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/Dlls/Delta.Rendering.Basics.xml

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Possible License(s): Apache-2.0
  1. <?xml version="1.0"?>
  2. <doc>
  3. <assembly>
  4. <name>Delta.Rendering.Basics</name>
  5. </assembly>
  6. <members>
  7. <member name="T:Delta.Rendering.Basics.Drawing.Line">
  8. <summary>
  9. Draw 2D or 3D lines with help of this class. Rarely used. If you want
  10. to render more complex shapes use one of the other classes here or
  11. implement one yourself. This has the advantage of optimizing it better.
  12. </summary>
  13. </member>
  14. <member name="M:Delta.Rendering.Basics.Drawing.Line.Draw(Delta.Utilities.Datatypes.Point,Delta.Utilities.Datatypes.Point,Delta.Utilities.Datatypes.Color)">
  15. <summary>
  16. Draw line in 2D
  17. </summary>
  18. <param name="startPosition">Start position in quadratic space.</param>
  19. <param name="endPosition">End position in quadratic space.</param>
  20. <param name="lineColor">Line color</param>
  21. </member>
  22. <member name="M:Delta.Rendering.Basics.Drawing.Line.DrawCross(Delta.Utilities.Datatypes.Point,System.Single,Delta.Utilities.Datatypes.Color)">
  23. <summary>
  24. Draws a cross in 2D
  25. </summary>
  26. <param name="position">Position</param>
  27. <param name="radius">Radius</param>
  28. <param name="color">Color</param>
  29. </member>
  30. <member name="M:Delta.Rendering.Basics.Drawing.Line.Draw(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Color)">
  31. <summary>
  32. Draw line in 3D
  33. </summary>
  34. <param name="startPosition">Start position</param>
  35. <param name="endPosition">End position</param>
  36. <param name="color">Line color</param>
  37. </member>
  38. <member name="F:Delta.Rendering.Basics.Drawing.Line.WasLastLineCulled">
  39. <summary>
  40. Helper boolean for the Culling Draw Test which counts the
  41. number of drawn lines.
  42. </summary>
  43. </member>
  44. <member name="T:Delta.Rendering.Basics.Drawing.Grid">
  45. <summary>
  46. Helper class to draw a coordinate system grid and gizmo, mostly used
  47. for debugging or some tools that display simple 3D data like the mesh
  48. viewer in the ContentManager tool.
  49. </summary>
  50. </member>
  51. <member name="M:Delta.Rendering.Basics.Drawing.Grid.Draw">
  52. <summary>
  53. Draw a 3D grid, default values are 20m x 20m with the Color Grey.
  54. </summary>
  55. </member>
  56. <member name="M:Delta.Rendering.Basics.Drawing.Grid.Draw(System.Single,System.Single,System.Int32,System.Int32,Delta.Utilities.Datatypes.Color,Delta.Utilities.Datatypes.Color,System.Boolean)">
  57. <summary>
  58. Draws a grid with the given positions/sizes and colors.
  59. </summary>
  60. <param name="width">Grid width</param>
  61. <param name="depth">Grid depth</param>
  62. <param name="widthFaceCount">Number of faces in width</param>
  63. <param name="depthFaceCount">Number of faces in depth</param>
  64. <param name="gridColor">The color for the inner grid lines</param>
  65. <param name="lineColor">The color for the marker lines</param>
  66. <param name="drawCoordinateSystemGizmo">If tue, a coordinate
  67. system gizmo will be drawn at (0f,0f,0.1f)</param>
  68. </member>
  69. <member name="M:Delta.Rendering.Basics.Drawing.Grid.Draw(System.Single,System.Single,System.Int32,System.Int32,Delta.Utilities.Datatypes.Color)">
  70. <summary>
  71. Draws a 3-dimensional grid using "LineColor" as ambient color.
  72. </summary>
  73. <param name="width">Grid width.</param>
  74. <param name="depth">Grid depth.</param>
  75. <param name="widthFaceCount">Count of faces in width.</param>
  76. <param name="depthFaceCount">Count of faces in depth.</param>
  77. <param name="color">Grid color.</param>
  78. </member>
  79. <member name="M:Delta.Rendering.Basics.Drawing.Grid.DrawCoordinateSystemGizmo">
  80. <summary>
  81. Draw gizmo with offset of 0.01f
  82. </summary>
  83. </member>
  84. <member name="M:Delta.Rendering.Basics.Drawing.Grid.DrawCoordinateSystemGizmo(System.Single)">
  85. <summary>
  86. DrawCoordinateSystemGizmo with given offset
  87. </summary>
  88. <param name="offset">The offset.</param>
  89. </member>
  90. <member name="T:Delta.Rendering.Basics.Drawing.Circle">
  91. <summary>
  92. Circle class to draw circles either as line circles or as filled ones.
  93. </summary>
  94. </member>
  95. <member name="F:Delta.Rendering.Basics.Drawing.Circle.cachedSinCosValues">
  96. <summary>
  97. Cached sin and cos value calculations based on the input radius,
  98. which is often the same (almost always the same value in fact).
  99. </summary>
  100. </member>
  101. <member name="M:Delta.Rendering.Basics.Drawing.Circle.DrawOutline(Delta.Utilities.Datatypes.Point,System.Single,Delta.Utilities.Datatypes.Color)">
  102. <summary>
  103. Draw circle outline with lines. This method is quite fast, but mostly
  104. used for debug code to show circles, bounding circles and for other
  105. simple 2d cases. You can render thousands of circles even on mobile
  106. devices, just make sure they share the radius as much as possible for
  107. best performance. You can also tweak Circle.MaxCirclePoints for
  108. better performance (lower value) or more roundness (higher value).
  109. </summary>
  110. <param name="screenPosition">Screen position</param>
  111. <param name="radius">Radius</param>
  112. <param name="circleColor">Circle color</param>
  113. </member>
  114. <member name="M:Delta.Rendering.Basics.Drawing.Circle.DrawFilled(Delta.Utilities.Datatypes.Point,System.Single,Delta.Utilities.Datatypes.Color)">
  115. <summary>
  116. Draw a filled solid circle with the given color. If you want to use
  117. this for debugging or marking something better use a transparent
  118. color or use DrawOutline instead to just show a circle line around.
  119. Same as DrawOutline this method is quite fast. For bigger circles it
  120. is however mostly fill rate limited as quite a bit of pixels need to
  121. be filled (which is especially slow on mobile devices).
  122. </summary>
  123. <param name="screenPosition">Screen position</param>
  124. <param name="radius">Radius</param>
  125. <param name="circleColor">Circle color</param>
  126. </member>
  127. <member name="F:Delta.Rendering.Basics.Drawing.Circle.MaxCirclePoints">
  128. <summary>
  129. Number of points used to draw a circle with lines. 64 was chosen for
  130. performance reasons. This way we can draw hundreds of circles for
  131. debugging or even for game code without hurting the overall fps much.
  132. See Delta.Rendering.BasicTests.DrawTests.DrawCirclePerformance.
  133. </summary>
  134. </member>
  135. <member name="M:Delta.Rendering.Basics.Drawing.Circle.GrabCachedCirclePoints(System.Single)">
  136. <summary>
  137. Grab cached circle points and calculates how many circle points are
  138. needed to make it round enough while keeping the performance as good
  139. as possible with as few as possible circle points (only use
  140. MaxCirclePoints for really big circles bigger than the screen).
  141. </summary>
  142. <param name="radius">The radius.</param>
  143. <returns>Array of points needed for drawing the circle.</returns>
  144. </member>
  145. <member name="T:Delta.Rendering.Basics.Drawing.BillboardManager">
  146. <summary>
  147. Class that allows drawing billboards and managing them in a more
  148. optimized and useful matter than just drawing out materials (which is
  149. also possible). Usually used from Effects system to draw 3D billboards.
  150. </summary>
  151. </member>
  152. <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.DefaultNormal">
  153. <summary>
  154. The default normal vector of billboards e.g. Vector.Zero so the
  155. billboard will be calculated in special ways.
  156. </summary>
  157. </member>
  158. <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.DefaultGroundNormal">
  159. <summary>
  160. The default ground normal used to calculate the billboard directly.
  161. </summary>
  162. </member>
  163. <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.instance">
  164. <summary>
  165. Private instance
  166. </summary>
  167. </member>
  168. <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.transformMatrix">
  169. <summary>
  170. These matrices cache the last calculated transformation for billboards,
  171. used for billboards that only get calculated the first time and then
  172. reusing these matrices.
  173. </summary>
  174. </member>
  175. <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.calculatedTransformAll">
  176. <summary>
  177. Flags for the calculation caches above to notice if something needs
  178. to be calculated or not.
  179. </summary>
  180. </member>
  181. <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.currentPosition3D">
  182. <summary>
  183. The current 3d position of the billboard, set in the ProcessBillboard
  184. method. This "cache" is only used so we don't have to copy over
  185. the position every time (even with ref it costs) and to make the
  186. method more readable by removing all the "ref position3D" stuff.
  187. </summary>
  188. </member>
  189. <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.billboardMode">
  190. <summary>
  191. The current mode of the billboard. Same usage as position3D above.
  192. </summary>
  193. </member>
  194. <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.points3D">
  195. <summary>
  196. Helper for calculating billboard positions
  197. </summary>
  198. </member>
  199. <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.rotatedPoints">
  200. <summary>
  201. Rotation points helper for the Add method with rotation. The
  202. Rectangle.Rotate method will fill these 4 points and they will then
  203. be filled into the vertex data stream.
  204. </summary>
  205. </member>
  206. <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.#ctor">
  207. <summary>
  208. Creates a new instance of BillboardManager.
  209. </summary>
  210. </member>
  211. <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.Draw(Delta.Rendering.MaterialColored,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Size,System.Single)">
  212. <summary>
  213. Performs draw billboard stuff.
  214. </summary>
  215. <param name="material">The material to draw with.</param>
  216. <param name="position3D">The position in 3D space.</param>
  217. <param name="size">The size of the quad.</param>
  218. <param name="rotation">The rotation.</param>
  219. </member>
  220. <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.Draw(Delta.Rendering.MaterialColored,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Size,System.Single,Delta.Utilities.Datatypes.Vector)">
  221. <summary>
  222. Performs draw billboard stuff.
  223. </summary>
  224. <param name="material">The material to draw with.</param>
  225. <param name="position3D">The position in 3D space.</param>
  226. <param name="size">The size of the quad.</param>
  227. <param name="rotation">The rotation.</param>
  228. <param name="normal">Normal to align the billboard to</param>
  229. </member>
  230. <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.Draw(Delta.Rendering.MaterialColored,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Size,System.Single,Delta.Utilities.Datatypes.Color)">
  231. <summary>
  232. Performs draw billboard stuff.
  233. </summary>
  234. <param name="material">The material to draw with.</param>
  235. <param name="position3D">The position in 3D space.</param>
  236. <param name="size">The size of the quad.</param>
  237. <param name="rotation">The rotation.</param>
  238. <param name="blendColorOverride">Overwritten blend color</param>
  239. </member>
  240. <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.DrawPlane(Delta.Rendering.MaterialColored)">
  241. <summary>
  242. Draw the material as a billboard ground plane.
  243. </summary>
  244. <param name="material">The material to draw with.</param>
  245. </member>
  246. <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.DrawPlane(Delta.Rendering.MaterialColored,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Size,System.Single)">
  247. <summary>
  248. Draw the material as a billboard ground plane.
  249. </summary>
  250. <param name="material">The material to draw with.</param>
  251. <param name="position3D">The position in 3D space.</param>
  252. <param name="size">The size of the quad.</param>
  253. <param name="rotation">The rotation.</param>
  254. </member>
  255. <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.Run">
  256. <summary>
  257. Run method from DynamicModule.
  258. </summary>
  259. </member>
  260. <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.SetupBillboardTransformOnce(Delta.Utilities.Datatypes.Matrix@,System.Boolean@)">
  261. <summary>
  262. Only does the actual setup if alreadyDone is set to false.
  263. Sets alreadyDone to true afterwards
  264. </summary>
  265. <param name="alreadyDone">
  266. Boolean value used and assigned after setting the transform once.
  267. </param>
  268. <param name="transform">
  269. The transform calculated if alreadyDone is false.
  270. </param>
  271. </member>
  272. <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.SetupBillboardTransform(Delta.Utilities.Datatypes.Matrix@)">
  273. <summary>
  274. Setup billboard transform for all upcoming billboard render actions.
  275. Note: It does not set translation, as this must be done individually.
  276. </summary>
  277. <param name="transform">Transform matrix for the billboards</param>
  278. </member>
  279. <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.ApplyBillboardTransform(Delta.Utilities.Datatypes.Matrix@)">
  280. <summary>
  281. Apply billboard transform to given Vector Array.
  282. given position overrides transform.Translation
  283. </summary>
  284. <param name="transform">Transform matrix for the billboards</param>
  285. </member>
  286. <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.ProcessBillboard(Delta.Rendering.MaterialColored,Delta.Utilities.Datatypes.Vector@,Delta.Utilities.Datatypes.Size@,System.Single,Delta.Utilities.Datatypes.Vector@)">
  287. <summary>
  288. Process a billboard and add it to the material manager.
  289. </summary>
  290. <param name="material">Material to render on the billboard.</param>
  291. <param name="position3D">The #define position of the billboard.</param>
  292. <param name="size">The size of the billboard.</param>
  293. <param name="rotation">The rotation of the billboard.</param>
  294. <param name="normal">The normal vector of the billboard
  295. (if available)</param>
  296. </member>
  297. <member name="P:Delta.Rendering.Basics.Drawing.BillboardManager.Instance">
  298. <summary>
  299. Instance for this Billboard manager (handled only here privately)
  300. </summary>
  301. </member>
  302. <member name="T:Delta.Rendering.Basics.Drawing.Sphere">
  303. <summary>
  304. Draw 3D spheres with help of this class. They can be drawn as only
  305. outline or filled shape. This has the advantage of optimizing it better.
  306. </summary>
  307. </member>
  308. <member name="M:Delta.Rendering.Basics.Drawing.Sphere.DrawOutline(Delta.Utilities.Datatypes.Vector,System.Single,Delta.Utilities.Datatypes.Color)">
  309. <summary>
  310. Draws a 3D sphere with lines. This basically draws 3 circles (one in
  311. each direction) to form a sphere.
  312. </summary>
  313. <param name="position">Position</param>
  314. <param name="radius">Radius</param>
  315. <param name="color">Sphere color</param>
  316. </member>
  317. <member name="M:Delta.Rendering.Basics.Drawing.Sphere.DrawFilled(Delta.Utilities.Datatypes.Vector,System.Single,Delta.Utilities.Datatypes.Color)">
  318. <summary>
  319. Draw a filled sphere in 3d space.
  320. </summary>
  321. <param name="position">The center position of the sphere in 3d.</param>
  322. <param name="radius">The radius of the sphere.</param>
  323. <param name="color">The fill color of the sphere.</param>
  324. </member>
  325. <member name="F:Delta.Rendering.Basics.Drawing.Sphere.cachedPitchTransform">
  326. <summary>
  327. The pitch transform for the outline of the sphere is always the
  328. same, so we can speed things up a little by caching this value
  329. the first time.
  330. </summary>
  331. </member>
  332. <member name="F:Delta.Rendering.Basics.Drawing.Sphere.cachedRollTransform">
  333. <summary>
  334. The roll transform for the outline of the sphere is always the
  335. same, so we can speed things up a little by caching this value
  336. the first time.
  337. </summary>
  338. </member>
  339. <member name="M:Delta.Rendering.Basics.Drawing.Sphere.#cctor">
  340. <summary>
  341. Static constructor for cached values.
  342. </summary>
  343. </member>
  344. <member name="T:Delta.Rendering.Basics.Materials.Material">
  345. <summary>
  346. Material class, just derived from the BaseMaterial class, which contains
  347. all the functionality for drawing and animations. Note: For 2D rendering
  348. use Material2D, which does not share this class, but all the BaseMaterial
  349. functionality.
  350. </summary>
  351. </member>
  352. <member name="M:Delta.Rendering.Basics.Materials.Material.#ctor(System.String,Delta.Graphics.Basics.Shader)">
  353. <summary>
  354. Create material with just a diffuse map and a shader. Will check if
  355. the diffuse map is an animation set and load all animated images
  356. automatically (use StartAnimation to control it).
  357. </summary>
  358. <param name="setDiffuseMapName">Diffuse map name.</param>
  359. <param name="setShader">Shader to use during rendering.</param>
  360. </member>
  361. <member name="M:Delta.Rendering.Basics.Materials.Material.#ctor(Delta.Graphics.Basics.Texture,Delta.Graphics.Basics.Shader)">
  362. <summary>
  363. Special constructor to allow creating a material just with a single
  364. diffuse map image (e.g. created from RenderToTexture).
  365. </summary>
  366. <param name="setDiffuseMap">Diffuse texture to use.</param>
  367. <param name="setShader">The shader to use.</param>
  368. </member>
  369. <member name="M:Delta.Rendering.Basics.Materials.Material.#ctor(Delta.ContentSystem.Rendering.MaterialData)">
  370. <summary>
  371. Create material from MaterialData, only used internally, for example
  372. for loading Models from ModelData (they contain a list of MaterialData)
  373. </summary>
  374. <param name="setData">
  375. The <see cref="T:Delta.ContentSystem.Rendering.MaterialData"/> to use during rendering.
  376. </param>
  377. </member>
  378. <member name="T:Delta.Rendering.Basics.Materials.Material2D">
  379. <summary>
  380. Material 2D without vertex coloring, but otherwise has the same features
  381. as Material2DColored. Rendering this is a bit faster because we don't
  382. need to send vertex colors to the GPU (saves bandwidth and performance).
  383. </summary>
  384. </member>
  385. <member name="F:Delta.Rendering.Basics.Materials.Material2D.defaultMaterial2D">
  386. <summary>
  387. Default material 2D
  388. </summary>
  389. </member>
  390. <member name="M:Delta.Rendering.Basics.Materials.Material2D.#ctor(System.String)">
  391. <summary>
  392. Create material from just a diffuse map image name. The
  393. material will always just use the basic shader without vertex coloring.
  394. </summary>
  395. <param name="setDiffuseMapName">Set diffuse map name</param>
  396. </member>
  397. <member name="M:Delta.Rendering.Basics.Materials.Material2D.#ctor(Delta.Graphics.BaseTexture)">
  398. <summary>
  399. Create material from image, currently only needed for displaying
  400. RenderToTexture and a video frame.
  401. </summary>
  402. <param name="setTexture">The diffuse texture to assign.</param>
  403. </member>
  404. <member name="M:Delta.Rendering.Basics.Materials.Material2D.Draw(Delta.Utilities.Datatypes.Rectangle)">
  405. <summary>
  406. Draw this 2D material at the specified rectangle location.
  407. Note: This is just rendering in 2D, 3D rendering is not used, thus
  408. 3D camera movement will not affect this material draw. Use Meshes and
  409. <see cref="T:Delta.Rendering.Basics.Drawing.BillboardManager"/> to accomplish 3D rendering of surfaces.
  410. </summary>
  411. <param name="drawArea">
  412. Draw area to render to, rendering will be skipped if this is
  413. completely outside of the 0-1 quadratic screen space.
  414. </param>
  415. </member>
  416. <member name="M:Delta.Rendering.Basics.Materials.Material2D.Draw(Delta.Utilities.Datatypes.Rectangle,System.Single,Delta.Utilities.Datatypes.Point,Delta.Rendering.Enums.FlipMode)">
  417. <summary>
  418. Draw this 2D material at the specified rectangle location.
  419. Note: This is just rendering in 2D, 3D rendering is not used, thus
  420. 3D camera movement will not affect this material draw. Use Meshes and
  421. <see cref="T:Delta.Rendering.Basics.Drawing.BillboardManager"/> to accomplish 3D rendering of surfaces.
  422. </summary>
  423. <param name="drawArea">
  424. Draw area to render to, rendering will be skipped if this is
  425. completely outside of the 0-1 quadratic screen space.
  426. </param>
  427. <param name="rotation">
  428. Rotation for this material drawing in degrees. By default unused=0.
  429. </param>
  430. <param name="rotationCenter">
  431. Center for the rotation. If you want it to be centered around the
  432. drawArea use drawArea.Center or just use the other Draw overloads.
  433. Note: This rotationCenter is always absolute, add drawArea.Center to
  434. make it relative to the local drawArea.
  435. </param>
  436. <param name="flipMode">
  437. Flipping is useful to display materials in different ways. Just
  438. rotating is often enough, but sometimes flipping is needed (e.g. for
  439. RenderTargets or to make non-tileable textures pseudo-tilable).
  440. FlipMode.Vertical and FlipMode.Horizontal can be combined (which is
  441. FlipMode.VerticalAndHorizontal, the same as rotating 180 degrees).
  442. </param>
  443. </member>
  444. <member name="M:Delta.Rendering.Basics.Materials.Material2D.Draw(Delta.Utilities.Datatypes.Rectangle,System.Single,Delta.Rendering.Enums.FlipMode)">
  445. <summary>
  446. Draw this 2D material at the specified rectangle location.
  447. Note: This is just rendering in 2D, 3D rendering is not used, thus
  448. 3D camera movement will not affect this material draw. Use Meshes and
  449. <see cref="T:Delta.Rendering.Basics.Drawing.BillboardManager"/> to accomplish 3D rendering of surfaces.
  450. </summary>
  451. <param name="drawArea">
  452. Draw area to render to, rendering will be skipped if this is
  453. completely outside of the 0-1 quadratic screen space.
  454. </param>
  455. <param name="rotation">
  456. Rotation for this material drawing in degrees. By default unused=0.
  457. </param>
  458. <param name="flipMode">
  459. Flipping is useful to display materials in different ways. Just
  460. rotating is often enough, but sometimes flipping is needed (e.g. for
  461. RenderTargets or to make non-tileable textures pseudo-tilable).
  462. FlipMode.Vertical and FlipMode.Horizontal can be combined (which is
  463. FlipMode.VerticalAndHorizontal, the same as rotating 180 degrees).
  464. </param>
  465. </member>
  466. <member name="P:Delta.Rendering.Basics.Materials.Material2D.Default">
  467. <summary>
  468. The default material which is always used if no material is explictly
  469. set. Will be created the first time this is used, which is quite
  470. likely for unit test code and if some material is missing or wrong,
  471. but not so much true for the real games later. Also delayed loading
  472. is much better for the application initialization time.
  473. </summary>
  474. </member>
  475. <member name="T:Delta.Rendering.Basics.Drawing.Box">
  476. <summary>
  477. Static box class to draw 3d boxes either with lines or as solid boxes.
  478. </summary>
  479. </member>
  480. <!-- Badly formed XML comment ignored for member "M:Delta.Rendering.Basics.Drawing.Box.DrawOutline(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Color)" -->
  481. <member name="M:Delta.Rendering.Basics.Drawing.Box.DrawOutline(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Color,Delta.Utilities.Datatypes.Vector)">
  482. <summary>
  483. Draws a 3-dimensional box from start to end using "LineColor" as
  484. ambient color.
  485. </summary>
  486. <param name="minimum">Minimum</param>
  487. <param name="maximum">Maximum</param>
  488. <param name="color">Line color</param>
  489. <param name="rotation">Rotation as raw, pitch, roll</param>
  490. </member>
  491. <member name="M:Delta.Rendering.Basics.Drawing.Box.DrawFilled(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Color)">
  492. <summary>
  493. Draw a filled box in 3d space.
  494. </summary>
  495. <param name="minimum">The minimum corner position.</param>
  496. <param name="maximum">The maximum corner position.</param>
  497. <param name="color">The fill color of the box.</param>
  498. </member>
  499. <member name="T:Delta.Rendering.Basics.Drawing.DrawManager">
  500. <summary>
  501. The DrawManager is used by all of the classes in this namespace to do
  502. all the line, box, sphere, circle, grid, etc. drawing of all kind of
  503. shapes for 2D and 3D drawing. Everything related with primitive drawing
  504. will be uniquely handled in here. This class is used as a singleton.
  505. Warning: This class is not thread safe, only have one thread draw stuff!
  506. </summary>
  507. </member>
  508. <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.InitialNumOfVertices">
  509. <summary>
  510. Start with max. 120 lines initially (or 80 polygons). If we reach that
  511. limit we will increase the Mesh VertexData by 120 more lines.
  512. </summary>
  513. </member>
  514. <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.MakeScreenshot">
  515. <summary>
  516. Make a screenshot of the current screen.
  517. </summary>
  518. </member>
  519. <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.instance">
  520. <summary>
  521. Private instance
  522. </summary>
  523. </member>
  524. <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.screenshotCapturer">
  525. <summary>
  526. Current screenshot capturer for the application
  527. </summary>
  528. </member>
  529. <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.line2DMaterial">
  530. <summary>
  531. Line material for rendering all lines (2D and 3D), contains the
  532. LineShader responsible for drawing everything.
  533. </summary>
  534. </member>
  535. <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.line3DMaterial">
  536. <summary>
  537. Line material for rendering all lines (2D and 3D), contains the
  538. LineShader responsible for drawing everything.
  539. </summary>
  540. </member>
  541. <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.line2DMesh">
  542. <summary>
  543. Line mesh for 2D lines, contains 2D position and color vertex data.
  544. Uncompressed this are just 12 bytes (8 for position, 4 for color),
  545. compressed this goes down to 8 bytes (4 for position, 4 for color).
  546. </summary>
  547. </member>
  548. <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.line3DMesh">
  549. <summary>
  550. Line mesh for 3D lines, contains 3D position and color vertex data.
  551. Uncompressed this are just 16 bytes (12 for position, 4 for color),
  552. compressed this goes down to 10 bytes (6 for position, 4 for color).
  553. </summary>
  554. </member>
  555. <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.polygon2DMesh">
  556. <summary>
  557. Polygon mesh for 2D shapes, contains 3 2D position and colors for
  558. each polygon. Same vertex data format is used as for line2DMesh!
  559. </summary>
  560. </member>
  561. <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.polygon3DMesh">
  562. <summary>
  563. Polygon mesh for 3D shapes, contains 3 3D position and colors for
  564. each polygon. Same vertex data format is used as for line3DMesh!
  565. </summary>
  566. </member>
  567. <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.#ctor">
  568. <summary>
  569. Create draw manager as a child of MaterialManager because we handle
  570. all rendering there (even line rendering, which is just meshes with
  571. materials too).
  572. </summary>
  573. </member>
  574. <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.Run">
  575. <summary>
  576. Show, just render all lines that have been collected this frame.
  577. </summary>
  578. </member>
  579. <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.Draw2DLine(Delta.Utilities.Datatypes.Point@,Delta.Utilities.Datatypes.Point@,Delta.Utilities.Datatypes.Color@)">
  580. <summary>
  581. Draws a 2D line with a start and end point and a line color.
  582. </summary>
  583. <param name="linePoint1">Start of line</param>
  584. <param name="linePoint2">End of line</param>
  585. <param name="lineColor">The color of the line</param>
  586. </member>
  587. <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.DrawPolygon(Delta.Utilities.Datatypes.Point@,Delta.Utilities.Datatypes.Point@,Delta.Utilities.Datatypes.Point@,Delta.Utilities.Datatypes.Color@)">
  588. <summary>
  589. Draws a polygon.
  590. </summary>
  591. <param name="polygonPoint1">Polygon point 1</param>
  592. <param name="polygonPoint2">Polygon point 2</param>
  593. <param name="polygonPoint3">Polygon point 3</param>
  594. <param name="polygonColor">The color of the polygon.</param>
  595. </member>
  596. <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.Draw3DLine(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Color)">
  597. <summary>
  598. Draws a 3D line with a start and end vector and a line color.
  599. </summary>
  600. <param name="lineVector1">Start of line</param>
  601. <param name="lineVector2">End of line</param>
  602. <param name="lineColor">The color of the line.</param>
  603. </member>
  604. <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.Draw3DLine(Delta.Utilities.Datatypes.Vector@,Delta.Utilities.Datatypes.Vector@,Delta.Utilities.Datatypes.Color@)">
  605. <summary>
  606. Draws a 3D line with a start and end vector and a line color.
  607. </summary>
  608. <param name="lineVector1">Start of line</param>
  609. <param name="lineVector2">End of line</param>
  610. <param name="lineColor">The color of the line.</param>
  611. </member>
  612. <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.DrawBox(Delta.Utilities.Datatypes.Vector@,Delta.Utilities.Datatypes.Vector@,Delta.Utilities.Datatypes.Color@)">
  613. <summary>
  614. Draws a 3D box with a start vector, a size vector and a color.
  615. </summary>
  616. <param name="minimum">Minimum position of the box.</param>
  617. <param name="size">Size of the box.</param>
  618. <param name="fillColor">The color of the filled box.</param>
  619. </member>
  620. <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.DrawSphere(Delta.Utilities.Datatypes.Vector@,System.Single,Delta.Utilities.Datatypes.Color@)">
  621. <summary>
  622. Draws a 3D sphere with a center vector, a radius and a color.
  623. </summary>
  624. <param name="minimum">Minimum position of the box.</param>
  625. <param name="size">Size of the box.</param>
  626. <param name="fillColor">The color of the filled box.</param>
  627. </member>
  628. <member name="P:Delta.Rendering.Basics.Drawing.DrawManager.Instance">
  629. <summary>
  630. Instance for this Draw manager (handled only here privately)
  631. </summary>
  632. </member>
  633. <member name="P:Delta.Rendering.Basics.Drawing.DrawManager.ScreenshotCapturer">
  634. <summary>
  635. Screenshot capturer
  636. </summary>
  637. </member>
  638. <member name="T:Delta.Rendering.Basics.Fonts.Font">
  639. <summary>
  640. That class contains all the logic to render a font <see cref="T:Delta.ContentSystem.Rendering.FontData"/>
  641. and will try to request the specified font data (in the constructor). As
  642. an extra feature the font will automatically choose one of the available
  643. font sizes depending on the current resolution to support a more sharp
  644. down- or up-scaling of the originally wished font size. Most fonts you
  645. can load from the content system will already provide 4 resolution based
  646. fonts fine tuned to work in all possible resolutions (see constructor).
  647. <para/>
  648. Note: Performance is heavily optimized for render speed. The main idea is
  649. to use cached glyphs to avoid recalculating them for each text. This also
  650. means all of the properties of this class are read-only. To change
  651. anything (including character distances, line spacing, the render color,
  652. etc.) you need to create a new Font instance. This way the Geometry
  653. can be cached and only calculated once for a text, which then can be
  654. rendered many times (even with different positioning, rotation, etc.).
  655. In release mode a font rendering can be done up to 1.5 million times/sec
  656. (when swapbuffer, clear, geometry rendering is turned off for measuring.)
  657. </summary>
  658. </member>
  659. <member name="F:Delta.Rendering.Basics.Fonts.Font.VersionNumber">
  660. <summary>
  661. The current version of the implementation of this font class.
  662. </summary>
  663. </member>
  664. <member name="F:Delta.Rendering.Basics.Fonts.Font.DefaultFontName">
  665. <summary>
  666. The default fallback font name is "DefaultFont". Used in Font.Default!
  667. </summary>
  668. </member>
  669. <member name="M:Delta.Rendering.Basics.Fonts.Font.DrawTopLeftInformation(System.String)">
  670. <summary>
  671. Draws information text on the top left corner of the screen via the
  672. default font. Should only be used to display profiling and debug
  673. information.
  674. </summary>
  675. <param name="text">Text to display</param>
  676. </member>
  677. <member name="F:Delta.Rendering.Basics.Fonts.Font.defaultFont">
  678. <summary>
  679. Default font to render text centered.
  680. </summary>
  681. </member>
  682. <member name="F:Delta.Rendering.Basics.Fonts.Font.informationFont">
  683. <summary>
  684. Information font for the DrawTopLeftInformation method.
  685. </summary>
  686. </member>
  687. <member name="F:Delta.Rendering.Basics.Fonts.Font.renderColor">
  688. <summary>
  689. Text render color
  690. </summary>
  691. </member>
  692. <member name="F:Delta.Rendering.Basics.Fonts.Font.lineSpacingMultiplier">
  693. <summary>
  694. Line spacing multiplier
  695. </summary>
  696. </member>
  697. <member name="F:Delta.Rendering.Basics.Fonts.Font.characterSpacingMultiplier">
  698. <summary>
  699. Character spacing
  700. </summary>
  701. </member>
  702. <member name="F:Delta.Rendering.Basics.Fonts.Font.drawLayer">
  703. <summary>
  704. Render layer for this font
  705. </summary>
  706. </member>
  707. <member name="F:Delta.Rendering.Basics.Fonts.Font.fontDatas">
  708. <summary>
  709. The available FontData's for the resolutions 480x320, 800x480,
  710. 1024x768 and 1920x1080, started with the smallest resolution. The
  711. correct one will be selected by the 'DetermineBestFont()'.
  712. <para/>
  713. Note: If only one entry is set, that "auto-selecting" feature is
  714. disabled. If more that one is set, every entry is valid (is made sure
  715. in the constructor).
  716. </summary>
  717. </member>
  718. <member name="F:Delta.Rendering.Basics.Fonts.Font.activeFontData">
  719. <summary>
  720. The reference to the current selected 'FontData' (from the 'fontDatas'
  721. list and based on the current screen resolution) which is used for
  722. drawing the text on the screen.
  723. </summary>
  724. </member>
  725. <member name="F:Delta.Rendering.Basics.Fonts.Font.fontMaps">
  726. <summary>
  727. Font maps, will be updated as the activeFontData changes (each font can
  728. have multiple font maps). Often just has one material that we use for
  729. rendering. Each Glyph links to this list and has the UV coordinates for
  730. rendering that glyph.
  731. </summary>
  732. </member>
  733. <member name="F:Delta.Rendering.Basics.Fonts.Font.glyphCache">
  734. <summary>
  735. The internal cache of drawing information for each text that needs to
  736. be handled in a "Draw(...)" or in the <see cref="M:Delta.Rendering.Basics.Fonts.Font.Measure(System.String)"/>
  737. method by the current font instance.
  738. <para/>
  739. <b>Note:</b> The cache is initialized in the constructor. It is also
  740. cleared every time we change something important (resolution changed).
  741. </summary>
  742. </member>
  743. <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor(System.String)">
  744. <summary>
  745. Create a new font for drawing a text from a font content name.
  746. Note: You can also search for fonts with the FontData.Get method,
  747. but you should use this method normally because it lets you setup
  748. and change font settings without having to change the code.
  749. </summary>
  750. <param name="setFontContentName">Set font content name</param>
  751. </member>
  752. <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor(Delta.ContentSystem.Rendering.FontData,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,Delta.Utilities.Datatypes.Advanced.VerticalAlignment,System.Boolean,System.Single,System.Single,Delta.Rendering.Enums.RenderLayer)">
  753. <summary>
  754. Create a new font for drawing a text from FontData, which can be loaded
  755. from content via FontData.Get or created customly. Please note that
  756. each FontData can have children entries for additional font sizes (four
  757. children for the 4 default resolutions, see DetermineBestFont, which
  758. switches fonts at 480x320, 800x480, 1024x768 and 1920x1080).
  759. </summary>
  760. <param name="setFontData">
  761. Set font data, which can contain 3 children for the other resolutions
  762. (always in the same order). If there are no children all 4 fontDatas
  763. will be set to the same font size.
  764. </param>
  765. <param name="setHorizontalAlignment">
  766. Set horizontal alignment mode for font rendering, defaults to centered.
  767. </param>
  768. <param name="setVerticalAlignment">
  769. Set vertical alignment mode for font rendering, defaults to centered.
  770. </param>
  771. <param name="setWordWrapping">Word wrapping mode (usually off).</param>
  772. <param name="setLineSpacingMultiplier">
  773. Set line spacing multiplier (default to 1.0). Multiplied with the
  774. FontData.LineHeight.
  775. </param>
  776. <param name="setCharacterSpacingMultiplier">
  777. Set character spacing multiplier (defaults to 1.0). Multiplied with
  778. FontData character render distances.
  779. </param>
  780. <param name="setDrawLayer">Set draw layer to use for rendering.</param>
  781. </member>
  782. <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor(Delta.ContentSystem.Rendering.FontData,Delta.Utilities.Datatypes.Color,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,Delta.Utilities.Datatypes.Advanced.VerticalAlignment,System.Boolean,System.Single,System.Single,Delta.Rendering.Enums.RenderLayer)">
  783. <summary>
  784. Create a new font for drawing a text from FontData, which can be loaded
  785. from content via FontData.Get or created customly. Please note that
  786. each FontData can have children entries for additional font sizes (four
  787. children for the 4 default resolutions, see DetermineBestFont, which
  788. switches fonts at 480x320, 800x480, 1024x768 and 1920x1080).
  789. </summary>
  790. <param name="setFontData">
  791. Set font data, which can contain 3 children for the other resolutions
  792. (always in the same order). If there are no children all 4 fontDatas
  793. will be set to the same font size.
  794. </param>
  795. <param name="newFontColor">New font text render color to use.</param>
  796. <param name="setHorizontalAlignment">
  797. Set horizontal alignment mode for font rendering, defaults to centered.
  798. </param>
  799. <param name="setVerticalAlignment">
  800. Set vertical alignment mode for font rendering, defaults to centered.
  801. </param>
  802. <param name="setWordWrapping">Word wrapping mode (usually off).</param>
  803. <param name="setLineSpacingMultiplier">
  804. Set line spacing multiplier (default to 1.0). Multiplied with the
  805. FontData.LineHeight.
  806. </param>
  807. <param name="setCharacterSpacingMultiplier">
  808. Set character spacing multiplier (defaults to 1.0). Multiplied with
  809. FontData character render distances.
  810. </param>
  811. <param name="setDrawLayer">Set draw layer to use for rendering.</param>
  812. </member>
  813. <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor(Delta.Rendering.Basics.Fonts.Font,Delta.Utilities.Datatypes.Color,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,Delta.Utilities.Datatypes.Advanced.VerticalAlignment,System.Boolean,System.Single,System.Single,Delta.Rendering.Enums.RenderLayer)">
  814. <summary>
  815. Creates a new font based on an existing font, required for cloning
  816. fonts and allows us to change the font render parameters like Color,
  817. DrawLayer and Alignment.
  818. </summary>
  819. <param name="fontToCopy">Font to copy all data from.</param>
  820. <param name="newFontColor">New font text render color to use.</param>
  821. <param name="setHorizontalAlignment">
  822. Set horizontal alignment mode for font rendering, defaults to centered.
  823. </param>
  824. <param name="setVerticalAlignment">
  825. Set vertical alignment mode for font rendering, defaults to centered.
  826. </param>
  827. <param name="setWordWrapping">Word wrapping mode (usually off).</param>
  828. <param name="setLineSpacingMultiplier">
  829. Set line spacing multiplier (default to 1.0). Multiplied with the
  830. FontData.LineHeight.
  831. </param>
  832. <param name="setCharacterSpacingMultiplier">
  833. Set character spacing multiplier (defaults to 1.0). Multiplied with
  834. FontData character render distances.
  835. </param>
  836. <param name="setDrawLayer">Set draw layer to use for rendering.</param>
  837. </member>
  838. <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor(Delta.Rendering.Basics.Fonts.Font,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,Delta.Utilities.Datatypes.Advanced.VerticalAlignment)">
  839. <summary>
  840. Creates a new font based on an existing font, required for cloning
  841. fonts and allows us to change the font Alignment parameters.
  842. </summary>
  843. <param name="fontToCopy">Font to copy all data from.</param>
  844. <param name="setHorizontalAlignment">
  845. Set horizontal alignment mode for font rendering, defaults to centered.
  846. </param>
  847. <param name="setVerticalAlignment">
  848. Set vertical alignment mode for font rendering, defaults to centered.
  849. </param>
  850. </member>
  851. <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor">
  852. <summary>
  853. Creates an empty font, required for the <see cref="T:Delta.Engine.Dynamic.Factory"/> if the
  854. font will be loaded there by the <see cref="T:Delta.Utilities.ISaveLoadBinary"/>
  855. interface (see StreamHelper.LoadWithLength). Note: All values need to
  856. be filled in via the Load method.
  857. </summary>
  858. </member>
  859. <member name="M:Delta.Rendering.Basics.Fonts.Font.Dispose">
  860. <summary>
  861. Dispose
  862. </summary>
  863. </member>
  864. <member name="M:Delta.Rendering.Basics.Fonts.Font.Load(System.IO.BinaryReader)">
  865. <summary>
  866. Loads all data of the object again which were previously saved.
  867. </summary>
  868. <param name="dataReader">The data reader.</param>
  869. </member>
  870. <member name="M:Delta.Rendering.Basics.Fonts.Font.Save(System.IO.BinaryWriter)">
  871. <summary>
  872. Saves all necessary data of the object to a byte array.
  873. </summary>
  874. <param name="dataWriter">The data writer.</param>
  875. </member>
  876. <member name="M:Delta.Rendering.Basics.Fonts.Font.Draw(System.String,Delta.Utilities.Datatypes.Rectangle)">
  877. <summary>
  878. Draws a text without any rotation and (scrolling) offset at the
  879. specified area.
  880. </summary>
  881. <param name="text">The text that should be drawn.</param>
  882. <param name="drawArea">
  883. The area (in Quadratic Space) where the text should be drawn.
  884. </param>
  885. </member>
  886. <member name="M:Delta.Rendering.Basics.Fonts.Font.Draw(System.String,Delta.Utilities.Datatypes.Rectangle,System.Single,Delta.Utilities.Datatypes.Point)">
  887. <summary>
  888. Draws a text with the specified rotation (and scrolling offset) at the
  889. given area whereby the area defines the available space for the
  890. clipping too. Note: Rotation and scroll offset is not supported yet.
  891. </summary>
  892. <param name="text">The text that should be drawn.</param>
  893. <param name="drawArea">
  894. The area (in Quadratic Space) where the text should be drawn.
  895. </param>
  896. <param name="rotation">The rotation the text should have.</param>
  897. <param name="scrollOffset">
  898. The offset where the text should begin inside the text area which is
  899. necessary for scrolled text elements that needs a partial clipping.
  900. </param>
  901. </member>
  902. <member name="M:Delta.Rendering.Basics.Fonts.Font.Measure(System.String)">
  903. <summary>
  904. Measures the given text and returns the size that it would need for
  905. drawing it in the current resolution of the screen.
  906. </summary>
  907. <param name="text">Text</param>
  908. <returns>
  909. Size
  910. </returns>
  911. </member>
  912. <member name="M:Delta.Rendering.Basics.Fonts.Font.Measure(Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo[])">
  913. <summary>
  914. Measures the given text and returns the size that it would need for
  915. drawing it in the current resolution of the screen.
  916. </summary>
  917. <param name="glyphDrawInfos">Glyph draw info</param>
  918. <returns>Size</returns>
  919. </member>
  920. <member name="M:Delta.Rendering.Basics.Fonts.Font.CreateGeometryFromGlyph(Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo[],System.String)">
  921. <summary>
  922. Helper method to create geometry per font request, called by the
  923. glyphCache delegate inside InitializeGlyphCache.
  924. </summary>
  925. <param name="glyphs">Glyphs with all the letters</param>
  926. <param name="text">Text, just for the geometry name</param>
  927. <returns>Geometry that will be used for drawing.</returns>
  928. </member>
  929. <member name="M:Delta.Rendering.Basics.Fonts.Font.DetermineBestFont">
  930. <summary>
  931. Determines the best matching font depending on the current screen
  932. resolution and clears the current glyph cache too.
  933. </summary>
  934. </member>
  935. <member name="M:Delta.Rendering.Basics.Fonts.Font.ComputeLineHeight(Delta.ContentSystem.Rendering.FontData)">
  936. <summary>
  937. Computes the current line height in quadratic space, needs to be
  938. updated once the active font instance or resolution changes.
  939. </summary>
  940. <param name="fontData">
  941. The <see cref="T:Delta.ContentSystem.Rendering.FontData"/> to compute height from.
  942. </param>
  943. </member>
  944. <member name="M:Delta.Rendering.Basics.Fonts.Font.UpdateFontMaps">
  945. <summary>
  946. Update font maps
  947. </summary>
  948. </member>
  949. <member name="P:Delta.Rendering.Basics.Fonts.Font.Default">
  950. <summary>
  951. Get the default fallback font, that is usually used for info and
  952. debug texts, the FPS counter, profiler and other stuff that does not
  953. have a valid font set (or does not want to handle own fonts).
  954. All text is displayed
  955. UI has its own fallback and is much more sophisticated because
  956. we usually need different font sizes depending on the resolution!
  957. </summary>
  958. </member>
  959. <member name="P:Delta.Rendering.Basics.Fonts.Font.FamilyName">
  960. <summary>
  961. Get the family name of the font (e.g. "Verdana", "Arial", etc.)
  962. </summary>
  963. </member>
  964. <member name="P:Delta.Rendering.Basics.Fonts.Font.CurrentFontSize">
  965. <summary>
  966. Get the current selected font size based on the current resolution.
  967. <para/>
  968. Note: This will only change if different font data values were
  969. specified in the constructor, else the size will always be the same
  970. for the current font instance.
  971. </summary>
  972. </member>
  973. <member name="P:Delta.Rendering.Basics.Fonts.Font.LineSpacingMultiplier">
  974. <summary>
  975. The scale factor which finally defines the total line height based on
  976. the font content size (default is '1.0'). Must be set in constructor
  977. and is usually set from the font content data. Can be adjusted in the
  978. constructor (e.g. 1.5) and will be multiplied with fontData.LineHeight
  979. for rendering.
  980. <para />
  981. LineHeight = 1.0: Normal font height for the characters.
  982. <para />
  983. LineHeight = 1.5: Bigger font height for the characters with an extra
  984. space of 50% between lines.
  985. </summary>
  986. </member>
  987. <member name="P:Delta.Rendering.Basics.Fonts.Font.CharacterSpacingMultiplier">
  988. <summary>
  989. Similar to LineSpacing you can also define how far each font
  990. character should be apart. The default value is '1.0' and it already
  991. uses the Tracking defined in each of the FontDatas used by this font.
  992. 2.0 means the same distance a space character holds is added between
  993. each letter, but you can use whatever value you like (1.1, 5.0, 0.8).
  994. </summary>
  995. </member>
  996. <member name="P:Delta.Rendering.Basics.Fonts.Font.LineHeight">
  997. <summary>
  998. The total height of a text line (in quadratic space) based on the set
  999. font height (in pixel) and the line spacing multiplier.
  1000. <para />Note: The value is depending on the current resolution.
  1001. </summary>
  1002. </member>
  1003. <member name="P:Delta.Rendering.Basics.Fonts.Font.Color">
  1004. <summary>
  1005. Get the color of the displayed text (default is 'White'). Can only be
  1006. set in the constructor like most of the important font render states.
  1007. </summary>
  1008. </member>
  1009. <member name="P:Delta.Rendering.Basics.Fonts.Font.DrawLayer">
  1010. <summary>
  1011. Get the render layer where a text will be drawn. Can only be set in the
  1012. constructor.
  1013. </summary>
  1014. </member>
  1015. <member name="P:Delta.Rendering.Basics.Fonts.Font.IsWordWrappingOn">
  1016. <summary>
  1017. Is word wrapping on (default is 'false').
  1018. <para />
  1019. Note: This feature is still not fully supported yet.
  1020. </summary>
  1021. </member>
  1022. <member name="P:Delta.Rendering.Basics.Fonts.Font.HorizontalAlignment">
  1023. <summary>
  1024. Horizontal text alignment (default is 'Centered').
  1025. </summary>
  1026. </member>
  1027. <member name="P:Delta.Rendering.Basics.Fonts.Font.VerticalAlignment">
  1028. <summary>
  1029. Vertical text alignment (default is 'Centered').
  1030. </summary>
  1031. </member>
  1032. <member name="T:Delta.Rendering.Basics.Fonts.Font.TextParameters">
  1033. <summary>
  1034. Helper for the second input value of glyphCache. These values should
  1035. not change much, but we still need to check them for every Get.
  1036. </summary>
  1037. </member>
  1038. <member name="F:Delta.Rendering.Basics.Fonts.Font.TextParameters.Width">
  1039. <summary>
  1040. The available width (in Quadratic Space) to draw the related text.
  1041. </summary>
  1042. </member>
  1043. <member name="F:Delta.Rendering.Basics.Fonts.Font.TextParameters.Height">
  1044. <summary>
  1045. The available height (in Quadratic Space) to draw the related text.
  1046. </summary>
  1047. </member>
  1048. <member name="F:Delta.Rendering.Basics.Fonts.Font.TextParameters.HorizontalAlignment">
  1049. <summary>
  1050. The horizontal alignment of the related text.
  1051. </summary>
  1052. </member>
  1053. <member name="F:Delta.Rendering.Basics.Fonts.Font.TextParameters.LineSpacing">
  1054. <summary>
  1055. The set spacing for the text lines of the related text (if there are
  1056. some lines). This value is FontData.LineHeight * Font.LineHeight.
  1057. </summary>
  1058. </member>
  1059. <member name="T:Delta.Rendering.Basics.Fonts.Font.TextDrawInfo">
  1060. <summary>
  1061. Helper struct for the cache result of glyphCache.
  1062. </summary>
  1063. </member>
  1064. <member name="F:Delta.Rendering.Basics.Fonts.Font.TextDrawInfo.GlyphInfos">
  1065. <summary>
  1066. That array of glyph info represents the drawing area's of each
  1067. character in relation to the text. In other words that are NOT the
  1068. final areas where the text will be drawn on the screen !
  1069. </summary>
  1070. </member>
  1071. <member name="F:Delta.Rendering.Basics.Fonts.Font.TextDrawInfo.TextSize">
  1072. <summary>
  1073. The measured size of the glyphs (or in other words the text) that
  1074. will be needed to show it fully on the screen.
  1075. </summary>
  1076. </member>
  1077. <member name="F:Delta.Rendering.Basics.Fonts.Font.TextDrawInfo.Material">
  1078. <summary>
  1079. Material for rendering the Geometry.
  1080. TODO: Group the glyph geometries by each fontmap
  1081. </summary>
  1082. </member>
  1083. <member name="F:Delta.Rendering.Basics.Fonts.Font.TextDrawInfo.Geometry">
  1084. <summary>
  1085. And finally the pre-calculated geometry to render out text quickly.
  1086. Usually text does not change, thus we can calculate the geometry
  1087. once and render it many times.
  1088. </summary>
  1089. </member>
  1090. <member name="T:Delta.Rendering.Basics.Materials.Material2DColored">
  1091. <summary>
  1092. Vertex colored Material 2D, used for particle effects and coloring UI
  1093. elements in UI screens. Using this class instead of Material2D is a bit
  1094. slower because we need to send vertex colors to the GPU.
  1095. </summary>
  1096. </member>
  1097. <member name="F:Delta.Rendering.Basics.Materials.Material2DColored.defaultMaterial2DColored">
  1098. <summary>
  1099. Default material 2D
  1100. </summary>
  1101. </member>
  1102. <member name="M:Delta.Rendering.Basics.Materials.Material2DColored.#ctor(System.String)">
  1103. <summary>
  1104. Create material from just a diffuse map image name and a the default
  1105. blend color. The material will always just use the basic shader with
  1106. vertex coloring. That is mostly used for UI rendering.
  1107. </summary>
  1108. <param name="setDiffuseMapName">
  1109. The name of the diffuse map to use.
  1110. </param>
  1111. </member>
  1112. <member name="M:Delta.Rendering.Basics.Materials.Material2DColored.#ctor(System.String,Delta.Utilities.Datatypes.Color)">
  1113. <summary>
  1114. Create material from just a diffuse map image name and a given
  1115. blend color. The material will always just use the basic shader with
  1116. vertex coloring. That is mostly used for UI rendering.
  1117. </summary>
  1118. <param name="setDiffuseMapName">Diffuse map name.</param>
  1119. <param name="setColor">The tint color to apply during draw.</param>
  1120. </member>
  1121. <member name="M:Delta.Rendering.Basics.Materials.Material2DColored.#ctor(Delta.Utilities.Datatypes.Color)">
  1122. <summary>
  1123. Create material from just a diffuse map image name and a the default
  1124. blend color. The material will always just use the basic shader with
  1125. vertex coloring. That is mostly used for UI rendering.
  1126. </summary>
  1127. <param name="setColor">The color that the material should have.</param>
  1128. </member>
  1129. <member name="M:Delta.Rendering.Basics.Materials.Material2DColored.Clone">
  1130. <summary>
  1131. Returns a new instance of this Material2DColored, which we can change
  1132. without modifying the original. Useful for the Default material (see
  1133. property above) or for different material settings on the same image.
  1134. </summary>
  1135. <returns>New Material2DColored with the same settings</returns>
  1136. </member>
  1137. <member name="M:Delta.Rendering.Basics.Materials.Material2DColored.Draw(Delta.Utilities.Datatypes.Rectangle)">
  1138. <summary>
  1139. Draw this colored 2D material at the specified rectangle location.
  1140. Use the other overloads for more options (at the cost of performance)
  1141. like rotation, flipping, overwriting UVs, etc.
  1142. </summary>
  1143. <param name="drawArea">
  1144. Draw area to render to, rendering will be skipped if this is
  1145. completely outside of the 0-1 quadratic screen space.
  1146. </param>
  1147. </member>
  1148. <member name="M:Delta.Rendering.Basics.Materials.Material2DColored.Draw(Delta.Utilities.Datatypes.Rectangle,System.Single,Delta.Rendering.Enums.FlipMode)">
  1149. <summary>
  1150. Draw this colored 2D material at the specified rectangle location.
  1151. Use the other overloads for more options (at the cost of performance)
  1152. like rotation, flipping, overwriting UVs, etc.
  1153. </summary>
  1154. <param name="drawArea">
  1155. Draw area to render to, rendering will be skipped if this is
  1156. completely outside of the 0-1 quadratic screen space.
  1157. </param>
  1158. <param name="rotation">
  1159. Rotation for this material drawing in degrees. By default unused=0.
  1160. </param>
  1161. <param name="flipMode">
  1162. Flipping is useful to display materials in different ways. Just
  1163. rotating is often enough, but sometimes flipping is needed (e.g. for
  1164. RenderTargets or to make non-tileable textures pseudo-tilable).
  1165. FlipMode.Vertical and FlipMode.Horizontal can be combined (which is
  1166. FlipMode.VerticalAndHorizontal, the same as rotating 180 degrees).
  1167. </param>
  1168. </member>
  1169. <member name="M:Delta.Rendering.Basics.Materials.Material2DColored.Draw(Delta.Utilities.Datatypes.Rectangle,System.Single,Delta.Utilities.Datatypes.Point,Delta.Rendering.Enums.FlipMode)">
  1170. <summary>
  1171. Draw this 2D material at the specified rectangle location and
  1172. optionally rotating and flipping it.
  1173. </summary>
  1174. <param name="drawArea">
  1175. Draw area to render to, rendering will be skipped if this is
  1176. completely outside of the 0-1 quadratic screen space.
  1177. </param>
  1178. <param name="rotation">
  1179. Rotation for this material drawing in degrees. By default unused=0.
  1180. </param>
  1181. <param name="rotationCenter">
  1182. Center for the rotation. If you want it to be centered around the
  1183. drawArea use drawArea.Center or just use the other Draw overloads.
  1184. Note: This rotationCenter is always absolute, add drawArea.Center to
  1185. make it relative to the local drawArea.
  1186. </param>
  1187. <param name="flipMode">