RepeatingPose

Constructors

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constructor(pose: Pose)

Properties

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open override var corner0: Vector2

In conjunction with corner2, this defines a rectangle in CoordinateSystem.local coordinates.

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open override val corner0Property: Vector2Property

The positions of two opposite corners in CoordinateSystem.local coordinates. Initially, these are determined by the Graphic's data such that 1 copy of the texture will be drawn.

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open val corner1: Vector2

A corner of the bounding rectangle derived from corner0 and corner2.

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open override var corner2: Vector2
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open override val corner2Property: Vector2Property

In conjunction with corner2, this defines a rectangle in CoordinateSystem.local coordinates.

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open val corner3: Vector2

A corner of the bounding rectangle derived from corner0 and corner2.

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val pose: Pose
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open override val resourcePath: String
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open override var tint: Color
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open var tintIfAvailable: Color

Most appearances are TintedAppearance, but checking if an appearance is a TintedAppearance can be onerous. This gives the illusion that all appearances have a tint. For those without a tint, the value will be Color.WHITE, and setting this value will do nothing.

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open override val tintProperty: ColorProperty

When we draw, every pixel is multiplied by this tint color. The default tint is fully-opaque white (1,1,1,1), therefore, the final image doesn't change color (or opacity).

Functions

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open override fun appearance(): Appearance

Pose and Graphic return themselves. NinePatch returns a NinePatchAppearance.

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open override fun appearanceForActor(actor: Actor): Appearance

Creates an Appearance with the same tint. Also, if the new appearances is StretchableAppearance then it will have the same bounds as the previous appearance.

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open fun applyToActor(actor: Actor)

Set the actor's appearance.

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open override fun containsLocalPoint(localPoint: Vector2): Boolean

Given a point in local coordinates, is it within the bounding box of this Appearance?

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open override fun draw(modelMatrix: Matrix?)

The actor's transformation has already been applied to Backend (using Backend.transform). So we do NOT need to use Actor.position, Actor.scale or Actor.angleRadians.

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open override fun localBounds(): Pair<Vector2, Vector2>

Returns two corners of a bounding rectangle in local coordinates.

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open override fun localCorners(): List<Vector2>

Returns a list of local points which describes the bounding polygon. local means the points are unrelated to the Actor's position, angle or scale.

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open fun moveCorner(corner: Int, newLocalPosition: Vector2)