public GUIContentImages(SpriteTexture image) { this.normal = image; this.hover = image; this.active = image; this.focused = image; this.normalOn = image; this.hoverOn = image; this.activeOn = image; this.focusedOn = image; }
/// <summary> /// Creates a new object where content images for on and off states are different. /// </summary> /// <param name="imageOff">Image to assign to all off states.</param> /// <param name="imageOn">Image to assign to all on states.</param> public GUIContentImages(SpriteTexture imageOff, SpriteTexture imageOn) { normal = imageOff; hover = imageOff; active = imageOff; focused = imageOff; normalOn = imageOn; hoverOn = imageOn; activeOn = imageOn; focusedOn = imageOn; }
/// <summary> /// Draws a quad with a the provided texture displayed. /// </summary> /// <param name="texture">Texture to draw.</param> /// <param name="area">Position and size of the texture to draw. Position is relative to the canvas origin /// (top-left). If size is zero, the default texture size will be used.</param> /// <param name="color">Color to tint the drawn texture with.</param> /// <param name="scaleMode">Scale mode to use when sizing the texture. Only relevant if the provided quad size /// doesn't match the texture size.</param> /// <param name="depth">Depth at which to draw the element. Elements with higher depth will be drawn before others. /// Additionally elements of the same type (triangle or line) will be drawn in order they are /// submitted if they share the same depth.</param> public void DrawTexture(SpriteTexture texture, Rect2I area, Color color, GUITextureScaleMode scaleMode = GUITextureScaleMode.StretchToFit, byte depth = 128) { IntPtr texturePtr = IntPtr.Zero; if (texture != null) { texturePtr = texture.GetCachedPtr(); } Internal_DrawTexture(mCachedPtr, texturePtr, ref area, scaleMode, ref color, depth); }
private static extern void Internal_create0(SpriteTexture managedInstance, ref Vector2 uvOffset, ref Vector2 uvScale, RRef <Texture> texture);
private static extern void Internal_create(SpriteTexture managedInstance, RRef <Texture> texture);
/// <summary> /// Creates a new texture element. /// </summary> /// <param name="texture">Texture to display. If this is null then the texture specified by the style will /// be used.</param> /// <param name="scale">Scale mode to use when sizing the texture.</param> /// <param name="transparent">Determines should the texture be rendered with transparency active.</param> /// <param name="style">Optional style to use for the element. Style controls the look of the element, as well as /// default layout options. Style will be retrieved from the active GUISkin. If not specified /// default element style is used.</param> /// <param name="options">Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style.</param> public GUITexture(SpriteTexture texture, GUITextureScaleMode scale, bool transparent, string style, params GUIOption[] options) { Internal_CreateInstance(this, texture, scale, transparent, style, options); }
/// <summary> /// Creates a new texture element. Texture will use the default StretchToFit scaling. /// </summary> /// <param name="texture">Texture to display. If this is null then the texture specified by the style will /// be used.</param> /// <param name="transparent">Determines should the texture be rendered with transparency active.</param> /// <param name="options">Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style.</param> public GUITexture(SpriteTexture texture, bool transparent, params GUIOption[] options) { Internal_CreateInstance(this, texture, GUITextureScaleMode.StretchToFit, transparent, "", options); }
private static extern void Internal_SetTexture(IntPtr nativeInstance, SpriteTexture texture);
private static extern void Internal_CreateInstance(GUITexture instance, SpriteTexture texture, GUITextureScaleMode scale, bool transparent, string style, GUIOption[] options);
/// <summary> /// Sets the texture to display. /// </summary> /// <param name="texture">Texture to display. If this is null then the texture specified by the style will /// be used.</param> public void SetTexture(SpriteTexture texture) { Internal_SetTexture(mCachedPtr, texture); }
/// <summary> /// Creates a new texture element with transparency active. Texture will use the default StretchToFit scaling. /// </summary> /// <param name="texture">Texture to display. If this is null then the texture specified by the style will /// be used.</param> /// <param name="style">Optional style to use for the element. Style controls the look of the element, as well as /// default layout options. Style will be retrieved from the active GUISkin. If not specified /// default element style is used.</param> /// <param name="options">Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style.</param> public GUITexture(SpriteTexture texture, string style, params GUIOption[] options) { Internal_CreateInstance(this, texture, GUITextureScaleMode.StretchToFit, true, style, options); }
/// <summary> /// Creates a new texture element with transparency active. /// </summary> /// <param name="texture">Texture to display. If this is null then the texture specified by the style will /// be used.</param> /// <param name="scale">Scale mode to use when sizing the texture.</param> /// <param name="options">Options that allow you to control how is the element positioned and sized. This will /// override any similar options set by style.</param> public GUITexture(SpriteTexture texture, GUITextureScaleMode scale, params GUIOption[] options) { Internal_CreateInstance(this, texture, scale, true, "", options); }