UIBufferedElement

Extending the UIElement with an owned drawing buffer. This is intended to have easier dirtyrect-compliant widgets. Also caches expensive drawing, but it's not free at all.

No less than three additional opacity channels must be filled to be able to blend the widgets explicitely. The semantic of the opacity channels are: opacity left at 0 => pixel untouched opacity > 0 => pixel is touched, blending will occur

Destructor

A destructor is present on this object, but not explicitly documented in the source.

Members

Functions

onDrawBuffered
void onDrawBuffered(ImageRef!RGBA diffuseMap, ImageRef!L16 depthMap, ImageRef!RGBA materialMap, ImageRef!L8 diffuseOpacity, ImageRef!L8 depthOpacity, ImageRef!L8 materialOpacity)

Redraws the whole widget without consideration for drawing only in dirty rects. That is a lot of maps to fill. On the plus side, this happen quite infrequently.

Inherited Members

From UIElement

render
void render(ImageRef!RGBA diffuseMap, ImageRef!L16 depthMap, ImageRef!RGBA materialMap, box2i[] areasToUpdate)
reflow
void reflow(box2i availableSpace)

TODO: useless until we have resizeable UIs. Meant to be overriden almost everytime for custom behaviour. Default behaviour is to span the whole area and reflow children. Any layout algorithm is up to you. Like in the DOM, children elements don't need to be inside _position of their parent.

position
box2i position()
position
box2i position(box2i p)

Forces the position of the element. It is typically used in the parent reflow() method

removeChild
void removeChild(UIElement element)

Removes a child (but does not destroy it, you take back the ownership of it). Useful for creating dynamic UI's. MAYDO: there are restrictions for where this is allowed. Find them.

setDirtyWhole
void setDirtyWhole()

Mark this element as wholly dirty. Important: you could call this from the audio thread, however it is much more efficient to mark the widget dirty with an atomic and call setDirty in animation callback.

setDirty
void setDirty(box2i rect)

Mark a part of the element dirty. This part must be a subrect of its _position.

parent
UIElement parent()
topLevelParent
UIElement topLevelParent()
getDrawList
void getDrawList(Vec!UIElement list)

Appends the Elements that should be drawn, in order. You should empty it before calling this function. Everything visible get into the draw list, but that doesn't mean they will get drawn if they don't overlap with a dirty area.

onDraw
void onDraw(ImageRef!RGBA diffuseMap, ImageRef!L16 depthMap, ImageRef!RGBA materialMap, box2i[] dirtyRects)

Draw method. This gives you 3 surfaces cropped by _position for drawing. Note that you are not forced to draw all the surfaces at all, in which case the below backgroundUIElement will be displayed.

onAnimate
void onAnimate(double dt, double time)

Called periodically for every UIElement. Override this to create animations. Using setDirty there allows to redraw an element continuously (like a meter or an animated object). Warning: Summing dt will not lead to a time that increase like time. time can go backwards if the window was reopen. time is guaranteed to increase as fast as system time but is not synced to audio time.

_parent
UIElement _parent;

Parent element. Following this chain gets to the root element.

_position
box2i _position;

Position is the graphical extent of the element, or something larger. An UIElement is not allowed though to draw further than its _position. For efficiency it's best to keep _position as small as feasible.

_children
Vec!UIElement _children;

The list of children UI elements.

_visible
bool _visible;

If _visible is false, neither the Element nor its children are drawn.

_zOrder
int _zOrder;

Higher z-order = above other UIElement. By default, every UIElement have the same z-order. Because the sort is stable, tree traversal order is the default order (depth first).

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