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UIDrawCall Class Reference

This is an internally-created script used by the UI system. You shouldn't be attaching it manually. More...

Inheritance diagram for UIDrawCall:

Public Types

enum  Clipping : int { Clipping.None = 0, Clipping.SoftClip = 3, Clipping.ConstrainButDontClip = 4 }
 

Public Member Functions

delegate void OnRenderCallback (Material mat)
 
void UpdateGeometry (int widgetCount)
 Set the draw call's geometry. More...
 

Static Public Member Functions

static UIDrawCall Create (UIPanel panel, Material mat, Texture tex, Shader shader)
 Return an existing draw call. More...
 
static void ClearAll ()
 Clear all draw calls. More...
 
static void ReleaseAll ()
 Immediately destroy all draw calls. More...
 
static void ReleaseInactive ()
 Immediately destroy all inactive draw calls (draw calls that have been recycled and are waiting to be re-used). More...
 
static int Count (UIPanel panel)
 Count all draw calls managed by the specified panel. More...
 
static void Destroy (UIDrawCall dc)
 Destroy the specified draw call. More...
 

Public Attributes

int widgetCount = 0
 
int depthStart = int.MaxValue
 
int depthEnd = int.MinValue
 
UIPanel manager
 
UIPanel panel
 
bool alwaysOnScreen = false
 
BetterList< Vector3 > verts = new BetterList<Vector3>()
 
BetterList< Vector3 > norms = new BetterList<Vector3>()
 
BetterList< Vector4 > tans = new BetterList<Vector4>()
 
BetterList< Vector2 > uvs = new BetterList<Vector2>()
 
BetterList< Color32 > cols = new BetterList<Color32>()
 
bool isDirty = false
 Whether the draw call has changed recently. More...
 
OnRenderCallback onRender
 Callback that will be triggered at OnWillRenderObject() time. More...
 

Properties

static BetterList< UIDrawCalllist [get]
 
static BetterList< UIDrawCallactiveList [get]
 List of active draw calls. More...
 
static BetterList< UIDrawCallinactiveList [get]
 List of inactive draw calls. Only used at run-time in order to avoid object creation/destruction. More...
 
int renderQueue [get, set]
 Render queue used by the draw call. More...
 
int sortingOrder [get, set]
 Renderer's sorting order, to be used with Unity's 2D system. More...
 
int finalRenderQueue [get]
 Final render queue used to draw the draw call's geometry. More...
 
Transform cachedTransform [get]
 Transform is cached for speed and efficiency. More...
 
Material baseMaterial [get, set]
 Material used by this screen. More...
 
Material dynamicMaterial [get]
 Dynamically created material used by the draw call to actually draw the geometry. More...
 
Texture mainTexture [get, set]
 Texture used by the material. More...
 
Shader shader [get, set]
 Shader used by the material. More...
 
int triangles [get]
 The number of triangles in this draw call. More...
 
bool isClipped [get]
 Whether the draw call is currently using a clipped shader. More...
 

Detailed Description

This is an internally-created script used by the UI system. You shouldn't be attaching it manually.

Member Enumeration Documentation

enum UIDrawCall.Clipping : int
Enumerator
None 
SoftClip 
ConstrainButDontClip 

Member Function Documentation

static void UIDrawCall.ClearAll ( )
static

Clear all draw calls.

static int UIDrawCall.Count ( UIPanel  panel)
static

Count all draw calls managed by the specified panel.

static UIDrawCall UIDrawCall.Create ( UIPanel  panel,
Material  mat,
Texture  tex,
Shader  shader 
)
static

Return an existing draw call.

static void UIDrawCall.Destroy ( UIDrawCall  dc)
static

Destroy the specified draw call.

delegate void UIDrawCall.OnRenderCallback ( Material  mat)
static void UIDrawCall.ReleaseAll ( )
static

Immediately destroy all draw calls.

static void UIDrawCall.ReleaseInactive ( )
static

Immediately destroy all inactive draw calls (draw calls that have been recycled and are waiting to be re-used).

void UIDrawCall.UpdateGeometry ( int  widgetCount)

Set the draw call's geometry.

Member Data Documentation

bool UIDrawCall.alwaysOnScreen = false
BetterList<Color32> UIDrawCall.cols = new BetterList<Color32>()
int UIDrawCall.depthEnd = int.MinValue
int UIDrawCall.depthStart = int.MaxValue
bool UIDrawCall.isDirty = false

Whether the draw call has changed recently.

UIPanel UIDrawCall.manager
BetterList<Vector3> UIDrawCall.norms = new BetterList<Vector3>()
OnRenderCallback UIDrawCall.onRender

Callback that will be triggered at OnWillRenderObject() time.

UIPanel UIDrawCall.panel
BetterList<Vector4> UIDrawCall.tans = new BetterList<Vector4>()
BetterList<Vector2> UIDrawCall.uvs = new BetterList<Vector2>()
BetterList<Vector3> UIDrawCall.verts = new BetterList<Vector3>()
int UIDrawCall.widgetCount = 0

Property Documentation

BetterList<UIDrawCall> UIDrawCall.activeList
staticget

List of active draw calls.

Material UIDrawCall.baseMaterial
getset

Material used by this screen.

Transform UIDrawCall.cachedTransform
get

Transform is cached for speed and efficiency.

Material UIDrawCall.dynamicMaterial
get

Dynamically created material used by the draw call to actually draw the geometry.

int UIDrawCall.finalRenderQueue
get

Final render queue used to draw the draw call's geometry.

BetterList<UIDrawCall> UIDrawCall.inactiveList
staticget

List of inactive draw calls. Only used at run-time in order to avoid object creation/destruction.

bool UIDrawCall.isClipped
get

Whether the draw call is currently using a clipped shader.

BetterList<UIDrawCall> UIDrawCall.list
staticget
Texture UIDrawCall.mainTexture
getset

Texture used by the material.

int UIDrawCall.renderQueue
getset

Render queue used by the draw call.

Shader UIDrawCall.shader
getset

Shader used by the material.

int UIDrawCall.sortingOrder
getset

Renderer's sorting order, to be used with Unity's 2D system.

int UIDrawCall.triangles
get

The number of triangles in this draw call.


The documentation for this class was generated from the following file: