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SharpKmyGfx::GameView Member List

This is the complete list of members for SharpKmyGfx::GameView, including all inherited members.

addCaptureFrame(int width, int height)SharpKmyGfx::GameView
addHilightPickupID(unsigned short id)SharpKmyGfx::GameView
addHoverHilightPickupID(unsigned short id)SharpKmyGfx::GameView
addManipulator()SharpKmyGfx::GameView
addPhysics()SharpKmyGfx::GameView
addPickupFrame(int size)SharpKmyGfx::GameView
addSubGameView(GameView^ sub)SharpKmyGfx::GameView
baseImageCapture(bool flg)SharpKmyGfx::GameView
bootProgressMessage(System::String^ text)SharpKmyGfx::GameViewstatic
clearHilightPickupID()SharpKmyGfx::GameView
clearHoverHilightPickupID()SharpKmyGfx::GameView
clearSettings()SharpKmyGfx::GameView
copyBaseRenderingEnviroment(GameView^ src)SharpKmyGfx::GameView
createScreenShot(System::String^ path)SharpKmyGfx::GameView
draw(bool swapbuffer, float timeScale)SharpKmyGfx::GameView
enableAsSubGameView(bool flg)SharpKmyGfx::GameView
enableAutoExposure(bool flg)SharpKmyGfx::GameView
enableBloom(bool flg)SharpKmyGfx::GameView
enableCascadeVisualize(bool flg)SharpKmyGfx::GameView
enableChromaticAbberation(bool flg)SharpKmyGfx::GameView
enableDof(bool flg)SharpKmyGfx::GameView
enableDynamicResolution(bool flg)SharpKmyGfx::GameView
enableFxaa(bool flg)SharpKmyGfx::GameView
enableIconDrawer(bool enable)SharpKmyGfx::GameView
enableSharpen(bool flg)SharpKmyGfx::GameView
enableSSSSS(bool flg)SharpKmyGfx::GameView
enableVignette(bool flg)SharpKmyGfx::GameView
GameView()SharpKmyGfx::GameView
GameView(const std::shared_ptr< kmyGfx::GameView > &ptr)SharpKmyGfx::GameView
getBaseDepthTexture()SharpKmyGfx::GameViewstatic
getCameraProj()SharpKmyGfx::GameView
getCameraView()SharpKmyGfx::GameView
getCaptureColorTexture()SharpKmyGfx::GameView
getCaptureDepthTexture()SharpKmyGfx::GameView
getCaptureFrame(array< UINT32 > ^color, array< UINT32 > ^depth)SharpKmyGfx::GameView
getDepth(int x, int y, int w, int h, array< float >^ buffer)SharpKmyGfx::GameView
getDisplayID()SharpKmyGfx::GameView
getImage(int x, int y, int w, int h, array< UINT32 > ^buffer)SharpKmyGfx::GameView
getManipulator()SharpKmyGfx::GameView
getNativePtr()SharpKmyGfx::GameView
getNormal(int x, int y, int w, int h, array< UINT32 >^ buffer)SharpKmyGfx::GameView
getPhysics()SharpKmyGfx::GameView
getPickupIDTexture()SharpKmyGfx::GameViewstatic
getTaskGameView()SharpKmyGfx::GameViewstatic
getTerrainNormal(float x, float y, SharpKmyMath::Vector3% nrm)SharpKmyGfx::GameView
getViewportSize()SharpKmyGfx::GameView
globalEnablePostFX(bool flg)SharpKmyGfx::GameViewstatic
ignoreSuspendChecker()SharpKmyGfx::GameView
isDrawSuspending()SharpKmyGfx::GameViewstatic
m_ignoreSuspendCheckerSharpKmyGfx::GameView
owningSharpKmyGfx::GameView
pickup(float x, float y, SharpKmyMath::Vector3% wpos)SharpKmyGfx::GameView
pickupDetail(float x, float y, array< UINT16 > ^idlist, array< SharpKmyMath::Vector3 > ^wposlist, array< float > ^depthlist)SharpKmyGfx::GameView
pickupRect(float left, float top, float right, float bottom, System::Collections::Generic::List< UINT16 >^ idlist, bool ignoreTerrain, bool ignoreManipulator)SharpKmyGfx::GameView
postDraw(bool swapbuffer)SharpKmyGfx::GameView
preDraw(float timeScale, Action< float >^ startFixedUpdate, Action< float >^ afterAnimate, Action< float >^ afterSimulate)SharpKmyGfx::GameView
removeCaptureFrame()SharpKmyGfx::GameView
removeSubGameView(GameView^ sub, bool removeForce)SharpKmyGfx::GameView
removeSubGameView(GameView^ sub)SharpKmyGfx::GameView
resetQualityAdjust()SharpKmyGfx::GameView
restore()SharpKmyGfx::GameView
s_checkerSharpKmyGfx::GameViewstatic
save()SharpKmyGfx::GameView
set3DGizmoDrawEnabled(bool flg)SharpKmyGfx::GameView
setAmbientLight(SharpKmyGfx::Color color)SharpKmyGfx::GameView
setAutoExposureParam(float targetBrightness, float minScale, float maxScale)SharpKmyGfx::GameView
setBackGroundColor(SharpKmyGfx::Color color)SharpKmyGfx::GameView
setBillboardLightModulation(float value)SharpKmyGfx::GameView
setBloomParam(float apply, float hilightThreshold)SharpKmyGfx::GameView
setCamera(SharpKmyMath::Matrix4^ proj, SharpKmyMath::Matrix4^ view)SharpKmyGfx::GameView
setCascadeCount(int num)SharpKmyGfx::GameView
setCascadeStep(float s1, float s2, float s3)SharpKmyGfx::GameView
setChromaticAbberationParam(float size)SharpKmyGfx::GameView
setDirectionalLightColor(SharpKmyGfx::Color color)SharpKmyGfx::GameView
setDirectionalLightPosture(SharpKmyMath::Matrix4^ posture)SharpKmyGfx::GameView
setDirectionalLightShadowBias(f32 bias)SharpKmyGfx::GameView
setDirectionalLightShadowColor(SharpKmyGfx::Color color)SharpKmyGfx::GameView
setDirectionalLightShadowDistance(f32 distance)SharpKmyGfx::GameView
setDirectionalLightShadowVolumeMargin(f32 margin)SharpKmyGfx::GameView
setDisplayID(unsigned int id)SharpKmyGfx::GameView
setDistanceFadeEnable(bool flg)SharpKmyGfx::GameView
setDistanceFadeStart(float v)SharpKmyGfx::GameView
setDofParam(float focalDistance, float focalRange, float radius)SharpKmyGfx::GameView
setDrawDelegate(GameViewDrawHook ^d)SharpKmyGfx::GameView
setDrawSuspendChecker(GameViewDrawSuspendChecker^ body)SharpKmyGfx::GameViewstatic
setFogColor(SharpKmyGfx::Color color)SharpKmyGfx::GameView
setFogParam(f32 start, f32 depthDensity, f32 heightFallOff)SharpKmyGfx::GameView
setHiddenStencilColor(float r, float g, float b, float a)SharpKmyGfx::GameView
setIBLIntensity(float value)SharpKmyGfx::GameView
setLutMap(System::Guid id)SharpKmyGfx::GameView
setMainGameView()SharpKmyGfx::GameView
setMaximumResolution(int w, int h)SharpKmyGfx::GameViewstatic
setModelBoundSphereDrawType(ModelBoundSphereDrawType flg)SharpKmyGfx::GameView
setPerformanceMeterDrawMode(int mode)SharpKmyGfx::GameViewstatic
setPhysicsDebugDrawConstraints(bool flg)SharpKmyGfx::GameView
setPhysicsDebugDrawContactPoints(bool flg)SharpKmyGfx::GameView
setPhysicsDebugDrawEnabled(int flag)SharpKmyGfx::GameView
setPhysicsProcessEnabled(bool flag)SharpKmyGfx::GameView
setReflectionIntensity(float value)SharpKmyGfx::GameView
setReflectionMap(Texture^ tex)SharpKmyGfx::GameView
setSelectionDrawEnabled(bool flg)SharpKmyGfx::GameView
setShadowMapScale(float s)SharpKmyGfx::GameView
setShapenParam(float strength, float distance)SharpKmyGfx::GameView
setSkyBoxMaterial(System::Guid mtl)SharpKmyGfx::GameView
setSpriteBatch(SpriteBatch^ s)SharpKmyGfx::GameView
setSpriteBatchToTaskGameView(SpriteBatch^ s)SharpKmyGfx::GameViewstatic
setSSAOParam(f32 radius, f32 minLimit, f32 maxLimit, f32 shadowScale, int sampleCount, f32 contrast, SharpKmyGfx::Color color)SharpKmyGfx::GameView
setSSSSSParam(f32 radius, int sampleCount, f32 apply)SharpKmyGfx::GameView
setViewport(int x, int y, int width, int height)SharpKmyGfx::GameView
setViewportSize(int width, int height)SharpKmyGfx::GameView
setVignette(float value)SharpKmyGfx::GameView
use2DGizmo()SharpKmyGfx::GameView
useAsyncCommandExec()SharpKmyGfx::GameViewstatic
usetDeferredLighting(bool flg)SharpKmyGfx::GameView
viewVolumeCheck(float x, float y, float z, float radius)SharpKmyGfx::GameView
XZPlaneHitTest(float u, float v, float yoffset, SharpKmyMath::Vector3 %hitpos)SharpKmyGfx::GameView
~GameView()SharpKmyGfx::GameView