Beispiel #1
0
 public DrawText(IPluginHost host)
 {
     host.CreateRenderStateInput(TSliceMode.Single, TPinVisibility.True, out FRenderStatePin);
     FRenderStatePin.Order = -2;
     host.CreateTransformInput("Transform", TSliceMode.Dynamic, TPinVisibility.True, out FTransformIn);
     FTransformIn.Order = -1;
     host.CreateLayerOutput("Layer", TPinVisibility.True, out FLayerOutput);
     FLayerOutput.Order = -1;
 }
Beispiel #2
0
        public DrawFlash(IPluginHost host)
        {
            host.CreateRenderStateInput(TSliceMode.Single, TPinVisibility.True, out FRenderStatePin);
            FRenderStatePin.Order = -2;
            host.CreateTransformInput("Transform", TSliceMode.Single, TPinVisibility.True, out FTransformIn);
            FTransformIn.Order = -1;
            host.CreateLayerOutput("Layer", TPinVisibility.True, out FLayerOutput);
            FLayerOutput.Order = -1;

            FLastKeyState = new List <int>();

            _FNUIMain = new FNUIMain();
            _FNUIMain.SetLicenseKey(0, LICENSENAME, LICENSENUMBER);
            _FNUIMain.CreateUI("");
        }
Beispiel #3
0
        /// <summary>
        /// Constructor to create the DX pins.
        /// </summary>
        /// <param name="host">The plugin host to create the pins on.</param>
        /// <param name="createRenderState">Create a render state pin?</param>
        /// <param name="createSamplerState">Create a sampler state pin?</param>
        public DXLayerOutPluginBase(IPluginHost host, bool createRenderState, bool createSamplerState)
        {
            if (createRenderState)
            {
                host.CreateRenderStateInput(TSliceMode.Dynamic, TPinVisibility.True, out FRenderStatePin);
                FRenderStatePin.Order = -2;
            }

            if (createSamplerState)
            {
                host.CreateSamplerStateInput(TSliceMode.Dynamic, TPinVisibility.True, out FSamplerStatePin);
                FSamplerStatePin.Order = -1;
            }

            host.CreateLayerOutput("Layer", TPinVisibility.True, out FLayerOut);
        }