C# 클래스 Tilengine.Engine

파일 보기 프로젝트 열기: megamarc/Tilengine 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
Animations Tilengine.Animation[]
Layers Tilengine.Layer[]
Sprites Tilengine.Sprite[]

공개 메소드들

메소드 설명
BeginFrame ( int frame ) : void

Starts active rendering of the current frame

This method is used for active rendering combined with DrawNextScanline(), instead of using delegates for raster effects

Deinit ( ) : void

Deinits engine and frees associated resources

DrawNextScanline ( ) : bool

Draws the next scanline of the frame when doing active rendering (without delegates)

GetAvailableSprite ( ) : Sprite

Init ( int hres, int vres, int numLayers, int numSprites, int numAnimations ) : Engine

Initializes the graphic engine

This is a singleton object: calling Init multiple times will return the same reference

SetRenderTarget ( byte data, int pitch ) : void

Sets the output surface for rendering

The render target pixel format must be 32 bits RGBA

비공개 메소드들

메소드 설명
Engine ( int hres, int vres, int numLayers, int numSprites, int numAnimations ) : System
TLN_BeginFrame ( int frame ) : void
TLN_Deinit ( ) : void
TLN_DrawNextScanline ( ) : bool
TLN_GetAvailableSprite ( ) : int
TLN_GetHeight ( ) : int
TLN_GetLastError ( ) : Error
TLN_GetNumLayers ( ) : int
TLN_GetNumObjects ( ) : uint
TLN_GetNumSprites ( ) : int
TLN_GetUsedMemory ( ) : uint
TLN_GetVersion ( ) : uint
TLN_GetWidth ( ) : int
TLN_Init ( int hres, int vres, int numlayers, int numsprites, int numanimations ) : bool
TLN_InitBPP ( int hres, int vres, int bpp, int numlayers, int numsprites, int numanimations ) : bool
TLN_SetBGBitmap ( IntPtr bitmap ) : bool
TLN_SetBGColor ( int r, int g, int b ) : void
TLN_SetBGPalette ( IntPtr palette ) : bool
TLN_SetLastError ( Error error ) : void
TLN_SetRasterCallback ( RasterCallback callback ) : void
TLN_SetRenderTarget ( byte data, int pitch ) : void
TLN_UpdateFrame ( int time ) : void

메소드 상세

BeginFrame() 공개 메소드

Starts active rendering of the current frame
This method is used for active rendering combined with DrawNextScanline(), instead of using delegates for raster effects
public BeginFrame ( int frame ) : void
frame int Timestamp value
리턴 void

Deinit() 공개 메소드

Deinits engine and frees associated resources
public Deinit ( ) : void
리턴 void

DrawNextScanline() 공개 메소드

Draws the next scanline of the frame when doing active rendering (without delegates)
public DrawNextScanline ( ) : bool
리턴 bool

GetAvailableSprite() 공개 메소드

public GetAvailableSprite ( ) : Sprite
리턴 Sprite

Init() 공개 정적인 메소드

Initializes the graphic engine
This is a singleton object: calling Init multiple times will return the same reference
public static Init ( int hres, int vres, int numLayers, int numSprites, int numAnimations ) : Engine
hres int horizontal resolution in pixels
vres int vertical resolution in pixels
numLayers int number of layers
numSprites int number of sprites
numAnimations int number of animations
리턴 Engine

SetRenderTarget() 공개 메소드

Sets the output surface for rendering
The render target pixel format must be 32 bits RGBA
public SetRenderTarget ( byte data, int pitch ) : void
data byte Array of bytes that will hold the render target
pitch int Number of bytes per each scanline of the framebuffer
리턴 void

프로퍼티 상세

Animations 공개적으로 프로퍼티

public Animation[],Tilengine Animations
리턴 Tilengine.Animation[]

Layers 공개적으로 프로퍼티

public Layer[],Tilengine Layers
리턴 Tilengine.Layer[]

Sprites 공개적으로 프로퍼티

public Sprite[],Tilengine Sprites
리턴 Tilengine.Sprite[]