internal static extern void Texture_SetBorderColor(IntPtr handle, ref Urho.Color color);
internal static extern void DebugRenderer_AddQuad(IntPtr handle, ref Urho.Vector3 center, float width, float height, ref Urho.Color color, bool depthTest);
internal static extern void Zone_SetFogColor(IntPtr handle, ref Urho.Color color);
internal static extern void DebugRenderer_AddCircle(IntPtr handle, ref Urho.Vector3 center, ref Urho.Vector3 normal, float radius, ref Urho.Color color, int steps, bool depthTest);
internal static extern void DebugRenderer_AddCross(IntPtr handle, ref Urho.Vector3 center, float size, ref Urho.Color color, bool depthTest);
internal static extern void DebugRenderer_AddCylinder(IntPtr handle, ref Urho.Vector3 position, float radius, float height, ref Urho.Color color, bool depthTest);
internal static extern void DebugRenderer_AddTriangleMesh(IntPtr handle, void *vertexData, uint vertexSize, void *indexData, uint indexSize, uint indexStart, uint indexCount, ref Urho.Matrix3x4 transform, ref Urho.Color color, bool depthTest);
internal static extern void DebugRenderer_AddLine(IntPtr handle, ref Urho.Vector3 start, ref Urho.Vector3 end, ref Urho.Color color, bool depthTest);
/// <summary> /// Add a line. /// </summary> public void AddLine(Urho.Vector3 start, Urho.Vector3 end, Urho.Color color, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddLine(handle, ref start, ref end, ref color, depthTest); }
internal static extern void Window_SetModalFrameColor(IntPtr handle, ref Urho.Color color);
/// <summary> /// Set modal frame color. /// </summary> private void SetModalFrameColor(Urho.Color color) { Runtime.ValidateRefCounted(this); Window_SetModalFrameColor(handle, ref color); }
/// <summary> /// Set color. /// </summary> private void SetColor(Urho.Color color) { Runtime.ValidateRefCounted(this); StaticSprite2D_SetColor(handle, ref color); }
internal static extern void StaticSprite2D_SetColor(IntPtr handle, ref Urho.Color color);
/// <summary> /// Set border color for border addressing mode. /// </summary> private void SetBorderColor(Urho.Color color) { Runtime.ValidateRefCounted(this); Texture_SetBorderColor(handle, ref color); }
internal static extern void DebugRenderer_AddPolyhedron(IntPtr handle, IntPtr poly, ref Urho.Color color, bool depthTest);
internal static extern void DebugRenderer_AddTriangle(IntPtr handle, ref Urho.Vector3 v1, ref Urho.Vector3 v2, ref Urho.Vector3 v3, ref Urho.Color color, bool depthTest);
/// <summary> /// Add a polyhedron. /// </summary> public void AddPolyhedron(Polyhedron poly, Urho.Color color, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddPolyhedron(handle, (object)poly == null ? IntPtr.Zero : poly.Handle, ref color, depthTest); }
/// <summary> /// Add a triangle. /// </summary> public void AddTriangle(Urho.Vector3 v1, Urho.Vector3 v2, Urho.Vector3 v3, Urho.Color color, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddTriangle(handle, ref v1, ref v2, ref v3, ref color, depthTest); }
/// <summary> /// Add a cylinder /// </summary> public void AddCylinder(Urho.Vector3 position, float radius, float height, Urho.Color color, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddCylinder(handle, ref position, radius, height, ref color, depthTest); }
internal static extern void DebugRenderer_AddBoundingBox(IntPtr handle, ref Urho.BoundingBox box, ref Urho.Color color, bool depthTest);
/// <summary> /// Add a triangle mesh. /// </summary> public void AddTriangleMesh(void *vertexData, uint vertexSize, void *indexData, uint indexSize, uint indexStart, uint indexCount, Urho.Matrix3x4 transform, Urho.Color color, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddTriangleMesh(handle, vertexData, vertexSize, indexData, indexSize, indexStart, indexCount, ref transform, ref color, depthTest); }
internal static extern void DebugRenderer_AddBoundingBox2(IntPtr handle, ref Urho.BoundingBox box, ref Urho.Matrix3x4 transform, ref Urho.Color color, bool depthTest);
/// <summary> /// Add a circle. /// </summary> public void AddCircle(Urho.Vector3 center, Urho.Vector3 normal, float radius, Urho.Color color, int steps, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddCircle(handle, ref center, ref normal, radius, ref color, steps, depthTest); }
/// <summary> /// Add a bounding box with transform. /// </summary> public void AddBoundingBox(Urho.BoundingBox box, Urho.Matrix3x4 transform, Urho.Color color, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddBoundingBox2(handle, ref box, ref transform, ref color, depthTest); }
/// <summary> /// Add a cross. /// </summary> public void AddCross(Urho.Vector3 center, float size, Urho.Color color, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddCross(handle, ref center, size, ref color, depthTest); }
internal static extern void DebugRenderer_AddFrustum(IntPtr handle, IntPtr frustum, ref Urho.Color color, bool depthTest);
/// <summary> /// Add a quad on the XZ plane. /// </summary> public void AddQuad(Urho.Vector3 center, float width, float height, Urho.Color color, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddQuad(handle, ref center, width, height, ref color, depthTest); }
/// <summary> /// Add a frustum. /// </summary> public void AddFrustum(Frustum frustum, Urho.Color color, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddFrustum(handle, (object)frustum == null ? IntPtr.Zero : frustum.Handle, ref color, depthTest); }
/// <summary> /// Set fog color. /// </summary> private void SetFogColor(Urho.Color color) { Runtime.ValidateRefCounted(this); Zone_SetFogColor(handle, ref color); }
/// <summary> /// Define a vertex color. /// </summary> public void DefineColor(Urho.Color color) { Runtime.ValidateRefCounted(this); CustomGeometry_DefineColor(handle, ref color); }