// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved. /** @ BuildingTextureDataThumbnailRenderer implementation */ #include "BuildingTextureDataThumbnailRenderer.h" #include "CanvasTypes.h" #include "CanvasItem.h" #include "FortHeroType.h" #include "BuildingTextureData.h" #include "Engine/Engine.h" #include "Engine/Texture2D.h" UBuildingTextureDataThumbnailRenderer::UBuildingTextureDataThumbnailRenderer(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } void UBuildingTextureDataThumbnailRenderer::Draw(UObject* Object, int32 X, int32 Y, uint32 Width, uint32 Height, FRenderTarget* Viewport, FCanvas* Canvas, bool bAdditionalViewFamily) { UBuildingTextureData* BuildingTextureData = Cast(Object); if (BuildingTextureData) { if (TSoftObjectPtr Texture2D = BuildingTextureData->Diffuse) { Super::Draw(BuildingTextureData->Diffuse, X, Y, Width, Height, Viewport, Canvas, bAdditionalViewFamily); } } } bool UBuildingTextureDataThumbnailRenderer::CanVisualizeAsset(UObject* Object) { UBuildingTextureData* BuildingTextureData = Cast(Object); if (BuildingTextureData) { if (BuildingTextureData->Diffuse != nullptr) { return true; } } return false; }