M&B: Bannerlord 1.2.7
The horns sound, the ravens gather.
Loading...
Searching...
No Matches
TaleWorlds.Engine.Screens.SceneLayer Class Reference

Inherits ScreenLayer.

Public Member Functions

 SceneLayer (string categoryId="SceneLayer", bool clearSceneOnFinalize=true, bool autoToggleSceneView=true)
 
void SetScene (Scene scene)
 
void SetRenderWithPostfx (bool value)
 
void SetPostfxConfigParams (int value)
 
void SetCamera (Camera camera)
 
void SetPostfxFromConfig ()
 
Vec2 WorldPointToScreenPoint (Vec3 position)
 
Vec2 ScreenPointToViewportPoint (Vec2 position)
 
bool ProjectedMousePositionOnGround (out Vec3 groundPosition, out Vec3 groundNormal, bool mouseVisible, BodyFlags excludeBodyOwnerFlags, bool checkOccludedSurface)
 
void TranslateMouse (ref Vec3 worldMouseNear, ref Vec3 worldMouseFar, float maxDistance=-1)
 
void SetSceneUsesSkybox (bool value)
 
void SetSceneUsesShadows (bool value)
 
void SetSceneUsesContour (bool value)
 
void SetShadowmapResolutionMultiplier (float value)
 
void SetFocusedShadowmap (bool enable, ref Vec3 center, float radius)
 
void DoNotClear (bool value)
 
bool ReadyToRender ()
 
void SetCleanScreenUntilLoadingDone (bool value)
 
void ClearAll ()
 
void ClearRuntimeGPUMemory (bool remove_terrain)
 
override bool HitTest (Vector2 position)
 
override bool HitTest ()
 
override bool FocusTest ()
 

Protected Member Functions

override void OnActivate ()
 
override void OnDeactivate ()
 
override void OnFinalize ()
 
override void RefreshGlobalOrder (ref int currentOrder)
 

Properties

bool ClearSceneOnFinalize [get]
 
bool AutoToggleSceneView [get]
 If false, scene view declared in this scene layer won't be Enabled/Disabled automatically on OnActivate and OnDeactivate.
 
SceneView SceneView [get]
 

Constructor & Destructor Documentation

◆ SceneLayer()

TaleWorlds.Engine.Screens.SceneLayer.SceneLayer ( string  categoryId = "SceneLayer",
bool  clearSceneOnFinalize = true,
bool  autoToggleSceneView = true 
)

Member Function Documentation

◆ OnActivate()

override void TaleWorlds.Engine.Screens.SceneLayer.OnActivate ( )
protected

◆ OnDeactivate()

override void TaleWorlds.Engine.Screens.SceneLayer.OnDeactivate ( )
protected

◆ OnFinalize()

override void TaleWorlds.Engine.Screens.SceneLayer.OnFinalize ( )
protected

◆ SetScene()

void TaleWorlds.Engine.Screens.SceneLayer.SetScene ( Scene  scene)

◆ SetRenderWithPostfx()

void TaleWorlds.Engine.Screens.SceneLayer.SetRenderWithPostfx ( bool  value)

◆ SetPostfxConfigParams()

void TaleWorlds.Engine.Screens.SceneLayer.SetPostfxConfigParams ( int  value)

◆ SetCamera()

void TaleWorlds.Engine.Screens.SceneLayer.SetCamera ( Camera  camera)

◆ SetPostfxFromConfig()

void TaleWorlds.Engine.Screens.SceneLayer.SetPostfxFromConfig ( )

◆ WorldPointToScreenPoint()

Vec2 TaleWorlds.Engine.Screens.SceneLayer.WorldPointToScreenPoint ( Vec3  position)

◆ ScreenPointToViewportPoint()

Vec2 TaleWorlds.Engine.Screens.SceneLayer.ScreenPointToViewportPoint ( Vec2  position)

◆ ProjectedMousePositionOnGround()

bool TaleWorlds.Engine.Screens.SceneLayer.ProjectedMousePositionOnGround ( out Vec3  groundPosition,
out Vec3  groundNormal,
bool  mouseVisible,
BodyFlags  excludeBodyOwnerFlags,
bool  checkOccludedSurface 
)

◆ TranslateMouse()

void TaleWorlds.Engine.Screens.SceneLayer.TranslateMouse ( ref Vec3  worldMouseNear,
ref Vec3  worldMouseFar,
float  maxDistance = -1 
)

◆ SetSceneUsesSkybox()

void TaleWorlds.Engine.Screens.SceneLayer.SetSceneUsesSkybox ( bool  value)

◆ SetSceneUsesShadows()

void TaleWorlds.Engine.Screens.SceneLayer.SetSceneUsesShadows ( bool  value)

◆ SetSceneUsesContour()

void TaleWorlds.Engine.Screens.SceneLayer.SetSceneUsesContour ( bool  value)

◆ SetShadowmapResolutionMultiplier()

void TaleWorlds.Engine.Screens.SceneLayer.SetShadowmapResolutionMultiplier ( float  value)

◆ SetFocusedShadowmap()

void TaleWorlds.Engine.Screens.SceneLayer.SetFocusedShadowmap ( bool  enable,
ref Vec3  center,
float  radius 
)

◆ DoNotClear()

void TaleWorlds.Engine.Screens.SceneLayer.DoNotClear ( bool  value)

◆ ReadyToRender()

bool TaleWorlds.Engine.Screens.SceneLayer.ReadyToRender ( )

◆ SetCleanScreenUntilLoadingDone()

void TaleWorlds.Engine.Screens.SceneLayer.SetCleanScreenUntilLoadingDone ( bool  value)

◆ ClearAll()

void TaleWorlds.Engine.Screens.SceneLayer.ClearAll ( )

◆ ClearRuntimeGPUMemory()

void TaleWorlds.Engine.Screens.SceneLayer.ClearRuntimeGPUMemory ( bool  remove_terrain)

◆ RefreshGlobalOrder()

override void TaleWorlds.Engine.Screens.SceneLayer.RefreshGlobalOrder ( ref int  currentOrder)
protected

◆ HitTest() [1/2]

override bool TaleWorlds.Engine.Screens.SceneLayer.HitTest ( Vector2  position)

◆ HitTest() [2/2]

override bool TaleWorlds.Engine.Screens.SceneLayer.HitTest ( )

◆ FocusTest()

override bool TaleWorlds.Engine.Screens.SceneLayer.FocusTest ( )

Property Documentation

◆ ClearSceneOnFinalize

bool TaleWorlds.Engine.Screens.SceneLayer.ClearSceneOnFinalize
get

◆ AutoToggleSceneView

bool TaleWorlds.Engine.Screens.SceneLayer.AutoToggleSceneView
get

◆ SceneView

SceneView TaleWorlds.Engine.Screens.SceneLayer.SceneView
get