public DrawCall(DrawFunc drawfunc, PrimType mode, ElementType indextype, List <int> arg) { this.mode = mode; this.indextype = indextype; // iBaseVertex, vBaseVertex, voStream, indirectPtr arg0 = arg.Count > 0 ? arg[0] : 0; // iBaseIndex, vVertexCount, indirectCount arg1 = arg.Count > 1 ? arg[1] : drawfunc == DrawFunc.TransformFeedback || drawfunc == DrawFunc.ArraysIndirect || drawfunc == DrawFunc.ElementsIndirect ? 1 : 0; // iIndexCount, vBaseInstance, indirectStride arg2 = arg.Count > 2 ? arg[2] : drawfunc == DrawFunc.TransformFeedback ? 1 : drawfunc == DrawFunc.ArraysIndirect ? 16 : drawfunc == DrawFunc.ElementsIndirect ? 32 : 0; // iBaseInstance, vInstanceCount arg3 = arg.Count > 3 ? arg[3] : drawfunc == DrawFunc.ArraysInstanced ? 1 : 0; // iInstanceCount arg4 = arg.Count > 4 ? arg[4] : drawfunc == DrawFunc.ElementsInstanced ? 1 : 0; }
/// <summary> Creates a LegacyPlayerLayer with the given mod name, identifier name, and drawing action. </summary> public VanillaPlayerDrawLayer(string name, DrawFunc drawFunc, Transformation transform = null, bool isHeadLayer = false, Condition condition = null, Position position = null) { _name = name; this.drawFunc = drawFunc; this.condition = condition; this.position = position; _transform = transform; _isHeadLayer = isHeadLayer; }
public FuncDrawer(Action <T> drawFunc, Func <object> newFunc = null) { _drawFunc = (string label, ref T obj, RenderContext rc) => { drawFunc(obj); return(false); }; _newFunc = newFunc; }
internal TacticalTextPopUp(String s, BaseCharacter p, Vector2 offSet, Point textBoxSize, int steps, UpdateFunc uf = null, DrawFunc df = null) { if (bInitialize) { Inititialize(); } text = s; parent = p; location = p.trueMapSize().Location.ToVector2() + offSet; textBox = new Rectangle(location.ToPoint(), textBoxSize); timer = new TimingUtility(16, true, standardTimer); timer.SetStepTimer(steps, 0); updateFunction = uf; drawFunction = df; }
public void DrawCurve(Graphics g, DrawFunc func, double x, double step = 0.1) { List <PointF> points = new List <PointF>(); for (double i = -x; i < x; i += step) { var res = func.Invoke(i); if (!double.IsNaN(res) && !double.IsInfinity(res)) { points.Add(new PointF(II(i), JJ(res))); } } if (points.Count > 1) { g.DrawCurve(Pens.Black, points.ToArray()); } }
public MultiDrawCall( DrawFunc drawfunc, GLVertinput vertexin, GLVertoutput vertout, GLBuffer indexbuf, GLBuffer indirect) { vertin = vertexin; indbuf = indexbuf; this.cmd = new List <DrawCall>(); this.drawfunc = drawfunc; this.vertexin = vertexin != null ? vertexin.glname : 0; this.indexbuf = indexbuf != null ? indexbuf.glname : 0; this.vertout = vertout != null ? vertout.glname : 0; this.indirect = indirect != null ? indirect.glname : 0; if (drawfunc == DrawFunc.ArraysIndirect) { this.indirect = this.indexbuf; this.indexbuf = 0; } }
public ProceduralImage(float width, float height, DrawFunc draw) { Width = width; Height = height; Draw = draw; }
public ProceduralImage (float width, float height, DrawFunc draw) { Width = width; Height = height; Draw = draw; }
public void RegisterDrawFunction(DrawFunc drawFunc) { drawList.Add(drawFunc); }
protected void PushScreen(DrawFunc screen) { _screenStack.Push(_currentScreen); _currentScreen = screen; }
protected void PopScreen() { _currentScreen = _screenStack.Pop(); }
public FuncDrawer(DrawFunc <T> drawFunc, Func <object> newFunc = null) { _drawFunc = drawFunc; _newFunc = newFunc; }
public Menu(float height, Skin skin) : base(height, skin) { _screenStack = new Stack <DrawFunc>(); _currentScreen = _initialScreen; }
private static extern bool set_draw_handler(IntPtr pp9k, DrawFunc func);
public static bool Button(Rect rect, DrawFunc func) { return Button(rect, func, true); }
/// <summary> /// Create a default draw canvas with an optional draw function. /// </summary> /// <param name="func">Draw function</param> public DrawCanvas(DrawFunc func) { DrawFunction = func; }
public static bool Button(Rect rect, DrawFunc func, bool isEnabled) { func(rect); GUITool.DrawEmptyRect(rect, Color.black); if (isEnabled) { return GUI.Button(rect, string.Empty, GUIStyle.none); } else { GUI.Label(rect, string.Empty, GUIStyle.none); return false; } }
public void ImplementDrawAction(DrawFunc func) { drawSomething = func; }