IRenderObject::renderUi()
can emit zero or more or more of those tasks. They are sorted by depth every frame.
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#include <MRIRenderObject.h>
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float | renderTaskDepth = 0 |
| The tasks are sorted by this depth, descending (larger depth = further away).
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IRenderObject::renderUi()
can emit zero or more or more of those tasks. They are sorted by depth every frame.
◆ InteractionMask
Enumerator |
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mouseHover | |
mouseScroll | |
◆ ~BasicUiRenderTask()
virtual MR::BasicUiRenderTask::~BasicUiRenderTask |
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virtualdefault |
◆ BasicUiRenderTask() [1/3]
MR::BasicUiRenderTask::BasicUiRenderTask |
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default |
◆ BasicUiRenderTask() [2/3]
◆ BasicUiRenderTask() [3/3]
◆ earlyBackwardPass()
virtual void MR::BasicUiRenderTask::earlyBackwardPass |
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const BackwardPassParams & | params | ) |
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inlinevirtual |
This is an optional early pass, where you can claim exclusive control over the mouse. This pass is executed in reverse draw order.
Reimplemented in MR::UI::NonOverlappingLabelTask.
◆ operator=() [1/2]
◆ operator=() [2/2]
◆ renderPass()
virtual void MR::BasicUiRenderTask::renderPass |
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pure virtual |
◆ renderTaskDepth
float MR::BasicUiRenderTask::renderTaskDepth = 0 |
The tasks are sorted by this depth, descending (larger depth = further away).
The documentation for this struct was generated from the following file: