6250 lines
272 KiB
XML
6250 lines
272 KiB
XML
<?xml version="1.0"?>
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<doc>
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<assembly>
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"SHADE_Managed"
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</assembly>
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<members>
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<member name="M:SHADE.Input.GetMouseReleasedTime(SHADE.Input.MouseCode)">
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<summary>
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Retrieves the duration that the specified key has not been held or was last
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not been held for.
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</summary>
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<param name="key">The key to check.</param>
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<returns>Time in seconds that the key was held.</returns>
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</member>
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<member name="M:SHADE.Input.GetMouseHeldTime(SHADE.Input.MouseCode)">
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<summary>
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Retrieves the duration that the specified key has been held or was last held
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for.
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</summary>
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<param name="key">The key to check.</param>
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<returns>Time in seconds that the key was held.</returns>
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</member>
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<member name="M:SHADE.Input.GetKeyReleasedTime(SHADE.Input.KeyCode)">
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<summary>
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Retrieves the duration that the specified key has not been held or was last
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not been held for.
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</summary>
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<param name="key">The key to check.</param>
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<returns>Time in seconds that the key was held.</returns>
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</member>
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<member name="M:SHADE.Input.GetKeyHeldTime(SHADE.Input.KeyCode)">
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<summary>
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Retrieves the duration that the specified key has been held or was last held
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for.
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</summary>
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<param name="key">The key to check.</param>
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<returns>Time in seconds that the key was held.</returns>
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</member>
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<member name="M:SHADE.Input.SetMousePosition(SHADE.Vector2)">
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<summary>
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Sets the position of the mouse cursor relative to the top left corner of the
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window.
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</summary>
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<param name="pos">
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Position of the mouse in window pixel coordinates to set.
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</param>
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</member>
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<member name="M:SHADE.Input.GetMouseButtonUp(SHADE.Input.MouseCode)">
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<summary>
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Checks if a specified mouse button is no longer pressed and was pressed
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before.
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</summary>
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<param name="mouseButton">MouseCode of the mouse button to check.</param>
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<returns>
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True during the frame the user releases the given mouse button.
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</returns>
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</member>
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<member name="M:SHADE.Input.GetMouseButtonDown(SHADE.Input.MouseCode)">
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<summary>
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Checks if a specified mouse button is pressed and was not pressed before.
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</summary>
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<param name="mouseButton">MouseCode of the mouse button to check.</param>
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<returns>
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True during the frame the user pressed the given mouse button.
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</returns>
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</member>
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<member name="M:SHADE.Input.GetMouseButton(SHADE.Input.MouseCode)">
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<summary>
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Checks if a specified mouse button is being held down.
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This will also be true if GetMouseButtonDown() is true.
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</summary>
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<param name="mouseButton">MouseCode of the mouse button to check.</param>
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<returns>True while the user holds down the mouse button specified.</returns>
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</member>
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<member name="M:SHADE.Input.GetKeyUp(SHADE.Input.KeyCode)">
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<summary>
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Checks if a specified key is no longer pressed pressed and was pressed
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before.
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</summary>
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<param name="key">KeyCode of the key to check.</param>
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<returns>
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True during the frame the user releases the key identified by name.
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</returns>
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</member>
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<member name="M:SHADE.Input.GetKeyDown(SHADE.Input.KeyCode)">
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<summary>
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Checks if a specified key is pressed and was not pressed before.
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</summary>
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<param name="key">KeyCode of the key to check.</param>
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<returns>
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True during the frame the user starts pressing down the key specified.
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</returns>
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</member>
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<member name="M:SHADE.Input.GetKey(SHADE.Input.KeyCode)">
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<summary>
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Checks if a specified key is being held down.
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This will also be true if GetKeyDown() is true.
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</summary>
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<param name="key">KeyCode of the key to check.</param>
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<returns>True while the user holds down the key specified.</returns>
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</member>
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<member name="P:SHADE.Input.MouseScrollDelta">
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<summary>
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Amnount of vertical mouse scroll in this frame.
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</summary>
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</member>
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<member name="P:SHADE.Input.MousePosition">
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<summary>
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Mouse position in screen coordinates relative to the top left of the window.
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This value is a Vector3 for compatibility with functions that have Vector3
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arguments. The z component of the Vector3 is always 0
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</summary>
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</member>
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<member name="T:SHADE.Input.MouseCode">
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<summary>
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Represents the available supported mouse keycodes that can be passed into the
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mouse-button-based Input functions.
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</summary>
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</member>
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<member name="T:SHADE.Input.KeyCode">
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<summary>
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Represents the available supported keycodes that can be passed into the
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key-based Input functions.
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Attempting to follow https://docs.unity3d.com/ScriptReference/KeyCode.html
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Win32 keycodes are shift-insensitive, i.e. 'A' and 'a' are the same keycode and '1' and '!' are the same keycode
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</summary>
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</member>
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<member name="T:SHADE.Input">
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<summary>
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Static class responsible for providing access to Input-related functionality.
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</summary>
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</member>
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<member name="T:SHADE.SerializeField">
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<summary>
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Simple attribute to mark that a field in a Script should be serialised.
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</summary>
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</member>
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<member name="M:SHADE.EngineInterface.Exit">
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<summary>
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Cleans up all required components for managed code.
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</summary>
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</member>
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<member name="M:SHADE.EngineInterface.ReloadScriptAssembly">
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<summary>
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Reloads the managed script assembly.
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Take note that this will clear all existing scripts, ensure that the scene
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is saved before doing so.
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Equivalent to calling UnloadScriptAssembly() and then LoadScriptAssembly().
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</summary>
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</member>
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<member name="M:SHADE.EngineInterface.LoadScriptAssembly">
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<summary>
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Loads the managed script assembly. Ensure this is only called after
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UnloadScriptAssembly() has been called.
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</summary>
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</member>
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<member name="M:SHADE.EngineInterface.UnloadScriptAssembly">
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<summary>
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Unloads the managed script assembly.
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Take note that this will clear all existing scripts, ensure that the scene
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is saved before doing so.
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</summary>
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</member>
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<member name="M:SHADE.EngineInterface.Init">
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<summary>
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Initialises all required components for managed code.
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</summary>
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</member>
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<member name="F:SHADE.EngineInterface.ManagedLibraryName">
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<summary>
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Name of the Managed Library that contains the C# scripts written externally.
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</summary>
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</member>
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<member name="T:SHADE.EngineInterface">
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<summary>
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Static class that contains the functions for interfacing with the core
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PlushieEngine written in C++ for managing the lifecycle of managed code.
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</summary>
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</member>
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<member name="M:SHADE.DisposableAssemblyLoadContext.#ctor">
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<summary>
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Default Constructor
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</summary>
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</member>
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<member name="T:SHADE.DisposableAssemblyLoadContext">
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<summary>
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Custom AssemblyLoadContext marked as collectible so that it can be unloaded.
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</summary>
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</member>
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<member name="P:SHADE.Time.FixedDeltaTime">
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<summary>
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Time taken for Physics simulations. You should use this for operations
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within Script.FixedUpdate()
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</summary>
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</member>
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<member name="P:SHADE.Time.DeltaTime">
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<summary>
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Time taken to process the previous frame.
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</summary>
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</member>
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<member name="T:SHADE.Time">
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<summary>
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Static class that contains the functions for working with time.
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</summary>
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</member>
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<member name="T:SHADE.SHPhysicsSystemInterface">
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<summary>
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Static class that wraps up certain functions in the SHPhysicsSystem so that
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accessing it from SHADE_Managed would not cause issues due to C++20 features.
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</summary>
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</member>
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<member name="M:SHADE.TooltipAttribute.#ctor(System.String)">
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<summary>
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Constructor for a Tooltip attribute that fills in the description.
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</summary>
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<param name="description">Text to be shown when a field is hovered.</param>
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</member>
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<member name="P:SHADE.TooltipAttribute.Description">
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<summary>
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Description that is to be shown in the Tooltip.
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</summary>
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</member>
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<member name="T:SHADE.TooltipAttribute">
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<summary>
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Simple attribute to provide a field in a script with a tooltip.
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</summary>
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</member>
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<member name="M:SHADE.SHScriptEngine.fileExists(std.filesystem.path!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
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<summary>
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Checks if a specified file exists.
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</summary>
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<param name="filePath">File path to the file to check.</param>
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<returns> True if the file exists </returns>
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</member>
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<member name="M:SHADE.SHScriptEngine.deleteFolder(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
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<summary>
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Deletes the folder and all files in it as specified by the file path.
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</summary>
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<param name="filePath">File path to the file to delete.</param>
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</member>
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<member name="M:SHADE.SHScriptEngine.deleteFile(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
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<summary>
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Deletes the file as specified by the file path.
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</summary>
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<param name="filePath">File path to the file to delete.</param>
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</member>
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<member name="M:SHADE.SHScriptEngine.dumpBuildLog(std.basic_string_view<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte}>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
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<summary>
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Reads the file via the specified path that represents a build log of error
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and warning messages.
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</summary>
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<param name="buildLogPath">
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File path to the build log of script builds done by BuildScriptAssembly() to
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dump and process.
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</param>
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</member>
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<member name="M:SHADE.SHScriptEngine.registerEvents">
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<summary>
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Registers events for the scripting system
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</summary>
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</member>
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<member name="M:SHADE.SHScriptEngine.loadFunctions">
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<summary>
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Loads all the function pointers to CLR code that we need to execute.
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</summary>
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</member>
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<member name="M:SHADE.SHScriptEngine.GenerateScriptsCsProjFile(std.filesystem.path!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
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<summary>
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Generates a .csproj file for editing and compiling the C# scripts.
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</summary>
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<param name="path">File path to the generated file.</param>
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</member>
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<member name="M:SHADE.SHScriptEngine.BuildScriptAssembly(System.Boolean,System.Boolean)">
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<summary>
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Utilises execution of a external batch file for invoking the dotnet build
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tool to compile C# scripts in the Assets folder into the SHADE_Scripting
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C# assembly DLL.
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</summary>
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<param name="debug">
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Whether or not a debug build will be built. Only debug built C# assemblies
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can be debugged.
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</param>
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<param name="reload">
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Whether or not we are reloading the assembly, if so, unload and then reload it.
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</param>
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<returns>Whether or not the build succeeded.</returns>
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</member>
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<member name="M:SHADE.SHScriptEngine.RedoScriptInspectorChanges">
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<summary>
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Performs a redo for script inspector changes if it exists.
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</summary>
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</member>
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<member name="M:SHADE.SHScriptEngine.UndoScriptInspectorChanges">
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<summary>
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Performs an undo for script inspector changes if it exists.
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</summary>
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</member>
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<member name="M:SHADE.SHScriptEngine.RenderScriptsInInspector(System.UInt32)">
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<summary>
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Renders the set of attached Scripts for the specified Entity into the
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inspector.
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<br />
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This function is meant for consumption from native code in the inspector
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rendering code.
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</summary>
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<param name="entity">The Entity to render the Scripts of.</param>
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</member>
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<member name="M:SHADE.SHScriptEngine.DeserialiseScripts(System.UInt32,YAML.Node!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
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<summary>
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Creates scripts and sets fields for the specified Entity based on the specified
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YAML node.
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</summary>
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<param name="entity">The Entity to deserialise a Script on to.</param>
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<param name="scriptsNode">
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YAML Node that contains the serialised script data.
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</param>
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<return>True if successfully deserialised.</return>
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</member>
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<member name="M:SHADE.SHScriptEngine.SerialiseScripts(System.UInt32,YAML.Node*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
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<summary>
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Performs serialization of all scripts for the specified entity into the
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YAML::Node specified. This node will contain all serialised scripts after
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calling this function.
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</summary>
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<param name="entity">The Entity to Serialise.</param>
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<param name="scriptsNode">
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YAML Node that will store the serialised scripts.
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</param>
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<return>True if successfully serialised.</return>
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</member>
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<member name="M:SHADE.SHScriptEngine.RemoveAllScriptsImmediately(System.UInt32,System.Boolean)">
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<summary>
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Removes all Scripts attached to the specified Entity. Unlike
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RemoveAllScripts(), this removes all the scripts immediately.
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Does not do anything if the specified Entity is invalid or does not have any
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Scripts attached.
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</summary>
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<param name="entity">The entity to remove the scripts from.</param>
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<param name="callOnDestroy">
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Whether or not to call OnDestroy on the scripts. This is ignored if not in
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play mode.
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</param>
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</member>
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<member name="M:SHADE.SHScriptEngine.RemoveAllScripts(System.UInt32)">
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<summary>
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Removes all Scripts attached to the specified Entity. Does not do anything
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if the specified Entity is invalid or does not have any Scripts
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attached.
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</summary>
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<param name="entity">The entity to remove the scripts from.</param>
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</member>
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<member name="M:SHADE.SHScriptEngine.AddScript(System.UInt32,std.basic_string_view<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte}>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
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<summary>
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Adds a Script to a specified Entity. Note that while you can call this
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multiple times on a specified Entity, it will work for all intents and
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purposes but GetScript<T>() (C# only) currently only
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gives you the first Script added of the specified type.
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</summary>
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<param name="entity">The entity to add a script to.</param>
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<param name="scriptName">Type name of the script to add.</param>
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<returns>
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True if successfully added. False otherwise with the error logged to the
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console.
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</returns>
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</member>
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<member name="M:SHADE.SHScriptEngine.Exit">
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<summary>
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Shuts down the DotNetRuntime.
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</summary>
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</member>
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<member name="M:SHADE.SHScriptEngine.ExecuteCollisionFunctions">
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<summary>
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Executes the OnCollision*()s and OnTrigger*()s of the Scripts that are attached
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to Entities.
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</summary>
|
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</member>
|
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<member name="M:SHADE.SHScriptEngine.ExecuteFixedUpdates">
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<summary>
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Executes the FixedUpdate()s of the Scripts that are attached to
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Entities.
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</summary>
|
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</member>
|
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<member name="M:SHADE.SHScriptEngine.ReloadScriptAssembly">
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<summary>
|
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Reloads the managed script assembly.
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|
Take note that this will clear all existing scripts, ensure that the scene
|
|
is saved before doing so.
|
|
</summary>
|
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</member>
|
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<member name="M:SHADE.SHScriptEngine.LoadScriptAssembly">
|
|
<summary>
|
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Unloads the managed script assembly.
|
|
Take note that this will clear all existing scripts, ensure that the scene
|
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is saved before doing so.
|
|
</summary>
|
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</member>
|
|
<member name="M:SHADE.SHScriptEngine.UnloadScriptAssembly">
|
|
<summary>
|
|
Loads the managed script assembly. Ensure this is only called after
|
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UnloadScriptAssembly() has been called.
|
|
</summary>
|
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</member>
|
|
<member name="M:SHADE.SHScriptEngine.Init">
|
|
<summary>
|
|
Initialises the DotNetRuntime and retrieves function pointers to all
|
|
functions on the CLR used to interface with the engine.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.SHScriptEngine">
|
|
<summary>
|
|
Manages initialisation of the DotNetRuntime and interfacing with CLR code written
|
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and executed on .NET.
|
|
</summary>
|
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</member>
|
|
<member name="M:SHADE.ReflectionUtilities.Deserialise(System.Object,YAML.Node*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
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Deserialises a YAML node that contains a map of Scripts and copies the
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|
deserialised data into the specified object if there are matching fields.
|
|
</summary>
|
|
<param name="yamlNode">
|
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The JSON string that contains the data to copy into this Script object.
|
|
</param>
|
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<param name="object">The object to copy deserialised data into.</param>
|
|
</member>
|
|
<member name="M:SHADE.ReflectionUtilities.Serialise(System.Object,YAML.Node*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
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Creates a JSON node that represents the specified object and its associated
|
|
serialisable fields. Public fields and fields marked with the SerialiseField
|
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attribute will be serialised.
|
|
</summary>
|
|
<param name="object">The object to serialise.</param>
|
|
</member>
|
|
<member name="M:SHADE.ReflectionUtilities.FieldIsSerialisable(System.Reflection.FieldInfo)">
|
|
<summary>
|
|
Checks if a specified field is a candidate for serialisation. This means that
|
|
the field is public or private with the [SerialiseField] attribute.
|
|
</summary>
|
|
<param name="fieldInfo">The field to check.</param>
|
|
<returns>
|
|
True if the specified field is a candidate for serialisation.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.ReflectionUtilities.GetInstanceFields(System.Object)">
|
|
<summary>
|
|
Retrieves a set of all non-static (instance) fields from a specified object.
|
|
</summary>
|
|
<param name="object">The object to get non-static fields from.</param>
|
|
<returns>Immutable list of non-static fields.</returns>
|
|
</member>
|
|
<member name="T:SHADE.ReflectionUtilities">
|
|
<summary>
|
|
Contains useful static functions for working with Reflection.
|
|
</summary>
|
|
</member>
|
|
<member name="M:YAML.Dump(YAML.Node!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
Converts the node to a YAML string.
|
|
</member>
|
|
<member name="M:YAML.op_LeftShift(std.basic_ostream<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte}>*!System.Runtime.CompilerServices.IsImplicitlyDereferenced,YAML.Node!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
Emits the node to the given output stream.
|
|
</member>
|
|
<member name="M:YAML.op_LeftShift(YAML.Emitter*!System.Runtime.CompilerServices.IsImplicitlyDereferenced,YAML.Node!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
Emits the node to the given {@link Emitter}. If there is an error in writing,
|
|
{@link Emitter#good} will return false.
|
|
|
|
</member>
|
|
<member name="M:YAML.LoadAllFromFile(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
Loads the input file as a list of YAML documents.
|
|
|
|
@throws {@link ParserException} if it is malformed.
|
|
@throws {@link BadFile} if the file cannot be loaded.
|
|
|
|
</member>
|
|
<member name="M:YAML.LoadAll(std.basic_istream<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte}>*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
Loads the input stream as a list of YAML documents.
|
|
|
|
@throws {@link ParserException} if it is malformed.
|
|
|
|
</member>
|
|
<member name="M:YAML.LoadAll(System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte!System.Runtime.CompilerServices.IsConst*)">
|
|
Loads the input string as a list of YAML documents.
|
|
|
|
@throws {@link ParserException} if it is malformed.
|
|
|
|
</member>
|
|
<member name="M:YAML.LoadAll(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
Loads the input string as a list of YAML documents.
|
|
|
|
@throws {@link ParserException} if it is malformed.
|
|
|
|
</member>
|
|
<member name="M:YAML.LoadFile(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
Loads the input file as a single YAML document.
|
|
|
|
@throws {@link ParserException} if it is malformed.
|
|
@throws {@link BadFile} if the file cannot be loaded.
|
|
|
|
</member>
|
|
<member name="M:YAML.Load(std.basic_istream<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte}>*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
Loads the input stream as a single YAML document.
|
|
|
|
@throws {@link ParserException} if it is malformed.
|
|
|
|
</member>
|
|
<member name="M:YAML.Load(System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte!System.Runtime.CompilerServices.IsConst*)">
|
|
Loads the input string as a single YAML document.
|
|
|
|
@throws {@link ParserException} if it is malformed.
|
|
|
|
</member>
|
|
<member name="M:YAML.Load(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
Loads the input string as a single YAML document.
|
|
|
|
@throws {@link ParserException} if it is malformed.
|
|
|
|
</member>
|
|
<member name="M:YAML.Parser.HandleTagDirective(YAML.Token!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
Handles a "TAG" directive, which should be of the form 'handle prefix',
|
|
where 'handle' is converted to 'prefix' in the file.
|
|
|
|
</member>
|
|
<member name="M:YAML.Parser.HandleYamlDirective(YAML.Token!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
Handles a "YAML" directive, which should be of the form 'major.minor' (like
|
|
a version number).
|
|
|
|
</member>
|
|
<member name="M:YAML.Parser.ParseDirectives">
|
|
Reads any directives that are next in the queue, setting the internal
|
|
{@code m_pDirectives} state.
|
|
|
|
</member>
|
|
<member name="M:YAML.Parser.HandleNextDocument(YAML.EventHandler*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
Handles the next document by calling events on the {@code eventHandler}.
|
|
|
|
@throw a ParserException on error.
|
|
@return false if there are no more documents
|
|
|
|
</member>
|
|
<member name="M:YAML.Parser.Load(std.basic_istream<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte}>*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
Resets the parser with the given input stream. Any existing state is
|
|
erased.
|
|
|
|
</member>
|
|
<member name="M:YAML.Parser.op_Explicit~System.Boolean">
|
|
Evaluates to true if the parser has some valid input to be read.
|
|
</member>
|
|
<member name="M:YAML.Parser.#ctor(std.basic_istream<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte}>*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
Constructs a parser from the given input stream. The input stream must
|
|
live as long as the parser.
|
|
|
|
</member>
|
|
<member name="M:YAML.Parser.#ctor">
|
|
Constructs an empty parser (with no input.
|
|
</member>
|
|
<member name="T:YAML.Parser">
|
|
A parser turns a stream of bytes into one stream of "events" per YAML
|
|
document in the input stream.
|
|
|
|
</member>
|
|
<member name="M:SHADE.Editor.renderScriptContextMenu(System.UInt32,SHADE.Script)">
|
|
<summary>
|
|
Renders a context menu when right clicked for the scripts
|
|
</summary>
|
|
<param name="entity">The Entity to render the Scripts of.</param>
|
|
<param name="script">The Script to render the inspector for.</param>
|
|
</member>
|
|
<member name="M:SHADE.Editor.renderFieldInInspector(System.Reflection.FieldInfo,System.Object)">
|
|
<summary>
|
|
Renders a field specified into the inspector.
|
|
</summary>
|
|
<param name="field">The field to render.</param>
|
|
<param name="object">
|
|
The object that contains the data of the field to render.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.Editor.renderScriptInInspector(System.UInt32,SHADE.Script,System.Int32)">
|
|
<summary>
|
|
Renders a single specified Script's inspector.
|
|
</summary>
|
|
<param name="entity">The Entity to render the Scripts of.</param>
|
|
<param name="script">The Script to render the inspector for.</param>
|
|
<param name="index">
|
|
Indices used internally to differentiate each rendered Script
|
|
inspector. This is required to open and close each Script's inspector
|
|
independently from each other.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.Editor.Redo">
|
|
<summary>
|
|
Redoes the last script inspector change if there is any.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Editor.Undo">
|
|
<summary>
|
|
Undoes the last script inspector change if there is any.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Editor.RenderScriptAddButton(System.UInt32)">
|
|
<summary>
|
|
Renders a dropdown button that allows for the addition of PlushieScripts
|
|
onto the specified Entity.
|
|
</summary>
|
|
<param name="entity">The Entity to add PlushieScripts to.</param>
|
|
</member>
|
|
<member name="M:SHADE.Editor.RenderScriptsInInspector(System.UInt32)">
|
|
<summary>
|
|
Renders the set of attached Scripts for the specified Entity into the
|
|
inspector.
|
|
<br />
|
|
This function is meant for consumption from native code in the inspector
|
|
rendering code.
|
|
</summary>
|
|
<param name="entity">The Entity to render the Scripts of.</param>
|
|
</member>
|
|
<member name="T:SHADE.Editor">
|
|
<summary>
|
|
Static class for Editor-related functions
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.DeserialiseScripts(System.UInt32,System.IntPtr)">
|
|
<summary>
|
|
Processes a YAML node that contains a list of multiple scripts to be loaded
|
|
into the specified Entity.
|
|
<br /><br />
|
|
This function should only be called from native unmanaged code.
|
|
</summary>
|
|
<param name="entity">
|
|
The Entity to attach the deserialised Scripts to.
|
|
</param>
|
|
<param name="yaml">
|
|
Pointer to the YAML::Node that contains serialized script data.
|
|
</param>
|
|
<returns />
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.SerialiseScripts(System.UInt32,System.IntPtr)">
|
|
<summary>
|
|
Populates a YAML node with the scripts for a specified Entity.
|
|
<br /><br />
|
|
This function should only be called from native unmanaged code.
|
|
</summary>
|
|
<param name="entity">The Entity to Serialise.</param>
|
|
<param name="yamlNode">
|
|
Pointer to a YAML::Node that will be populated with all of the serialised
|
|
scripts and their associated fields.
|
|
</param>
|
|
<returns>
|
|
True if serialisation is successful. False if the buffer is too small for
|
|
the serialised output.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.ExecuteCollisionFunctions">
|
|
<summary>
|
|
Executes OnCollision*() and OnTrigger*() for all scripts.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.ExecuteLateUpdate">
|
|
<summary>
|
|
Executes LateUpdate() for all scripts.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.ExecuteUpdate">
|
|
<summary>
|
|
Executes Update() for all scripts.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.ExecuteFixedUpdate">
|
|
<summary>
|
|
Executes FixedUpdate() for all scripts.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.GetAvailableScriptList">
|
|
<summary>
|
|
Retrieves a immutable list of available scripts that can be added.
|
|
</summary>
|
|
<returns>Immutable list of available scripts that can be added.</returns>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.Exit">
|
|
<summary>
|
|
Cleans up data stored in the ScriptStore to free up memory for garbage
|
|
collection.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.FrameCleanUp">
|
|
<summary>
|
|
Cleans up scripts that were marked for deletion. This calls the OnDestroy()
|
|
for these Scripts.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.FrameSetUp">
|
|
<summary>
|
|
Sets up scripts that were marked for initialization. This calls the Awake()
|
|
and Start() for Scripts that have yet to have done so.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.Init">
|
|
<summary>
|
|
Initializes the ScriptStore to allocate and pre-populate reflection data.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.RemoveAllScriptsImmediately(System.UInt32,System.Boolean)">
|
|
<summary>
|
|
Removes all Scripts attached to the specified Entity. Unlike
|
|
RemoveAllScripts(), this removes all the scripts immediately.
|
|
Does not do anything if the specified Entity is invalid or does not have any
|
|
Scripts attached.
|
|
</summary>
|
|
<param name="entity">The entity to remove the scripts from.</param>
|
|
<param name="callOnDestroy">
|
|
Whether or not to call OnDestroy on the scripts.This is ignored if not in
|
|
play mode.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.RemoveAllScripts(System.UInt32)">
|
|
<summary>
|
|
Removes all Scripts attached to the specified Entity. Does not do anything
|
|
if the specified Entity is invalid or does not have any Scripts
|
|
attached.
|
|
</summary>
|
|
<param name="entity">The entity to remove the scripts from.</param>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.RemoveScript(System.UInt32,SHADE.Script)">
|
|
<summary>
|
|
Removes a specific script from the
|
|
</summary>
|
|
<param name="entity">The entity to remove the script from.</param>
|
|
<param name="script">The script to remove.</param>
|
|
<returns>True if successfully removed. False otherwise.</returns>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.RemoveScript``1(System.UInt32)">
|
|
<summary>
|
|
Removes all Scripts of the specified type from the specified Entity.
|
|
</summary>
|
|
<typeparam name="T">
|
|
Type of script to remove.
|
|
This needs to be a default constructable Script.
|
|
</typeparam>
|
|
<param name="entity">The entity to remove the script from.</param>
|
|
<exception cref="!:ArgumentException">
|
|
If the specified Entity is invalid.
|
|
</exception>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.GetAllScripts(System.UInt32)">
|
|
<summary>
|
|
Retrieves an immutable list of all scripts attached to a specified Entity.
|
|
</summary>
|
|
<param name="entity">
|
|
The entity which the scripts to retrieve are attached.
|
|
</param>
|
|
<returns>
|
|
Immutable list of references to scripts attached to the specified Entity.
|
|
This can also be null if there are no scripts at all or an invalid Entity
|
|
was specified.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.GetScripts``1(System.UInt32)">
|
|
<summary>
|
|
Retrieves a immutable list of scripts from the specified Entity that
|
|
matches the specified type.
|
|
<br />
|
|
Note that this function allocates. It should be used sparingly.
|
|
</summary>
|
|
<typeparam name="T">
|
|
Type of scripts to get.
|
|
This needs to be a default constructable Script.
|
|
</typeparam>
|
|
<param name="entity">
|
|
The entity which the scripts to retrieve are attached.
|
|
</param>
|
|
<returns>
|
|
Immutable list of references to scripts of the specified type.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.GetScriptInChildren``1(System.UInt32)">
|
|
<summary>
|
|
Retrieves the first Script from the specified Entity's children that matches
|
|
the specified type.
|
|
</summary>
|
|
<typeparam name="T">
|
|
Type of script to get.
|
|
This needs to be a default constructable Script.
|
|
</typeparam>
|
|
<param name="entity">
|
|
The entity which the script to retrieve is attached.
|
|
</param>
|
|
<returns>
|
|
Reference to the script. This can be null if no script of the specified
|
|
type is attached.
|
|
</returns>
|
|
<exception cref="!:ArgumentException">
|
|
If the specified Entity is invalid.
|
|
</exception>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.GetScript``1(System.UInt32)">
|
|
<summary>
|
|
Retrieves the first Script from the specified Entity that matches the
|
|
specified type.
|
|
</summary>
|
|
<typeparam name="T">
|
|
Type of script to get.
|
|
This needs to be a default constructable Script.
|
|
</typeparam>
|
|
<param name="entity">
|
|
The entity which the script to retrieve is attached.
|
|
</param>
|
|
<returns>
|
|
Reference to the script. This can be null if no script of the specified
|
|
type is attached.
|
|
</returns>
|
|
<exception cref="!:ArgumentException">
|
|
If the specified Entity is invalid.
|
|
</exception>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.AddScriptViaNameWithRef(System.UInt32,System.String,SHADE.Script@)">
|
|
<summary>
|
|
Adds a Script to a specified Entity.
|
|
<br />
|
|
This function is meant for consumption from native code or for serialisation
|
|
purposes. If you are writing in C# or C++/CLI and not doing serialisation,
|
|
use AddScript<T>() instead as it is faster.
|
|
</summary>
|
|
<param name="entity">The entity to add a script to.</param>
|
|
<param name="scriptName">The entity to add a script to.</param>
|
|
<param name="createdScript">
|
|
Out parameter handle to the Script that was created.
|
|
</param>
|
|
<returns>
|
|
True if successfully added. False otherwise with the error logged to the
|
|
console.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.AddScriptViaName(System.UInt32,System.String)">
|
|
<summary>
|
|
Adds a Script to a specified Entity.
|
|
<br />
|
|
This function is meant for consumption from native code. If you are writing
|
|
in C# or C++/CLI, use AddScript<T>() instead as it is faster.
|
|
</summary>
|
|
<param name="entity">The entity to add a script to.</param>
|
|
<param name="scriptName">The entity to add a script to.</param>
|
|
<returns>
|
|
True if successfully added. False otherwise with the error logged to the
|
|
console.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.ScriptStore.AddScript``1(System.UInt32)">
|
|
<summary>
|
|
Adds a Script to a specified Entity.
|
|
</summary>
|
|
<typeparam name="T">
|
|
Type of script to add.
|
|
This needs to be a default constructable PlushieScript.
|
|
</typeparam>
|
|
<param name="entity">The entity to add a script to.</param>
|
|
<returns>Reference to the script added.</returns>
|
|
<exception cref="!:ArgumentException">
|
|
If the specified Entity is invalid.
|
|
</exception>
|
|
</member>
|
|
<member name="T:SHADE.ScriptStore">
|
|
<summary>
|
|
Responsible for managing all scripts attached to Entities as well as executing
|
|
all lifecycle functions of scripts.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Color.op_Inequality(SHADE.Color,SHADE.Color)">
|
|
<summary>
|
|
Checks if two Colors are not approximately equal.
|
|
</summary>
|
|
<param name="lhs">Color to compare.</param>
|
|
<param name="rhs">Another Color to compare.</param>
|
|
<returns>
|
|
True if all components are not approximately equal within the default
|
|
tolerance value.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Color.op_Equality(SHADE.Color,SHADE.Color)">
|
|
<summary>
|
|
Checks if two Colors are approximately equal.
|
|
</summary>
|
|
<param name="lhs">Color to compare.</param>
|
|
<param name="rhs">Another Color to compare.</param>
|
|
<returns>
|
|
True if all components are approximately equal within the default
|
|
tolerance value.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Color.op_Division(SHADE.Color,System.Single)">
|
|
<summary>
|
|
Calculates the division of a Color with a scalar value and returns
|
|
the result.
|
|
</summary>
|
|
<param name="lhs">Scalar to divide with.</param>
|
|
<param name="rhs">Color to divide with.</param>
|
|
<returns>The result of the scalar division.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Color.op_Multiply(SHADE.Color,System.Single)">
|
|
<summary>
|
|
Calculates the multiplication of a Color with a scalar value and returns
|
|
the result.
|
|
</summary>
|
|
<param name="lhs">Color to multiply with.</param>
|
|
<param name="rhs">Scalar to multiply with.</param>
|
|
<returns>The result of the scalar multiplication.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Color.op_Multiply(SHADE.Color,SHADE.Color)">
|
|
<summary>
|
|
Calculates the component-wise multiplication of two Colors and returns the
|
|
result.
|
|
</summary>
|
|
<param name="lhs">Color to multiply with.</param>
|
|
<param name="rhs">Another Color to multiply with.</param>
|
|
<returns>The result of rhs subtracted from lhs.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Color.op_Subtraction(SHADE.Color,SHADE.Color)">
|
|
<summary>
|
|
Subtracts a Color from another Color and returns the result.
|
|
</summary>
|
|
<param name="lhs">Color to subtract from.</param>
|
|
<param name="rhs">Another Color to subtract.</param>
|
|
<returns>The result of rhs subtracted from lhs.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Color.op_Addition(SHADE.Color,SHADE.Color)">
|
|
<summary>
|
|
Adds two Colors together and returns the result.
|
|
</summary>
|
|
<param name="lhs">Color to add.</param>
|
|
<param name="rhs">Another Color to add.</param>
|
|
<returns>The result of lhs added to rhs</returns>
|
|
</member>
|
|
<member name="M:SHADE.Color.LerpUnclamped(SHADE.Color,SHADE.Color,System.Single)">
|
|
<summary>
|
|
Linearly interpolates between two specified points.
|
|
This is most commonly used to find a point some fraction of the way along a
|
|
line between two endpoints.
|
|
Unlike Lerp(), t is not clamped to a range at all.
|
|
</summary>
|
|
<param name="colA">The start Color, returned when t = 0.0.</param>
|
|
<param name="colB">The end Color, returned when t = 1.0.</param>
|
|
<param name="t">Value used to interpolate between a and b.</param>
|
|
<returns>The interpolated Color.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Color.Lerp(SHADE.Color,SHADE.Color,System.Single)">
|
|
<summary>
|
|
Linearly interpolates between two specified points.
|
|
This is most commonly used to find a point some fraction of the way along a
|
|
line between two endpoints.
|
|
</summary>
|
|
<param name="colA">The start Color, returned when t = 0.0.</param>
|
|
<param name="colB">The end Color, returned when t = 1.0.</param>
|
|
<param name="t">
|
|
Value used to interpolate between a and b which is clamped to
|
|
the range[0, 1].
|
|
</param>
|
|
<returns>The interpolated Vector3.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Color.GetHashCode">
|
|
<summary>
|
|
Gets a unique hash for this object.
|
|
</summary>
|
|
<returns>Unique hash for this object.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Color.Equals(System.Object)">
|
|
<summary>
|
|
Compares equality with another unboxed object.
|
|
</summary>
|
|
<param name="o">The unboxed object to compare with.</param>
|
|
<returns>True if both objects are the same.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Color.Equals(SHADE.Color)">
|
|
<summary>
|
|
Compares equality with an object of the same type.
|
|
</summary>
|
|
<param name="other">The object to compare with.</param>
|
|
<returns>True if both objects are the same.</returns>
|
|
</member>
|
|
<member name="F:SHADE.Color.a">
|
|
<summary>
|
|
Alpha component of the colour. Ranges from 0.0f to 1.0f.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Color.b">
|
|
<summary>
|
|
Blue component of the colour. Ranges from 0.0f to 1.0f.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Color.g">
|
|
<summary>
|
|
Green component of the colour. Ranges from 0.0f to 1.0f.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Color.r">
|
|
<summary>
|
|
Red component of the colour. Ranges from 0.0f to 1.0f.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Color.#ctor(System.Single,System.Single,System.Single,System.Single)">
|
|
<summary>
|
|
Constructor to construct a Color with the specified components.
|
|
</summary>
|
|
<param name="_red">Red component to set.</param>
|
|
<param name="_green">Green component to set.</param>
|
|
<param name="_blue">Blue component to set.</param>
|
|
<param name="_alpha">Alpha component to set.</param>
|
|
</member>
|
|
<member name="M:SHADE.Color.#ctor(System.Single,System.Single,System.Single)">
|
|
<summary>
|
|
Constructor to construct a Color with the specified components with the
|
|
alpha component set to 1.0f.
|
|
</summary>
|
|
<param name="_red">Red component to set.</param>
|
|
<param name="_green">Green component to set.</param>
|
|
<param name="_blue">Blue component to set.</param>
|
|
</member>
|
|
<member name="M:SHADE.Color.#ctor(System.Single,System.Single)">
|
|
<summary>
|
|
Constructor to construct a Color with the specified components with the
|
|
blue and alpha component set to 1.0f.
|
|
</summary>
|
|
<param name="_red">Red component to set.</param>
|
|
<param name="_green">Green component to set.</param>
|
|
</member>
|
|
<member name="M:SHADE.Color.#ctor(System.Single)">
|
|
<summary>
|
|
Constructor to construct a Color with the specified components with the
|
|
green, blue and alpha component set to 1.0f.
|
|
</summary>
|
|
<param name="_red">Red component to set.</param>
|
|
</member>
|
|
<member name="P:SHADE.Color.Defaults.Yellow">
|
|
<summary>
|
|
Pure yellow, mix of pure red and green.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Color.Defaults.Magenta">
|
|
<summary>
|
|
Pure magenta, mix of pure red and blue.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Color.Defaults.Cyan">
|
|
<summary>
|
|
Pure cyan, mix of pure green and blue.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Color.Defaults.Blue">
|
|
<summary>
|
|
Pure blue.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Color.Defaults.Green">
|
|
<summary>
|
|
Pure green.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Color.Defaults.Red">
|
|
<summary>
|
|
Pure red.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Color.Defaults.White">
|
|
<summary>
|
|
Pure white.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Color.Defaults.DarkGray">
|
|
<summary>
|
|
Dark Gray, darker than gray.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Color.Defaults.Gray">
|
|
<summary>
|
|
Gray, halfway between black and white.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Color.Defaults.LightGray">
|
|
<summary>
|
|
Light Gray, lighter than gray.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Color.Defaults.Black">
|
|
<summary>
|
|
Pure black.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.Color.Defaults">
|
|
<summary>
|
|
A static class that contains a set of default Colors.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.Color">
|
|
<summary>
|
|
CLR version of the the SHADE Engine's Color struct which describes a Color
|
|
encoded using floating point numbers that range from 0.0f to 1.0f.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.SHEditorUI.Button(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Creates a inline button widget.
|
|
<br />
|
|
Wraps up ImGui::Button().
|
|
</summary>
|
|
<param name="title">Text to display.</param>
|
|
<returns>True if button was pressed.</returns>
|
|
</member>
|
|
<member name="M:SHADE.SHEditorUI.SmallButton(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Creates a small inline button widget.
|
|
<br />
|
|
Wraps up ImGui::SmallButton().
|
|
</summary>
|
|
<param name="title">Text to display.</param>
|
|
<returns>True if button was pressed.</returns>
|
|
</member>
|
|
<member name="M:SHADE.SHEditorUI.Text(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Creates a visual text widget.
|
|
<br />
|
|
Wraps up ImGui::Text().
|
|
</summary>
|
|
<param name="title">Text to display.</param>
|
|
</member>
|
|
<member name="M:SHADE.SHEditorUI.MenuItem(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Creates a menu item in the list of items for a mini popup.
|
|
<br />
|
|
Wraps up ImGui::MenuItem().
|
|
</summary>
|
|
<param name="label">Label used to identify this widget.</param>
|
|
<returns>Whether or not the menu item was selected.</returns>
|
|
</member>
|
|
<member name="M:SHADE.SHEditorUI.OpenPopup(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Opens the popup that was defined with the specified label.
|
|
<br />
|
|
Wraps up ImGui::OpenPopup().
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.SHEditorUI.EndPopup">
|
|
<summary>
|
|
Marks the end of a definition of a mini pop up that can show options.
|
|
<br />
|
|
Wraps up ImGui::EndPopup().
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.SHEditorUI.BeginPopup(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Marks the start of a definition of a mini pop up that can show options.
|
|
<br />
|
|
Wraps up ImGui::BeginPopup().
|
|
</summary>
|
|
<param name="label">Label used to identify this widget.</param>
|
|
<returns>Whether or not the pop up is open.</returns>
|
|
</member>
|
|
<member name="M:SHADE.SHEditorUI.CollapsingHeader(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Creates a collapsing title header.
|
|
<br />
|
|
Wraps up ImGui::CollapsingHeader().
|
|
</summary>
|
|
<param name="title">Label for the header.</param>
|
|
<returns>True if the header is open, false otherwise.</returns>
|
|
</member>
|
|
<member name="M:SHADE.SHEditorUI.Unindent">
|
|
<summary>
|
|
Unindents the widgets rendered after this call.
|
|
<br />
|
|
Wraps up ImGui::Unindent().
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.SHEditorUI.Indent">
|
|
<summary>
|
|
Indents the widgets rendered after this call.
|
|
<br />
|
|
Wraps up ImGui::Indent().
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.SHEditorUI.PopID">
|
|
<summary>
|
|
Marks the end of a stack of ImGui widgets from the last PushID() call.
|
|
<br />
|
|
Wraps up ImGui::PopID().
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.SHEditorUI.PushID(System.Int32)">
|
|
<summary>
|
|
Marks the start of a stack of ImGui widgets with the specified id.
|
|
<br />
|
|
Wraps up ImGui::PushID().
|
|
</summary>
|
|
<param name="id">Integer-based ID.</param>
|
|
</member>
|
|
<member name="M:SHADE.SHEditorUI.PushID(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Marks the start of a stack of ImGui widgets with the specified id.
|
|
<br />
|
|
Wraps up ImGui::PushID().
|
|
</summary>
|
|
<param name="id">String-based ID.</param>
|
|
</member>
|
|
<member name="F:SHADE.SHEditorUI.TEXT_FIELD_MAX_LENGTH">
|
|
<summary>
|
|
Maximum length of a string supported by InputTextField()
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.SHEditorUI">
|
|
<summary>
|
|
Static class that contains useful functions for Editor UI using ImGui.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.UndoRedoStack.Redo">
|
|
<summary>
|
|
Redoes the last undo-ed command if it exists.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.UndoRedoStack.Undo">
|
|
<summary>
|
|
Undos the last added command if it exists.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.UndoRedoStack.Add(SHADE.UndoRedoStack.Command)">
|
|
<summary>
|
|
Adds a command onto the stack.
|
|
</summary>
|
|
<param name="command" />
|
|
</member>
|
|
<member name="P:SHADE.UndoRedoStack.RedoActionPresent">
|
|
<summary>
|
|
True if there is a redoable action in the stack.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.UndoRedoStack.UndoActionPresent">
|
|
<summary>
|
|
True if there is an undoable action in the stack.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.UndoRedoStack.Command">
|
|
<summary>
|
|
Command for the stack that represents a data modification.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.UndoRedoStack">
|
|
<summary>
|
|
Class that is able to store a stack of actions that can be done and redone.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Collider.OnCollisionShapeChanged(System.UInt32)">
|
|
<summary>
|
|
To be called from native code when a Collision Shape has been changed.
|
|
</summary>
|
|
<param name="entity">
|
|
The entity which has it's collision shape changed.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.Collider.OnCollisionShapeRemoved(System.UInt32)">
|
|
<summary>
|
|
To be called from native code when a collision shape has been removed.
|
|
</summary>
|
|
<param name="entity">The entity which has it's collision shape removed.</param>
|
|
</member>
|
|
<member name="M:SHADE.Collider.GetCollisionShape``1(System.Int32)">
|
|
<summary>
|
|
Retrieves a ColliderBound at the specified index in the ColliderBound list
|
|
and casts it to the appropriate type.
|
|
</summary>
|
|
<typeparam name="T">Type of the ColliderBound to cast to.</typeparam>
|
|
<param name="index">Index to retrieve a ColliderBound from.</param>
|
|
<returns>ColliderBound for the specified index.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Collider.GetCollisionShape(System.Int32)">
|
|
<summary>
|
|
Retrieves a ColliderBound at the specified index in the ColliderBound list.
|
|
</summary>
|
|
<param name="index">Index to retrieve a ColliderBound from.</param>
|
|
<returns>ColliderBound for the specified index.</returns>
|
|
</member>
|
|
<member name="P:SHADE.Collider.CollisionShapeCount">
|
|
<summary>
|
|
Total number of ColliderShapes in the Collider component.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Collider.#ctor(System.UInt32)">
|
|
<summary>
|
|
Constructs a Collider Component that represents a native SHColliderComponent
|
|
component tied to the specified Entity.
|
|
</summary>
|
|
<param name="entity">Entity that this Component will be tied to.</param>
|
|
</member>
|
|
<member name="T:SHADE.Collider">
|
|
<summary>
|
|
CLR version of the the SHADE Engine's SHColliderComponent.
|
|
A single Collider component can contain one or multiple Collider Bounds.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.SphereCollider.Raycast(SHADE.Ray,System.Single)">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="M:SHADE.SphereCollider.TestPoint(SHADE.Vector3)">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="P:SHADE.SphereCollider.Radius">
|
|
<summary>
|
|
Radius of the Bounding Sphere formed by this bound.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.SphereCollider.Center">
|
|
<summary>
|
|
Center of the Bounding Sphere formed by this bound.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.SphereCollider">
|
|
<summary>
|
|
Sphere-shaped Collider Bound.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.BoxCollider.Raycast(SHADE.Ray,System.Single)">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="M:SHADE.BoxCollider.TestPoint(SHADE.Vector3)">
|
|
<inheritdoc />
|
|
</member>
|
|
<member name="P:SHADE.BoxCollider.Max">
|
|
<summary>
|
|
Position of the top right front corner of the Bounding Box formed by this
|
|
bound.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.BoxCollider.Min">
|
|
<summary>
|
|
Position of the bottom left back corner of the Bounding Box formed by this
|
|
bound.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.BoxCollider.HalfExtents">
|
|
<summary>
|
|
Half of the scale of the Bounding Box formed by this bound.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.BoxCollider.Center">
|
|
<summary>
|
|
Center of the Bounding Box formed by this bound.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.BoxCollider">
|
|
<summary>
|
|
Box-shaped Collider Bound.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.CollisionShape.Raycast(SHADE.Ray,System.Single)">
|
|
<summary>
|
|
Computes a Raycast and checks if there is a collision with any object.
|
|
</summary>
|
|
<param name="ray">The ray to cast.</param>
|
|
<param name="maxDistance">Maximum distance for the raycast check.</param>
|
|
<returns>True if the ray intersects with an object in the scene.</returns>
|
|
</member>
|
|
<member name="M:SHADE.CollisionShape.TestPoint(SHADE.Vector3)">
|
|
<summary>
|
|
Checks if the specified point is within this shape's bounds.
|
|
</summary>
|
|
<param name="point">Point to test with.</param>
|
|
<returns>True if the point is in the shape's bounds.</returns>
|
|
</member>
|
|
<member name="T:SHADE.CollisionShape">
|
|
<summary>
|
|
Base interface for all Collider Shapes.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.SHPhysicsMaterial.density">
|
|
@brief The density of the collider that determines the mass of the collision shape
|
|
if it is automatically computed. Must be a positive number.
|
|
|
|
</member>
|
|
<member name="F:SHADE.SHPhysicsMaterial.bounciness">
|
|
@brief The bounciness factor of the physics object., clamped between [0,1].<br />
|
|
0 means the object will never bounce.
|
|
1 means the object never loses energy on a bounce.
|
|
|
|
</member>
|
|
<member name="F:SHADE.SHPhysicsMaterial.friction">
|
|
@brief The friction coefficient of the physics object., clamped between [0,1].<br />
|
|
0 means the object will never experience friction.
|
|
1 means the friction force against the object is equal to the applied force.
|
|
|
|
</member>
|
|
<member name="M:SHADE.SHPhysicsMaterial.SetDensity(System.Single)">
|
|
@brief Sets the mass density of the physics material.
|
|
@param newDensity The density value to set. Always made positive.
|
|
|
|
</member>
|
|
<member name="M:SHADE.SHPhysicsMaterial.SetBounciness(System.Single)">
|
|
@brief Sets the bounciness factor of the physics material.
|
|
@param newBounciness The bounciness value to set. Clamped between [0,1].
|
|
|
|
</member>
|
|
<member name="M:SHADE.SHPhysicsMaterial.SetFriction(System.Single)">
|
|
@brief Sets the friction coefficient of the physics material.
|
|
@param newFriction The friction value to set. Clamped between [0,1].
|
|
|
|
</member>
|
|
<member name="M:SHADE.SHPhysicsMaterial.#ctor(System.Single,System.Single,System.Single)">
|
|
@brief Default constructor for a physics material.
|
|
@param friction The friction of the material. Clamped between [0,1]. Defaults to 0.4.
|
|
@param bounciness The bounciness of the material. Clamped between [0,1].
|
|
@param density The mass density of the material. Always made positive.
|
|
|
|
</member>
|
|
<member name="M:SHADE.SHGraphicsSystemInterface.CloseWindow">
|
|
<summary>
|
|
Closes the current window, and depending on the implementation, should also
|
|
close the application.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.SHGraphicsSystemInterface.IsFullscreen">
|
|
<summary>
|
|
Retrieves the current window fullscreen status.
|
|
</summary>
|
|
<returns>The current window fullscreen status..</returns>
|
|
</member>
|
|
<member name="M:SHADE.SHGraphicsSystemInterface.GetWindowHeight">
|
|
<summary>
|
|
Retrieves the current window height.
|
|
</summary>
|
|
<returns>The current window height.</returns>
|
|
</member>
|
|
<member name="M:SHADE.SHGraphicsSystemInterface.GetWindowWidth">
|
|
<summary>
|
|
Retrieves the current window width.
|
|
</summary>
|
|
<returns>The current window width.</returns>
|
|
</member>
|
|
<member name="T:SHADE.SHGraphicsSystemInterface">
|
|
<summary>
|
|
Static class that wraps up certain functions in the SHGraphicsSystem so that
|
|
accessing it from SHADE_Managed would not cause issues due to C++20 features.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.SHEditor.Render">
|
|
@brief Perform ImGui and ImGui Backend Render
|
|
|
|
|
|
</member>
|
|
<member name="M:SHADE.SHEditor.NewFrame">
|
|
@brief Start new frame for editor
|
|
|
|
|
|
</member>
|
|
<member name="M:SHADE.SHEditor.InitBackend">
|
|
@brief Initialise Backend for ImGui (SDL and Vulkan backend)
|
|
|
|
@param sdlWindow Pointer to SDL_Window
|
|
|
|
</member>
|
|
<member name="M:SHADE.SHEditor.SetStyle(<unknown type>)">
|
|
@brief Set the Style for the editor
|
|
|
|
@param style Desired style
|
|
|
|
</member>
|
|
<member name="M:SHADE.SHEditor.Exit">
|
|
@brief Safely shutdown the editor
|
|
|
|
|
|
</member>
|
|
<member name="M:SHADE.SHEditor.Update(System.Double)">
|
|
@brief Update the editor and add to ImGui DrawList
|
|
|
|
@param dt Delta-time of the frame
|
|
|
|
</member>
|
|
<member name="M:SHADE.SHEditor.Init">
|
|
@brief Initialise the editor
|
|
|
|
@param sdlWindow pointer to SDL_Window object created in application
|
|
|
|
</member>
|
|
<member name="T:SHADE.SHEditor.Style">
|
|
@brief Style options
|
|
|
|
|
|
</member>
|
|
<member name="T:SHADE.SHEditor">
|
|
@brief SHEditor static class contains editor variables and implementation of editor functions.
|
|
|
|
|
|
</member>
|
|
<member name="M:SDL_GetYUVConversionModeForResolution(System.Int32,System.Int32)">
|
|
Get the YUV conversion mode, returning the correct mode for the resolution
|
|
when the current conversion mode is SDL_YUV_CONVERSION_AUTOMATIC
|
|
|
|
\since This function is available since SDL 2.0.8.
|
|
|
|
</member>
|
|
<member name="M:SDL_GetYUVConversionMode">
|
|
Get the YUV conversion mode
|
|
|
|
\since This function is available since SDL 2.0.8.
|
|
|
|
</member>
|
|
<member name="M:SDL_SetYUVConversionMode(SDL_YUV_CONVERSION_MODE)">
|
|
Set the YUV conversion mode
|
|
|
|
\since This function is available since SDL 2.0.8.
|
|
|
|
</member>
|
|
<member name="M:SDL_LowerBlitScaled(SDL_Surface*,SDL_Rect*,SDL_Surface*,SDL_Rect*)">
|
|
Perform low-level surface scaled blitting only.
|
|
|
|
This is a semi-private function and it performs low-level surface blitting,
|
|
assuming the input rectangles have already been clipped.
|
|
|
|
\param src the SDL_Surface structure to be copied from
|
|
\param srcrect the SDL_Rect structure representing the rectangle to be
|
|
copied
|
|
\param dst the SDL_Surface structure that is the blit target
|
|
\param dstrect the SDL_Rect structure representing the rectangle that is
|
|
copied into
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_BlitScaled
|
|
|
|
</member>
|
|
<member name="M:SDL_UpperBlitScaled(SDL_Surface*,SDL_Rect!System.Runtime.CompilerServices.IsConst*,SDL_Surface*,SDL_Rect*)">
|
|
Perform a scaled surface copy to a destination surface.
|
|
|
|
SDL_UpperBlitScaled() has been replaced by SDL_BlitScaled(), which is
|
|
merely a macro for this function with a less confusing name.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_BlitScaled
|
|
|
|
</member>
|
|
<member name="M:SDL_SoftStretchLinear(SDL_Surface*,SDL_Rect!System.Runtime.CompilerServices.IsConst*,SDL_Surface*,SDL_Rect!System.Runtime.CompilerServices.IsConst*)">
|
|
Perform bilinear scaling between two surfaces of the same format, 32BPP.
|
|
|
|
\since This function is available since SDL 2.0.16.
|
|
|
|
</member>
|
|
<member name="M:SDL_SoftStretch(SDL_Surface*,SDL_Rect!System.Runtime.CompilerServices.IsConst*,SDL_Surface*,SDL_Rect!System.Runtime.CompilerServices.IsConst*)">
|
|
Perform a fast, low quality, stretch blit between two surfaces of the same
|
|
format.
|
|
|
|
Please use SDL_BlitScaled() instead.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
</member>
|
|
<member name="M:SDL_LowerBlit(SDL_Surface*,SDL_Rect*,SDL_Surface*,SDL_Rect*)">
|
|
Perform low-level surface blitting only.
|
|
|
|
This is a semi-private blit function and it performs low-level surface
|
|
blitting, assuming the input rectangles have already been clipped.
|
|
|
|
Unless you know what you're doing, you should be using SDL_BlitSurface()
|
|
instead.
|
|
|
|
\param src the SDL_Surface structure to be copied from
|
|
\param srcrect the SDL_Rect structure representing the rectangle to be
|
|
copied, or NULL to copy the entire surface
|
|
\param dst the SDL_Surface structure that is the blit target
|
|
\param dstrect the SDL_Rect structure representing the rectangle that is
|
|
copied into
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_BlitSurface
|
|
|
|
</member>
|
|
<member name="M:SDL_UpperBlit(SDL_Surface*,SDL_Rect!System.Runtime.CompilerServices.IsConst*,SDL_Surface*,SDL_Rect*)">
|
|
* Performs a fast blit from the source surface to the destination surface.
|
|
*
|
|
* This assumes that the source and destination rectangles are
|
|
* the same size. If either \c srcrect or \c dstrect are NULL, the entire
|
|
* surface (\c src or \c dst) is copied. The final blit rectangles are saved
|
|
* in \c srcrect and \c dstrect after all clipping is performed.
|
|
*
|
|
* \returns 0 if the blit is successful, otherwise it returns -1.
|
|
*
|
|
* The blit function should not be called on a locked surface.
|
|
*
|
|
* The blit semantics for surfaces with and without blending and colorkey
|
|
* are defined as follows:
|
|
* \verbatim
|
|
RGBA->RGB:
|
|
Source surface blend mode set to SDL_BLENDMODE_BLEND:
|
|
alpha-blend (using the source alpha-channel and per-surface alpha)
|
|
SDL_SRCCOLORKEY ignored.
|
|
Source surface blend mode set to SDL_BLENDMODE_NONE:
|
|
copy RGB.
|
|
if SDL_SRCCOLORKEY set, only copy the pixels matching the
|
|
RGB values of the source color key, ignoring alpha in the
|
|
comparison.
|
|
|
|
RGB->RGBA:
|
|
Source surface blend mode set to SDL_BLENDMODE_BLEND:
|
|
alpha-blend (using the source per-surface alpha)
|
|
Source surface blend mode set to SDL_BLENDMODE_NONE:
|
|
copy RGB, set destination alpha to source per-surface alpha value.
|
|
both:
|
|
if SDL_SRCCOLORKEY set, only copy the pixels matching the
|
|
source color key.
|
|
|
|
RGBA->RGBA:
|
|
Source surface blend mode set to SDL_BLENDMODE_BLEND:
|
|
alpha-blend (using the source alpha-channel and per-surface alpha)
|
|
SDL_SRCCOLORKEY ignored.
|
|
Source surface blend mode set to SDL_BLENDMODE_NONE:
|
|
copy all of RGBA to the destination.
|
|
if SDL_SRCCOLORKEY set, only copy the pixels matching the
|
|
RGB values of the source color key, ignoring alpha in the
|
|
comparison.
|
|
|
|
RGB->RGB:
|
|
Source surface blend mode set to SDL_BLENDMODE_BLEND:
|
|
alpha-blend (using the source per-surface alpha)
|
|
Source surface blend mode set to SDL_BLENDMODE_NONE:
|
|
copy RGB.
|
|
both:
|
|
if SDL_SRCCOLORKEY set, only copy the pixels matching the
|
|
source color key.
|
|
\endverbatim
|
|
*
|
|
* You should call SDL_BlitSurface() unless you know exactly how SDL
|
|
* blitting works internally and how to use the other blit functions.
|
|
|
|
Perform a fast blit from the source surface to the destination surface.
|
|
|
|
SDL_UpperBlit() has been replaced by SDL_BlitSurface(), which is merely a
|
|
macro for this function with a less confusing name.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_BlitSurface
|
|
|
|
</member>
|
|
<member name="M:SDL_FillRects(SDL_Surface*,SDL_Rect!System.Runtime.CompilerServices.IsConst*,System.Int32,System.UInt32)">
|
|
Perform a fast fill of a set of rectangles with a specific color.
|
|
|
|
`color` should be a pixel of the format used by the surface, and can be
|
|
generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an
|
|
alpha component then the destination is simply filled with that alpha
|
|
information, no blending takes place.
|
|
|
|
If there is a clip rectangle set on the destination (set via
|
|
SDL_SetClipRect()), then this function will fill based on the intersection
|
|
of the clip rectangle and `rect`.
|
|
|
|
\param dst the SDL_Surface structure that is the drawing target
|
|
\param rects an array of SDL_Rects representing the rectangles to fill.
|
|
\param count the number of rectangles in the array
|
|
\param color the color to fill with
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_FillRect
|
|
|
|
</member>
|
|
<member name="M:SDL_FillRect(SDL_Surface*,SDL_Rect!System.Runtime.CompilerServices.IsConst*,System.UInt32)">
|
|
Perform a fast fill of a rectangle with a specific color.
|
|
|
|
`color` should be a pixel of the format used by the surface, and can be
|
|
generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an
|
|
alpha component then the destination is simply filled with that alpha
|
|
information, no blending takes place.
|
|
|
|
If there is a clip rectangle set on the destination (set via
|
|
SDL_SetClipRect()), then this function will fill based on the intersection
|
|
of the clip rectangle and `rect`.
|
|
|
|
\param dst the SDL_Surface structure that is the drawing target
|
|
\param rect the SDL_Rect structure representing the rectangle to fill, or
|
|
NULL to fill the entire surface
|
|
\param color the color to fill with
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_FillRects
|
|
|
|
</member>
|
|
<member name="M:SDL_PremultiplyAlpha(System.Int32,System.Int32,System.UInt32,System.Void!System.Runtime.CompilerServices.IsConst*,System.Int32,System.UInt32,System.Void*,System.Int32)">
|
|
Premultiply the alpha on a block of pixels.
|
|
|
|
This is safe to use with src == dst, but not for other overlapping areas.
|
|
|
|
This function is currently only implemented for SDL_PIXELFORMAT_ARGB8888.
|
|
|
|
\param width the width of the block to convert, in pixels
|
|
\param height the height of the block to convert, in pixels
|
|
\param src_format an SDL_PixelFormatEnum value of the `src` pixels format
|
|
\param src a pointer to the source pixels
|
|
\param src_pitch the pitch of the source pixels, in bytes
|
|
\param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format
|
|
\param dst a pointer to be filled in with premultiplied pixel data
|
|
\param dst_pitch the pitch of the destination pixels, in bytes
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.18.
|
|
|
|
</member>
|
|
<member name="M:SDL_ConvertPixels(System.Int32,System.Int32,System.UInt32,System.Void!System.Runtime.CompilerServices.IsConst*,System.Int32,System.UInt32,System.Void*,System.Int32)">
|
|
Copy a block of pixels of one format to another format.
|
|
|
|
\param width the width of the block to copy, in pixels
|
|
\param height the height of the block to copy, in pixels
|
|
\param src_format an SDL_PixelFormatEnum value of the `src` pixels format
|
|
\param src a pointer to the source pixels
|
|
\param src_pitch the pitch of the source pixels, in bytes
|
|
\param dst_format an SDL_PixelFormatEnum value of the `dst` pixels format
|
|
\param dst a pointer to be filled in with new pixel data
|
|
\param dst_pitch the pitch of the destination pixels, in bytes
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
</member>
|
|
<member name="M:SDL_ConvertSurfaceFormat(SDL_Surface*,System.UInt32,System.UInt32)">
|
|
Copy an existing surface to a new surface of the specified format enum.
|
|
|
|
This function operates just like SDL_ConvertSurface(), but accepts an
|
|
SDL_PixelFormatEnum value instead of an SDL_PixelFormat structure. As such,
|
|
it might be easier to call but it doesn't have access to palette
|
|
information for the destination surface, in case that would be important.
|
|
|
|
\param src the existing SDL_Surface structure to convert
|
|
\param pixel_format the SDL_PixelFormatEnum that the new surface is
|
|
optimized for
|
|
\param flags the flags are unused and should be set to 0; this is a
|
|
leftover from SDL 1.2's API
|
|
\returns the new SDL_Surface structure that is created or NULL if it fails;
|
|
call SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_AllocFormat
|
|
\sa SDL_ConvertSurface
|
|
\sa SDL_CreateRGBSurface
|
|
|
|
</member>
|
|
<member name="M:SDL_ConvertSurface(SDL_Surface*,SDL_PixelFormat!System.Runtime.CompilerServices.IsConst*,System.UInt32)">
|
|
Copy an existing surface to a new surface of the specified format.
|
|
|
|
This function is used to optimize images for faster *repeat* blitting. This
|
|
is accomplished by converting the original and storing the result as a new
|
|
surface. The new, optimized surface can then be used as the source for
|
|
future blits, making them faster.
|
|
|
|
\param src the existing SDL_Surface structure to convert
|
|
\param fmt the SDL_PixelFormat structure that the new surface is optimized
|
|
for
|
|
\param flags the flags are unused and should be set to 0; this is a
|
|
leftover from SDL 1.2's API
|
|
\returns the new SDL_Surface structure that is created or NULL if it fails;
|
|
call SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_AllocFormat
|
|
\sa SDL_ConvertSurfaceFormat
|
|
\sa SDL_CreateRGBSurface
|
|
|
|
</member>
|
|
<member name="M:SDL_GetClipRect(SDL_Surface*,SDL_Rect*)">
|
|
Get the clipping rectangle for a surface.
|
|
|
|
When `surface` is the destination of a blit, only the area within the clip
|
|
rectangle is drawn into.
|
|
|
|
\param surface the SDL_Surface structure representing the surface to be
|
|
clipped
|
|
\param rect an SDL_Rect structure filled in with the clipping rectangle for
|
|
the surface
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_BlitSurface
|
|
\sa SDL_SetClipRect
|
|
|
|
</member>
|
|
<member name="M:SDL_SetClipRect(SDL_Surface*,SDL_Rect!System.Runtime.CompilerServices.IsConst*)">
|
|
Set the clipping rectangle for a surface.
|
|
|
|
When `surface` is the destination of a blit, only the area within the clip
|
|
rectangle is drawn into.
|
|
|
|
Note that blits are automatically clipped to the edges of the source and
|
|
destination surfaces.
|
|
|
|
\param surface the SDL_Surface structure to be clipped
|
|
\param rect the SDL_Rect structure representing the clipping rectangle, or
|
|
NULL to disable clipping
|
|
\returns SDL_TRUE if the rectangle intersects the surface, otherwise
|
|
SDL_FALSE and blits will be completely clipped.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_BlitSurface
|
|
\sa SDL_GetClipRect
|
|
|
|
</member>
|
|
<member name="M:SDL_GetSurfaceBlendMode(SDL_Surface*,SDL_BlendMode*)">
|
|
Get the blend mode used for blit operations.
|
|
|
|
\param surface the SDL_Surface structure to query
|
|
\param blendMode a pointer filled in with the current SDL_BlendMode
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_SetSurfaceBlendMode
|
|
|
|
</member>
|
|
<member name="M:SDL_SetSurfaceBlendMode(SDL_Surface*,SDL_BlendMode)">
|
|
Set the blend mode used for blit operations.
|
|
|
|
To copy a surface to another surface (or texture) without blending with the
|
|
existing data, the blendmode of the SOURCE surface should be set to
|
|
`SDL_BLENDMODE_NONE`.
|
|
|
|
\param surface the SDL_Surface structure to update
|
|
\param blendMode the SDL_BlendMode to use for blit blending
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_GetSurfaceBlendMode
|
|
|
|
</member>
|
|
<member name="M:SDL_GetSurfaceAlphaMod(SDL_Surface*,System.Byte*)">
|
|
Get the additional alpha value used in blit operations.
|
|
|
|
\param surface the SDL_Surface structure to query
|
|
\param alpha a pointer filled in with the current alpha value
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_GetSurfaceColorMod
|
|
\sa SDL_SetSurfaceAlphaMod
|
|
|
|
</member>
|
|
<member name="M:SDL_SetSurfaceAlphaMod(SDL_Surface*,System.Byte)">
|
|
Set an additional alpha value used in blit operations.
|
|
|
|
When this surface is blitted, during the blit operation the source alpha
|
|
value is modulated by this alpha value according to the following formula:
|
|
|
|
`srcA = srcA * (alpha / 255)`
|
|
|
|
\param surface the SDL_Surface structure to update
|
|
\param alpha the alpha value multiplied into blit operations
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_GetSurfaceAlphaMod
|
|
\sa SDL_SetSurfaceColorMod
|
|
|
|
</member>
|
|
<member name="M:SDL_GetSurfaceColorMod(SDL_Surface*,System.Byte*,System.Byte*,System.Byte*)">
|
|
Get the additional color value multiplied into blit operations.
|
|
|
|
\param surface the SDL_Surface structure to query
|
|
\param r a pointer filled in with the current red color value
|
|
\param g a pointer filled in with the current green color value
|
|
\param b a pointer filled in with the current blue color value
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_GetSurfaceAlphaMod
|
|
\sa SDL_SetSurfaceColorMod
|
|
|
|
</member>
|
|
<member name="M:SDL_SetSurfaceColorMod(SDL_Surface*,System.Byte,System.Byte,System.Byte)">
|
|
Set an additional color value multiplied into blit operations.
|
|
|
|
When this surface is blitted, during the blit operation each source color
|
|
channel is modulated by the appropriate color value according to the
|
|
following formula:
|
|
|
|
`srcC = srcC * (color / 255)`
|
|
|
|
\param surface the SDL_Surface structure to update
|
|
\param r the red color value multiplied into blit operations
|
|
\param g the green color value multiplied into blit operations
|
|
\param b the blue color value multiplied into blit operations
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_GetSurfaceColorMod
|
|
\sa SDL_SetSurfaceAlphaMod
|
|
|
|
</member>
|
|
<member name="M:SDL_GetColorKey(SDL_Surface*,System.UInt32*)">
|
|
Get the color key (transparent pixel) for a surface.
|
|
|
|
The color key is a pixel of the format used by the surface, as generated by
|
|
SDL_MapRGB().
|
|
|
|
If the surface doesn't have color key enabled this function returns -1.
|
|
|
|
\param surface the SDL_Surface structure to query
|
|
\param key a pointer filled in with the transparent pixel
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_BlitSurface
|
|
\sa SDL_SetColorKey
|
|
|
|
</member>
|
|
<member name="M:SDL_HasColorKey(SDL_Surface*)">
|
|
Returns whether the surface has a color key
|
|
|
|
It is safe to pass a NULL `surface` here; it will return SDL_FALSE.
|
|
|
|
\param surface the SDL_Surface structure to query
|
|
\return SDL_TRUE if the surface has a color key, SDL_FALSE otherwise.
|
|
|
|
\since This function is available since SDL 2.0.9.
|
|
|
|
\sa SDL_SetColorKey
|
|
\sa SDL_GetColorKey
|
|
|
|
</member>
|
|
<member name="M:SDL_SetColorKey(SDL_Surface*,System.Int32,System.UInt32)">
|
|
Set the color key (transparent pixel) in a surface.
|
|
|
|
The color key defines a pixel value that will be treated as transparent in
|
|
a blit. For example, one can use this to specify that cyan pixels should be
|
|
considered transparent, and therefore not rendered.
|
|
|
|
It is a pixel of the format used by the surface, as generated by
|
|
SDL_MapRGB().
|
|
|
|
RLE acceleration can substantially speed up blitting of images with large
|
|
horizontal runs of transparent pixels. See SDL_SetSurfaceRLE() for details.
|
|
|
|
\param surface the SDL_Surface structure to update
|
|
\param flag SDL_TRUE to enable color key, SDL_FALSE to disable color key
|
|
\param key the transparent pixel
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_BlitSurface
|
|
\sa SDL_GetColorKey
|
|
|
|
</member>
|
|
<member name="M:SDL_HasSurfaceRLE(SDL_Surface*)">
|
|
Returns whether the surface is RLE enabled
|
|
|
|
It is safe to pass a NULL `surface` here; it will return SDL_FALSE.
|
|
|
|
\param surface the SDL_Surface structure to query
|
|
\returns SDL_TRUE if the surface is RLE enabled, SDL_FALSE otherwise.
|
|
|
|
\since This function is available since SDL 2.0.14.
|
|
|
|
\sa SDL_SetSurfaceRLE
|
|
|
|
</member>
|
|
<member name="M:SDL_SetSurfaceRLE(SDL_Surface*,System.Int32)">
|
|
Save a surface to a file.
|
|
|
|
Convenience macro.
|
|
|
|
Set the RLE acceleration hint for a surface.
|
|
|
|
If RLE is enabled, color key and alpha blending blits are much faster, but
|
|
the surface must be locked before directly accessing the pixels.
|
|
|
|
\param surface the SDL_Surface structure to optimize
|
|
\param flag 0 to disable, non-zero to enable RLE acceleration
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_BlitSurface
|
|
\sa SDL_LockSurface
|
|
\sa SDL_UnlockSurface
|
|
|
|
</member>
|
|
<member name="M:SDL_SaveBMP_RW(SDL_Surface*,SDL_RWops*,System.Int32)">
|
|
Load a surface from a file.
|
|
|
|
Convenience macro.
|
|
|
|
Save a surface to a seekable SDL data stream in BMP format.
|
|
|
|
Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the
|
|
BMP directly. Other RGB formats with 8-bit or higher get converted to a
|
|
24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit
|
|
surface before they are saved. YUV and paletted 1-bit and 4-bit formats are
|
|
not supported.
|
|
|
|
\param surface the SDL_Surface structure containing the image to be saved
|
|
\param dst a data stream to save to
|
|
\param freedst non-zero to close the stream after being written
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_LoadBMP_RW
|
|
\sa SDL_SaveBMP
|
|
|
|
</member>
|
|
<member name="M:SDL_LoadBMP_RW(SDL_RWops*,System.Int32)">
|
|
Load a BMP image from a seekable SDL data stream.
|
|
|
|
The new surface should be freed with SDL_FreeSurface(). Not doing so will
|
|
result in a memory leak.
|
|
|
|
src is an open SDL_RWops buffer, typically loaded with SDL_RWFromFile.
|
|
Alternitavely, you might also use the macro SDL_LoadBMP to load a bitmap
|
|
from a file, convert it to an SDL_Surface and then close the file.
|
|
|
|
\param src the data stream for the surface
|
|
\param freesrc non-zero to close the stream after being read
|
|
\returns a pointer to a new SDL_Surface structure or NULL if there was an
|
|
error; call SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_FreeSurface
|
|
\sa SDL_RWFromFile
|
|
\sa SDL_LoadBMP
|
|
\sa SDL_SaveBMP_RW
|
|
|
|
</member>
|
|
<member name="M:SDL_UnlockSurface(SDL_Surface*)">
|
|
Release a surface after directly accessing the pixels.
|
|
|
|
\param surface the SDL_Surface structure to be unlocked
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_LockSurface
|
|
|
|
</member>
|
|
<member name="M:SDL_LockSurface(SDL_Surface*)">
|
|
Set up a surface for directly accessing the pixels.
|
|
|
|
Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write to
|
|
and read from `surface->pixels`, using the pixel format stored in
|
|
`surface->format`. Once you are done accessing the surface, you should use
|
|
SDL_UnlockSurface() to release it.
|
|
|
|
Not all surfaces require locking. If `SDL_MUSTLOCK(surface)` evaluates to
|
|
0, then you can read and write to the surface at any time, and the pixel
|
|
format of the surface will not change.
|
|
|
|
\param surface the SDL_Surface structure to be locked
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_MUSTLOCK
|
|
\sa SDL_UnlockSurface
|
|
|
|
</member>
|
|
<member name="M:SDL_SetSurfacePalette(SDL_Surface*,SDL_Palette*)">
|
|
Set the palette used by a surface.
|
|
|
|
A single palette can be shared with many surfaces.
|
|
|
|
\param surface the SDL_Surface structure to update
|
|
\param palette the SDL_Palette structure to use
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
</member>
|
|
<member name="M:SDL_FreeSurface(SDL_Surface*)">
|
|
Free an RGB surface.
|
|
|
|
It is safe to pass NULL to this function.
|
|
|
|
\param surface the SDL_Surface to free.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_CreateRGBSurface
|
|
\sa SDL_CreateRGBSurfaceFrom
|
|
\sa SDL_LoadBMP
|
|
\sa SDL_LoadBMP_RW
|
|
|
|
</member>
|
|
<member name="M:SDL_CreateRGBSurfaceWithFormatFrom(System.Void*,System.Int32,System.Int32,System.Int32,System.Int32,System.UInt32)">
|
|
Allocate a new RGB surface with with a specific pixel format and existing
|
|
pixel data.
|
|
|
|
This function operates mostly like SDL_CreateRGBSurfaceFrom(), except
|
|
instead of providing pixel color masks, you provide it with a predefined
|
|
format from SDL_PixelFormatEnum.
|
|
|
|
No copy is made of the pixel data. Pixel data is not managed automatically;
|
|
you must free the surface before you free the pixel data.
|
|
|
|
\param pixels a pointer to existing pixel data
|
|
\param width the width of the surface
|
|
\param height the height of the surface
|
|
\param depth the depth of the surface in bits
|
|
\param pitch the pitch of the surface in bytes
|
|
\param format the SDL_PixelFormatEnum for the new surface's pixel format.
|
|
\returns the new SDL_Surface structure that is created or NULL if it fails;
|
|
call SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.5.
|
|
|
|
\sa SDL_CreateRGBSurfaceFrom
|
|
\sa SDL_CreateRGBSurfaceWithFormat
|
|
\sa SDL_FreeSurface
|
|
|
|
</member>
|
|
<member name="M:SDL_CreateRGBSurfaceFrom(System.Void*,System.Int32,System.Int32,System.Int32,System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
|
|
Allocate a new RGB surface with existing pixel data.
|
|
|
|
This function operates mostly like SDL_CreateRGBSurface(), except it does
|
|
not allocate memory for the pixel data, instead the caller provides an
|
|
existing buffer of data for the surface to use.
|
|
|
|
No copy is made of the pixel data. Pixel data is not managed automatically;
|
|
you must free the surface before you free the pixel data.
|
|
|
|
\param pixels a pointer to existing pixel data
|
|
\param width the width of the surface
|
|
\param height the height of the surface
|
|
\param depth the depth of the surface in bits
|
|
\param pitch the pitch of the surface in bytes
|
|
\param Rmask the red mask for the pixels
|
|
\param Gmask the green mask for the pixels
|
|
\param Bmask the blue mask for the pixels
|
|
\param Amask the alpha mask for the pixels
|
|
\returns the new SDL_Surface structure that is created or NULL if it fails;
|
|
call SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_CreateRGBSurface
|
|
\sa SDL_CreateRGBSurfaceWithFormat
|
|
\sa SDL_FreeSurface
|
|
|
|
</member>
|
|
<member name="M:SDL_CreateRGBSurfaceWithFormat(System.UInt32,System.Int32,System.Int32,System.Int32,System.UInt32)">
|
|
Allocate a new RGB surface with a specific pixel format.
|
|
|
|
This function operates mostly like SDL_CreateRGBSurface(), except instead
|
|
of providing pixel color masks, you provide it with a predefined format
|
|
from SDL_PixelFormatEnum.
|
|
|
|
\param flags the flags are unused and should be set to 0
|
|
\param width the width of the surface
|
|
\param height the height of the surface
|
|
\param depth the depth of the surface in bits
|
|
\param format the SDL_PixelFormatEnum for the new surface's pixel format.
|
|
\returns the new SDL_Surface structure that is created or NULL if it fails;
|
|
call SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.5.
|
|
|
|
\sa SDL_CreateRGBSurface
|
|
\sa SDL_CreateRGBSurfaceFrom
|
|
\sa SDL_FreeSurface
|
|
|
|
</member>
|
|
<member name="M:SDL_CreateRGBSurface(System.UInt32,System.Int32,System.Int32,System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
|
|
Allocate a new RGB surface.
|
|
|
|
If `depth` is 4 or 8 bits, an empty palette is allocated for the surface.
|
|
If `depth` is greater than 8 bits, the pixel format is set using the
|
|
[RGBA]mask parameters.
|
|
|
|
The [RGBA]mask parameters are the bitmasks used to extract that color from
|
|
a pixel. For instance, `Rmask` being 0xFF000000 means the red data is
|
|
stored in the most significant byte. Using zeros for the RGB masks sets a
|
|
default value, based on the depth. For example:
|
|
|
|
```c++
|
|
SDL_CreateRGBSurface(0,w,h,32,0,0,0,0);
|
|
```
|
|
|
|
However, using zero for the Amask results in an Amask of 0.
|
|
|
|
By default surfaces with an alpha mask are set up for blending as with:
|
|
|
|
```c++
|
|
SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_BLEND)
|
|
```
|
|
|
|
You can change this by calling SDL_SetSurfaceBlendMode() and selecting a
|
|
different `blendMode`.
|
|
|
|
\param flags the flags are unused and should be set to 0
|
|
\param width the width of the surface
|
|
\param height the height of the surface
|
|
\param depth the depth of the surface in bits
|
|
\param Rmask the red mask for the pixels
|
|
\param Gmask the green mask for the pixels
|
|
\param Bmask the blue mask for the pixels
|
|
\param Amask the alpha mask for the pixels
|
|
\returns the new SDL_Surface structure that is created or NULL if it fails;
|
|
call SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_CreateRGBSurfaceFrom
|
|
\sa SDL_CreateRGBSurfaceWithFormat
|
|
\sa SDL_FreeSurface
|
|
|
|
</member>
|
|
<member name="F:SDL_Surface.refcount">
|
|
Reference count -- used when freeing surface
|
|
</member>
|
|
<member name="F:SDL_Surface.map">
|
|
info for fast blit mapping to other surfaces
|
|
</member>
|
|
<member name="F:SDL_Surface.clip_rect">
|
|
clipping information
|
|
</member>
|
|
<member name="F:SDL_Surface.list_blitmap">
|
|
list of BlitMap that hold a reference to this surface
|
|
</member>
|
|
<member name="F:SDL_Surface.locked">
|
|
information needed for surfaces requiring locks
|
|
</member>
|
|
<member name="F:SDL_Surface.userdata">
|
|
Application data associated with the surface
|
|
</member>
|
|
<member name="T:SDL_Surface">
|
|
\brief A collection of pixels used in software blitting.
|
|
|
|
\note This structure should be treated as read-only, except for \c pixels,
|
|
which, if not NULL, contains the raw pixel data for the surface.
|
|
|
|
|
|
\brief The type of function used for surface blitting functions.
|
|
|
|
</member>
|
|
<member name="M:SDL_ComposeCustomBlendMode(SDL_BlendFactor,SDL_BlendFactor,SDL_BlendOperation,SDL_BlendFactor,SDL_BlendFactor,SDL_BlendOperation)">
|
|
Compose a custom blend mode for renderers.
|
|
|
|
The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept
|
|
the SDL_BlendMode returned by this function if the renderer supports it.
|
|
|
|
A blend mode controls how the pixels from a drawing operation (source) get
|
|
combined with the pixels from the render target (destination). First, the
|
|
components of the source and destination pixels get multiplied with their
|
|
blend factors. Then, the blend operation takes the two products and
|
|
calculates the result that will get stored in the render target.
|
|
|
|
Expressed in pseudocode, it would look like this:
|
|
|
|
```c
|
|
dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor);
|
|
dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor);
|
|
```
|
|
|
|
Where the functions `colorOperation(src, dst)` and `alphaOperation(src,
|
|
dst)` can return one of the following:
|
|
|
|
- `src + dst`
|
|
- `src - dst`
|
|
- `dst - src`
|
|
- `min(src, dst)`
|
|
- `max(src, dst)`
|
|
|
|
The red, green, and blue components are always multiplied with the first,
|
|
second, and third components of the SDL_BlendFactor, respectively. The
|
|
fourth component is not used.
|
|
|
|
The alpha component is always multiplied with the fourth component of the
|
|
SDL_BlendFactor. The other components are not used in the alpha
|
|
calculation.
|
|
|
|
Support for these blend modes varies for each renderer. To check if a
|
|
specific SDL_BlendMode is supported, create a renderer and pass it to
|
|
either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will
|
|
return with an error if the blend mode is not supported.
|
|
|
|
This list describes the support of custom blend modes for each renderer in
|
|
SDL 2.0.6. All renderers support the four blend modes listed in the
|
|
SDL_BlendMode enumeration.
|
|
|
|
- **direct3d**: Supports all operations with all factors. However, some
|
|
factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
|
|
`SDL_BLENDOPERATION_MAXIMUM`.
|
|
- **direct3d11**: Same as Direct3D 9.
|
|
- **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
|
|
factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly with SDL
|
|
2.0.6.
|
|
- **opengles**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
|
|
factors. Color and alpha factors need to be the same. OpenGL ES 1
|
|
implementation specific: May also support `SDL_BLENDOPERATION_SUBTRACT`
|
|
and `SDL_BLENDOPERATION_REV_SUBTRACT`. May support color and alpha
|
|
operations being different from each other. May support color and alpha
|
|
factors being different from each other.
|
|
- **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`,
|
|
`SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT`
|
|
operations with all factors.
|
|
- **psp**: No custom blend mode support.
|
|
- **software**: No custom blend mode support.
|
|
|
|
Some renderers do not provide an alpha component for the default render
|
|
target. The `SDL_BLENDFACTOR_DST_ALPHA` and
|
|
`SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this
|
|
case.
|
|
|
|
\param srcColorFactor the SDL_BlendFactor applied to the red, green, and
|
|
blue components of the source pixels
|
|
\param dstColorFactor the SDL_BlendFactor applied to the red, green, and
|
|
blue components of the destination pixels
|
|
\param colorOperation the SDL_BlendOperation used to combine the red,
|
|
green, and blue components of the source and
|
|
destination pixels
|
|
\param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of
|
|
the source pixels
|
|
\param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of
|
|
the destination pixels
|
|
\param alphaOperation the SDL_BlendOperation used to combine the alpha
|
|
component of the source and destination pixels
|
|
\returns an SDL_BlendMode that represents the chosen factors and
|
|
operations.
|
|
|
|
\since This function is available since SDL 2.0.6.
|
|
|
|
\sa SDL_SetRenderDrawBlendMode
|
|
\sa SDL_GetRenderDrawBlendMode
|
|
\sa SDL_SetTextureBlendMode
|
|
\sa SDL_GetTextureBlendMode
|
|
|
|
</member>
|
|
<member name="M:SDL_IntersectFRectAndLine(SDL_FRect!System.Runtime.CompilerServices.IsConst*,System.Single*,System.Single*,System.Single*,System.Single*)">
|
|
Calculate the intersection of a rectangle and line segment with float
|
|
precision.
|
|
|
|
This function is used to clip a line segment to a rectangle. A line segment
|
|
contained entirely within the rectangle or that does not intersect will
|
|
remain unchanged. A line segment that crosses the rectangle at either or
|
|
both ends will be clipped to the boundary of the rectangle and the new
|
|
coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
|
|
|
|
\param rect an SDL_FRect structure representing the rectangle to intersect
|
|
\param X1 a pointer to the starting X-coordinate of the line
|
|
\param Y1 a pointer to the starting Y-coordinate of the line
|
|
\param X2 a pointer to the ending X-coordinate of the line
|
|
\param Y2 a pointer to the ending Y-coordinate of the line
|
|
\returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
|
|
|
|
\since This function is available since SDL 2.0.22.
|
|
|
|
</member>
|
|
<member name="M:SDL_EncloseFPoints(SDL_FPoint!System.Runtime.CompilerServices.IsConst*,System.Int32,SDL_FRect!System.Runtime.CompilerServices.IsConst*,SDL_FRect*)">
|
|
Calculate a minimal rectangle enclosing a set of points with float
|
|
precision.
|
|
|
|
If `clip` is not NULL then only points inside of the clipping rectangle are
|
|
considered.
|
|
|
|
\param points an array of SDL_FPoint structures representing points to be
|
|
enclosed
|
|
\param count the number of structures in the `points` array
|
|
\param clip an SDL_FRect used for clipping or NULL to enclose all points
|
|
\param result an SDL_FRect structure filled in with the minimal enclosing
|
|
rectangle
|
|
\returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
|
|
points were outside of the clipping rectangle.
|
|
|
|
\since This function is available since SDL 2.0.22.
|
|
|
|
</member>
|
|
<member name="M:SDL_UnionFRect(SDL_FRect!System.Runtime.CompilerServices.IsConst*,SDL_FRect!System.Runtime.CompilerServices.IsConst*,SDL_FRect*)">
|
|
Calculate the union of two rectangles with float precision.
|
|
|
|
\param A an SDL_FRect structure representing the first rectangle
|
|
\param B an SDL_FRect structure representing the second rectangle
|
|
\param result an SDL_FRect structure filled in with the union of rectangles
|
|
`A` and `B`
|
|
|
|
\since This function is available since SDL 2.0.22.
|
|
|
|
</member>
|
|
<member name="M:SDL_IntersectFRect(SDL_FRect!System.Runtime.CompilerServices.IsConst*,SDL_FRect!System.Runtime.CompilerServices.IsConst*,SDL_FRect*)">
|
|
Calculate the intersection of two rectangles with float precision.
|
|
|
|
If `result` is NULL then this function will return SDL_FALSE.
|
|
|
|
\param A an SDL_FRect structure representing the first rectangle
|
|
\param B an SDL_FRect structure representing the second rectangle
|
|
\param result an SDL_FRect structure filled in with the intersection of
|
|
rectangles `A` and `B`
|
|
\returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
|
|
|
|
\since This function is available since SDL 2.0.22.
|
|
|
|
\sa SDL_HasIntersectionF
|
|
|
|
</member>
|
|
<member name="M:SDL_HasIntersectionF(SDL_FRect!System.Runtime.CompilerServices.IsConst*,SDL_FRect!System.Runtime.CompilerServices.IsConst*)">
|
|
Determine whether two rectangles intersect with float precision.
|
|
|
|
If either pointer is NULL the function will return SDL_FALSE.
|
|
|
|
\param A an SDL_FRect structure representing the first rectangle
|
|
\param B an SDL_FRect structure representing the second rectangle
|
|
\returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
|
|
|
|
\since This function is available since SDL 2.0.22.
|
|
|
|
\sa SDL_IntersectRect
|
|
|
|
</member>
|
|
<member name="M:SDL_FRectEquals(SDL_FRect!System.Runtime.CompilerServices.IsConst*,SDL_FRect!System.Runtime.CompilerServices.IsConst*)">
|
|
Returns true if the two rectangles are equal, using a default epsilon.
|
|
|
|
\since This function is available since SDL 2.0.22.
|
|
|
|
</member>
|
|
<member name="M:SDL_FRectEqualsEpsilon(SDL_FRect!System.Runtime.CompilerServices.IsConst*,SDL_FRect!System.Runtime.CompilerServices.IsConst*,System.Single!System.Runtime.CompilerServices.IsConst)">
|
|
Returns true if the two rectangles are equal, within some given epsilon.
|
|
|
|
\since This function is available since SDL 2.0.22.
|
|
|
|
</member>
|
|
<member name="M:SDL_FRectEmpty(SDL_FRect!System.Runtime.CompilerServices.IsConst*)">
|
|
Returns true if the rectangle has no area.
|
|
|
|
</member>
|
|
<member name="M:SDL_PointInFRect(SDL_FPoint!System.Runtime.CompilerServices.IsConst*,SDL_FRect!System.Runtime.CompilerServices.IsConst*)">
|
|
Returns true if point resides inside a rectangle.
|
|
|
|
</member>
|
|
<member name="M:SDL_IntersectRectAndLine(SDL_Rect!System.Runtime.CompilerServices.IsConst*,System.Int32*,System.Int32*,System.Int32*,System.Int32*)">
|
|
Calculate the intersection of a rectangle and line segment.
|
|
|
|
This function is used to clip a line segment to a rectangle. A line segment
|
|
contained entirely within the rectangle or that does not intersect will
|
|
remain unchanged. A line segment that crosses the rectangle at either or
|
|
both ends will be clipped to the boundary of the rectangle and the new
|
|
coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary.
|
|
|
|
\param rect an SDL_Rect structure representing the rectangle to intersect
|
|
\param X1 a pointer to the starting X-coordinate of the line
|
|
\param Y1 a pointer to the starting Y-coordinate of the line
|
|
\param X2 a pointer to the ending X-coordinate of the line
|
|
\param Y2 a pointer to the ending Y-coordinate of the line
|
|
\returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
</member>
|
|
<member name="M:SDL_EnclosePoints(SDL_Point!System.Runtime.CompilerServices.IsConst*,System.Int32,SDL_Rect!System.Runtime.CompilerServices.IsConst*,SDL_Rect*)">
|
|
Calculate a minimal rectangle enclosing a set of points.
|
|
|
|
If `clip` is not NULL then only points inside of the clipping rectangle are
|
|
considered.
|
|
|
|
\param points an array of SDL_Point structures representing points to be
|
|
enclosed
|
|
\param count the number of structures in the `points` array
|
|
\param clip an SDL_Rect used for clipping or NULL to enclose all points
|
|
\param result an SDL_Rect structure filled in with the minimal enclosing
|
|
rectangle
|
|
\returns SDL_TRUE if any points were enclosed or SDL_FALSE if all the
|
|
points were outside of the clipping rectangle.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
</member>
|
|
<member name="M:SDL_UnionRect(SDL_Rect!System.Runtime.CompilerServices.IsConst*,SDL_Rect!System.Runtime.CompilerServices.IsConst*,SDL_Rect*)">
|
|
Calculate the union of two rectangles.
|
|
|
|
\param A an SDL_Rect structure representing the first rectangle
|
|
\param B an SDL_Rect structure representing the second rectangle
|
|
\param result an SDL_Rect structure filled in with the union of rectangles
|
|
`A` and `B`
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
</member>
|
|
<member name="M:SDL_IntersectRect(SDL_Rect!System.Runtime.CompilerServices.IsConst*,SDL_Rect!System.Runtime.CompilerServices.IsConst*,SDL_Rect*)">
|
|
Calculate the intersection of two rectangles.
|
|
|
|
If `result` is NULL then this function will return SDL_FALSE.
|
|
|
|
\param A an SDL_Rect structure representing the first rectangle
|
|
\param B an SDL_Rect structure representing the second rectangle
|
|
\param result an SDL_Rect structure filled in with the intersection of
|
|
rectangles `A` and `B`
|
|
\returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_HasIntersection
|
|
|
|
</member>
|
|
<member name="M:SDL_HasIntersection(SDL_Rect!System.Runtime.CompilerServices.IsConst*,SDL_Rect!System.Runtime.CompilerServices.IsConst*)">
|
|
Determine whether two rectangles intersect.
|
|
|
|
If either pointer is NULL the function will return SDL_FALSE.
|
|
|
|
\param A an SDL_Rect structure representing the first rectangle
|
|
\param B an SDL_Rect structure representing the second rectangle
|
|
\returns SDL_TRUE if there is an intersection, SDL_FALSE otherwise.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_IntersectRect
|
|
|
|
</member>
|
|
<member name="M:SDL_RectEquals(SDL_Rect!System.Runtime.CompilerServices.IsConst*,SDL_Rect!System.Runtime.CompilerServices.IsConst*)">
|
|
Returns true if the two rectangles are equal.
|
|
|
|
</member>
|
|
<member name="M:SDL_RectEmpty(SDL_Rect!System.Runtime.CompilerServices.IsConst*)">
|
|
Returns true if the rectangle has no area.
|
|
|
|
</member>
|
|
<member name="M:SDL_PointInRect(SDL_Point!System.Runtime.CompilerServices.IsConst*,SDL_Rect!System.Runtime.CompilerServices.IsConst*)">
|
|
Returns true if point resides inside a rectangle.
|
|
|
|
</member>
|
|
<member name="T:SDL_FRect">
|
|
A rectangle, with the origin at the upper left (floating point).
|
|
|
|
\sa SDL_FRectEmpty
|
|
\sa SDL_FRectEquals
|
|
\sa SDL_FRectEqualsEpsilon
|
|
\sa SDL_HasIntersectionF
|
|
\sa SDL_IntersectFRect
|
|
\sa SDL_IntersectFRectAndLine
|
|
\sa SDL_UnionFRect
|
|
\sa SDL_EncloseFPoints
|
|
\sa SDL_PointInFRect
|
|
|
|
</member>
|
|
<member name="T:SDL_Rect">
|
|
A rectangle, with the origin at the upper left (integer).
|
|
|
|
\sa SDL_RectEmpty
|
|
\sa SDL_RectEquals
|
|
\sa SDL_HasIntersection
|
|
\sa SDL_IntersectRect
|
|
\sa SDL_IntersectRectAndLine
|
|
\sa SDL_UnionRect
|
|
\sa SDL_EnclosePoints
|
|
|
|
</member>
|
|
<member name="T:SDL_FPoint">
|
|
The structure that defines a point (floating point)
|
|
|
|
\sa SDL_EncloseFPoints
|
|
\sa SDL_PointInFRect
|
|
|
|
</member>
|
|
<member name="M:SDL_WriteBE64(SDL_RWops*,System.UInt64)">
|
|
Use this function to write 64 bits in native format to a SDL_RWops as
|
|
big-endian data.
|
|
|
|
SDL byteswaps the data only if necessary, so the application always
|
|
specifies native format, and the data written will be in big-endian format.
|
|
|
|
\param dst the stream to which data will be written
|
|
\param value the data to be written, in native format
|
|
\returns 1 on successful write, 0 on error.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_WriteLE64
|
|
|
|
</member>
|
|
<member name="M:SDL_WriteLE64(SDL_RWops*,System.UInt64)">
|
|
Use this function to write 64 bits in native format to a SDL_RWops as
|
|
little-endian data.
|
|
|
|
SDL byteswaps the data only if necessary, so the application always
|
|
specifies native format, and the data written will be in little-endian
|
|
format.
|
|
|
|
\param dst the stream to which data will be written
|
|
\param value the data to be written, in native format
|
|
\returns 1 on successful write, 0 on error.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_WriteBE64
|
|
|
|
</member>
|
|
<member name="M:SDL_WriteBE32(SDL_RWops*,System.UInt32)">
|
|
Use this function to write 32 bits in native format to a SDL_RWops as
|
|
big-endian data.
|
|
|
|
SDL byteswaps the data only if necessary, so the application always
|
|
specifies native format, and the data written will be in big-endian format.
|
|
|
|
\param dst the stream to which data will be written
|
|
\param value the data to be written, in native format
|
|
\returns 1 on successful write, 0 on error.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_WriteLE32
|
|
|
|
</member>
|
|
<member name="M:SDL_WriteLE32(SDL_RWops*,System.UInt32)">
|
|
Use this function to write 32 bits in native format to a SDL_RWops as
|
|
little-endian data.
|
|
|
|
SDL byteswaps the data only if necessary, so the application always
|
|
specifies native format, and the data written will be in little-endian
|
|
format.
|
|
|
|
\param dst the stream to which data will be written
|
|
\param value the data to be written, in native format
|
|
\returns 1 on successful write, 0 on error.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_WriteBE32
|
|
|
|
</member>
|
|
<member name="M:SDL_WriteBE16(SDL_RWops*,System.UInt16)">
|
|
Use this function to write 16 bits in native format to a SDL_RWops as
|
|
big-endian data.
|
|
|
|
SDL byteswaps the data only if necessary, so the application always
|
|
specifies native format, and the data written will be in big-endian format.
|
|
|
|
\param dst the stream to which data will be written
|
|
\param value the data to be written, in native format
|
|
\returns 1 on successful write, 0 on error.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_WriteLE16
|
|
|
|
</member>
|
|
<member name="M:SDL_WriteLE16(SDL_RWops*,System.UInt16)">
|
|
Use this function to write 16 bits in native format to a SDL_RWops as
|
|
little-endian data.
|
|
|
|
SDL byteswaps the data only if necessary, so the application always
|
|
specifies native format, and the data written will be in little-endian
|
|
format.
|
|
|
|
\param dst the stream to which data will be written
|
|
\param value the data to be written, in native format
|
|
\returns 1 on successful write, 0 on error.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_WriteBE16
|
|
|
|
</member>
|
|
<member name="M:SDL_WriteU8(SDL_RWops*,System.Byte)">
|
|
\name Write endian functions
|
|
|
|
Write an item of native format to the specified endianness.
|
|
|
|
Use this function to write a byte to an SDL_RWops.
|
|
|
|
\param dst the SDL_RWops to write to
|
|
\param value the byte value to write
|
|
\returns 1 on success or 0 on failure; call SDL_GetError() for more
|
|
information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_ReadU8
|
|
|
|
</member>
|
|
<member name="M:SDL_ReadBE64(SDL_RWops*)">
|
|
Use this function to read 64 bits of big-endian data from an SDL_RWops and
|
|
return in native format.
|
|
|
|
SDL byteswaps the data only if necessary, so the data returned will be in
|
|
the native byte order.
|
|
|
|
\param src the stream from which to read data
|
|
\returns 64 bits of data in the native byte order of the platform.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_ReadLE64
|
|
|
|
</member>
|
|
<member name="M:SDL_ReadLE64(SDL_RWops*)">
|
|
Use this function to read 64 bits of little-endian data from an SDL_RWops
|
|
and return in native format.
|
|
|
|
SDL byteswaps the data only if necessary, so the data returned will be in
|
|
the native byte order.
|
|
|
|
\param src the stream from which to read data
|
|
\returns 64 bits of data in the native byte order of the platform.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_ReadBE64
|
|
|
|
</member>
|
|
<member name="M:SDL_ReadBE32(SDL_RWops*)">
|
|
Use this function to read 32 bits of big-endian data from an SDL_RWops and
|
|
return in native format.
|
|
|
|
SDL byteswaps the data only if necessary, so the data returned will be in
|
|
the native byte order.
|
|
|
|
\param src the stream from which to read data
|
|
\returns 32 bits of data in the native byte order of the platform.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_ReadLE32
|
|
|
|
</member>
|
|
<member name="M:SDL_ReadLE32(SDL_RWops*)">
|
|
Use this function to read 32 bits of little-endian data from an SDL_RWops
|
|
and return in native format.
|
|
|
|
SDL byteswaps the data only if necessary, so the data returned will be in
|
|
the native byte order.
|
|
|
|
\param src the stream from which to read data
|
|
\returns 32 bits of data in the native byte order of the platform.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_ReadBE32
|
|
|
|
</member>
|
|
<member name="M:SDL_ReadBE16(SDL_RWops*)">
|
|
Use this function to read 16 bits of big-endian data from an SDL_RWops and
|
|
return in native format.
|
|
|
|
SDL byteswaps the data only if necessary, so the data returned will be in
|
|
the native byte order.
|
|
|
|
\param src the stream from which to read data
|
|
\returns 16 bits of data in the native byte order of the platform.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_ReadLE16
|
|
|
|
</member>
|
|
<member name="M:SDL_ReadLE16(SDL_RWops*)">
|
|
Use this function to read 16 bits of little-endian data from an SDL_RWops
|
|
and return in native format.
|
|
|
|
SDL byteswaps the data only if necessary, so the data returned will be in
|
|
the native byte order.
|
|
|
|
\param src the stream from which to read data
|
|
\returns 16 bits of data in the native byte order of the platform.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_ReadBE16
|
|
|
|
</member>
|
|
<member name="M:SDL_ReadU8(SDL_RWops*)">
|
|
\name Read endian functions
|
|
|
|
Read an item of the specified endianness and return in native format.
|
|
|
|
Use this function to read a byte from an SDL_RWops.
|
|
|
|
\param src the SDL_RWops to read from
|
|
\returns the read byte on success or 0 on failure; call SDL_GetError() for
|
|
more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_WriteU8
|
|
|
|
</member>
|
|
<member name="M:SDL_LoadFile(System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte!System.Runtime.CompilerServices.IsConst*,System.UInt64*)">
|
|
Load all the data from a file path.
|
|
|
|
The data is allocated with a zero byte at the end (null terminated) for
|
|
convenience. This extra byte is not included in the value reported via
|
|
`datasize`.
|
|
|
|
The data should be freed with SDL_free().
|
|
|
|
Prior to SDL 2.0.10, this function was a macro wrapping around
|
|
SDL_LoadFile_RW.
|
|
|
|
\param file the path to read all available data from
|
|
\param datasize if not NULL, will store the number of bytes read
|
|
\returns the data, or NULL if there was an error.
|
|
|
|
\since This function is available since SDL 2.0.10.
|
|
|
|
</member>
|
|
<member name="M:SDL_LoadFile_RW(SDL_RWops*,System.UInt64*,System.Int32)">
|
|
Load all the data from an SDL data stream.
|
|
|
|
The data is allocated with a zero byte at the end (null terminated) for
|
|
convenience. This extra byte is not included in the value reported via
|
|
`datasize`.
|
|
|
|
The data should be freed with SDL_free().
|
|
|
|
\param src the SDL_RWops to read all available data from
|
|
\param datasize if not NULL, will store the number of bytes read
|
|
\param freesrc if non-zero, calls SDL_RWclose() on `src` before returning
|
|
\returns the data, or NULL if there was an error.
|
|
|
|
\since This function is available since SDL 2.0.6.
|
|
|
|
</member>
|
|
<member name="M:SDL_RWclose(SDL_RWops*)">
|
|
Close and free an allocated SDL_RWops structure.
|
|
|
|
SDL_RWclose() closes and cleans up the SDL_RWops stream. It releases any
|
|
resources used by the stream and frees the SDL_RWops itself with
|
|
SDL_FreeRW(). This returns 0 on success, or -1 if the stream failed to
|
|
flush to its output (e.g. to disk).
|
|
|
|
Note that if this fails to flush the stream to disk, this function reports
|
|
an error, but the SDL_RWops is still invalid once this function returns.
|
|
|
|
Prior to SDL 2.0.10, this function was a macro.
|
|
|
|
\param context SDL_RWops structure to close
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.10.
|
|
|
|
\sa SDL_RWFromConstMem
|
|
\sa SDL_RWFromFile
|
|
\sa SDL_RWFromFP
|
|
\sa SDL_RWFromMem
|
|
\sa SDL_RWread
|
|
\sa SDL_RWseek
|
|
\sa SDL_RWwrite
|
|
|
|
</member>
|
|
<member name="M:SDL_RWwrite(SDL_RWops*,System.Void!System.Runtime.CompilerServices.IsConst*,System.UInt64,System.UInt64)">
|
|
Write to an SDL_RWops data stream.
|
|
|
|
This function writes exactly `num` objects each of size `size` from the
|
|
area pointed at by `ptr` to the stream. If this fails for any reason, it'll
|
|
return less than `num` to demonstrate how far the write progressed. On
|
|
success, it returns `num`.
|
|
|
|
SDL_RWwrite is actually a function wrapper that calls the SDL_RWops's
|
|
`write` method appropriately, to simplify application development.
|
|
|
|
Prior to SDL 2.0.10, this function was a macro.
|
|
|
|
\param context a pointer to an SDL_RWops structure
|
|
\param ptr a pointer to a buffer containing data to write
|
|
\param size the size of an object to write, in bytes
|
|
\param num the number of objects to write
|
|
\returns the number of objects written, which will be less than **num** on
|
|
error; call SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.10.
|
|
|
|
\sa SDL_RWclose
|
|
\sa SDL_RWFromConstMem
|
|
\sa SDL_RWFromFile
|
|
\sa SDL_RWFromFP
|
|
\sa SDL_RWFromMem
|
|
\sa SDL_RWread
|
|
\sa SDL_RWseek
|
|
|
|
</member>
|
|
<member name="M:SDL_RWread(SDL_RWops*,System.Void*,System.UInt64,System.UInt64)">
|
|
Read from a data source.
|
|
|
|
This function reads up to `maxnum` objects each of size `size` from the
|
|
data source to the area pointed at by `ptr`. This function may read less
|
|
objects than requested. It will return zero when there has been an error or
|
|
the data stream is completely read.
|
|
|
|
SDL_RWread() is actually a function wrapper that calls the SDL_RWops's
|
|
`read` method appropriately, to simplify application development.
|
|
|
|
Prior to SDL 2.0.10, this function was a macro.
|
|
|
|
\param context a pointer to an SDL_RWops structure
|
|
\param ptr a pointer to a buffer to read data into
|
|
\param size the size of each object to read, in bytes
|
|
\param maxnum the maximum number of objects to be read
|
|
\returns the number of objects read, or 0 at error or end of file; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.10.
|
|
|
|
\sa SDL_RWclose
|
|
\sa SDL_RWFromConstMem
|
|
\sa SDL_RWFromFile
|
|
\sa SDL_RWFromFP
|
|
\sa SDL_RWFromMem
|
|
\sa SDL_RWseek
|
|
\sa SDL_RWwrite
|
|
|
|
</member>
|
|
<member name="M:SDL_RWtell(SDL_RWops*)">
|
|
Determine the current read/write offset in an SDL_RWops data stream.
|
|
|
|
SDL_RWtell is actually a wrapper function that calls the SDL_RWops's `seek`
|
|
method, with an offset of 0 bytes from `RW_SEEK_CUR`, to simplify
|
|
application development.
|
|
|
|
Prior to SDL 2.0.10, this function was a macro.
|
|
|
|
\param context a SDL_RWops data stream object from which to get the current
|
|
offset
|
|
\returns the current offset in the stream, or -1 if the information can not
|
|
be determined.
|
|
|
|
\since This function is available since SDL 2.0.10.
|
|
|
|
\sa SDL_RWclose
|
|
\sa SDL_RWFromConstMem
|
|
\sa SDL_RWFromFile
|
|
\sa SDL_RWFromFP
|
|
\sa SDL_RWFromMem
|
|
\sa SDL_RWread
|
|
\sa SDL_RWseek
|
|
\sa SDL_RWwrite
|
|
|
|
</member>
|
|
<member name="M:SDL_RWseek(SDL_RWops*,System.Int64,System.Int32)">
|
|
Seek within an SDL_RWops data stream.
|
|
|
|
This function seeks to byte `offset`, relative to `whence`.
|
|
|
|
`whence` may be any of the following values:
|
|
|
|
- `RW_SEEK_SET`: seek from the beginning of data
|
|
- `RW_SEEK_CUR`: seek relative to current read point
|
|
- `RW_SEEK_END`: seek relative to the end of data
|
|
|
|
If this stream can not seek, it will return -1.
|
|
|
|
SDL_RWseek() is actually a wrapper function that calls the SDL_RWops's
|
|
`seek` method appropriately, to simplify application development.
|
|
|
|
Prior to SDL 2.0.10, this function was a macro.
|
|
|
|
\param context a pointer to an SDL_RWops structure
|
|
\param offset an offset in bytes, relative to **whence** location; can be
|
|
negative
|
|
\param whence any of `RW_SEEK_SET`, `RW_SEEK_CUR`, `RW_SEEK_END`
|
|
\returns the final offset in the data stream after the seek or -1 on error.
|
|
|
|
\since This function is available since SDL 2.0.10.
|
|
|
|
\sa SDL_RWclose
|
|
\sa SDL_RWFromConstMem
|
|
\sa SDL_RWFromFile
|
|
\sa SDL_RWFromFP
|
|
\sa SDL_RWFromMem
|
|
\sa SDL_RWread
|
|
\sa SDL_RWtell
|
|
\sa SDL_RWwrite
|
|
|
|
</member>
|
|
<member name="M:SDL_RWsize(SDL_RWops*)">
|
|
Use this function to get the size of the data stream in an SDL_RWops.
|
|
|
|
Prior to SDL 2.0.10, this function was a macro.
|
|
|
|
\param context the SDL_RWops to get the size of the data stream from
|
|
\returns the size of the data stream in the SDL_RWops on success, -1 if
|
|
unknown or a negative error code on failure; call SDL_GetError()
|
|
for more information.
|
|
|
|
\since This function is available since SDL 2.0.10.
|
|
|
|
</member>
|
|
<member name="M:SDL_FreeRW(SDL_RWops*)">
|
|
Use this function to free an SDL_RWops structure allocated by
|
|
SDL_AllocRW().
|
|
|
|
Applications do not need to use this function unless they are providing
|
|
their own SDL_RWops implementation. If you just need a SDL_RWops to
|
|
read/write a common data source, you should use the built-in
|
|
implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc, and
|
|
call the **close** method on those SDL_RWops pointers when you are done
|
|
with them.
|
|
|
|
Only use SDL_FreeRW() on pointers returned by SDL_AllocRW(). The pointer is
|
|
invalid as soon as this function returns. Any extra memory allocated during
|
|
creation of the SDL_RWops is not freed by SDL_FreeRW(); the programmer must
|
|
be responsible for managing that memory in their **close** method.
|
|
|
|
\param area the SDL_RWops structure to be freed
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_AllocRW
|
|
|
|
</member>
|
|
<member name="M:SDL_AllocRW">
|
|
Use this function to allocate an empty, unpopulated SDL_RWops structure.
|
|
|
|
Applications do not need to use this function unless they are providing
|
|
their own SDL_RWops implementation. If you just need a SDL_RWops to
|
|
read/write a common data source, you should use the built-in
|
|
implementations in SDL, like SDL_RWFromFile() or SDL_RWFromMem(), etc.
|
|
|
|
You must free the returned pointer with SDL_FreeRW(). Depending on your
|
|
operating system and compiler, there may be a difference between the
|
|
malloc() and free() your program uses and the versions SDL calls
|
|
internally. Trying to mix the two can cause crashing such as segmentation
|
|
faults. Since all SDL_RWops must free themselves when their **close**
|
|
method is called, all SDL_RWops must be allocated through this function, so
|
|
they can all be freed correctly with SDL_FreeRW().
|
|
|
|
\returns a pointer to the allocated memory on success, or NULL on failure;
|
|
call SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_FreeRW
|
|
|
|
</member>
|
|
<member name="M:SDL_RWFromConstMem(System.Void!System.Runtime.CompilerServices.IsConst*,System.Int32)">
|
|
Use this function to prepare a read-only memory buffer for use with RWops.
|
|
|
|
This function sets up an SDL_RWops struct based on a memory area of a
|
|
certain size. It assumes the memory area is not writable.
|
|
|
|
Attempting to write to this RWops stream will report an error without
|
|
writing to the memory buffer.
|
|
|
|
This memory buffer is not copied by the RWops; the pointer you provide must
|
|
remain valid until you close the stream. Closing the stream will not free
|
|
the original buffer.
|
|
|
|
If you need to write to a memory buffer, you should use SDL_RWFromMem()
|
|
with a writable buffer of memory instead.
|
|
|
|
\param mem a pointer to a read-only buffer to feed an SDL_RWops stream
|
|
\param size the buffer size, in bytes
|
|
\returns a pointer to a new SDL_RWops structure, or NULL if it fails; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_RWclose
|
|
\sa SDL_RWFromConstMem
|
|
\sa SDL_RWFromFile
|
|
\sa SDL_RWFromFP
|
|
\sa SDL_RWFromMem
|
|
\sa SDL_RWread
|
|
\sa SDL_RWseek
|
|
\sa SDL_RWtell
|
|
|
|
</member>
|
|
<member name="M:SDL_RWFromMem(System.Void*,System.Int32)">
|
|
Use this function to prepare a read-write memory buffer for use with
|
|
SDL_RWops.
|
|
|
|
This function sets up an SDL_RWops struct based on a memory area of a
|
|
certain size, for both read and write access.
|
|
|
|
This memory buffer is not copied by the RWops; the pointer you provide must
|
|
remain valid until you close the stream. Closing the stream will not free
|
|
the original buffer.
|
|
|
|
If you need to make sure the RWops never writes to the memory buffer, you
|
|
should use SDL_RWFromConstMem() with a read-only buffer of memory instead.
|
|
|
|
\param mem a pointer to a buffer to feed an SDL_RWops stream
|
|
\param size the buffer size, in bytes
|
|
\returns a pointer to a new SDL_RWops structure, or NULL if it fails; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_RWclose
|
|
\sa SDL_RWFromConstMem
|
|
\sa SDL_RWFromFile
|
|
\sa SDL_RWFromFP
|
|
\sa SDL_RWFromMem
|
|
\sa SDL_RWread
|
|
\sa SDL_RWseek
|
|
\sa SDL_RWtell
|
|
\sa SDL_RWwrite
|
|
|
|
</member>
|
|
<member name="M:SDL_RWFromFP(System.Void*,SDL_bool)">
|
|
Use this function to create an SDL_RWops structure from a standard I/O file
|
|
pointer (stdio.h's `FILE*`).
|
|
|
|
This function is not available on Windows, since files opened in an
|
|
application on that platform cannot be used by a dynamically linked
|
|
library.
|
|
|
|
On some platforms, the first parameter is a `void*`, on others, it's a
|
|
`FILE*`, depending on what system headers are available to SDL. It is
|
|
always intended to be the `FILE*` type from the C runtime's stdio.h.
|
|
|
|
\param fp the `FILE*` that feeds the SDL_RWops stream
|
|
\param autoclose SDL_TRUE to close the `FILE*` when closing the SDL_RWops,
|
|
SDL_FALSE to leave the `FILE*` open when the RWops is
|
|
closed
|
|
\returns a pointer to the SDL_RWops structure that is created, or NULL on
|
|
failure; call SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_RWclose
|
|
\sa SDL_RWFromConstMem
|
|
\sa SDL_RWFromFile
|
|
\sa SDL_RWFromMem
|
|
\sa SDL_RWread
|
|
\sa SDL_RWseek
|
|
\sa SDL_RWtell
|
|
\sa SDL_RWwrite
|
|
|
|
</member>
|
|
<member name="M:SDL_RWFromFile(System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte!System.Runtime.CompilerServices.IsConst*,System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte!System.Runtime.CompilerServices.IsConst*)">
|
|
\name RWFrom functions
|
|
|
|
Functions to create SDL_RWops structures from various data streams.
|
|
|
|
Use this function to create a new SDL_RWops structure for reading from
|
|
and/or writing to a named file.
|
|
|
|
The `mode` string is treated roughly the same as in a call to the C
|
|
library's fopen(), even if SDL doesn't happen to use fopen() behind the
|
|
scenes.
|
|
|
|
Available `mode` strings:
|
|
|
|
- "r": Open a file for reading. The file must exist.
|
|
- "w": Create an empty file for writing. If a file with the same name
|
|
already exists its content is erased and the file is treated as a new
|
|
empty file.
|
|
- "a": Append to a file. Writing operations append data at the end of the
|
|
file. The file is created if it does not exist.
|
|
- "r+": Open a file for update both reading and writing. The file must
|
|
exist.
|
|
- "w+": Create an empty file for both reading and writing. If a file with
|
|
the same name already exists its content is erased and the file is
|
|
treated as a new empty file.
|
|
- "a+": Open a file for reading and appending. All writing operations are
|
|
performed at the end of the file, protecting the previous content to be
|
|
overwritten. You can reposition (fseek, rewind) the internal pointer to
|
|
anywhere in the file for reading, but writing operations will move it
|
|
back to the end of file. The file is created if it does not exist.
|
|
|
|
**NOTE**: In order to open a file as a binary file, a "b" character has to
|
|
be included in the `mode` string. This additional "b" character can either
|
|
be appended at the end of the string (thus making the following compound
|
|
modes: "rb", "wb", "ab", "r+b", "w+b", "a+b") or be inserted between the
|
|
letter and the "+" sign for the mixed modes ("rb+", "wb+", "ab+").
|
|
Additional characters may follow the sequence, although they should have no
|
|
effect. For example, "t" is sometimes appended to make explicit the file is
|
|
a text file.
|
|
|
|
This function supports Unicode filenames, but they must be encoded in UTF-8
|
|
format, regardless of the underlying operating system.
|
|
|
|
As a fallback, SDL_RWFromFile() will transparently open a matching filename
|
|
in an Android app's `assets`.
|
|
|
|
Closing the SDL_RWops will close the file handle SDL is holding internally.
|
|
|
|
\param file a UTF-8 string representing the filename to open
|
|
\param mode an ASCII string representing the mode to be used for opening
|
|
the file.
|
|
\returns a pointer to the SDL_RWops structure that is created, or NULL on
|
|
failure; call SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_RWclose
|
|
\sa SDL_RWFromConstMem
|
|
\sa SDL_RWFromFP
|
|
\sa SDL_RWFromMem
|
|
\sa SDL_RWread
|
|
\sa SDL_RWseek
|
|
\sa SDL_RWtell
|
|
\sa SDL_RWwrite
|
|
|
|
</member>
|
|
<member name="T:SDL_RWops">
|
|
Return the size of the file in this rwops, or -1 if unknown
|
|
|
|
|
|
Seek to \c offset relative to \c whence, one of stdio's whence values:
|
|
RW_SEEK_SET, RW_SEEK_CUR, RW_SEEK_END
|
|
|
|
\return the final offset in the data stream, or -1 on error.
|
|
|
|
|
|
Read up to \c maxnum objects each of size \c size from the data
|
|
stream to the area pointed at by \c ptr.
|
|
|
|
\return the number of objects read, or 0 at error or end of file.
|
|
|
|
|
|
Write exactly \c num objects each of size \c size from the area
|
|
pointed at by \c ptr to data stream.
|
|
|
|
\return the number of objects written, or 0 at error or end of file.
|
|
|
|
|
|
Close and free an allocated SDL_RWops structure.
|
|
|
|
\return 0 if successful or -1 on write error when flushing data.
|
|
|
|
</member>
|
|
<member name="M:SDL_ClearError">
|
|
Clear any previous error message for this thread.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_GetError
|
|
\sa SDL_SetError
|
|
|
|
</member>
|
|
<member name="M:SDL_GetErrorMsg(System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte*,System.Int32)">
|
|
Get the last error message that was set for the current thread.
|
|
|
|
This allows the caller to copy the error string into a provided buffer, but
|
|
otherwise operates exactly the same as SDL_GetError().
|
|
|
|
\param errstr A buffer to fill with the last error message that was set for
|
|
the current thread
|
|
\param maxlen The size of the buffer pointed to by the errstr parameter
|
|
\returns the pointer passed in as the `errstr` parameter.
|
|
|
|
\since This function is available since SDL 2.0.14.
|
|
|
|
\sa SDL_GetError
|
|
|
|
</member>
|
|
<member name="M:SDL_GetError">
|
|
Retrieve a message about the last error that occurred on the current
|
|
thread.
|
|
|
|
It is possible for multiple errors to occur before calling SDL_GetError().
|
|
Only the last error is returned.
|
|
|
|
The message is only applicable when an SDL function has signaled an error.
|
|
You must check the return values of SDL function calls to determine when to
|
|
appropriately call SDL_GetError(). You should *not* use the results of
|
|
SDL_GetError() to decide if an error has occurred! Sometimes SDL will set
|
|
an error string even when reporting success.
|
|
|
|
SDL will *not* clear the error string for successful API calls. You *must*
|
|
check return values for failure cases before you can assume the error
|
|
string applies.
|
|
|
|
Error strings are set per-thread, so an error set in a different thread
|
|
will not interfere with the current thread's operation.
|
|
|
|
The returned string is internally allocated and must not be freed by the
|
|
application.
|
|
|
|
\returns a message with information about the specific error that occurred,
|
|
or an empty string if there hasn't been an error message set since
|
|
the last call to SDL_ClearError(). The message is only applicable
|
|
when an SDL function has signaled an error. You must check the
|
|
return values of SDL function calls to determine when to
|
|
appropriately call SDL_GetError().
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_ClearError
|
|
\sa SDL_SetError
|
|
|
|
</member>
|
|
<member name="M:SDL_CalculateGammaRamp(System.Single,System.UInt16*)">
|
|
Calculate a 256 entry gamma ramp for a gamma value.
|
|
|
|
\param gamma a gamma value where 0.0 is black and 1.0 is identity
|
|
\param ramp an array of 256 values filled in with the gamma ramp
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_SetWindowGammaRamp
|
|
|
|
</member>
|
|
<member name="M:SDL_GetRGBA(System.UInt32,SDL_PixelFormat!System.Runtime.CompilerServices.IsConst*,System.Byte*,System.Byte*,System.Byte*,System.Byte*)">
|
|
Get RGBA values from a pixel in the specified format.
|
|
|
|
This function uses the entire 8-bit [0..255] range when converting color
|
|
components from pixel formats with less than 8-bits per RGB component
|
|
(e.g., a completely white pixel in 16-bit RGB565 format would return [0xff,
|
|
0xff, 0xff] not [0xf8, 0xfc, 0xf8]).
|
|
|
|
If the surface has no alpha component, the alpha will be returned as 0xff
|
|
(100% opaque).
|
|
|
|
\param pixel a pixel value
|
|
\param format an SDL_PixelFormat structure describing the format of the
|
|
pixel
|
|
\param r a pointer filled in with the red component
|
|
\param g a pointer filled in with the green component
|
|
\param b a pointer filled in with the blue component
|
|
\param a a pointer filled in with the alpha component
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_GetRGB
|
|
\sa SDL_MapRGB
|
|
\sa SDL_MapRGBA
|
|
|
|
</member>
|
|
<member name="M:SDL_GetRGB(System.UInt32,SDL_PixelFormat!System.Runtime.CompilerServices.IsConst*,System.Byte*,System.Byte*,System.Byte*)">
|
|
Get RGB values from a pixel in the specified format.
|
|
|
|
This function uses the entire 8-bit [0..255] range when converting color
|
|
components from pixel formats with less than 8-bits per RGB component
|
|
(e.g., a completely white pixel in 16-bit RGB565 format would return [0xff,
|
|
0xff, 0xff] not [0xf8, 0xfc, 0xf8]).
|
|
|
|
\param pixel a pixel value
|
|
\param format an SDL_PixelFormat structure describing the format of the
|
|
pixel
|
|
\param r a pointer filled in with the red component
|
|
\param g a pointer filled in with the green component
|
|
\param b a pointer filled in with the blue component
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_GetRGBA
|
|
\sa SDL_MapRGB
|
|
\sa SDL_MapRGBA
|
|
|
|
</member>
|
|
<member name="M:SDL_MapRGBA(SDL_PixelFormat!System.Runtime.CompilerServices.IsConst*,System.Byte,System.Byte,System.Byte,System.Byte)">
|
|
Map an RGBA quadruple to a pixel value for a given pixel format.
|
|
|
|
This function maps the RGBA color value to the specified pixel format and
|
|
returns the pixel value best approximating the given RGBA color value for
|
|
the given pixel format.
|
|
|
|
If the specified pixel format has no alpha component the alpha value will
|
|
be ignored (as it will be in formats with a palette).
|
|
|
|
If the format has a palette (8-bit) the index of the closest matching color
|
|
in the palette will be returned.
|
|
|
|
If the pixel format bpp (color depth) is less than 32-bpp then the unused
|
|
upper bits of the return value can safely be ignored (e.g., with a 16-bpp
|
|
format the return value can be assigned to a Uint16, and similarly a Uint8
|
|
for an 8-bpp format).
|
|
|
|
\param format an SDL_PixelFormat structure describing the format of the
|
|
pixel
|
|
\param r the red component of the pixel in the range 0-255
|
|
\param g the green component of the pixel in the range 0-255
|
|
\param b the blue component of the pixel in the range 0-255
|
|
\param a the alpha component of the pixel in the range 0-255
|
|
\returns a pixel value
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_GetRGB
|
|
\sa SDL_GetRGBA
|
|
\sa SDL_MapRGB
|
|
|
|
</member>
|
|
<member name="M:SDL_MapRGB(SDL_PixelFormat!System.Runtime.CompilerServices.IsConst*,System.Byte,System.Byte,System.Byte)">
|
|
Map an RGB triple to an opaque pixel value for a given pixel format.
|
|
|
|
This function maps the RGB color value to the specified pixel format and
|
|
returns the pixel value best approximating the given RGB color value for
|
|
the given pixel format.
|
|
|
|
If the format has a palette (8-bit) the index of the closest matching color
|
|
in the palette will be returned.
|
|
|
|
If the specified pixel format has an alpha component it will be returned as
|
|
all 1 bits (fully opaque).
|
|
|
|
If the pixel format bpp (color depth) is less than 32-bpp then the unused
|
|
upper bits of the return value can safely be ignored (e.g., with a 16-bpp
|
|
format the return value can be assigned to a Uint16, and similarly a Uint8
|
|
for an 8-bpp format).
|
|
|
|
\param format an SDL_PixelFormat structure describing the pixel format
|
|
\param r the red component of the pixel in the range 0-255
|
|
\param g the green component of the pixel in the range 0-255
|
|
\param b the blue component of the pixel in the range 0-255
|
|
\returns a pixel value
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_GetRGB
|
|
\sa SDL_GetRGBA
|
|
\sa SDL_MapRGBA
|
|
|
|
</member>
|
|
<member name="M:SDL_FreePalette(SDL_Palette*)">
|
|
Free a palette created with SDL_AllocPalette().
|
|
|
|
\param palette the SDL_Palette structure to be freed
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_AllocPalette
|
|
|
|
</member>
|
|
<member name="M:SDL_SetPaletteColors(SDL_Palette*,SDL_Color!System.Runtime.CompilerServices.IsConst*,System.Int32,System.Int32)">
|
|
Set a range of colors in a palette.
|
|
|
|
\param palette the SDL_Palette structure to modify
|
|
\param colors an array of SDL_Color structures to copy into the palette
|
|
\param firstcolor the index of the first palette entry to modify
|
|
\param ncolors the number of entries to modify
|
|
\returns 0 on success or a negative error code if not all of the colors
|
|
could be set; call SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_AllocPalette
|
|
\sa SDL_CreateRGBSurface
|
|
|
|
</member>
|
|
<member name="M:SDL_SetPixelFormatPalette(SDL_PixelFormat*,SDL_Palette*)">
|
|
Set the palette for a pixel format structure.
|
|
|
|
\param format the SDL_PixelFormat structure that will use the palette
|
|
\param palette the SDL_Palette structure that will be used
|
|
\returns 0 on success or a negative error code on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_AllocPalette
|
|
\sa SDL_FreePalette
|
|
|
|
</member>
|
|
<member name="M:SDL_AllocPalette(System.Int32)">
|
|
Create a palette structure with the specified number of color entries.
|
|
|
|
The palette entries are initialized to white.
|
|
|
|
\param ncolors represents the number of color entries in the color palette
|
|
\returns a new SDL_Palette structure on success or NULL on failure (e.g. if
|
|
there wasn't enough memory); call SDL_GetError() for more
|
|
information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_FreePalette
|
|
|
|
</member>
|
|
<member name="M:SDL_FreeFormat(SDL_PixelFormat*)">
|
|
Free an SDL_PixelFormat structure allocated by SDL_AllocFormat().
|
|
|
|
\param format the SDL_PixelFormat structure to free
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_AllocFormat
|
|
|
|
</member>
|
|
<member name="M:SDL_AllocFormat(System.UInt32)">
|
|
Create an SDL_PixelFormat structure corresponding to a pixel format.
|
|
|
|
Returned structure may come from a shared global cache (i.e. not newly
|
|
allocated), and hence should not be modified, especially the palette. Weird
|
|
errors such as `Blit combination not supported` may occur.
|
|
|
|
\param pixel_format one of the SDL_PixelFormatEnum values
|
|
\returns the new SDL_PixelFormat structure or NULL on failure; call
|
|
SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_FreeFormat
|
|
|
|
</member>
|
|
<member name="M:SDL_MasksToPixelFormatEnum(System.Int32,System.UInt32,System.UInt32,System.UInt32,System.UInt32)">
|
|
Convert a bpp value and RGBA masks to an enumerated pixel format.
|
|
|
|
This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't
|
|
possible.
|
|
|
|
\param bpp a bits per pixel value; usually 15, 16, or 32
|
|
\param Rmask the red mask for the format
|
|
\param Gmask the green mask for the format
|
|
\param Bmask the blue mask for the format
|
|
\param Amask the alpha mask for the format
|
|
\returns one of the SDL_PixelFormatEnum values
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_PixelFormatEnumToMasks
|
|
|
|
</member>
|
|
<member name="M:SDL_PixelFormatEnumToMasks(System.UInt32,System.Int32*,System.UInt32*,System.UInt32*,System.UInt32*,System.UInt32*)">
|
|
Convert one of the enumerated pixel formats to a bpp value and RGBA masks.
|
|
|
|
\param format one of the SDL_PixelFormatEnum values
|
|
\param bpp a bits per pixel value; usually 15, 16, or 32
|
|
\param Rmask a pointer filled in with the red mask for the format
|
|
\param Gmask a pointer filled in with the green mask for the format
|
|
\param Bmask a pointer filled in with the blue mask for the format
|
|
\param Amask a pointer filled in with the alpha mask for the format
|
|
\returns SDL_TRUE on success or SDL_FALSE if the conversion wasn't
|
|
possible; call SDL_GetError() for more information.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
\sa SDL_MasksToPixelFormatEnum
|
|
|
|
</member>
|
|
<member name="M:SDL_GetPixelFormatName(System.UInt32)">
|
|
Get the human readable name of a pixel format.
|
|
|
|
\param format the pixel format to query
|
|
\returns the human readable name of the specified pixel format or
|
|
`SDL_PIXELFORMAT_UNKNOWN` if the format isn't recognized.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
</member>
|
|
<member name="T:SDL_PixelFormat">
|
|
\note Everything in the pixel format structure is read-only.
|
|
|
|
</member>
|
|
<member name="T:SDL_Color">
|
|
The bits of this structure can be directly reinterpreted as an integer-packed
|
|
color which uses the SDL_PIXELFORMAT_RGBA32 format (SDL_PIXELFORMAT_ABGR8888
|
|
on little-endian systems and SDL_PIXELFORMAT_RGBA8888 on big-endian systems).
|
|
|
|
</member>
|
|
<member name="M:SDL_size_add_overflow(System.UInt64,System.UInt64,System.UInt64*)">
|
|
If a + b would overflow, return -1. Otherwise store a + b via ret
|
|
and return 0.
|
|
|
|
\since This function is available since SDL 2.24.0.
|
|
|
|
</member>
|
|
<member name="M:SDL_size_mul_overflow(System.UInt64,System.UInt64,System.UInt64*)">
|
|
If a * b would overflow, return -1. Otherwise store a * b via ret
|
|
and return 0.
|
|
|
|
\since This function is available since SDL 2.24.0.
|
|
|
|
</member>
|
|
<member name="M:SDL_iconv_string(System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte!System.Runtime.CompilerServices.IsConst*,System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte!System.Runtime.CompilerServices.IsConst*,System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte!System.Runtime.CompilerServices.IsConst*,System.UInt64)">
|
|
This function converts a string between encodings in one pass, returning a
|
|
string that must be freed with SDL_free() or NULL on error.
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
</member>
|
|
<member name="M:SDL_GetNumAllocations">
|
|
Get the number of outstanding (unfreed) allocations
|
|
|
|
\since This function is available since SDL 2.0.7.
|
|
|
|
</member>
|
|
<member name="M:SDL_SetMemoryFunctions(=FUNC:System.Void*(System.UInt64),=FUNC:System.Void*(System.UInt64,System.UInt64),=FUNC:System.Void*(System.Void*,System.UInt64),=FUNC:System.Void(System.Void*))">
|
|
Replace SDL's memory allocation functions with a custom set
|
|
|
|
\since This function is available since SDL 2.0.7.
|
|
|
|
</member>
|
|
<member name="M:SDL_GetMemoryFunctions(=FUNC:System.Void*(System.UInt64)*,=FUNC:System.Void*(System.UInt64,System.UInt64)*,=FUNC:System.Void*(System.Void*,System.UInt64)*,=FUNC:System.Void(System.Void*)*)">
|
|
Get the current set of SDL memory functions
|
|
|
|
\since This function is available since SDL 2.0.7.
|
|
|
|
</member>
|
|
<member name="M:SDL_GetOriginalMemoryFunctions(=FUNC:System.Void*(System.UInt64)*,=FUNC:System.Void*(System.UInt64,System.UInt64)*,=FUNC:System.Void*(System.Void*,System.UInt64)*,=FUNC:System.Void(System.Void*)*)">
|
|
Get the original set of SDL memory functions
|
|
|
|
\since This function is available since SDL 2.24.0.
|
|
|
|
</member>
|
|
<member name="M:SDL_malloc(System.UInt64)">
|
|
\endcond
|
|
\file begin_code.h
|
|
|
|
This file sets things up for C dynamic library function definitions,
|
|
static inlined functions, and structures aligned at 4-byte alignment.
|
|
If you don't like ugly C preprocessor code, don't look at this file. :)
|
|
|
|
</member>
|
|
<member name="D:SDL_compile_time_assert_uint8">
|
|
\name Floating-point constants
|
|
|
|
\cond
|
|
</member>
|
|
<member name="D:Uint64">
|
|
\brief An unsigned 64-bit integer type.
|
|
|
|
</member>
|
|
<member name="D:Sint64">
|
|
\brief A signed 64-bit integer type.
|
|
|
|
</member>
|
|
<member name="D:Uint32">
|
|
\brief An unsigned 32-bit integer type.
|
|
|
|
</member>
|
|
<member name="D:Sint32">
|
|
\brief A signed 32-bit integer type.
|
|
|
|
</member>
|
|
<member name="D:Uint16">
|
|
\brief An unsigned 16-bit integer type.
|
|
|
|
</member>
|
|
<member name="D:Sint16">
|
|
\brief A signed 16-bit integer type.
|
|
|
|
</member>
|
|
<member name="D:Uint8">
|
|
\brief An unsigned 8-bit integer type.
|
|
|
|
</member>
|
|
<member name="D:Sint8">
|
|
\brief A signed 8-bit integer type.
|
|
|
|
</member>
|
|
<member name="D:int8_t">
|
|
\file close_code.h
|
|
|
|
This file reverses the effects of begin_code.h and should be included
|
|
after you finish any function and structure declarations in your headers
|
|
|
|
</member>
|
|
<member name="M:SDL_GetPlatform">
|
|
\file SDL_stdinc.h
|
|
|
|
This is a general header that includes C language support.
|
|
|
|
\file SDL_platform.h
|
|
|
|
Try to get a standard set of platform defines.
|
|
|
|
\file begin_code.h
|
|
|
|
This file sets things up for C dynamic library function definitions,
|
|
static inlined functions, and structures aligned at 4-byte alignment.
|
|
If you don't like ugly C preprocessor code, don't look at this file. :)
|
|
|
|
Get the name of the platform.
|
|
|
|
Here are the names returned for some (but not all) supported platforms:
|
|
|
|
- "Windows"
|
|
- "Mac OS X"
|
|
- "Linux"
|
|
- "iOS"
|
|
- "Android"
|
|
|
|
\returns the name of the platform. If the correct platform name is not
|
|
available, returns a string beginning with the text "Unknown".
|
|
|
|
\since This function is available since SDL 2.0.0.
|
|
|
|
</member>
|
|
<member name="M:SHADE.SHSystem.Exit">
|
|
*!*************************************************************************
|
|
</member>
|
|
<member name="M:SHADE.Application.Quit">
|
|
<summary>
|
|
Marks the application to stop at the end of the current frame.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Application.IsFullscreen">
|
|
<summary>
|
|
Whether or not the application is currently in fullscreen mode or not.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Application.WindowHeight">
|
|
<summary>
|
|
Retrieves the designated height of the current window.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Application.WindowWidth">
|
|
<summary>
|
|
Retrieves the designated width of the current window.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Application.IsPaused">
|
|
<summary>
|
|
Whether or not the engine is in a paused state where script updates and
|
|
physics are not in play.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Application.IsPlaying">
|
|
<summary>
|
|
Whether or not the engine is playing. This will always be true on Publish.
|
|
On Debug/Release builds, this is true when the editor is in Play Mode. It
|
|
will also be true even if the editor is in Play Mode but is paused.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.Application">
|
|
<summary>
|
|
Static class that contains useful properties for querying the state of the
|
|
engine.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Transform.SetParent(SHADE.Transform,System.Boolean)">
|
|
<summary>
|
|
Sets the parent of this Transform component.
|
|
</summary>
|
|
<param name="parent">
|
|
Entity that contains the Transform component that this Transform will be
|
|
parented to. If null, unparenting will occur.
|
|
</param>
|
|
<param name="worldPositionStays">
|
|
If true, the transform values of this Transform component will retain their
|
|
pre-parent-change global transforms. The local transform values will be
|
|
modified to ensure that the global transforms do not change.
|
|
</param>
|
|
</member>
|
|
<member name="P:SHADE.Transform.Parent">
|
|
<summary>
|
|
Parent Transform that affects this Transform.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Transform.GlobalScale">
|
|
<summary>
|
|
Global scale stored by this Transform.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Transform.GlobalEulerAngles">
|
|
<summary>
|
|
Global euler angle rotations stored by this Transform.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Transform.GlobalRotation">
|
|
<summary>
|
|
Global rotation quaternion stored by this Transform.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Transform.GlobalPosition">
|
|
<summary>
|
|
Global position stored by this Transform.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Transform.LocalScale">
|
|
<summary>
|
|
Local scale stored by this Transform.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Transform.LocalEulerAngles">
|
|
<summary>
|
|
Local euler angle rotations stored by this Transform.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Transform.LocalRotation">
|
|
<summary>
|
|
Local rotation quaternion stored by this Transform.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Transform.LocalPosition">
|
|
<summary>
|
|
Local position stored by this Transform.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Transform.#ctor(System.UInt32)">
|
|
<summary>
|
|
Constructs a Transform Component that represents a native Transform component
|
|
tied to the specified Entity.
|
|
</summary>
|
|
<param name="entity">Entity that this Component will be tied to.</param>
|
|
</member>
|
|
<member name="T:SHADE.Transform">
|
|
<summary>
|
|
CLR version of the SHADE Engine's TransformComponent.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Math.CompareFloat(System.Single,System.Single,System.Single)">
|
|
<summary>
|
|
Compares if two float values are close enough to be the same with the
|
|
specified tolerance value.
|
|
</summary>
|
|
<param name="a">One of the values to compare.</param>
|
|
<param name="b">The other value to compare.</param>
|
|
<param name="tolerance">Tolerance for floating point comparison.</param>
|
|
<returns>True if a and b are practically the same.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Math.CompareFloat(System.Single,System.Single)">
|
|
<summary>
|
|
Compares if two float values are close enough to be the same with a tolerance
|
|
of Epsilon.
|
|
</summary>
|
|
<param name="a">One of the values to compare.</param>
|
|
<param name="b">The other value to compare.</param>
|
|
<returns>True if a and b are practically the same.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Math.InverseLerp(System.Single,System.Single,System.Single)">
|
|
<summary>
|
|
Calculates the linear parameter t that produces the interpolant value within
|
|
the range [a, b].
|
|
</summary>
|
|
<param name="a">Start value.</param>
|
|
<param name="b">End value.</param>
|
|
<param name="value">Value between start and end.</param>
|
|
<returns>Percentage of value between start and end.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Math.LerpUnclamped(System.Single,System.Single,System.Single)">
|
|
<summary>
|
|
Linearly interpolates between a and b by t.
|
|
The parameter t is not clamped and a value based on a and b is supported.
|
|
If t is less than zero, or greater than one, then LerpUnclamped will result
|
|
in a return value outside the range a to b.
|
|
</summary>
|
|
<param name="a">The start value.</param>
|
|
<param name="b">The end value.</param>
|
|
<param name="t">The interpolation value between the two float.</param>
|
|
<returns>The interpolated float result between the two float values.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Math.Lerp(System.Single,System.Single,System.Single)">
|
|
<summary>
|
|
Linearly interpolates between a and b by t.
|
|
The parameter t is clamped to the range [0, 1].
|
|
</summary>
|
|
<param name="a">The start value.</param>
|
|
<param name="b">The end value.</param>
|
|
<param name="t">The interpolation value between the two float.</param>
|
|
<returns>The interpolated float result between the two float values.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Math.RadiansToDegrees(System.Single)">
|
|
<summary>
|
|
Converts an angle from radian representation to degree representation.
|
|
</summary>
|
|
<param name="radians">Radian-based angle to convert.</param>
|
|
<returns>The specified angle in degrees.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Math.DegreesToRadians(System.Single)">
|
|
<summary>
|
|
Converts an angle from degree representation to radian representation.
|
|
</summary>
|
|
<param name="degrees">Degree-based angle to convert.</param>
|
|
<returns>The specified angle in radians.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Math.Wrap(System.Single,System.Single,System.Single)">
|
|
<summary>
|
|
Wraps a value if they get to low or too high.
|
|
</summary>
|
|
<param name="value">Value to wrap.</param>
|
|
<param name="min">Minimum value to wrap at.</param>
|
|
<param name="max">Maximum value to wrap at.</param>
|
|
<returns>Wrapped value.</returns>
|
|
</member>
|
|
<member name="F:SHADE.Math.Epsilon">
|
|
<summary>
|
|
Small value used for single precision floating point comparisons.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Math.Rad2Deg">
|
|
<summary>
|
|
Radians-to-degrees conversion constant
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Math.Deg2Rad">
|
|
<summary>
|
|
Degrees-to-radians conversion constant
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.Math">
|
|
<summary>
|
|
Contains utility Math functions.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Debug.LogExceptionNative(std.exception!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced,std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Logs a native exception that is formatted nicely to the output.
|
|
</summary>
|
|
<param name="exception">Native exception to log.</param>
|
|
<param name="throwerName">Name of the one responsible for the exception.</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.LogExceptionNative(System.Exception,std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Logs an exception that is formatted nicely to the output.
|
|
</summary>
|
|
<param name="throwerName">Name of the one responsible for the exception.</param>
|
|
<param name="exception">Exception to log.</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.LogException(std.exception!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced,System.Object)">
|
|
<summary>
|
|
Logs a native exception that is formatted nicely to the output.
|
|
Equivalent to calling
|
|
LogException(exception, Convert::ToNative(thrower->GetType()->Name));
|
|
</summary>
|
|
<param name="exception">Native exception to log.</param>
|
|
<param name="thrower">
|
|
Object that threw the exception to label the exception message.
|
|
The name of the object will be used.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.LogException(System.Exception,System.Object)">
|
|
<summary>
|
|
Logs an exception that is formatted nicely to the output.
|
|
</summary>
|
|
<param name="exception">Exception to log.</param>
|
|
<param name="thrower">
|
|
Object that threw the exception to label the exception message.
|
|
The name of the object will be used.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.LogException(System.Exception)">
|
|
<summary>
|
|
Logs an exception that is formatted nicely to the output.
|
|
</summary>
|
|
<param name="exception">Exception to log.</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.LogError(System.String,System.String)">
|
|
<summary>
|
|
Logs a error message to the output with a label such that it looks like this:
|
|
"[Label] Message"
|
|
</summary>
|
|
<param name="str">The string to output.</param>
|
|
<param name="throwerName">
|
|
Name of the object that threw the error to label the error message.
|
|
The name of the object will be used.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.LogErrorNative(System.String,std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Logs a error message to the output with a label such that it looks like this:
|
|
"[Label] Message"
|
|
</summary>
|
|
<param name="str">The string to output.</param>
|
|
<param name="throwerName">
|
|
Name of the object that threw the error to label the error message.
|
|
The name of the object will be used.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.LogError(System.String,System.Object)">
|
|
<summary>
|
|
Logs a error message to the output with a label such that it looks like this:
|
|
"[Label] Message"
|
|
</summary>
|
|
<param name="str">The string to output.</param>
|
|
<param name="thrower">
|
|
Object that threw the error to label the error message.
|
|
The name of the object will be used.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.LogError(System.String)">
|
|
<summary>
|
|
Logs a error message to the output.
|
|
</summary>
|
|
<param name="str">The string to output.</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.LogError(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Logs a error message to the output.
|
|
</summary>
|
|
<param name="str">The string to output.</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.LogWarning(System.String,std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Logs a warning message to the output with a label such that it looks like this:
|
|
"[Label] Message"
|
|
</summary>
|
|
<param name="str">The string to output.</param>
|
|
<param name="throwerName">
|
|
Name of the object that threw the warning to label the warning message.
|
|
The name of the object will be used.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.LogWarning(System.String,System.String)">
|
|
<summary>
|
|
Logs a warning message to the output with a label such that it looks like this:
|
|
"[Label] Message"
|
|
</summary>
|
|
<param name="str">The string to output.</param>
|
|
<param name="throwerName">
|
|
Name of the object that threw the warning to label the warning message.
|
|
The name of the object will be used.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.LogWarning(System.String,System.Object)">
|
|
<summary>
|
|
Logs a warning message to the output with a label such that it looks like this:
|
|
"[Label] Message"
|
|
</summary>
|
|
<param name="str">The string to output.</param>
|
|
<param name="thrower">
|
|
Object that threw the warning to label the warning message.
|
|
The name of the object will be used.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.LogWarning(System.String)">
|
|
<summary>
|
|
Logs a warning message to the output.
|
|
</summary>
|
|
<param name="str">The string to output.</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.LogWarning(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Logs a warning message to the output.
|
|
</summary>
|
|
<param name="str">The string to output.</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.Log(System.String,std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Logs a message to the output with a label such that it looks like this:
|
|
"[Label] Message"
|
|
</summary>
|
|
<param name="str">The string to output.</param>
|
|
<param name="throwerName">
|
|
Name of the object that sent the message to label the message.
|
|
The name of the object will be used.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.Log(System.String,System.String)">
|
|
<summary>
|
|
Logs a message to the output with a label such that it looks like this:
|
|
"[Label] Message"
|
|
</summary>
|
|
<param name="str">The string to output.</param>
|
|
<param name="throwerName">
|
|
Name of the object that sent the message to label the message.
|
|
The name of the object will be used.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.Log(System.String,System.Object)">
|
|
<summary>
|
|
Logs a message to the output with a label such that it looks like this:
|
|
"[Label] Message"
|
|
</summary>
|
|
<param name="str">The string to output.</param>
|
|
<param name="owner">
|
|
Object that sent the message to label the message.
|
|
The name of the object will be used.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.Log(System.String)">
|
|
<summary>
|
|
Logs a message to the output.
|
|
</summary>
|
|
<param name="str">The string to output.</param>
|
|
</member>
|
|
<member name="M:SHADE.Debug.Log(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Logs a message to the output.
|
|
</summary>
|
|
<param name="str">The string to output.</param>
|
|
</member>
|
|
<member name="T:SHADE.Debug">
|
|
<summary>
|
|
Static class that contains the functions for working with time.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Renderable.LightLayer">
|
|
<summary>
|
|
Material used to render this Renderable.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Renderable.Material">
|
|
<summary>
|
|
Material used to render this Renderable.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.Renderable.Mesh">
|
|
<summary>
|
|
Mesh used to render this Renderable.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Renderable.#ctor(System.UInt32)">
|
|
<summary>
|
|
Constructs a Renderable Component that represents a native Renderable
|
|
component tied to the specified Entity.
|
|
</summary>
|
|
<param name="entity">Entity that this Component will be tied to.</param>
|
|
</member>
|
|
<member name="T:SHADE.Renderable">
|
|
<summary>
|
|
CLR version of the SHADE Engine's SHRenderableComponent.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Material.GetProperty``1(System.String)">
|
|
<summary>
|
|
Retrieves the value of a specified property on the material.
|
|
</summary>
|
|
<typeparam name="T">Type of property to get.</typeparam>
|
|
<param name="name">Name of the property to get.</param>
|
|
<returns>Value of that property on the material.</returns>
|
|
<exception cref="!:System.InvalidOperationException">
|
|
If this Material object is invalid.
|
|
</exception>
|
|
<exception cref="!:System.ArgumentException">
|
|
If the name or type was specified that does not match the material's shader's
|
|
defined properties.
|
|
</exception>
|
|
</member>
|
|
<member name="M:SHADE.Material.SetProperty``1(System.String,``0)">
|
|
<summary>
|
|
Set the value of a specific property.
|
|
</summary>
|
|
<typeparam name="T">Type of property to set.</typeparam>
|
|
<param name="name">Name of the property to set.</param>
|
|
<param name="value">Value to set te property to.</param>
|
|
<exception cref="!:System.InvalidOperationException">
|
|
If this Material object is invalid.
|
|
</exception>
|
|
<exception cref="!:System.ArgumentException">
|
|
If the name or type was specified that does not match the material's shader's
|
|
defined properties.
|
|
</exception>
|
|
</member>
|
|
<member name="M:SHADE.Material.#ctor(SHADE.Handle<SHADE.SHMaterialInstance>)">
|
|
<summary>
|
|
Constructor for the Material
|
|
</summary>
|
|
<param name="material">Handle to the native material object.</param>
|
|
</member>
|
|
<member name="T:SHADE.Material">
|
|
<summary>
|
|
Managed counterpart of the native MaterialInstance object containing material
|
|
data that can be fed to Renderables for rendering.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Mesh.#ctor(SHADE.Handle<SHADE.SHMesh>)">
|
|
<summary>
|
|
Constructor for the Mesh
|
|
</summary>
|
|
<param name="mesh">Handle to the mesh object.</param>
|
|
</member>
|
|
<member name="T:SHADE.Mesh">
|
|
<summary>
|
|
Managed counterpart of the native Mesh object containing vertex data that can
|
|
be fed to Renderables for rendering.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.SHMatrix.Decompose(SHADE.SHVec3*!System.Runtime.CompilerServices.IsImplicitlyDereferenced,SHADE.SHQuaternion*!System.Runtime.CompilerServices.IsImplicitlyDereferenced,SHADE.SHVec3*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
@brief Decomposes a transformation matrix into translation, orientation and scale.
|
|
@param[out] scale The scaling factor of the matrix.
|
|
@param[out] orientation The orientation of the matrix.
|
|
@param[out] translation The translation of the matrix.
|
|
@return True if decomposition was successful.
|
|
|
|
</member>
|
|
<member name="M:SHADE.SHMatrix.Decompose(SHADE.SHVec3*!System.Runtime.CompilerServices.IsImplicitlyDereferenced,SHADE.SHVec3*!System.Runtime.CompilerServices.IsImplicitlyDereferenced,SHADE.SHVec3*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
@brief Decomposes a transformation matrix into translation, euler angles and scale.
|
|
@param[out] scale The scaling factor of the matrix.
|
|
@param[out] rotation The euler angles of the matrix.
|
|
@param[out] translation The translation of the matrix.
|
|
@return True if decomposition was successful.
|
|
|
|
</member>
|
|
<member name="T:SHADE.SHMatrix">
|
|
@brief Interface for a Column-Major Row Vector 4x4 Matrix.
|
|
|
|
</member>
|
|
<member name="M:SHADE.RigidBody.#ctor(System.UInt32)">
|
|
<summary>
|
|
Constructs a RigidBody Component that represents a native
|
|
SHRigidBodyComponent component tied to the specified Entity.
|
|
</summary>
|
|
<param name="entity">Entity that this Component will be tied to.</param>
|
|
</member>
|
|
<member name="T:SHADE.RigidBody">
|
|
<summary>
|
|
CLR version of the the SHADE Engine's SHRigidBodyComponent.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.ECS.createManagedComponent``1(System.UInt32)">
|
|
<summary>
|
|
Creates an instance of the Managed representation of a Component with a
|
|
native Entity.
|
|
</summary>
|
|
<typeparam name="T">Type of Component to create.</typeparam>
|
|
<param name="entity">Native Entity that this Component is tied to.</param>
|
|
<returns>The created Managed representation of the Component.</returns>
|
|
</member>
|
|
<member name="M:SHADE.ECS.#cctor">
|
|
<summary>
|
|
Static constructor to initialize static data
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.ECS.ComponentSet">
|
|
<summary>
|
|
Pointer to a function for Component manipulation operations.
|
|
</summary>
|
|
<summary>
|
|
Contains a set of Component related data used for resolving operations for
|
|
each Component.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.ECS.RemoveComponent``1(System.UInt32)">
|
|
<summary>
|
|
Removes a Component from the specified Entity.
|
|
</summary>
|
|
<typeparam name="T">Type of the Component to remove.</typeparam>
|
|
<param name="entity">
|
|
Entity object that should have the specified Component removed from/
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.ECS.HasComponent``1(System.UInt32)">
|
|
<summary>
|
|
Checks if the specified Entity has the specified Component.
|
|
</summary>
|
|
<typeparam name="T">Type of the Component to check for.</typeparam>
|
|
<param name="entity">Entity object to check for the Component.</param>
|
|
<returns>
|
|
True if the specified Entity has the specified Component. False otherwise.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.ECS.EnsureComponent``1(System.UInt32)">
|
|
<summary>
|
|
Ensures a Component on the specified Entity.
|
|
</summary>
|
|
<typeparam name="T">Type of the Component to ensure.</typeparam>
|
|
<param name="entity"> Entity object to ensure the Component on. </param>
|
|
<returns>Reference to the Component.</returns>
|
|
</member>
|
|
<member name="M:SHADE.ECS.GetComponentInChildren``1(System.UInt32)">
|
|
<summary>
|
|
Retrieves the first Component from the specified GameObjectt's children that
|
|
matches the specified type.
|
|
</summary>
|
|
<typeparam name="T">Type of the Component to get.</typeparam>
|
|
<param name="entity"> Entity object to get the Component from. </param>
|
|
<returns>
|
|
Reference to the Component or null if the Entity does not have the
|
|
specified Component.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.ECS.GetComponent``1(System.UInt32)">
|
|
<summary>
|
|
Gets a Component from the specified Entity.
|
|
</summary>
|
|
<typeparam name="T">Type of the Component to get.</typeparam>
|
|
<param name="entity"> Entity object to get the Component from. </param>
|
|
<returns>
|
|
Reference to the Component or null if the Entity does not have the
|
|
specified Component.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.ECS.AddComponent``1(System.UInt32)">
|
|
<summary>
|
|
Adds a Component to the specified Entity.
|
|
</summary>
|
|
<typeparam name="T">Type of the Component to add.</typeparam>
|
|
<param name="entity">
|
|
Entity object that should have the specified Component added to.
|
|
</param>
|
|
<returns>Reference to the Component that was added.</returns>
|
|
</member>
|
|
<member name="T:SHADE.ECS">
|
|
<summary>
|
|
Static class which contains functions that map Pls::ECS's Component manipulation
|
|
functions to managed generic functions.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.BaseComponent.GetHashCode">
|
|
<summary>
|
|
Gets a unique hash for this object.
|
|
</summary>
|
|
<returns>Unique hash for this object.</returns>
|
|
</member>
|
|
<member name="M:SHADE.BaseComponent.Equals(System.Object)">
|
|
<summary>
|
|
Compares equality with another unboxed object.
|
|
</summary>
|
|
<param name="o">The unboxed object to compare with.</param>
|
|
<returns>True if both objects are the same.</returns>
|
|
</member>
|
|
<member name="M:SHADE.BaseComponent.Equals(SHADE.BaseComponent)">
|
|
<summary>
|
|
Compares equality with an object of the same type.
|
|
</summary>
|
|
<param name="other">The object to compare with.</param>
|
|
<returns>True if both objects are the same.</returns>
|
|
</member>
|
|
<member name="F:SHADE.BaseComponent.owner">
|
|
<summary>
|
|
Entity that this Component belongs to.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.BaseComponent.#ctor(System.UInt32)">
|
|
<summary>
|
|
Constructor for BaseComponent to tie it to a specific Entity.
|
|
Constructors of derived Components should call this Constructor.
|
|
</summary>
|
|
<param name="entity">Entity that this Component will be tied to.</param>
|
|
</member>
|
|
<member name="M:SHADE.BaseComponent.op_Implicit(SHADE.BaseComponent)~System.Boolean">
|
|
<summary>
|
|
Implicit conversion operator to enable checking if a component is null.
|
|
</summary>
|
|
<param name="c">Component to check.</param>
|
|
</member>
|
|
<member name="M:SHADE.BaseComponent.RemoveScript``1">
|
|
<summary>
|
|
Removes all Scripts of the specified type from this GameObject.
|
|
</summary>
|
|
<typeparam name="T">Type of PLushieScripts to remove.</typeparam>
|
|
</member>
|
|
<member name="M:SHADE.BaseComponent.GetScripts``1">
|
|
<summary>
|
|
Retrieves a immutable list of Scripts of the specified type from this
|
|
GameObject.
|
|
</summary>
|
|
<typeparam name="T">Type of Scripts to Get.</typeparam>
|
|
<returns>Immutable list of Scripts of the specified type.</returns>
|
|
</member>
|
|
<member name="M:SHADE.BaseComponent.GetScript``1">
|
|
<summary>
|
|
Retrieves a Script of the specified type from this GameObject.
|
|
If multiple Scripts of the same specified type are added on the same
|
|
GameObject, this will retrieve the first one added.
|
|
</summary>
|
|
<typeparam name="T">Type of Script to add.</typeparam>
|
|
<returns>Reference to the Script to retrieve.</returns>
|
|
</member>
|
|
<member name="M:SHADE.BaseComponent.AddScript``1">
|
|
<summary>
|
|
Adds a Script of the specified type to this GameObject.
|
|
</summary>
|
|
<typeparam name="T">Type of Script to add.</typeparam>
|
|
<returns>Reference to the created Script.</returns>
|
|
</member>
|
|
<member name="M:SHADE.BaseComponent.RemoveComponent``1">
|
|
<summary>
|
|
Removes a Component from this GameObject. If no Component exists to begin
|
|
with, nothing happens.
|
|
</summary>
|
|
<typeparam name="T">Type of the Component to get.</typeparam>
|
|
</member>
|
|
<member name="M:SHADE.BaseComponent.GetComponent``1">
|
|
<summary>
|
|
Gets a Component from this GameObject.
|
|
</summary>
|
|
<typeparam name="T">Type of the Component to get.</typeparam>
|
|
<returns>
|
|
Reference to the Component or null if this GameObject does not have the
|
|
specified Component.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.BaseComponent.AddComponent``1">
|
|
<summary>
|
|
Adds a Component to this GameObject.
|
|
</summary>
|
|
<typeparam name="T">Type of the Component to add. </typeparam>
|
|
<returns>Reference to the Component that was added.</returns>
|
|
</member>
|
|
<member name="P:SHADE.BaseComponent.Owner">
|
|
<summary>
|
|
Retrieves the GameObject that this Component belongs to.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.BaseComponent">
|
|
<summary>
|
|
Class that serves as the base for a wrapper class to Components in native code.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.onCollisionExit(SHADE.CollisionInfo)">
|
|
<summary>
|
|
Called when the attached GameObject has a Collider and leaves a
|
|
collision with another GameObject with a Collider2D.
|
|
</summary>
|
|
<param name="info">Information on the collision event.</param>
|
|
</member>
|
|
<member name="M:SHADE.Script.onCollisionStay(SHADE.CollisionInfo)">
|
|
<summary>
|
|
Called when the attached GameObject has a Collider and collides with
|
|
another GameObject with a Collider in subsequent frames of collision.
|
|
</summary>
|
|
<param name="info">Information on the collision event.</param>
|
|
</member>
|
|
<member name="M:SHADE.Script.onCollisionEnter(SHADE.CollisionInfo)">
|
|
<summary>
|
|
Called when the attached GameObject has a Collider and collides with
|
|
another GameObject with a Collider in the first frame of collision.
|
|
</summary>
|
|
<param name="info">Information on the collision event.</param>
|
|
</member>
|
|
<member name="M:SHADE.Script.onTriggerExit(SHADE.CollisionInfo)">
|
|
<summary>
|
|
Called when the attached GameObject has a trigger Collider and leaves a
|
|
collision with another GameObject with a Collider2D.
|
|
</summary>
|
|
<param name="info">Information on the collision event.</param>
|
|
</member>
|
|
<member name="M:SHADE.Script.onTriggerStay(SHADE.CollisionInfo)">
|
|
<summary>
|
|
Called when the attached GameObject has a trigger Collider and collides with
|
|
another GameObject with a Collider in subsequent frames of collision.
|
|
</summary>
|
|
<param name="info">Information on the collision event.</param>
|
|
</member>
|
|
<member name="M:SHADE.Script.onTriggerEnter(SHADE.CollisionInfo)">
|
|
<summary>
|
|
Called when the attached GameObject has a trigger Collider and collides with
|
|
another GameObject with a Collider in the first frame of collision.
|
|
</summary>
|
|
<param name="info">Information on the collision event.</param>
|
|
</member>
|
|
<member name="M:SHADE.Script.onDestroy">
|
|
<summary>
|
|
Called just before the end of the frame where the attached GameObject or
|
|
this script is destroyed directly or indirectly due to destruction of the
|
|
owner.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.lateUpdate">
|
|
<summary>
|
|
Called every frame after physics and collision resolution but before
|
|
rendering.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.update">
|
|
<summary>
|
|
Called every frame before physics and collision resolution.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.fixedUpdate">
|
|
<summary>
|
|
Called every frame in sync with Physics update steps and thus in most cases
|
|
will execute more than update() will. This will be called immediately before
|
|
a Physics update step.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.start">
|
|
<summary>
|
|
Called on the first frame that the attached GameObject is active but always
|
|
after Awake().
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.awake">
|
|
<summary>
|
|
Called on the first frame that the attached GameObject is active if they are
|
|
a part of the scene.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.onDetatched">
|
|
<summary>
|
|
Called immediately once this script is detached from a GameObject.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.onAttached">
|
|
<summary>
|
|
Called immediately once this script is attached to a GameObject.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.#ctor(SHADE.GameObject)">
|
|
<summary>
|
|
Constructor for Script to tie it to a specific GameObject.
|
|
Constructors of derived Scripts should call this Constructor.
|
|
</summary>
|
|
<param name="gameObj">
|
|
GameObject that this Script will be tied to.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.Script.OnTriggerExit(SHADE.CollisionInfo)">
|
|
<summary>
|
|
Used to call onTriggerExit(). This should be called when a trigger-type
|
|
collision is detected between the attached GameObject and another GameObject.
|
|
</summary>
|
|
<param name="collision">Information on the collision event.</param>
|
|
</member>
|
|
<member name="M:SHADE.Script.OnTriggerStay(SHADE.CollisionInfo)">
|
|
<summary>
|
|
Used to call onTriggerStay(). This should be called when a trigger-type
|
|
collision is detected between the attached GameObject and another GameObject.
|
|
</summary>
|
|
<param name="collision">Information on the collision event.</param>
|
|
</member>
|
|
<member name="M:SHADE.Script.OnTriggerEnter(SHADE.CollisionInfo)">
|
|
<summary>
|
|
Used to call onTriggerEnter(). This should be called when a trigger-type
|
|
collision is detected between the attached GameObject and another GameObject.
|
|
</summary>
|
|
<param name="collision">Information on the collision event.</param>
|
|
</member>
|
|
<member name="M:SHADE.Script.OnCollisionExit(SHADE.CollisionInfo)">
|
|
<summary>
|
|
Used to call onCollisionExit(). This should be called when a collision ends
|
|
between the attached GameObject and another GameObject.
|
|
</summary>
|
|
<param name="collision">Information on the collision event.</param>
|
|
</member>
|
|
<member name="M:SHADE.Script.OnCollisionStay(SHADE.CollisionInfo)">
|
|
<summary>
|
|
Used to call onCollisionStay(). This should be called when a collision is
|
|
persistent between the attached GameObject and another GameObject.
|
|
</summary>
|
|
<param name="collision">Information on the collision event.</param>
|
|
</member>
|
|
<member name="M:SHADE.Script.OnCollisionEnter(SHADE.CollisionInfo)">
|
|
<summary>
|
|
Used to call onCollisionEnter(). This should be called when a collision is
|
|
detected between the attached GameObject and another GameObject.
|
|
</summary>
|
|
<param name="collision">Information on the collision event.</param>
|
|
</member>
|
|
<member name="M:SHADE.Script.OnDestroy">
|
|
<summary>
|
|
Used to call onDestroy(). This should be called at the end of the frame
|
|
where the attached GameObject or this script is destroyed directly or
|
|
indirectly due to destruction of the owner.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.LateUpdate">
|
|
<summary>
|
|
Used to call lateUpdate(). This should be called every frame after physics
|
|
and collision resolution but before rendering.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.Update">
|
|
<summary>
|
|
Used to call update(). This should be called every frame before physics and
|
|
collision resolution.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.FixedUpdate">
|
|
<summary>
|
|
Used to call fixedUpdate(). This should be called in sync with Physics
|
|
update steps and thus in most cases will execute more than Update() will.
|
|
This will be called immediately before a Physics update step.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.Start">
|
|
<summary>
|
|
Used to call start(). This should be called on the first frame that the
|
|
attached GameObject is active but always after Awake().
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.Awake">
|
|
<summary>
|
|
Used to call awake(). This should be called on the first frame that the
|
|
attached GameObject is active if they are a part of the scene.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.OnDetached">
|
|
<summary>
|
|
Used to call onDetached(). This is called immediately when this script is
|
|
detached from a GameObject.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.OnAttached">
|
|
<summary>
|
|
Used to call onAttached(). This is called immediately when this script is
|
|
attached to a GameObject.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Script.op_Implicit(SHADE.Script)~System.Boolean">
|
|
<summary>
|
|
Implicit conversion operator to enable checking if a component is null.
|
|
</summary>
|
|
<param name="c">Component to check.</param>
|
|
</member>
|
|
<member name="M:SHADE.Script.RemoveScript``1">
|
|
<summary>
|
|
Removes all Scripts of the specified type from this GameObject.
|
|
</summary>
|
|
<typeparam name="T">
|
|
Type of script to remove.
|
|
This needs to be a default constructable Script.
|
|
</typeparam>
|
|
</member>
|
|
<member name="M:SHADE.Script.GetScripts``1">
|
|
<summary>
|
|
Retrieves a immutable list of scripts from the specified Entity that
|
|
matches the specified type.
|
|
<br />
|
|
Note that this function allocates. It should be used sparingly.
|
|
</summary>
|
|
<typeparam name="T">
|
|
Type of scripts to get.
|
|
This needs to be a default constructable Script.
|
|
</typeparam>
|
|
<returns>
|
|
Immutable list of references to scripts of the specified type.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Script.GetScriptInChildren``1">
|
|
<summary>
|
|
Retrieves the first Script from this GameObject's children that matches the
|
|
specified type.
|
|
</summary>
|
|
<typeparam name="T">
|
|
Type of script to get.
|
|
This needs to be a default constructable Script.
|
|
</typeparam>
|
|
<returns>Reference to the script added</returns>
|
|
</member>
|
|
<member name="M:SHADE.Script.GetScript``1">
|
|
<summary>
|
|
Retrieves the first Script from this GameObject that matches the specified
|
|
type.
|
|
</summary>
|
|
<typeparam name="T">
|
|
Type of script to get.
|
|
This needs to be a default constructable Script.
|
|
</typeparam>
|
|
<returns>Reference to the script added</returns>
|
|
</member>
|
|
<member name="M:SHADE.Script.AddScript``1">
|
|
<summary>
|
|
Adds a Script to this GameObject.
|
|
</summary>
|
|
<typeparam name="T">
|
|
Type of script to add.
|
|
This needs to be a default constructable Script.
|
|
</typeparam>
|
|
<returns>Reference to the script added</returns>
|
|
</member>
|
|
<member name="M:SHADE.Script.RemoveComponent``1">
|
|
<summary>
|
|
Removes a Component from the GameObject that this Script belongs to.
|
|
</summary>
|
|
<typeparam name="T">
|
|
Type of the Component to remove. Must be derived from BaseComponent.
|
|
</typeparam>
|
|
</member>
|
|
<member name="M:SHADE.Script.EnsureComponent``1">
|
|
<summary>
|
|
Ensures a Component on the GameObject that this Script belongs to.
|
|
</summary>
|
|
<typeparam name="T">
|
|
Type of the Component to ensure. Must be derived from BaseComponent.
|
|
</typeparam>
|
|
<returns>Reference to the Component.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Script.GetComponentInChildren``1">
|
|
<summary>
|
|
Retrieves the first Component from this GameObject's children that matches
|
|
the specified type.
|
|
</summary>
|
|
<typeparam name="T">
|
|
Type of the Component to get. Must be derived from BaseComponent.
|
|
</typeparam>
|
|
<returns>Reference to the Component that was retrieved.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Script.GetComponent``1">
|
|
<summary>
|
|
Gets a Component from the GameObject that this Script belongs to.
|
|
</summary>
|
|
<typeparam name="T">
|
|
Type of the Component to get. Must be derived from BaseComponent.
|
|
</typeparam>
|
|
<returns>Reference to the Component that was retrieved.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Script.AddComponent``1">
|
|
<summary>
|
|
Adds a Component to the GameObject that this Script belongs to.
|
|
</summary>
|
|
<typeparam name="T">
|
|
Type of the Component to add. Must be derived from BaseComponent.
|
|
</typeparam>
|
|
<returns>Reference to the Component that was added.</returns>
|
|
</member>
|
|
<member name="P:SHADE.Script.Owner">
|
|
<summary>
|
|
GameObject that this Script belongs to.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.Script">
|
|
<summary>
|
|
Class that forms the basis of all "script"-objects that can be attached to
|
|
Entities to update each Entity's Components via C# code.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.CollisionInfo.RigidBody">
|
|
<summary>
|
|
The RigidBody that you are colliding with.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.CollisionInfo.CollisionShape">
|
|
<summary>
|
|
The CollisionShape of the Collider that you are colliding with.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.CollisionInfo.Collider">
|
|
<summary>
|
|
The Collider that you are colliding with.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.CollisionInfo.GameObject">
|
|
<summary>
|
|
The GameObject whose collider you are colliding with.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.CollisionInfo">
|
|
<summary>
|
|
Struct that describes a collision
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.op_Inequality(SHADE.GameObject,SHADE.GameObject)">
|
|
<summary>
|
|
Checks if two GameObject references are different.
|
|
</summary>
|
|
<param name="lhs">GameObject to check.</param>
|
|
<param name="rhs">Another GameObject to check with.</param>
|
|
<returns>True if both Components are different.</returns>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.op_Equality(SHADE.GameObject,SHADE.GameObject)">
|
|
<summary>
|
|
Checks if two GameObject references are the same.
|
|
</summary>
|
|
<param name="lhs">GameObject to check.</param>
|
|
<param name="rhs">Another GameObject to check with.</param>
|
|
<returns>True if both Components are the same.</returns>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.GetHashCode">
|
|
<summary>
|
|
Gets a unique hash for this object.
|
|
</summary>
|
|
<returns>Unique hash for this object.</returns>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.Equals(System.Object)">
|
|
<summary>
|
|
Compares equality with another unboxed object.
|
|
</summary>
|
|
<param name="o">The unboxed object to compare with.</param>
|
|
<returns>True if both objects are the same.</returns>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.Equals(SHADE.GameObject)">
|
|
<summary>
|
|
Compares equality with an object of the same type.
|
|
</summary>
|
|
<param name="other">The object to compare with.</param>
|
|
<returns>True if both objects are the same.</returns>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.GetNativeEntity">
|
|
<summary>
|
|
Retrieves the native Entity object that this GameObject represents.
|
|
</summary>
|
|
<returns>Native Entity object that this GameObject represents.</returns>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.GetEntity">
|
|
<summary>
|
|
Retrieves the CLR Entity object that this GameObject represents.
|
|
</summary>
|
|
<returns>Entity object that this GameObject represents.</returns>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.#ctor(System.UInt32)">
|
|
<summary>
|
|
Constructor for the GameObject.
|
|
</summary>
|
|
<param name="entity">
|
|
Managed numerical representation of the ECS Entity that this GameObject
|
|
should represent.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.#ctor(SHADE.SHEntity!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Constructor for the GameObject.
|
|
</summary>
|
|
<param name="entity">
|
|
The ECS Entity that this GameObject should represent.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.RemoveScript``1">
|
|
<summary>
|
|
Removes all Scripts of the specified type from this GameObject.
|
|
</summary>
|
|
<typeparam name="T">Type of PLushieScripts to remove.</typeparam>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.GetScripts``1">
|
|
<summary>
|
|
Retrieves a immutable list of Scripts of the specified type from this
|
|
GameObject.
|
|
</summary>
|
|
<typeparam name="T">Type of Scripts to retrieve.</typeparam>
|
|
<returns>Immutable list of Scripts of the specified type.</returns>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.GetScriptInChildren``1">
|
|
<summary>
|
|
Retrieves a Script of the specified type from child GameObjects.
|
|
If multiple Scripts of the same specified type are added on the same
|
|
child GameObject, this will retrieve the first one added.
|
|
</summary>
|
|
<typeparam name="T">Type of Script to retrieve.</typeparam>
|
|
<returns>Reference to the Script to retrieve.</returns>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.GetScript``1">
|
|
<summary>
|
|
Retrieves a Script of the specified type from this GameObject.
|
|
If multiple Scripts of the same specified type are added on the same
|
|
GameObject, this will retrieve the first one added.
|
|
</summary>
|
|
<typeparam name="T">Type of Script to retrieve.</typeparam>
|
|
<returns>Reference to the Script to retrieve.</returns>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.AddScript``1">
|
|
<summary>
|
|
Adds a Script of the specified type to this GameObject.
|
|
</summary>
|
|
<typeparam name="T">Type of Script to add.</typeparam>
|
|
<returns>Reference to the created Script.</returns>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.RemoveComponent``1">
|
|
<summary>
|
|
Removes a Component from this GameObject. If no Component exists to begin
|
|
with, nothing happens.
|
|
</summary>
|
|
<typeparam name="T">Type of the Component to get.</typeparam>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.EnsureComponent``1">
|
|
<summary>
|
|
Ensures a Component on this GameObject.
|
|
</summary>
|
|
<typeparam name="T">Type of the Component to ensure.</typeparam>
|
|
<returns>
|
|
Reference to the Component.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.GetComponentInChildren``1">
|
|
<summary>
|
|
Retrieves the first Component from this GameObject's children that matches
|
|
the specified type.
|
|
</summary>
|
|
<typeparam name="T">Type of the Component to get.</typeparam>
|
|
<returns>
|
|
Reference to the Component or null if neither of this GameObject's children
|
|
does not have the specified Component.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.GetComponent``1">
|
|
<summary>
|
|
Gets a Component from this GameObject.
|
|
</summary>
|
|
<typeparam name="T">Type of the Component to get.</typeparam>
|
|
<returns>
|
|
Reference to the Component or null if this GameObject does not have the
|
|
specified Component.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.AddComponent``1">
|
|
<summary>
|
|
Adds a Component to this GameObject.
|
|
</summary>
|
|
<typeparam name="T">Type of the Component to add. </typeparam>
|
|
<returns>Reference to the Component that was added.</returns>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.SetActive(System.Boolean)">
|
|
<summary>
|
|
Sets the active state of this GameObject.
|
|
<br />
|
|
The actual "activeness" of this GameObject is still dependent on the parents'
|
|
active states.
|
|
</summary>
|
|
<param name="active">
|
|
Whether to activate or deactivate this GameObject.
|
|
</param>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.SetName(System.String)">
|
|
<summary>
|
|
Sets the name of this GameObject.
|
|
</summary>
|
|
<param name="name">The name to set.</param>
|
|
</member>
|
|
<member name="P:SHADE.GameObject.EntityId">
|
|
<summary>
|
|
Native Entity ID value for this GameObject.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.GameObject.IsActiveInHierarchy">
|
|
<summary>
|
|
Whether or not this Entity is active in the Scene hierarchy.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.GameObject.IsActiveSelf">
|
|
<summary>
|
|
Whether or not this Entity alone, is active. This does not mean that this
|
|
object is active in the scene. For example, if this Entity's parent is not
|
|
active, then this Entity would also be not active.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.GameObject.Name">
|
|
<summary>
|
|
Name of the object that this Entity represents.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.Find(System.String)">
|
|
<summary>
|
|
Retrieves a GameObject with the specified name. If there are multiple
|
|
GameObjects with the same name, the first found GameObject will be retrieved.
|
|
There is no guaranteed order of which GameObject is considered "first".
|
|
</summary>
|
|
<param name="name">Name of the GameObject to find.</param>
|
|
<returns>GameObject that has the specified name. Null if not found.</returns>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.Destroy(SHADE.GameObject)">
|
|
<summary>
|
|
Destroys the specified GameObject. Note that the specified GameObject will no
|
|
longer be a valid GameObject after this function is called.
|
|
</summary>
|
|
<param name="obj">The GameObject to be destroyed.</param>
|
|
</member>
|
|
<member name="M:SHADE.GameObject.Create">
|
|
<summary>
|
|
Creates a new GameObject in the current Scene. If multiple Scenes are loaded,
|
|
and you would like to create an object in a specific Scene, call the Scene's
|
|
CreateGameObject().
|
|
</summary>
|
|
<returns>GameObject that represents the newly created GameObject.</returns>
|
|
</member>
|
|
<member name="T:SHADE.GameObject">
|
|
<summary>
|
|
Lightweight object for an PlushieEngine Entity that allows for easy access
|
|
to Component and Script operations.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.RangeAttribute.#ctor(System.Single,System.Single)">
|
|
<summary>
|
|
Constructor for a Tooltip attribute that fills in the description.
|
|
</summary>
|
|
<param name="description">Text to be shown when a field is hovered.</param>
|
|
</member>
|
|
<member name="P:SHADE.RangeAttribute.Max">
|
|
<summary>
|
|
Maximum value for the Ranged field.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.RangeAttribute.Min">
|
|
<summary>
|
|
Minimum value for the Ranged field.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.RangeAttribute">
|
|
<summary>
|
|
Simple attribute to constrain the range of values for a field on the editor.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Convert.ToCLI(std.basic_string<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte,std.char_traits{System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte},std.allocator<System.SByte!System.Runtime.CompilerServices.IsSignUnspecifiedByte>>!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Converts from a native std::Stringto a managed String.
|
|
</summary>
|
|
<param name="str">The native std::string to convert from.</param>
|
|
<returns>Managed copy of a native std::string.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Convert.ToNative(System.String)">
|
|
<summary>
|
|
Converts from a managed String to a native std::string.
|
|
</summary>
|
|
<param name="str">The managed String to convert from.</param>
|
|
<returns>Native copy of a managed String.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Convert.ToCLI(SHADE.SHRay!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Converts from a native Vector2 to a managed Vector2.
|
|
</summary>
|
|
<param name="vec">The native Vector2 to convert from.</param>
|
|
<returns>Managed copy of a native Vector2.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Convert.ToCLI(SHADE.SHQuaternion!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Converts from a native Quaternion to a managed Quaternion.
|
|
</summary>
|
|
<param name="quat">The native Quaternion to convert from.</param>
|
|
<returns>Managed copy of a native Quaternion.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Convert.ToNative(SHADE.Quaternion)">
|
|
<summary>
|
|
Converts from a managed Quaternion to a native Quaternion.
|
|
</summary>
|
|
<param name="quat">The managed Quaternion to convert from.</param>
|
|
<returns>Native copy of a managed Quaternion.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Convert.ToCLI(SHADE.SHVec2!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Converts from a native Vector2 to a managed Vector2.
|
|
</summary>
|
|
<param name="vec">The native Vector2 to convert from.</param>
|
|
<returns>Managed copy of a native Vector2.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Convert.ToNative(SHADE.Vector2)">
|
|
<summary>
|
|
Converts from a managed Vector2 to a native Vector2.
|
|
</summary>
|
|
<param name="vec">The managed Vector2 to convert from.</param>
|
|
<returns>Native copy of a managed Vector2.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Convert.ToCLI(SHADE.SHVec3!System.Runtime.CompilerServices.IsConst*!System.Runtime.CompilerServices.IsImplicitlyDereferenced)">
|
|
<summary>
|
|
Converts from a native Vector3 to a managed Vector3.
|
|
</summary>
|
|
<param name="vec">The native Vector3 to convert from.</param>
|
|
<returns>Managed copy of a native Vector3.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Convert.ToNative(SHADE.Vector3)">
|
|
<summary>
|
|
Converts from a managed Vector3 to a native Vector3.
|
|
</summary>
|
|
<param name="vec">The managed Vector3 to convert from.</param>
|
|
<returns>Native copy of a managed Vector3.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Convert.ToCLI(SHADE.SHEntity)">
|
|
<summary>
|
|
Converts from a native Entity to a managed Entity (UInt32).
|
|
</summary>
|
|
<param name="entity">Native Entity to convert from.</param>
|
|
<returns>Managed representation of the specified Entity.</returns>
|
|
</member>
|
|
<member name="T:SHADE.Convert">
|
|
<summary>
|
|
Provides functions easy and consistent syntax for converting between custom
|
|
managed and native types that are aligned.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.GenericHandle.op_Implicit~System.Boolean">
|
|
<summary>
|
|
Converts to true if this is a valid Handle.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.GenericHandle.Library">
|
|
<summary>
|
|
The library that the handle was issued by.
|
|
</summary>
|
|
</member>
|
|
<member name="P:SHADE.GenericHandle.Id">
|
|
<summary>
|
|
The internal ID of the handle.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Ray.#ctor(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Creates a ray starting at origin along direction.
|
|
</summary>
|
|
<param name="origin">Source of the ray.</param>
|
|
<param name="direction">Direction the ray travels in.</param>
|
|
</member>
|
|
<member name="F:SHADE.Ray.Direction">
|
|
<summary>
|
|
The direction that a ray travels in.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Ray.Origin">
|
|
<summary>
|
|
The start point of the ray.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.Ray">
|
|
<summary>
|
|
CLR version of the the SHADE Engine's Ray class that represents a ray in
|
|
3-Dimensional space.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.op_Equality(SHADE.Quaternion,SHADE.Quaternion)">
|
|
<summary>
|
|
Are two quaternions equal to each other?
|
|
</summary>
|
|
<param name="lhs">Left-hand side quaternion.</param>
|
|
<param name="rhs">Right-hand side quaternion.</param>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.op_Multiply(SHADE.Quaternion,SHADE.Quaternion)">
|
|
<summary>
|
|
Combines rotations lhs and rhs.
|
|
</summary>
|
|
<param name="lhs">Left-hand side quaternion.</param>
|
|
<param name="rhs">Right-hand side quaternion.</param>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.SlerpUnclamped(SHADE.Quaternion,SHADE.Quaternion,System.Single)">
|
|
<summary>
|
|
Spherically interpolates between a and b by t. The parameter t is not clamped.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.Slerp(SHADE.Quaternion,SHADE.Quaternion,System.Single)">
|
|
<summary>
|
|
Spherically interpolates between quaternions a and b by ratio t. The parameter t is clamped to the range [0, 1].
|
|
</summary>
|
|
<param name="a">Start value, returned when t = 0.</param>
|
|
<param name="b">End value, returned when t = 1.</param>
|
|
<param name="t">Interpolation ratio.</param>
|
|
<returns> A quaternion spherically interpolated between quaternions a and b.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.RotateTowards(SHADE.Quaternion,SHADE.Quaternion,System.Single)">
|
|
<summary>
|
|
Rotates a rotation from towards to. <br />
|
|
The from quaternion is rotated towards to by an angular step of maxDegreesDelta (but note that the rotation will not overshoot).
|
|
Negative values of maxDegreesDelta will move away from to until the rotation is exactly the opposite direction.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.Normalize(SHADE.Quaternion)">
|
|
<summary>
|
|
Converts this quaternion to one with the same orientation but with a magnitude of 1.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.LookRotation(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Creates a rotation with the specified forward and upwards directions. <br />
|
|
Z axis will be aligned with forward, X axis aligned with cross product between forward and upwards, and Y axis aligned with cross product between Z and X.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.LerpUnclamped(SHADE.Quaternion,SHADE.Quaternion,System.Single)">
|
|
<summary>
|
|
Interpolates between a and b by t and normalizes the result afterwards. The parameter t is not clamped.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.Lerp(SHADE.Quaternion,SHADE.Quaternion,System.Single)">
|
|
<summary>
|
|
Interpolates between a and b by t and normalizes the result afterwards. The parameter t is clamped to the range [0, 1].
|
|
</summary>
|
|
<param name="a">Start value, returned when t = 0.</param>
|
|
<param name="b">End value, returned when t = 1.</param>
|
|
<param name="t">Interpolation ratio.</param>
|
|
<returns> A quaternion interpolated between quaternions a and b.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.Inverse(SHADE.Quaternion)">
|
|
<summary>
|
|
Returns the Inverse of rotation.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.FromToRotation(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Creates a rotation which rotates from fromDirection to toDirection.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.Euler(System.Single,System.Single,System.Single)">
|
|
<summary>
|
|
Returns a rotation that rotates y degrees around the y axis, x degrees around the x axis, and z degrees around the z axis; applied in that order.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.Dot(SHADE.Quaternion,SHADE.Quaternion)">
|
|
<summary>
|
|
The dot product between two rotations.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.AngleAxis(System.Single,SHADE.Vector3)">
|
|
<summary>
|
|
Creates a rotation which rotates angle degrees around axis.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.Angle(SHADE.Quaternion,SHADE.Quaternion)">
|
|
<summary>
|
|
Returns the angle in degrees between two rotations a and b.<br /></summary>
|
|
<returns>The angle in degrees between the two vectors. </returns>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.GetHashCode">
|
|
<summary>
|
|
Gets a unique hash for this object.
|
|
</summary>
|
|
<returns>Unique hash for this object.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.Equals(System.Object)">
|
|
<summary>
|
|
Compares equality with another unboxed object.
|
|
</summary>
|
|
<param name="o">The unboxed object to compare with.</param>
|
|
<returns>True if both objects are the same.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.Equals(SHADE.Quaternion)">
|
|
<summary>
|
|
Compares equality with an object of the same type.
|
|
</summary>
|
|
<param name="other">The object to compare with.</param>
|
|
<returns>True if both objects are the same.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.ToAngleAxis(System.ValueType!System.Single!System.Runtime.CompilerServices.IsBoxed@,System.ValueType!SHADE.Vector3!System.Runtime.CompilerServices.IsBoxed@)">
|
|
<summary>
|
|
Converts a rotation to angle-axis representation (angles in degrees).
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.SetLookRotation(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Creates a rotation with the specified forward and upwards directions. <br />
|
|
The result is applied to this quaternion.
|
|
If used to orient a Transform, the Z axis will be aligned with forward and the Y axis with upwards, assuming these vectors are orthogonal.
|
|
Logs an error if the forward direction is zero.
|
|
</summary>
|
|
<param name="view">The direction to look in.</param>
|
|
<param name="up">The vector that defines in which direction up is.</param>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.SetFromToRotation(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Creates a rotation which rotates from fromDirection to toDirection. <br />
|
|
Use this to create a rotation which starts at the first Vector (fromDirection) and rotates to the second Vector (toDirection).
|
|
These Vectors must be set up in a script.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Quaternion.#ctor(System.Single,System.Single,System.Single,System.Single)">
|
|
<summary>
|
|
Constructor to construct a Quaternion with the specified components.
|
|
</summary>
|
|
<param name="_x">X-coordinate to set.</param>
|
|
<param name="_y">Y-coordinate to set.</param>
|
|
<param name="_z">Z-coordinate to set.</param>
|
|
<param name="_z">W-coordinate to set.</param>
|
|
</member>
|
|
<member name="F:SHADE.Quaternion.w">
|
|
<summary>
|
|
W-component of the Quaternion. Do not directly modify quaternions.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Quaternion.z">
|
|
<summary>
|
|
Z-component of the Quaternion.
|
|
Don't modify this directly unless you know quaternions inside out.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Quaternion.y">
|
|
<summary>
|
|
Y-component of the Quaternion.
|
|
Don't modify this directly unless you know quaternions inside out.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Quaternion.x">
|
|
<summary>
|
|
X-component of the Quaternion.
|
|
Don't modify this directly unless you know quaternions inside out.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Quaternion.Identity">
|
|
<summary>
|
|
Shorthand for writing Quaternion(0, 0, 0, 1).
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.Quaternion">
|
|
<summary>
|
|
CLR version of SHADE's Quaternion class that represents an orientation.
|
|
Designed to closely match Unity's Quaternion struct.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.op_Explicit(SHADE.Vector2)~SHADE.Vector3">
|
|
<summary>
|
|
Explicit conversion operator to enable explicit casting from a Vector2 to a
|
|
Vector3.
|
|
</summary>
|
|
<param name="vec">Vector2 to convert from.</param>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.op_Explicit(SHADE.Vector3)~SHADE.Vector2">
|
|
<summary>
|
|
Explicit conversion operator to enable explicit casting from a Vector3 to a
|
|
Vector2.
|
|
</summary>
|
|
<param name="vec">Vector3 to convert from.</param>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.op_Inequality(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Checks if two Vector3s are not approximately equal. This is equivalent to
|
|
calling !Vector3.IsNear() with default tolerance values.
|
|
</summary>
|
|
<param name="lhs">Vector3 to compare.</param>
|
|
<param name="rhs">Another Vector3 to compare.</param>
|
|
<returns>
|
|
True if all components are not approximately equal within the default
|
|
tolerance value.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.op_Equality(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Checks if two Vector3s are approximately equal. This is equivalent to
|
|
calling Vector3.IsNear() with default tolerance values.
|
|
</summary>
|
|
<param name="lhs">Vector3 to compare.</param>
|
|
<param name="rhs">Another Vector3 to compare.</param>
|
|
<returns>
|
|
True if all components are approximately equal within the default
|
|
tolerance value.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.op_Division(SHADE.Vector3,System.Single)">
|
|
<summary>
|
|
Calculates the division of a Vector3 with a scalar value and returns
|
|
the result.
|
|
</summary>
|
|
<param name="lhs">Scalar to divide with.</param>
|
|
<param name="rhs">Vector3 to divide with.</param>
|
|
<returns>The result of the scalar division.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.op_Multiply(SHADE.Vector3,System.Single)">
|
|
<summary>
|
|
Calculates the multiplication of a Vector3 with a scalar value and returns
|
|
the result.
|
|
</summary>
|
|
<param name="lhs">Vector3 to multiply with.</param>
|
|
<param name="rhs">Scalar to multiply with.</param>
|
|
<returns>The result of the scalar multiplication.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.op_Division(SHADE.Vector3,System.Double)">
|
|
<summary>
|
|
Calculates the division of a Vector3 with a scalar value and returns
|
|
the result.
|
|
</summary>
|
|
<param name="lhs">Scalar to divide with.</param>
|
|
<param name="rhs">Vector3 to divide with.</param>
|
|
<returns>The result of the scalar division.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.op_Multiply(SHADE.Vector3,System.Double)">
|
|
<summary>
|
|
Calculates the multiplication of a Vector3 with a scalar value and returns
|
|
the result.
|
|
</summary>
|
|
<param name="lhs">Vector3 to multiply with.</param>
|
|
<param name="rhs">Scalar to multiply with.</param>
|
|
<returns>The result of the scalar multiplication.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.op_Multiply(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Calculates the component-wise multiplication of two Vector3s and returns the
|
|
result.
|
|
</summary>
|
|
<param name="lhs">Vector3 to multiply with.</param>
|
|
<param name="rhs">Another Vector3 to multiply with.</param>
|
|
<returns>The result of rhs subtracted from lhs.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.op_Subtraction(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Subtracts a Vector3 from another Vector3 and returns the result.
|
|
</summary>
|
|
<param name="lhs">Vector3 to subtract from.</param>
|
|
<param name="rhs">Another Vector3 to subtract.</param>
|
|
<returns>The result of rhs subtracted from lhs.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.op_Addition(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Adds two Vector3s together and returns the result.
|
|
</summary>
|
|
<param name="lhs">Vector3 to add.</param>
|
|
<param name="rhs">Another Vector3 to add.</param>
|
|
<returns>The result of lhs added to rhs</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.MoveTowards(SHADE.Vector3,SHADE.Vector3,System.Single)">
|
|
<summary>
|
|
Moves a point current towards target.
|
|
Similar to Lerp(), however, the function will ensure that the distance never
|
|
exceeds maxDistanceDelta. Negative values of maxDistanceDelta pushes the
|
|
vector away from target
|
|
</summary>
|
|
<param name="current">The current position of the point.</param>
|
|
<param name="target">The target position to move to.</param>
|
|
<param name="maxDistanceDelta">Maximum distance moved per call.</param>
|
|
<returns>Vector representing the moved point.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.LerpUnclamped(SHADE.Vector3,SHADE.Vector3,System.Single)">
|
|
<summary>
|
|
Linearly interpolates between two specified points.
|
|
This is most commonly used to find a point some fraction of the way along a
|
|
line between two endpoints.
|
|
Unlike Lerp(), t is not clamped to a range at all.
|
|
</summary>
|
|
<param name="a">The start Vector3, returned when t = 0.0f.</param>
|
|
<param name="b">The end Vector3, returned when t = 1.0f.</param>
|
|
<param name="t">Value used to interpolate between a and b.</param>
|
|
<returns>The interpolated Vector3.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.Lerp(SHADE.Vector3,SHADE.Vector3,System.Single)">
|
|
<summary>
|
|
Linearly interpolates between two specified points.
|
|
This is most commonly used to find a point some fraction of the way along a
|
|
line between two endpoints.
|
|
</summary>
|
|
<param name="a">The start Vector3, returned when t = 0.0f.</param>
|
|
<param name="b">The end Vector3, returned when t = 1.0f.</param>
|
|
<param name="t">
|
|
Value used to interpolate between a and b which is clamped to
|
|
the range[0, 1].
|
|
</param>
|
|
<returns>The interpolated Vector3.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.Max(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Computes and returns a Vector3 that is made from the largest components of
|
|
the two specified Vector3s.
|
|
</summary>
|
|
<param name="lhs">Vector3 to calculate maximum Vector3 with.</param>
|
|
<param name="rhs">Another Vector3 to calculate maximum Vector3 with.</param>
|
|
<returns>
|
|
The Vector3 that contains the largest components of the two specified
|
|
Vector3s.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.Min(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Computes and returns a Vector3 that is made from the smallest components of
|
|
the two specified Vector3s.
|
|
</summary>
|
|
<param name="lhs">Vector3 to calculate minimum Vector3 with.</param>
|
|
<param name="rhs">Another Vector3 to calculate minimum Vector3 with.</param>
|
|
<returns>
|
|
The Vector3 that contains the smallest components of the two specified
|
|
Vector3s.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.RotateDegrees(SHADE.Vector3,System.Single)">
|
|
<summary>
|
|
Rotates a Vector3 on the Z-axis by a specified angle in an anti-clockwise
|
|
direction.
|
|
</summary>
|
|
<param name="vec">A Vector3 to rotate.</param>
|
|
<param name="degrees">
|
|
Angle to rotate the vector by in an anti-clockwise direction in degrees.
|
|
</param>
|
|
<returns>The Vector3 that represents the rotated vector.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.RotateRadians(SHADE.Vector3,System.Single)">
|
|
<summary>
|
|
Rotates a Vector3 on the Z-axis by a specified angle in an anti-clockwise
|
|
direction.
|
|
</summary>
|
|
<param name="vec">A Vector3 to rotate.</param>
|
|
<param name="radians">
|
|
Angle to rotate the vector by in an anti-clockwise direction in radians.
|
|
</param>
|
|
<returns>The Vector3 that represents the rotated vector.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.Reflect(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Reflects a Vector3 across another Vector3.
|
|
</summary>
|
|
<param name="vec">A Vector3 to reflect.</param>
|
|
<param name="normal">A normal to reflect the Vector3 across.</param>
|
|
<returns>The Vector3 that represents vec reflected across normal.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.Project(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Computes and returns a Vector3 projection.
|
|
</summary>
|
|
<param name="vec">Vector3 to project.</param>
|
|
<param name="direction">Vector3 to project onto.</param>
|
|
<returns>The Vector3 that represents the projected vec onto direction.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.Cross(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Computes and returns the cross product of 2 specified Vector3s.
|
|
</summary>
|
|
<param name="lhs">Vector3 to calculate cross product with.</param>
|
|
<param name="rhs">Another Vector3 to calculate cross product with.</param>
|
|
<returns>The cross product of the two Vector3s.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.Dot(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Computes and returns the dot product of 2 specified Vector3s.
|
|
</summary>
|
|
<param name="lhs">Vector3 to calculate dot product with.</param>
|
|
<param name="rhs">Another Vector3 to calculate dot product with.</param>
|
|
<returns>Scalar value representing the dot product of the two Vector3s.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.IsNear(SHADE.Vector3,SHADE.Vector3,System.Single)">
|
|
<summary>
|
|
Checks if two specified Vector3s are near in value.
|
|
</summary>
|
|
<param name="lhs">Vector3 to check if is near in value.</param>
|
|
<param name="rhs">Another Vector3 to check if is near in value.</param>
|
|
<param name="tolerance">Amount of tolerance to do the comparison with.</param>
|
|
<returns>
|
|
True if the two Vector3s are within the tolerance value specified
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.IsNear(SHADE.Vector3,SHADE.Vector3)">
|
|
<summary>
|
|
Checks if two specified Vector3s are near in value.
|
|
</summary>
|
|
<param name="lhs">Vector3 to check if is near in value.</param>
|
|
<param name="rhs">Another Vector3 to check if is near in value.</param>
|
|
<returns>
|
|
True if the two Vector3s are within the tolerance value specified
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.GetHashCode">
|
|
<summary>
|
|
Gets a unique hash for this object.
|
|
</summary>
|
|
<returns>Unique hash for this object.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.Equals(System.Object)">
|
|
<summary>
|
|
Compares equality with another unboxed object.
|
|
</summary>
|
|
<param name="o">The unboxed object to compare with.</param>
|
|
<returns>True if both objects are the same.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.Equals(SHADE.Vector3)">
|
|
<summary>
|
|
Compares equality with an object of the same type.
|
|
</summary>
|
|
<param name="other">The object to compare with.</param>
|
|
<returns>True if both objects are the same.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.IsNearPoint(SHADE.Vector3,System.Single)">
|
|
<summary>
|
|
Checks if a specified point is near this Vector3 that represents a point.
|
|
</summary>
|
|
<param name="point">The other point to check if we are near.</param>
|
|
<param name="tolerance">
|
|
The amount of tolerance before we consider these points as "near".
|
|
</param>
|
|
<returns>
|
|
True if this Vector3 representing a point and the specified point are within
|
|
the range of the specified tolerance. False otherwise.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.IsNearPoint(SHADE.Vector3)">
|
|
<summary>
|
|
Checks if a specified point is near this Vector3 that represents a point with
|
|
a tolerance value of PLS_EPSILON.
|
|
</summary>
|
|
<param name="point">The other point to check if we are near.</param>
|
|
<returns>
|
|
True if this Vector3 representing a point and the specified point are within
|
|
the range of the specified tolerance. False otherwise.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.Angle2DFromRightDegrees">
|
|
<summary>
|
|
Calculates and returns the angle of this vector from the right vector. This
|
|
function returns values between -180.0f and 180.0f.
|
|
</summary>
|
|
<returns>Returns the angle of this vector from the right vector in degrees.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.Angle2DFromRightRadians">
|
|
<summary>
|
|
Calculates and returns the angle of this vector from the right vector. This
|
|
function returns values between -Math.PI and Math.PI.
|
|
</summary>
|
|
<returns>Returns the angle of this vector from the right vector in radians.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.GetSqrMagnitude">
|
|
<summary>
|
|
Calculates and returns the squared magnitude of this Vector3.
|
|
</summary>
|
|
<returns>Returns the squared length of this Vector3.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.GetMagnitude">
|
|
<summary>
|
|
Calculates and returns the magnitude of this Vector3. Note that this function
|
|
incurs a performance cost from the square root calculation. If you do not
|
|
need the precise magnitude, consider using GetSqrMagnitude() instead.
|
|
</summary>
|
|
<returns>Returns the length of this Vector3.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.GetNormalised">
|
|
<summary>
|
|
Creates a copy of this Vector3 and returns a normalized version.
|
|
</summary>
|
|
<returns>
|
|
Returns a normalised copy of this Vector3.
|
|
If this Vector3 is a zero vector, a zero vector will be returned.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.Normalise">
|
|
<summary>
|
|
Normalises this current Vector3. This changes the data of this Vector3.
|
|
If you would like to get a copy, use GetNormalised() instead.
|
|
This function does nothing to a zero vector.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.#ctor(SHADE.Vector2)">
|
|
<summary>
|
|
Conversion constructor to construct a Vector3 using a Vector2.
|
|
</summary>
|
|
<param name="vec" />
|
|
</member>
|
|
<member name="M:SHADE.Vector3.#ctor(System.Single,System.Single,System.Single)">
|
|
<summary>
|
|
Constructor to construct a Vector3 with the specified components.
|
|
</summary>
|
|
<param name="_x">X-coordinate to set.</param>
|
|
<param name="_y">Y-coordinate to set.</param>
|
|
<param name="_z">Z-coordinate to set.</param>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.#ctor(System.Single,System.Single)">
|
|
<summary>
|
|
Constructor to construct a Vector3 with the specified components with the
|
|
Z-component set to 0.0f.
|
|
</summary>
|
|
<param name="_x">X-coordinate to set.</param>
|
|
<param name="_y">Y-coordinate to set.</param>
|
|
</member>
|
|
<member name="M:SHADE.Vector3.#ctor(System.Single)">
|
|
<summary>
|
|
Constructor to construct a Vector3 with the specified components with the
|
|
Y and Z-component set to 0.0f.
|
|
</summary>
|
|
<param name="_x">X-coordinate to set.</param>
|
|
</member>
|
|
<member name="F:SHADE.Vector3.z">
|
|
<summary>
|
|
Z-component of the Vector3.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector3.y">
|
|
<summary>
|
|
Y-component of the Vector3.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector3.x">
|
|
<summary>
|
|
X-component of the Vector3.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector3.Zero">
|
|
<summary>
|
|
Shorthand for writing Vector3(0, 0, 0).
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector3.Up">
|
|
<summary>
|
|
Shorthand for writing Vector3(0, 1, 0).
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector3.Right">
|
|
<summary>
|
|
Shorthand for writing Vector3(1, 0, 0).
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector3.PositiveInfinity">
|
|
<summary>
|
|
Shorthand for writing Vector3(float.PositiveInfinity,
|
|
float.PositiveInfinity, float.PositiveInfinity).
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector3.One">
|
|
<summary>
|
|
Shorthand for writing Vector3(1, 1, 1).
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector3.NegativeInfinity">
|
|
<summary>
|
|
Shorthand for writing Vector3(float.NegativeInfinity,
|
|
float.NegativeInfinity, float.NegativeInfinity).
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector3.Left">
|
|
<summary>
|
|
Shorthand for writing Vector3(-1, 0, 0).
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector3.Forward">
|
|
<summary>
|
|
Shorthand for writing Vector3(0, 0, 1).
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector3.Down">
|
|
<summary>
|
|
Shorthand for writing Vector3(0, -1, 0).
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector3.Back">
|
|
<summary>
|
|
Shorthand for writing Vector3(0, 0, -1).
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.Vector3">
|
|
<summary>
|
|
CLR version of SHADE Engine's Vector3 class that represents a 3-Dimensional Vector.
|
|
Designed to closely match Unity's Vector3 struct.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.op_Inequality(SHADE.Vector2,SHADE.Vector2)">
|
|
<summary>
|
|
Checks if two Vector2s are not approximately equal. This is equivalent to
|
|
calling !Vector2.IsNear() with default tolerance values.
|
|
</summary>
|
|
<param name="lhs">Vector2 to compare.</param>
|
|
<param name="rhs">Another Vector2 to compare.</param>
|
|
<returns>
|
|
True if all components are not approximately equal within the default
|
|
tolerance value.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.op_Equality(SHADE.Vector2,SHADE.Vector2)">
|
|
<summary>
|
|
Checks if two Vector2s are approximately equal. This is equivalent to
|
|
calling Vector2.IsNear() with default tolerance values.
|
|
</summary>
|
|
<param name="lhs">Vector2 to compare.</param>
|
|
<param name="rhs">Another Vector2 to compare.</param>
|
|
<returns>
|
|
True if all components are approximately equal within the default
|
|
tolerance value.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.op_Division(SHADE.Vector2,System.Single)">
|
|
<summary>
|
|
Calculates the division of a Vector2 with a scalar value and returns
|
|
the result.
|
|
</summary>
|
|
<param name="lhs">Scalar to divide with.</param>
|
|
<param name="rhs">Vector2 to divide with.</param>
|
|
<returns>The result of the scalar division.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.op_Multiply(SHADE.Vector2,System.Single)">
|
|
<summary>
|
|
Calculates the multiplication of a Vector2 with a scalar value and returns
|
|
the result.
|
|
</summary>
|
|
<param name="lhs">Vector2 to multiply with.</param>
|
|
<param name="rhs">Scalar to multiply with.</param>
|
|
<returns>The result of the scalar multiplication.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.op_Division(SHADE.Vector2,System.Double)">
|
|
<summary>
|
|
Calculates the division of a Vector2 with a scalar value and returns
|
|
the result.
|
|
</summary>
|
|
<param name="lhs">Scalar to divide with.</param>
|
|
<param name="rhs">Vector2 to divide with.</param>
|
|
<returns>The result of the scalar division.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.op_Multiply(SHADE.Vector2,System.Double)">
|
|
<summary>
|
|
Calculates the multiplication of a Vector2 with a scalar value and returns
|
|
the result.
|
|
</summary>
|
|
<param name="lhs">Vector2 to multiply with.</param>
|
|
<param name="rhs">Scalar to multiply with.</param>
|
|
<returns>The result of the scalar multiplication.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.op_Multiply(SHADE.Vector2,SHADE.Vector2)">
|
|
<summary>
|
|
Calculates the component-wise multiplication of two Vector2s and returns the
|
|
result.
|
|
</summary>
|
|
<param name="lhs">Vector2 to multiply with.</param>
|
|
<param name="rhs">Another Vector2 to multiply with.</param>
|
|
<returns>The result of rhs subtracted from lhs.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.op_Subtraction(SHADE.Vector2,SHADE.Vector2)">
|
|
<summary>
|
|
Subtracts a Vector2 from another Vector2 and returns the result.
|
|
</summary>
|
|
<param name="lhs">Vector2 to subtract from.</param>
|
|
<param name="rhs">Another Vector2 to subtract.</param>
|
|
<returns>The result of rhs subtracted from lhs.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.op_Addition(SHADE.Vector2,SHADE.Vector2)">
|
|
<summary>
|
|
Adds two Vector2s together and returns the result.
|
|
</summary>
|
|
<param name="lhs">Vector2 to add.</param>
|
|
<param name="rhs">Another Vector2 to add.</param>
|
|
<returns>The result of lhs added to rhs</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.MoveTowards(SHADE.Vector2,SHADE.Vector2,System.Single)">
|
|
<summary>
|
|
Moves a point current towards target.
|
|
Similar to Lerp(), however, the function will ensure that the distance never
|
|
exceeds maxDistanceDelta. Negative values of maxDistanceDelta pushes the
|
|
vector away from target
|
|
</summary>
|
|
<param name="current">The current position of the point.</param>
|
|
<param name="target">The target position to move to.</param>
|
|
<param name="maxDistanceDelta">Maximum distance moved per call.</param>
|
|
<returns>Vector representing the moved point.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.LerpUnclamped(SHADE.Vector2,SHADE.Vector2,System.Single)">
|
|
<summary>
|
|
Linearly interpolates between two specified points.
|
|
This is most commonly used to find a point some fraction of the way along a
|
|
line between two endpoints.
|
|
Unlike Lerp(), t is not clamped to a range at all.
|
|
</summary>
|
|
<param name="a">The start Vector2, returned when t = 0.0f.</param>
|
|
<param name="b">The end Vector2, returned when t = 1.0f.</param>
|
|
<param name="t">Value used to interpolate between a and b.</param>
|
|
<returns>The interpolated Vector2.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.Lerp(SHADE.Vector2,SHADE.Vector2,System.Single)">
|
|
<summary>
|
|
Linearly interpolates between two specified points.
|
|
This is most commonly used to find a point some fraction of the way along a
|
|
line between two endpoints.
|
|
</summary>
|
|
<param name="a">The start Vector2, returned when t = 0.0f.</param>
|
|
<param name="b">The end Vector2, returned when t = 1.0f.</param>
|
|
<param name="t">
|
|
Value used to interpolate between a and b which is clamped to
|
|
the range[0, 1].
|
|
</param>
|
|
<returns>The interpolated Vector2.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.Max(SHADE.Vector2,SHADE.Vector2)">
|
|
<summary>
|
|
Computes and returns a Vector2 that is made from the largest components of
|
|
the two specified Vector2s.
|
|
</summary>
|
|
<param name="lhs">Vector2 to calculate maximum Vector2 with.</param>
|
|
<param name="rhs">Another Vector2 to calculate maximum Vector2 with.</param>
|
|
<returns>
|
|
The Vector2 that contains the largest components of the two specified
|
|
Vector2s.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.Min(SHADE.Vector2,SHADE.Vector2)">
|
|
<summary>
|
|
Computes and returns a Vector2 that is made from the smallest components of
|
|
the two specified Vector2s.
|
|
</summary>
|
|
<param name="lhs">Vector2 to calculate minimum Vector2 with.</param>
|
|
<param name="rhs">Another Vector2 to calculate minimum Vector2 with.</param>
|
|
<returns>
|
|
The Vector2 that contains the smallest components of the two specified
|
|
Vector2s.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.RotateDegrees(SHADE.Vector2,System.Single)">
|
|
<summary>
|
|
Rotates a Vector2 on the Z-axis by a specified angle in an anti-clockwise
|
|
direction.
|
|
</summary>
|
|
<param name="vec">A Vector2 to rotate.</param>
|
|
<param name="degrees">
|
|
Angle to rotate the vector by in an anti-clockwise direction in degrees.
|
|
</param>
|
|
<returns>The Vector2 that represents the rotated vector.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.RotateRadians(SHADE.Vector2,System.Single)">
|
|
<summary>
|
|
Rotates a Vector2 on the Z-axis by a specified angle in an anti-clockwise
|
|
direction.
|
|
</summary>
|
|
<param name="vec">A Vector2 to rotate.</param>
|
|
<param name="radians">
|
|
Angle to rotate the vector by in an anti-clockwise direction in radians.
|
|
</param>
|
|
<returns>The Vector2 that represents the rotated vector.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.Reflect(SHADE.Vector2,SHADE.Vector2)">
|
|
<summary>
|
|
Reflects a Vector2 across another Vector2.
|
|
</summary>
|
|
<param name="vec">A Vector2 to reflect.</param>
|
|
<param name="normal">A normal to reflect the Vector2 across.</param>
|
|
<returns>The Vector2 that represents vec reflected across normal.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.Project(SHADE.Vector2,SHADE.Vector2)">
|
|
<summary>
|
|
Computes and returns a Vector2 projection.
|
|
</summary>
|
|
<param name="vec">Vector2 to project.</param>
|
|
<param name="direction">Vector2 to project onto.</param>
|
|
<returns>The Vector2 that represents the projected vec onto direction.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.Perpendicular(SHADE.Vector2,System.Boolean)">
|
|
<summary>
|
|
Computes a perpendicular Vector2 to the specified Vector2.
|
|
</summary>
|
|
<param name="lhs">Vector2 to find a perpendicular of.</param>
|
|
<param name="inward">
|
|
Whether the inward perpendicular Vector is retrieved. If true, the
|
|
resultant vector is rotated 90-degrees in a counter-clockwise.
|
|
</param>
|
|
<returns>The perpendicular Vector2 relative to the specified Vector2.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.Perpendicular(SHADE.Vector2)">
|
|
<summary>
|
|
Computes the inward perpendicular Vector2 to the specified Vector2.
|
|
Equivalent to calling Perpendicular(lhs, true). This means, the
|
|
resultant Vector2 is rotated 90-degrees in a counter-clockwise.
|
|
</summary>
|
|
<param name="lhs">Vector2 to find a perpendicular of.</param>
|
|
<returns>
|
|
The perpendicular Vector2 relative to the specified Vector2.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.Dot(SHADE.Vector2,SHADE.Vector2)">
|
|
<summary>
|
|
Computes and returns the dot product of 2 specified Vector2s.
|
|
</summary>
|
|
<param name="lhs">Vector2 to calculate dot product with.</param>
|
|
<param name="rhs">Another Vector2 to calculate dot product with.</param>
|
|
<returns>
|
|
Scalar value representing the dot product of the two Vector2s.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.IsNear(SHADE.Vector2,SHADE.Vector2,System.Single)">
|
|
<summary>
|
|
Checks if two specified Vector2s are near in value.
|
|
</summary>
|
|
<param name="lhs">Vector2 to check if is near in value.</param>
|
|
<param name="rhs">Another Vector2 to check if is near in value.</param>
|
|
<param name="tolerance">
|
|
Amount of tolerance to do the comparison with.
|
|
</param>
|
|
<returns>
|
|
True if the two Vector2s are within the tolerance value specified
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.IsNear(SHADE.Vector2,SHADE.Vector2)">
|
|
<summary>
|
|
Checks if two specified Vector2s are near in value.
|
|
</summary>
|
|
<param name="lhs">Vector2 to check if is near in value.</param>
|
|
<param name="rhs">Another Vector2 to check if is near in value.</param>
|
|
<returns>
|
|
True if the two Vector2s are within the tolerance value specified
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.GetHashCode">
|
|
<summary>
|
|
Gets a unique hash for this object.
|
|
</summary>
|
|
<returns>Unique hash for this object.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.Equals(System.Object)">
|
|
<summary>
|
|
Compares equality with another unboxed object.
|
|
</summary>
|
|
<param name="o">The unboxed object to compare with.</param>
|
|
<returns>True if both objects are the same.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.Equals(SHADE.Vector2)">
|
|
<summary>
|
|
Compares equality with an object of the same type.
|
|
</summary>
|
|
<param name="other">The object to compare with.</param>
|
|
<returns>True if both objects are the same.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.IsNearPoint(SHADE.Vector2,System.Single)">
|
|
<summary>
|
|
Checks if a specified point is near this Vector2 that represents a point.
|
|
</summary>
|
|
<param name="point">The other point to check if we are near.</param>
|
|
<param name="tolerance">
|
|
The amount of tolerance before we consider these points as "near".
|
|
</param>
|
|
<returns>
|
|
True if this Vector2 representing a point and the specified point are within
|
|
the range of the specified tolerance. False otherwise.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.IsNearPoint(SHADE.Vector2)">
|
|
<summary>
|
|
Checks if a specified point is near this Vector2 that represents a point with
|
|
a tolerance value of PLS_EPSILON.
|
|
</summary>
|
|
<param name="point">The other point to check if we are near.</param>
|
|
<returns>
|
|
True if this Vector2 representing a point and the specified point are within
|
|
the range of the specified tolerance. False otherwise.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.AngleFromRightDegrees">
|
|
<summary>
|
|
Calculates and returns the angle of this vector from the right vector. This
|
|
function returns values between -180.0f and 180.0f.
|
|
</summary>
|
|
<returns>Returns the angle of this vector from the right vector in degrees.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.AngleFromRightRadians">
|
|
<summary>
|
|
Calculates and returns the angle of this vector from the right vector. This
|
|
function returns values between -Math.PI and Math.PI.
|
|
</summary>
|
|
<returns>Returns the angle of this vector from the right vector in radians.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.GetSqrMagnitude">
|
|
<summary>
|
|
Calculates and returns the squared magnitude of this Vector2.
|
|
</summary>
|
|
<returns>Returns the squared length of this Vector2.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.GetMagnitude">
|
|
<summary>
|
|
Calculates and returns the magnitude of this Vector2. Note that this function
|
|
incurs a performance cost from the square root calculation. If you do not
|
|
need the precise magnitude, consider using GetSqrMagnitude() instead.
|
|
</summary>
|
|
<returns>Returns the length of this Vector2.</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.GetNormalised">
|
|
<summary>
|
|
Creates a copy of this Vector2 and returns a normalized version.
|
|
</summary>
|
|
<returns>
|
|
Returns a normalised copy of this Vector2.
|
|
If this Vector2 is a zero vector, a zero vector will be returned.
|
|
</returns>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.Normalise">
|
|
<summary>
|
|
Normalises this current Vector2. This changes the data of this Vector2.
|
|
If you would like to get a copy, use GetNormalised() instead.
|
|
This function does nothing to a zero vector.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.#ctor(System.Single,System.Single)">
|
|
<summary>
|
|
Constructor to construct a Vector2 with the specified components..
|
|
</summary>
|
|
<param name="_x">X-coordinate to set.</param>
|
|
<param name="_y">Y-coordinate to set.</param>
|
|
</member>
|
|
<member name="M:SHADE.Vector2.#ctor(System.Single)">
|
|
<summary>
|
|
Constructor to construct a Vector2 with the specified components with the
|
|
Y-component set to 0.0f.
|
|
</summary>
|
|
<param name="_x">X-coordinate to set.</param>
|
|
</member>
|
|
<member name="F:SHADE.Vector2.y">
|
|
<summary>
|
|
Y-component of the Vector2.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector2.x">
|
|
<summary>
|
|
X-component of the Vector2.
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector2.Zero">
|
|
<summary>
|
|
Shorthand for writing Vector2(0, 0).
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector2.Up">
|
|
<summary>
|
|
Shorthand for writing Vector2(0, 1).
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector2.Right">
|
|
<summary>
|
|
Shorthand for writing Vector2(1, 0).
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector2.PositiveInfinity">
|
|
<summary>
|
|
Shorthand for writing Vector2(float.PositiveInfinity,
|
|
float.PositiveInfinity).
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector2.One">
|
|
<summary>
|
|
Shorthand for writing Vector2(1, 1).
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector2.NegativeInfinity">
|
|
<summary>
|
|
Shorthand for writing Vector2(float.NegativeInfinity,
|
|
float.NegativeInfinity).
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector2.Left">
|
|
<summary>
|
|
Shorthand for writing Vector2(-1, 0).
|
|
</summary>
|
|
</member>
|
|
<member name="F:SHADE.Vector2.Down">
|
|
<summary>
|
|
Shorthand for writing Vector2(0, -1).
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.Vector2">
|
|
<summary>
|
|
CLR version of SHADE Engine's Vector2 class that represents a 2-Dimensional Vector.
|
|
Designed to closely match Unity's Vector2 struct.
|
|
</summary>
|
|
</member>
|
|
<member name="M:SHADE.EntityUtils.IsValid(System.ValueType!System.UInt32!System.Runtime.CompilerServices.IsBoxed)">
|
|
<summary>
|
|
Checks if the specified entity is valid. This is done by checking if it
|
|
matches Pls::Entity::INVALID.
|
|
</summary>
|
|
<param name="entity">The Entity to check.</param>
|
|
<returns>True if the specified Entity is valid.</returns>
|
|
</member>
|
|
<member name="T:SHADE.EntityUtils">
|
|
<summary>
|
|
Static class that contains useful utility functions for working with Entity.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.SHResourceHub">
|
|
<summary>
|
|
Manages all resources in multiple ResourceLibraries.
|
|
</summary>
|
|
</member>
|
|
<member name="T:SHADE.SHResourceLibraryBase">
|
|
<summary>
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Base class for SHResourceLibrary that holds information about the library type.
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</summary>
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</member>
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<member name="T:SHADE.Handle{System.Void}">
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<summary>
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Template Specialization for Handle that represents a type-less Handle.
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</summary>
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</member>
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<member name="M:SHADE.HandleBase.op_Implicit~System.Boolean">
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<summary>
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Converts to true if this is a valid Handle.
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</summary>
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</member>
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<member name="T:SHADE.HandleBase.Id">
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<summary>
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Native ID type of a handle
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</summary>
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</member>
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<member name="T:SHADE.HandleBase">
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<summary>
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Base implementation of the Handle that is not templated to allow for holding
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generic non-type-specific Handles.
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</summary>
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</member>
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<member name="T:SHADE.BadHandleCastException">
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<summary>
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Exception thrown when a generic Handle is being casted to the wrong type.
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</summary>
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</member>
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<member name="T:SHADE.InvalidHandleException">
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<summary>
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Exception thrown when an invalid Handle was dereferenced.
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</summary>
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</member>
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<!-- Discarding badly formed XML document comment for member 'M:SHADE.Convert.ToNative(SHADE.Ray)'. -->
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<!-- Discarding badly formed XML document comment for member 'M:SHADE.Convert.ToNative(SHADE.GenericHandle)'. -->
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<!-- Discarding badly formed XML document comment for member 'T:SHADE.GenericHandle'. -->
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<!-- Discarding badly formed XML document comment for member 'M:SHADE.Convert.ToNative(SHADE.Ray)'. -->
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<!-- Discarding badly formed XML document comment for member 'T:SHADE.GenericHandle'. -->
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<!-- Discarding badly formed XML document comment for member 'M:SHADE.Convert.ToNative(SHADE.Ray)'. -->
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<!-- Discarding badly formed XML document comment for member 'T:SHADE.GenericHandle'. -->
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<!-- Discarding badly formed XML document comment for member 'M:SHADE.Convert.ToNative(SHADE.Ray)'. -->
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<!-- Discarding badly formed XML document comment for member 'M:SHADE.Convert.ToNative(SHADE.GenericHandle)'. -->
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<!-- Discarding badly formed XML document comment for member 'M:SHADE.Convert.ToCLI(SHADE.Handle{System.Void})'. -->
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<!-- Discarding badly formed XML document comment for member 'T:SHADE.GenericHandle'. -->
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<!-- Discarding badly formed XML document comment for member 'M:SHADE.GenericHandle.#ctor(SHADE.Handle{System.Void})'. -->
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</members>
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</doc> |