriteGeometryShape& Shape = Geometry.Shapes[ShapeIndex];

		const bool bIsShapeSelected = IsGeometrySelected(FShapeVertexPair(ShapeIndex, INDEX_NONE));
		const FLinearColor LineColorRaw = Shape.bNegativeWinding ? NegativeGeometryVertexColor : GeometryVertexColor;
		const FLinearColor VertexColor = Shape.bNegativeWinding ? NegativeGeometryVertexColor : GeometryVertexColor;

		const FLinearColor LineColor = Shape.IsShapeValid() ? LineColorRaw : FMath::Lerp(LineColorRaw, FLinearColor::Red, 0.8f);

		// Draw the circle shape if necessary
		if (Shape.ShapeType == ESpriteShapeType::Circle)
		{
			if (bIsHitTesting)
			{
				TSharedPtr<FSpriteSelectedShape> Data = MakeShareable(new FSpriteSelectedShape(EditorContext, Geometry, ShapeIndex, /*bIsBackground=*/ false));
				Canvas.SetHitProxy(new HSpriteSelectableObjectHitProxy(Data));
			}

			// Draw the circle
			const float RadiusX = Shape.BoxSize.X * 0.5f;
			const float RadiusY = Shape.BoxSize.Y * 0.5f;

			const float	AngleDelta = 2.0f * PI / SpriteEditingConstantsEX::CircleShapeNumSides;

			const float LastX = Shape.BoxPosition.X + RadiusX;
			const float LastY = Shape.BoxPosition.Y;
			FVector2D LastVertexPos = TextureSpaceToScreenSpace(View, FVector2D(LastX, LastY));


			for (int32 SideIndex = 0; SideIndex < SpriteEditingConstantsEX::CircleShapeNumSides; SideIndex++)
			{
				const float X = Shape.BoxPosition.X + RadiusX * FMath::Cos(AngleDelta * (SideIndex + 1));
				const float Y = Shape.BoxPosition.Y + RadiusY * FMath::Sin(AngleDelta * (SideIndex + 1));
				const FVector2D ScreenPos = TextureSpaceToScreenSpace(View, FVector2D(X, Y));

				FCanvasLineItem LineItem(LastVertexPos, ScreenPos);
				LineItem.SetColor(bIsShapeSelected ? SpriteEditingConstantsEX::GeometrySelectedColor : LineColor);
				LineItem.LineThickness = SpriteEditingConstantsEX::GeometryBorderLineThickness;

				Canvas.DrawItem(LineItem);

				LastVertexPos = ScreenPos;
			}


			if (bIsHitTesting)
			{
				Canvas.SetHitProxy(nullptr);
			}
		}

		// Draw lines connecting the vertices of the shape
		for (int32 VertexIndex = 0; VertexIndex < Shape.Vertices.Num(); ++VertexIndex)
		{
			const int32 NextVertexIndex = (VertexIndex + 1) % Shape.Vertices.Num();

			const FVector2D ScreenPos = TextureSpaceToScreenSpace(View, Shape.ConvertShapeSpaceToTextureSpace(Shape.Vertices[VertexIndex]));
			const FVector2D NextScreenPos = TextureSpaceToScreenSpace(View, Shape.ConvertShapeSpaceToTextureSpace(Shape.Vertices[NextVertexIndex]));

			const bool bIsThisVertexSelected = IsGeometrySelected(FShapeVertexPair(ShapeIndex, VertexIndex));
			const bool bIsNextVertexSelected = IsGeometrySelected(FShapeVertexPair(ShapeIndex, NextVertexIndex));

			const bool bIsEdgeSelected = bIsShapeSelected || (bIsThisVertexSelected && bIsNextVertexSelected);

			// Draw the normal tick
			if (bShowNormals)
			{
				const FVector2D Direction = (NextScreenPos - ScreenPos).GetSafeNormal();
				const FVector2D Normal = FVector2D(-Direction.Y, Direction.X);

				const FVector2D Midpoint = (ScreenPos + NextScreenPos) * 0.5f;
				const FVector2D NormalPoint = Midpoint - Normal * SpriteEditingConstantsEX::GeometryNormalLength;
				FCanvasLineItem LineItem(Midpoint, NormalPoint);
				LineItem.SetColor(SpriteEditingConstantsEX::GeometryNormalColor);

				Canvas.DrawItem(LineItem);
			}

			// Draw the edge
			{
				if (bIsHitTesting)
				{
					TSharedPtr<FSpriteSelectedEdge> Data = MakeShareable(new FSpriteSelectedEdge(EditorContext, Geometry, ShapeIndex, VertexIndex));
					Canvas.SetHitProxy(new HSpriteSelectableObjectHitProxy(Data));
				}

				FCanvasLineItem LineItem(ScreenPos, NextScreenPos);
				LineItem.SetColor(bIsEdgeSelected ? SpriteEditingConstantsEX::GeometrySelectedColor : LineColor);
				LineItem.LineThickness = SpriteEditingConstantsEX::GeometryBorderLineThickness;
				Canvas.DrawItem(LineItem);

				if (bIsHitTesting)
				{
					Canvas.SetHitProxy(nullptr);
				}
			}
		}

		// Draw the vertices
		for (int32 VertexIndex = 0; VertexIndex < Shape.Vertices.Num(); ++VertexIndex)
		{
			const FVector2D ScreenPos = TextureSpaceToScreenSpace(View, Shape.ConvertShapeSpaceToTextureSpace(Shape.Vertices[VertexIndex]));
			const float X = ScreenPos.X;
			const float Y = ScreenPos.Y;

			const bool bIsVertexSelected = IsGeometrySelected(FShapeVertexPair(ShapeIndex, VertexIndex));
			const bool bIsVertexLastAdded = IsAddingPolygon() && (AddingPolygonIndex == ShapeIndex) && (VertexIndex == Shape.Vertices.Num() - 1);
			const bool bNeedHighlightVertex = bIsShapeSelected || bIsVertexSelected || bIsVertexLastAdded;

			if (bIsHitTesting)
			{
				TSharedPtr<FSpriteSelectedVertex> Data = MakeShareable(new FSpriteSelectedVertex(EditorContext, Geometry, ShapeIndex, VertexIndex));
				Canvas.SetHitProxy(new HSpriteSelectableObjectHitProxy(Data));
			}

			const float VertSize = SpriteEditingConstantsEX::GeometryVertexSize;
			Canvas.DrawTile(ScreenPos.X - VertSize*0.5f, ScreenPos.Y - VertSize*0.5f, VertSize, VertSize, 0.f, 0.f, 1.f, 1.f, bNeedHighlightVertex ? SpriteEditingConstantsEX::GeometrySelectedColor : VertexColor, GWhiteTexture);

			if (bIsHitTesting)
			{
				Canvas.SetHitProxy(nullptr);
			}
		}
	}

	// Draw a preview cursor for the add polygon tool
	if (IsAddingPolygon())
	{
		// Figure out where the mouse is back in screen space
		const FVector2D PotentialVertexScreenPos = TextureSpaceToScreenSpace(View, MousePositionTextureSpace);

		bool bWillCloseByClicking = false;
		if (Geometry.Shapes.IsValidIndex(AddingPolygonIndex))
		{
			const FSpriteGeometryShape& Shape = Geometry.Shapes[AddingPolygonIndex];

			const FLinearColor LineColorRaw = Shape.bNegativeWinding ? NegativeGeometryVertexColor : GeometryVertexColor;
			const FLinearColor LineColorValidity = Shape.IsShapeValid() ? LineColorRaw : FMath::Lerp(LineColorRaw, FLinearColor::Red, 0.8f);
			const FLinearColor LineColor = FMath::Lerp(LineColorValidity, SpriteEditingConstantsEX::GeometrySelectedColor, 0.2f);

			if (Shape.Vertices.Num() > 0)
			{
				// Draw a line from the last vertex to the potential insertion point for the new one
				{
					const FVector2D LastScreenPos = TextureSpaceToScreenSpace(View, Shape.ConvertShapeSpaceToTextureSpace(Shape.Vertices[Shape.Vertices.Num() - 1]));

					FCanvasLineItem LineItem(LastScreenPos, PotentialVertexScreenPos);
					LineItem.SetColor(LineColor);
					LineItem.LineThickness = SpriteEditingConstantsEX::GeometryBorderLineThickness;
					Canvas.DrawItem(LineItem);
				}

				// And to the first vertex if there were at least 2
				if (Shape.Vertices.Num() >= 2)
				{
					const FVector2D FirstScreenPos = TextureSpaceToScreenSpace(View, Shape.ConvertShapeSpaceToTextureSpace(Shape.Vertices[0]));

					FCanvasLineItem LineItem(PotentialVertexScreenPos, FirstScreenPos);
					LineItem.SetColor(LineColor);
					LineItem.LineThickness = SpriteEditingConstantsEX::GeometryBorderLineThickness;
					Canvas.DrawItem(LineItem);

					// Determine how close we are to the first vertex (will we close the shape by clicking)?
					bWillCloseByClicking = (Shape.Vertices.Num() >= 3) && (FVector2D::Distance(FirstScreenPos, PotentialVertexScreenPos) < SpriteEditingConstantsEX::AddPolygonVertexWeldScreenSpaceDistance);
				}
			}
		}

		// Draw the prospective vert
		const float VertSize = SpriteEditingConstantsEX::GeometryVertexSize;
		Canvas.DrawTile(PotentialVertexScreenPos.X - VertSize*0.5f, PotentialVertexScreenPos.Y - VertSize*0.5f, VertSize, VertSize, 0.f, 0.f, 1.f, 1.f, SpriteEditingConstantsEX::GeometrySelectedColor, GWhiteTexture);

		// Draw a prompt above and to the right of the cursor
		static const FText CloseButton(LOCTEXT("ClosePolygonPrompt", "Close"));
		static const FText AddButton(LOCTEXT("AddVertexToPolygonPrompt", "+"));

		const FText PromptText(bWillCloseByClicking ? CloseButton : AddButton);
		FCanvasTextItem PromptTextItem(FVector2D(PotentialVertexScreenPos.X + VertSize, PotentialVertexScreenPos.Y - VertSize), PromptText, GEngine->GetSmallFont(), FLinearColor::White);
		PromptTextItem.EnableShadow(FLinearColor::Black);
		PromptTextItem.Draw(&Canvas);
	}
}