DropshadowFilter

open class DropshadowFilter(var dropX: Double = 10.0, var dropY: Double = 10.0, var shadowColor: RGBA = Colors.BLACK.withAd(0.75), var blurRadius: Double = 4.0, var smoothing: Boolean = true) : FilterWithFiltering

Constructors

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constructor(dropX: Double = 10.0, dropY: Double = 10.0, shadowColor: RGBA = Colors.BLACK.withAd(0.75), blurRadius: Double = 4.0, smoothing: Boolean = true)

Types

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object Companion

Properties

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open override var filtering: Boolean
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Functions

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open override fun computeBorder(texWidth: Int, texHeight: Int): MarginInt

The number of pixels the passed texture should be bigger at each direction: left, right, top, left.

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fun Filter.getBorder(texWidth: Int, texHeight: Int): MarginInt
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open override fun render(ctx: RenderContext, matrix: Matrix, texture: Texture, texWidth: Int, texHeight: Int, renderColorMul: RGBA, blendMode: BlendMode, filterScale: Double)

The method in charge of rendering the texture transformed using ctx and matrix. The method receives a texture that should be the original image with computeBorder additional pixels on each side.

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fun Filter.renderToTextureWithBorder(ctx: RenderContext, matrix: Matrix, texture: Texture, texWidth: Int, texHeight: Int, filterScale: Double, block: (Texture, matrix: Matrix) -> Unit)
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fun Filter.renderToTextureWithBorderUnsafe(ctx: RenderContext, matrix: Matrix, texture: Texture, texWidth: Int, texHeight: Int, filterScale: Double, result: RenderToTextureResult = RenderToTextureResult()): RenderToTextureResult