// Copyright Epic Games, Inc. All Rights Reserved. /** * * This is an abstract base class that is used to define the interface that * UnrealEd will use when rendering a given object's thumbnail. The editor * only calls the virtual rendering function. */ #pragma once #include "CoreMinimal.h" #include "UObject/ObjectMacros.h" #include "UObject/Object.h" #include "ThumbnailRenderer.generated.h" class FCanvas; class FRenderTarget; UCLASS(abstract, MinimalAPI) class UThumbnailRenderer: public UObject { GENERATED_UCLASS_BODY() public: /** * Returns true if the renderer is capable of producing a thumbnail for the specified asset. * * @param Object the asset to attempt to render */ virtual bool CanVisualizeAsset(UObject* Object) { return true; } /** * Calculates the size the thumbnail would be at the specified zoom level * * @param Object the object the thumbnail is of * @param Zoom the current multiplier of size * @param OutWidth the var that gets the width of the thumbnail * @param OutHeight the var that gets the height */ virtual void GetThumbnailSize(UObject* Object, float Zoom, uint32& OutWidth, uint32& OutHeight) const PURE_VIRTUAL(UThumbnailRenderer::GetThumbnailSize, ); /** * Draws a thumbnail for the object that was specified. * * @param Object the object to draw the thumbnail for * @param X the X coordinate to start drawing at * @param Y the Y coordinate to start drawing at * @param Width the width of the thumbnail to draw * @param Height the height of the thumbnail to draw * @param Viewport the viewport being drawn in * @param Canvas the render interface to draw with */ UE_DEPRECATED(4.25, "Please override the other prototype of the Draw function.") virtual void Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* Viewport, FCanvas* Canvas) { Draw(Object, X, Y, Width, Height, Viewport, Canvas, false); } /** * Draws a thumbnail for the object that was specified. * * @param Object the object to draw the thumbnail for * @param X the X coordinate to start drawing at * @param Y the Y coordinate to start drawing at * @param Width the width of the thumbnail to draw * @param Height the height of the thumbnail to draw * @param Viewport the viewport being drawn in * @param Canvas the render interface to draw with * @param bAdditionalViewFamily whether this draw should write over the render target (true) or clear it before (false) */ virtual void Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* Viewport, FCanvas* Canvas, bool bAdditionalViewFamily) PURE_VIRTUAL(UThumbnailRenderer::Draw, ); /** * Checks to see if the specified asset supports realtime thumbnails, which will cause them to always be rerendered to reflect any changes * made to the asset. If this is false, thumbnails should render once and then not update again. * For most renderers, this should remain as true. * * @param Object The asset to draw the thumbnail for * * @return True if the thumbnail needs to always be redrawn, false if it can be just drawn once and then reused. */ virtual bool AllowsRealtimeThumbnails(UObject* Object) const { return true; } protected: /** Renders the thumbnail's view family. */ UNREALED_API static void RenderViewFamily(FCanvas* Canvas, class FSceneViewFamily* ViewFamily); };