void FHittestGrid::BeginFrame( const FSlateRect& HittestArea ) { //LogGrid(); GridOrigin = HittestArea.GetTopLeft(); const FVector2D GridSize = HittestArea.GetSize(); NumCells = FIntPoint( FMath::CeilToInt(GridSize.X / CellSize.X), FMath::CeilToInt(GridSize.Y / CellSize.Y) ); WidgetsCachedThisFrame->Empty(); Cells.Reset( NumCells.X * NumCells.Y ); Cells.SetNum( NumCells.X * NumCells.Y ); }
int32 SSplitter::GetHandleBeingResizedFromMousePosition( float PhysicalSplitterHandleSize, float HitDetectionSplitterHandleSize, FVector2D LocalMousePos, const TArray<FLayoutGeometry>& ChildGeometries ) { const int32 AxisIndex = (SplitterOrientation == Orient_Horizontal) ? 0 : 1; const float HalfHitDetectionSplitterHandleSize = ( HitDetectionSplitterHandleSize / 2 ); const float HalfPhysicalSplitterHandleSize = ( PhysicalSplitterHandleSize / 2 ); // Search for the two widgets between which the cursor currently resides. for ( int32 ChildIndex = 1; ChildIndex < ChildGeometries.Num(); ++ChildIndex ) { FSlateRect PrevChildRect = ChildGeometries[ChildIndex - 1].GetRectInParentSpace(); FVector2D NextChildOffset = ChildGeometries[ChildIndex].GetOffsetInParentSpace(); float PrevBound = PrevChildRect.GetTopLeft().Component(AxisIndex) + PrevChildRect.GetSize().Component(AxisIndex) - HalfHitDetectionSplitterHandleSize + HalfPhysicalSplitterHandleSize; float NextBound = NextChildOffset.Component(AxisIndex) + HalfHitDetectionSplitterHandleSize - HalfPhysicalSplitterHandleSize; if ( LocalMousePos.Component(AxisIndex) > PrevBound && LocalMousePos.Component(AxisIndex) < NextBound ) { return ChildIndex - 1; } } return INDEX_NONE; }
void SProfilerThreadView::DrawUIStackNodes() const { // SCOPE_LOG_TIME_FUNC(); check( PaintState ); const double ThreadViewOffsetPx = PositionXMS*NumPixelsPerMillisecond; PaintState->LayerId++; static const FSlateBrush* BorderBrush = FEditorStyle::GetBrush( "Profiler.ThreadView.SampleBorder" ); const FColor GameThreadColor = FColorList::Red; const FColor RenderThreadColor = FColorList::Blue; const FColor ThreadColors[2] = {GameThreadColor, RenderThreadColor}; // Draw nodes. for( const auto& RowOfNodes : ProfilerUIStream.LinearRowsOfNodes ) { int32 NodeIndex = 0; for( const auto& UIStackNode : RowOfNodes ) { NodeIndex++; // Check if the node is visible. //if( UIStackNode->IsVisible() ) { const FVector2D PositionPx = UIStackNode->GetLocalPosition( ThreadViewOffsetPx, PositionY ) * FVector2D( 1.0f, NUM_PIXELS_PER_ROW ); const FVector2D SizePx = FVector2D( FMath::Max( UIStackNode->WidthPx - 1.0, 0.0 ), NUM_PIXELS_PER_ROW ); const FSlateRect ClippedNodeRect = PaintState->LocalClippingRect.IntersectionWith( FSlateRect( PositionPx, PositionPx + SizePx ) ); // Check if this node is inside the visible area. if( ClippedNodeRect.IsEmpty() ) { continue; } FColor NodeColor = UIStackNode->bIsCombined ? ThreadColors[UIStackNode->ThreadIndex].WithAlpha( 64 ) : ThreadColors[UIStackNode->ThreadIndex].WithAlpha( 192 ); NodeColor.G += NodeIndex % 2 ? 0 : 64; // Draw a cycle counter for this profiler UI stack node. FSlateDrawElement::MakeBox ( PaintState->OutDrawElements, PaintState->LayerId, PaintState->AllottedGeometry.ToPaintGeometry( ClippedNodeRect.GetTopLeft(), ClippedNodeRect.GetSize() ), BorderBrush, PaintState->AbsoluteClippingRect, PaintState->DrawEffects, NodeColor ); } } } // @TODO yrx 2014-04-29 Separate layer for makebox, makeshadowtext, maketext. PaintState->LayerId++; const float MarkerPosYOffsetPx = ((float)NUM_PIXELS_PER_ROW - PaintState->SummaryFont8Height)*0.5f; // Draw nodes' descriptions. for( const auto& RowOfNodes : ProfilerUIStream.LinearRowsOfNodes ) { for( const auto& UIStackNode : RowOfNodes ) { const FVector2D PositionPx = UIStackNode->GetLocalPosition( ThreadViewOffsetPx, PositionY ) * FVector2D( 1.0f, NUM_PIXELS_PER_ROW ); const FVector2D SizePx = FVector2D( UIStackNode->WidthPx, NUM_PIXELS_PER_ROW ); const FSlateRect ClippedNodeRect = PaintState->LocalClippingRect.IntersectionWith( FSlateRect( PositionPx, PositionPx + SizePx ) ); // Check if this node is inside the visible area. if( ClippedNodeRect.IsEmpty() ) { continue; } FString StringStatName = UIStackNode->StatName.GetPlainNameString(); FString StringStatNameWithTime = StringStatName + FString::Printf( TEXT( " (%.4f MS)" ), UIStackNode->GetDurationMS() ); if( UIStackNode->bIsCulled ) { StringStatName += TEXT( " [C]" ); StringStatNameWithTime += TEXT( " [C]" ); } // Update position of the text to be always visible and try to center it. const float StatNameWidthPx = PaintState->FontMeasureService->Measure( StringStatName, PaintState->SummaryFont8 ).X; const float StatNameWithTimeWidthPx = PaintState->FontMeasureService->Measure( StringStatNameWithTime, PaintState->SummaryFont8 ).X; const float TextAreaWidthPx = ClippedNodeRect.GetSize().X; bool bUseShortVersion = true; FVector2D AdjustedPositionPx; // Center the stat name with timing if we can. if( TextAreaWidthPx > StatNameWithTimeWidthPx ) { AdjustedPositionPx = FVector2D( ClippedNodeRect.Left + (TextAreaWidthPx - StatNameWithTimeWidthPx)*0.5f, PositionPx.Y + MarkerPosYOffsetPx ); bUseShortVersion = false; } // Center the stat name. else if( TextAreaWidthPx > StatNameWidthPx ) { AdjustedPositionPx = FVector2D( ClippedNodeRect.Left + (TextAreaWidthPx - StatNameWidthPx)*0.5f, PositionPx.Y + MarkerPosYOffsetPx ); } // Move to the edge. else { AdjustedPositionPx = FVector2D( ClippedNodeRect.Left, PositionPx.Y + MarkerPosYOffsetPx ); } const FVector2D AbsolutePositionPx = PaintState->AllottedGeometry.LocalToAbsolute( ClippedNodeRect.GetTopLeft() ); const FSlateRect AbsoluteClippingRect = FSlateRect( AbsolutePositionPx, AbsolutePositionPx + ClippedNodeRect.GetSize() ); DrawText( bUseShortVersion ? StringStatName : StringStatNameWithTime, PaintState->SummaryFont8, AdjustedPositionPx, FColorList::White, FColorList::Black, FVector2D( 1.0f, 1.0f ), &AbsoluteClippingRect ); } } }
void SProfilerThreadView::DrawFramesBackgroundAndTimelines() const { static const FSlateColorBrush SolidWhiteBrush = FSlateColorBrush( FColorList::White ); check( PaintState ); const double ThreadViewOffsetPx = PositionXMS*NumPixelsPerMillisecond; PaintState->LayerId++; TArray<FVector2D> LinePoints; // Draw frames background for easier reading. for( const auto& ThreadNode : ProfilerUIStream.ThreadNodes ) { if( ThreadNode.StatName == NAME_GameThread ) { const FVector2D PositionPx = ThreadNode.GetLocalPosition( ThreadViewOffsetPx, -1.0f ); const FVector2D SizePx = FVector2D( ThreadNode.WidthPx, PaintState->Size2D().Y ); const FSlateRect ClippedFrameBackgroundRect = PaintState->LocalClippingRect.IntersectionWith( FSlateRect( PositionPx, PositionPx + SizePx ) ); FSlateDrawElement::MakeBox ( PaintState->OutDrawElements, PaintState->LayerId, PaintState->AllottedGeometry.ToPaintGeometry( ClippedFrameBackgroundRect.GetTopLeft(), ClippedFrameBackgroundRect.GetSize() ), &SolidWhiteBrush, PaintState->AbsoluteClippingRect, PaintState->DrawEffects, ThreadNode.FrameIndex % 2 ? FColorList::White.WithAlpha( 64 ) : FColorList::White.WithAlpha( 128 ) ); // Check if this frame time marker is inside the visible area. const float LocalPositionXPx = PositionPx.X + SizePx.X; if( LocalPositionXPx < 0.0f || LocalPositionXPx > PaintState->Size2D().X ) { continue; } LinePoints.Reset( 2 ); LinePoints.Add( FVector2D( LocalPositionXPx, 0.0f ) ); LinePoints.Add( FVector2D( LocalPositionXPx, PaintState->Size2D().Y ) ); // Draw frame time marker. FSlateDrawElement::MakeLines ( PaintState->OutDrawElements, PaintState->LayerId, PaintState->AllottedGeometry.ToPaintGeometry(), LinePoints, PaintState->AbsoluteClippingRect, PaintState->DrawEffects, PaintState->WidgetStyle.GetColorAndOpacityTint() * FColorList::SkyBlue, false ); } } PaintState->LayerId++; const double PositionXStartPx = FMath::TruncToFloat( PositionXMS*NumPixelsPerMillisecond / (double)NUM_PIXELS_BETWEEN_TIMELINE )*(double)NUM_PIXELS_BETWEEN_TIMELINE; const double PositionXEndPx = PositionXStartPx + RangeXMS*NumPixelsPerMillisecond; for( double TimelinePosXPx = PositionXStartPx; TimelinePosXPx < PositionXEndPx; TimelinePosXPx += (double)NUM_PIXELS_BETWEEN_TIMELINE ) { LinePoints.Reset( 2 ); LinePoints.Add( FVector2D( TimelinePosXPx - ThreadViewOffsetPx, 0.0f ) ); LinePoints.Add( FVector2D( TimelinePosXPx - ThreadViewOffsetPx, PaintState->Size2D().Y ) ); // Draw time line. FSlateDrawElement::MakeLines ( PaintState->OutDrawElements, PaintState->LayerId, PaintState->AllottedGeometry.ToPaintGeometry(), LinePoints, PaintState->AbsoluteClippingRect, PaintState->DrawEffects, PaintState->WidgetStyle.GetColorAndOpacityTint() * FColorList::LimeGreen, false ); } }