Urho3D
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UI rendering draw call. More...
#include </home/runner/work/urho3d-doxygen.github.io/urho3d-doxygen.github.io/urho3d_repo/Source/Urho3D/UI/UIBatch.h>
Public Member Functions | |
UIBatch () | |
Construct with defaults. | |
UIBatch (UIElement *element, BlendMode blendMode, const IntRect &scissor, Texture *texture, Vector< float > *vertexData) | |
Construct. | |
void | SetColor (const Color &color, bool overrideAlpha=false) |
Set new color for the batch. Overrides gradient. | |
void | SetDefaultColor () |
Restore UI element's default color. | |
void | AddQuad (float x, float y, float width, float height, int texOffsetX, int texOffsetY, int texWidth=0, int texHeight=0) |
Add a quad. | |
void | AddQuad (i32 x, i32 y, i32 width, i32 height, int texOffsetX, int texOffsetY, int texWidth=0, int texHeight=0) |
Add a quad (integer version) | |
void | AddQuad (const Matrix3x4 &transform, int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth=0, int texHeight=0) |
Add a quad using a transform matrix. | |
void | AddQuad (int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth, int texHeight, bool tiled) |
Add a quad with tiled texture. | |
void | AddQuad (const Matrix3x4 &transform, const IntVector2 &a, const IntVector2 &b, const IntVector2 &c, const IntVector2 &d, const IntVector2 &texA, const IntVector2 &texB, const IntVector2 &texC, const IntVector2 &texD) |
Add a quad with freeform points and UVs. Uses the current color, not gradient. Points should be specified in clockwise order. | |
void | AddQuad (const Matrix3x4 &transform, const IntVector2 &a, const IntVector2 &b, const IntVector2 &c, const IntVector2 &d, const IntVector2 &texA, const IntVector2 &texB, const IntVector2 &texC, const IntVector2 &texD, const Color &colA, const Color &colB, const Color &colC, const Color &colD) |
Add a quad with freeform points, UVs and colors. Points should be specified in clockwise order. | |
bool | Merge (const UIBatch &batch) |
Merge with another batch. | |
unsigned | GetInterpolatedColor (float x, float y) |
Return an interpolated color for the UI element. | |
unsigned | GetInterpolatedColor (i32 x, i32 y) |
Return an interpolated color for the UI element (integer version) | |
Static Public Member Functions | |
static void | AddOrMerge (const UIBatch &batch, Vector< UIBatch > &batches) |
Add or merge a batch. | |
Public Attributes | |
UIElement * | element_ {} |
Element this batch represents. | |
BlendMode | blendMode_ {BLEND_REPLACE} |
Blending mode. | |
IntRect | scissor_ |
Scissor rectangle. | |
Texture * | texture_ {} |
Texture. | |
Vector2 | invTextureSize_ {Vector2::ONE} |
Inverse texture size. | |
Vector< float > * | vertexData_ {} |
Vertex data. | |
unsigned | vertexStart_ {} |
Vertex data start index. | |
unsigned | vertexEnd_ {} |
Vertex data end index. | |
color32 | color_ {} |
Current color. By default calculated from the element. | |
bool | useGradient_ {} |
Gradient flag. | |
Material * | customMaterial_ {} |
Custom material. | |
UI rendering draw call.