Package-level declarations
Types
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Class to handle cached buffers, that are freed after a few frames of not being used
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Allows to draw quads and sprites buffering the geometry to limit the draw batches executed calling AG (Accelerated Graphics). This class handles a vertex structure of: x, y, u, v, colorMul. Allowing to draw texturized and tinted primitives.
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A context that allows to draw lines using AG (Accelerated Graphics).
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object MaterialRender
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class RenderContext(val ag: AG, val bp: BoundsProvider = BoundsProvider.Base(), val deviceDimensionsProvider: DeviceDimensionsProvider = (bp as? DeviceDimensionsProvider?) ?: DeviceDimensionsProvider.DEFAULT, val stats: Stats = Stats(), val coroutineContext: CoroutineContext = EmptyCoroutineContext, val batchMaxQuads: Int = BatchBuilder2D.DEFAULT_BATCH_QUADS, val windowConfig: GameWindowConfig = GameWindowConfig.Impl()) : Extra, BoundsProvider, AGFeatures, DeviceDimensionsProvider, Closeable
A context that allows to render objects.
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class RenderContext2D(val batch: BatchBuilder2D, val agBitmapTextureManager: AgBitmapTextureManager) : Extra
Helper class using BatchBuilder2D that keeps a chain of affine transforms MMatrix, ColorTransform and blendMode and allows to draw images and scissors with that transform.
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class ShrinkableTexturedVertexArray(val vertices: TexturedVertexArray, var vcount: Int = 0, var icount: Int = 0)
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Properties
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Creates/gets a LineRenderBatcher associated to this
Functions
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fun RenderContext2D.drawText(placements: RichTextDataPlacements, textRangeStart: Int = 0, textRangeEnd: Int = Int.MAX_VALUE)
fun RenderContext2D.drawText(text: String, font: BitmapFont, textSize: Double = 16.0, pos: Point = Point.ZERO, color: RGBA = Colors.WHITE, baseline: Boolean = false, textRangeStart: Int = 0, textRangeEnd: Int = Int.MAX_VALUE)
fun RenderContext2D.drawText(text: RichTextData, pos: Point = Point.ZERO, size: Size = Size(10000, 10000), wordWrap: Boolean = true, includePartialLines: Boolean = false, ellipsis: String? = null, fill: Paint? = null, stroke: Stroke? = null, align: TextAlignment = TextAlignment.TOP_LEFT, includeFirstLineAlways: Boolean = true)
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fun RenderContext2D.materialRoundRect(x: Double, y: Double, width: Double, height: Double, color: RGBA = Colors.RED, radius: RectCorners = RectCorners.EMPTY, shadowOffset: Point = Point.ZERO, shadowColor: RGBA = Colors.BLACK, shadowRadius: Double = 0.0, highlightPos: Point = Point.ZERO, highlightRadius: Double = 0.0, highlightColor: RGBA = Colors.WHITE, borderSize: Double = 0.0, borderColor: RGBA = Colors.WHITE)
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inline fun testRenderContext(bp: BoundsProvider = BoundsProvider.Base(), block: (RenderContext) -> Unit): AGLog
inline fun <T : AG> testRenderContext(ag: T, bp: BoundsProvider = BoundsProvider.Base(), block: (RenderContext) -> Unit): T
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Creates a Texture from a frame buffer frameBuffer with the right size of the frameBuffer.
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