A UI Batch represents a block of the UI that can be safely rendered with a single drawcall (i.e. all in one mesh). Batches can be isolated - that means it can have its own material or texture atlas. Batches are created on demand by the renderer and based on the requests of the elements being rendered. An animation, for example, will generate an isolated batch.
Public Member Functions | |
UIBatch (Renderman renderer) | |
Creates a new UI Batch which will be rendered with the given renderer. More... | |
void | ChangeRenderer (Renderman renderer) |
Called when the renderer for this batch has changed. More... | |
void | IsIsolated (DisplayableProperty property) |
Sets the isolated state of this batch. More... | |
void | NotIsolated (TextureAtlas graphics, TextureAtlas font) |
Sets the isolated state of this batch. More... | |
void | SetFontAtlas (TextureAtlas font) |
Sets the font atlas for this batch. More... | |
void | SetGraphicsAtlas (TextureAtlas graphics) |
Sets the graphics atlas for this batch. More... | |
void | SetPhysicsMode (bool isPhysics) |
Called when the physics input mode changes. More... | |
void | SetRenderDepth (int index) |
void | Flush () |
Flushes this batches mesh. PowerUI.DynamicMesh.Flush. More... | |
void | CompletedLayout () |
Tells the mesh that we're done laying it out. PowerUI.DynamicMesh.CompletedLayout. More... | |
void | PrepareForLayout () |
Tells the mesh that we are about to perform a layout. PowerUI.DynamicMesh.PrepareForLayout. More... | |
MeshBlock | Allocate () |
Allocates a block in this batches mesh. PowerUI.DynamicMesh.Allocate. More... | |
void | RenderWithCamera (int id) |
Puts this batch into the given layer ID. More... | |
void | Destroy () |
Permanently destroys this UI batch. More... | |
Public Attributes | |
bool | Setup |
True when this batch has been fully initialised. More... | |
bool | PhysicsMode |
Are we in physics mode? More... | |
bool | Isolated |
True if this batch is an isolated one; i.e. one with a custom material or atlas. More... | |
DynamicMesh | Mesh |
The mesh for this batch. More... | |
bool | PrepareCalled |
True if PrepareForLayout was called. More... | |
Renderman | Renderer |
The renderer that will render this batch. More... | |
UIBatch | BatchAfter |
Batches are stored as a linked list. This is the batch after this one. More... | |
UIBatch | BatchBefore |
Batches are stored as a linked list. This is the batch before this one. More... | |
TextureAtlas | FontAtlas |
The current font atlas applied to this batch. More... | |
TextureAtlas | GraphicsAtlas |
The current graphics atlas applied to this batch. More... | |
DisplayableProperty | IsolatedProperty |
If isolated, this is the property that created the isolated batch. More... | |
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Creates a new UI Batch which will be rendered with the given renderer.
renderer | The renderer that will render this batch. |
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Allocates a block in this batches mesh. PowerUI.DynamicMesh.Allocate.
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Called when the renderer for this batch has changed.
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Tells the mesh that we're done laying it out. PowerUI.DynamicMesh.CompletedLayout.
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Permanently destroys this UI batch.
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Flushes this batches mesh. PowerUI.DynamicMesh.Flush.
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Sets the isolated state of this batch.
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Sets the isolated state of this batch.
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Tells the mesh that we are about to perform a layout. PowerUI.DynamicMesh.PrepareForLayout.
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Puts this batch into the given layer ID.
id | The ID of the layer. |
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Sets the font atlas for this batch.
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Sets the graphics atlas for this batch.
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Called when the physics input mode changes.
isPhysics | The new input mode to use. |
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UIBatch PowerUI.UIBatch.BatchAfter |
Batches are stored as a linked list. This is the batch after this one.
UIBatch PowerUI.UIBatch.BatchBefore |
Batches are stored as a linked list. This is the batch before this one.
TextureAtlas PowerUI.UIBatch.FontAtlas |
The current font atlas applied to this batch.
TextureAtlas PowerUI.UIBatch.GraphicsAtlas |
The current graphics atlas applied to this batch.
bool PowerUI.UIBatch.Isolated |
True if this batch is an isolated one; i.e. one with a custom material or atlas.
DisplayableProperty PowerUI.UIBatch.IsolatedProperty |
If isolated, this is the property that created the isolated batch.
DynamicMesh PowerUI.UIBatch.Mesh |
The mesh for this batch.
bool PowerUI.UIBatch.PhysicsMode |
Are we in physics mode?
bool PowerUI.UIBatch.PrepareCalled |
True if PrepareForLayout was called.
Renderman PowerUI.UIBatch.Renderer |
The renderer that will render this batch.
bool PowerUI.UIBatch.Setup |
True when this batch has been fully initialised.