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MR::RenderDimensions::PointTask Class Reference

#include <MRRenderDimensions.h>

+ Inheritance diagram for MR::RenderDimensions::PointTask:

Public Member Functions

 PointTask ()
 
MRVIEWER_API PointTask (const UiRenderParams &uiParams, const AffineXf3f &xf, Color color, const PointParams &params)
 
MRVIEWER_API void renderPass () override
 This is the main rendering pass.
 
MRVIEWER_API void onClick () override
 Implement BasicClickableRectUiRenderTask:
 
- Public Member Functions inherited from MR::BasicClickableRectUiRenderTask
 BasicClickableRectUiRenderTask ()=default
 
 BasicClickableRectUiRenderTask (const BasicClickableRectUiRenderTask &other)
 Don't assign the memebers (except the base), because we want to preserve the state across frames.
 
BasicClickableRectUiRenderTaskoperator= (const BasicClickableRectUiRenderTask &other)
 
virtual ~BasicClickableRectUiRenderTask ()=default
 
MRVIEWER_API void earlyBackwardPass (const BackwardPassParams &backParams) override
 This is what ultimately calls onClick() if the certain conditions hold.
 
- Public Member Functions inherited from MR::BasicUiRenderTask
virtual ~BasicUiRenderTask ()=default
 
 BasicUiRenderTask ()=default
 
 BasicUiRenderTask (const BasicUiRenderTask &)=default
 
 BasicUiRenderTask (BasicUiRenderTask &&)=default
 
BasicUiRenderTaskoperator= (const BasicUiRenderTask &)=default
 
BasicUiRenderTaskoperator= (BasicUiRenderTask &&)=default
 

Additional Inherited Members

- Public Types inherited from MR::BasicUiRenderTask
enum class  InteractionMask { InteractionMask::mouseHover = 1 << 0 , InteractionMask::mouseScroll = 1 << 1 }
 
- Public Attributes inherited from MR::BasicClickableRectUiRenderTask
ImVec2 clickableCornerA
 Set those to set the clickable area. Zero both to hovers and clicks.
 
ImVec2 clickableCornerB
 
bool enabled = true
 
bool isHovered = false
 Read these to decide how to render.
 
bool isActive = false
 
- Public Attributes inherited from MR::BasicUiRenderTask
float renderTaskDepth = 0
 The tasks are sorted by this depth, descending (larger depth = further away).
 

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