Touch Interface Designer 2025.2
Create touch interface with a visual editor and manage all mobile inputs like gestures
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BlurLayer.h
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1// Copyright 2025 Lost in Game Studio. All Rights Reserved.
2
3#pragma once
4
6#include "BlurLayer.generated.h"
7
8class SBackgroundBlur;
9
10UCLASS()
11class TOUCHINTERFACE_API UBlurLayer : public UComponentDecorator
12{
13 GENERATED_BODY()
14
15public:
16 UBlurLayer();
17
18 virtual TSharedRef<SWidget> CreateWidgetInstance() override;
19
20#if WITH_EDITOR
21 virtual void SynchronizeProperties() override;
22#endif
23
24 // Returns the strength of blur
25 UFUNCTION(Category="Blur Layer", BlueprintCallable, BlueprintPure)
26 float GetBlurStrength() const { return BlurStrength; }
27
28 // Set the strength of blur
29 UFUNCTION(Category="Blur Layer", BlueprintCallable)
30 void SetBlurStrength(const float Strength);
31
32 // Returns the radius of blur
33 UFUNCTION(Category="Blur Layer", BlueprintCallable, BlueprintPure)
34 float GetBlurRadius() const { return BlurRadius; }
35
36 // Set the radius of blur
37 UFUNCTION(Category="Blur Layer", BlueprintCallable)
38 void SetBlurRadius(const float Radius);
39
40 // Returns the corner radius of blur
41 UFUNCTION(Category="Blur Layer", BlueprintCallable, BlueprintPure)
42 FVector4 GetCornerRadius() const { return CornerRadius; }
43
44 // Set the radius of corner
45 UFUNCTION(Category="Blur Layer", BlueprintCallable)
46 void SetCornerRadius(const FVector4 Radius);
47
48public:
49 // Use brush as low quality fallback brush
50 UPROPERTY(Category="Blur Layer", EditAnywhere, BlueprintReadOnly, meta=(AllowPrivateAccess="true"))
51 bool bEnableBackgroundBlur;
52
53 // Strength of blur
54 UPROPERTY(Category="Blur Layer", EditAnywhere, BlueprintReadOnly, meta=(AllowPrivateAccess="true"))
55 float BlurStrength;
56
57 // Number of pixel around origin to use for blur
58 UPROPERTY(Category="Blur Layer", EditAnywhere, BlueprintReadOnly, meta=(ClampMin=1, AllowPrivateAccess="true"))
59 int32 BlurRadius;
60
61 // Square by default. Allow you to round corner.
62 UPROPERTY(Category="Blur Layer", EditAnywhere, BlueprintReadOnly, meta=(AllowPrivateAccess="true"))
63 FVector4 CornerRadius;
64
65private:
66 TSharedPtr<SBackgroundBlur> BlurWidget;
67};
meta
Definition BlurLayer.h:50
UBlurLayer()
Definition BlurLayer.cpp:6
BlueprintCallable
Definition BlurLayer.h:25
BlueprintPure FVector4 GetCornerRadius() const
Definition BlurLayer.h:42
BlueprintReadOnly
Definition BlurLayer.h:50
EditAnywhere
Definition BlurLayer.h:50
Category
Definition BlurLayer.h:25
BlueprintPure float GetBlurRadius() const
Definition BlurLayer.h:34
BlueprintPure float GetBlurStrength() const
Definition BlurLayer.h:26
virtual TSharedRef< SWidget > CreateWidgetInstance() override
Definition BlurLayer.cpp:15
UComponentDecorator()
Definition ComponentDecorator.cpp:19