FWatermarkRatio
- Unreal Blueprint
更新时间不可用
水印在屏幕中的位置和大小。
USTRUCT(BlueprintType)
struct FWatermarkRatio {
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Agora|WatermarkRatio")
float xRatio = 0;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Agora|WatermarkRatio")
float yRatio = 0;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Agora|WatermarkRatio")
float widthRatio = 0;
FWatermarkRatio(){}
FWatermarkRatio(const agora::rtc::WatermarkRatio & AgoraData){
xRatio = AgoraData.xRatio;
yRatio = AgoraData.yRatio;
widthRatio = AgoraData.widthRatio;
}
agora::rtc::WatermarkRatio CreateAgoraData() const {
agora::rtc::WatermarkRatio AgoraData;
AgoraData.xRatio = xRatio;
AgoraData.yRatio = yRatio;
AgoraData.widthRatio = widthRatio;
return AgoraData;
}
void FreeAgoraData(agora::rtc::WatermarkRatio & AgoraData) const {
}
};详情
水印在屏幕中的位置和大小由 xRatio、yRatio 和 widthRatio 共同决定:
- (xRatio, yRatio) 指水印左上角的坐标,决定水印左上角到屏幕左上角的距离。
- widthRatio 决定水印的宽度。