GpuShapeViewCommands

Constructors

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constructor()

Types

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interface ICommand
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data class ShapeCommand(    var drawType: AGDrawType = AGDrawType.LINE_STRIP,     var vertexIndex: Int = 0,     var vertexEnd: Int = 0,     var paintShader: GpuShapeViewPrograms.PaintShader?,     var program: Program? = null,     var colorMask: AGColorMask = AGColorMask.DEFAULT,     var stencilOpFunc: AGStencilOpFunc = AGStencilOpFunc.DEFAULT,     var stencilRef: AGStencilReference = AGStencilReference.DEFAULT,     var blendMode: BlendMode? = null,     var cullFace: AGCullFace = AGCullFace.NONE) : GpuShapeViewCommands.ICommand

Properties

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Functions

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fun addVertex(x: Float, y: Float, len: Float = 0.0f, maxLen: Float = len): Int
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fun clear()
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fun clearStencil(i: Int = 0)
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fun draw(    drawType: AGDrawType,     paintShader: GpuShapeViewPrograms.PaintShader?,     colorMask: AGColorMask = AGColorMask.DEFAULT,     stencilOpFunc: AGStencilOpFunc = AGStencilOpFunc.DEFAULT,     stencilRef: AGStencilReference = AGStencilReference.DEFAULT,     blendMode: BlendMode = BlendMode.NORMAL,     cullFace: AGCullFace = AGCullFace.NONE,     startIndex: Int = this.verticesStartIndex,     endIndex: Int = this.vertexIndex)
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fun finish()
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fun render(ctx: RenderContext, globalMatrix: Matrix, localMatrix: Matrix, applyScissor: Boolean, colorMul: RGBA, doRequireTexture: Boolean)
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fun setScissor(scissor: AGScissor)
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fun updateVertex(index: Int, x: Float, y: Float, len: Float = 0.0f, maxLen: Float = len)
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