Свойство | Type | Description | |
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elementList | List |
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elementLookup | OverlayElementContainer>.Dictionary | ||
isInitialised | bool | ||
isTransformOutOfDate | bool | ||
isTransformUpdated | bool | ||
isVisible | bool | ||
origin | string | ||
rootNode | |||
rotate | float | ||
scaleX | float | ||
scrollX | float | ||
transform | |||
xform | Axiom.Math.Matrix4[] | ||
zOrder | int |
Méthode | Description | |
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AddElement ( |
Adds a 2d element to this overlay. Containers are created and managed using the OverlayManager. A container could be as simple as a square panel, or something more complex like a grid or tree view. Containers group collections of other elements, giving them a relative coordinate space and a common z-order. If you want to attach a gui widget to an overlay, you have to do it via a container. |
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AddElement ( |
Adds a node capable of holding 3D objects to the overlay. Although overlays are traditionally associated with 2D elements, there are reasons why you might want to attach 3D elements to the overlay too. For example, if you wanted to have a 3D cockpit, which was overlaid with a HUD, then you would create 2 overlays, one with a 3D object attached for the cockpit, and one with the HUD elements attached (the zorder of the HUD overlay would be higher than the cockpit to ensure it was always on top). A SceneNode can have any number of 3D objects attached to it. SceneNodes are created using SceneManager.CreateSceneNode, and are normally attached (directly or indirectly) to the root node of the scene. By attaching them to an overlay, you indicate that:
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Clear ( ) : void |
Clears the overlay of all attached items.
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FindElementAt ( float x, float y ) : |
This returns a OverlayElement at position x,y.
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FindVisibleObjects ( |
Internal method to put the overlay contents onto the render queue.
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GetChild ( string name ) : |
Gets a child container of this overlay by name.
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GetWorldOrientation ( ) : |
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GetWorldPosition ( ) : Vector3 | ||
GetWorldTransforms ( |
Used to transform the overlay when scrolling, scaling etc.
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Hide ( ) : void |
Hides this overlay if it is currently being displayed.
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RemoveElement ( |
Removes a 2D container from the overlay. Consider using |
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RemoveElement ( |
Removes a 3D element from the overlay.
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RemoveElement ( string name ) : void |
Removes a 2D container from the overlay. Consider using |
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Rotate ( float degrees ) : void |
Adds the passed in angle to the rotation applied to this overlay.
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Scroll ( float xOffset, float yOffset ) : void |
Scrolls the overlay by the offsets provided. This method moves the overlay by the amounts provided. As with other methods on this object, a full screen width / height is represented by the value 1.0. |
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SetScale ( float x, float y ) : void |
Sets the scaling factor of this overlay. You can use this to set an scale factor to be used to zoom an overlay. |
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SetScroll ( float x, float y ) : void |
Sets the scrolling factor of this overlay. You can use this to set an offset to be used to scroll an overlay around the screen. |
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Show ( ) : void |
Shows this overlay if it is not already visible.
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Méthode | Description | |
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AssignZOrders ( ) : void |
Updates container elements' Z-ordering
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Initialize ( ) : void | ||
UpdateTransforms ( ) : void |
Internal lazy update method.
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load ( ) : void |
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unload ( ) : void |
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Méthode | Description | |
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Overlay ( string name ) : System |
Constructor: do not call direct, use SceneManager.CreateOverlay
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public AddElement ( |
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element | ||
Résultat | void |
public AddElement ( |
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node | ||
Résultat | void |
public FindElementAt ( float x, float y ) : |
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x | float | |
y | float | |
Résultat |
public FindVisibleObjects ( |
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camera | Current camera being used in the render loop. | |
queue | Current render queue. | |
Résultat | void |
public GetChild ( string name ) : |
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name | string | |
Résultat |
public GetWorldOrientation ( ) : |
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Résultat |
public GetWorldTransforms ( |
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xform | Array of Matrix4s to populate with the world /// transforms of this overlay. /// | |
Résultat | void |
public RemoveElement ( |
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element | ||
Résultat | void |
public RemoveElement ( |
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node | ||
Résultat | void |
public RemoveElement ( string name ) : void | ||
name | string | |
Résultat | void |
public Scroll ( float xOffset, float yOffset ) : void | ||
xOffset | float | |
yOffset | float | |
Résultat | void |
public SetScale ( float x, float y ) : void | ||
x | float | Horizontal scale value, where 1.0 = normal, 0.5 = half size etc |
y | float | Vertical scale value, where 1.0 = normal, 0.5 = half size etc |
Résultat | void |
public SetScroll ( float x, float y ) : void | ||
x | float | /// Horizontal scroll value, where 0 = normal, -0.5 = scroll so that only /// the right half the screen is visible etc /// |
y | float | /// Vertical scroll value, where 0 = normal, 0.5 = scroll down by half /// a screen etc. /// |
Résultat | void |
protected Dictionary |
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Résultat | OverlayElementContainer>.Dictionary |
protected SceneNode,Axiom.Core rootNode | ||
Résultat |