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SharpKmyGfx.GameView メンバ一覧

継承メンバを含む SharpKmyGfx.GameView の全メンバ一覧です。

_nativeSharpKmyGfx.GameView
addCaptureFrame(int width, int height)SharpKmyGfx.GameView
addDrawCommand(DrawEvent ev, InternalCommandBufferHandle icb)SharpKmyGfx.GameView
addDrawHook(GameViewDrawHook d)SharpKmyGfx.GameView
addHilightPickupID(UInt16 id)SharpKmyGfx.GameView
addHoverHilightPickupID(UInt16 id)SharpKmyGfx.GameView
addManipulator()SharpKmyGfx.GameView
addPhysics()SharpKmyGfx.GameView
addPickupFrame(int size)SharpKmyGfx.GameView
addSubGameView(GameView sub)SharpKmyGfx.GameView
addSubGameView(GameView sub, SubGameViewDrawTrigger type)SharpKmyGfx.GameView
baseImageCapture(bool flg)SharpKmyGfx.GameView
bootProgressMessage(string text)SharpKmyGfx.GameViewstatic
clearDrawHook()SharpKmyGfx.GameView
clearHilightPickupID()SharpKmyGfx.GameView
clearHoverHilightPickupID()SharpKmyGfx.GameView
clearSettings()SharpKmyGfx.GameView
copyBaseRenderingEnviroment(GameView src)SharpKmyGfx.GameView
createScreenShot(string path)SharpKmyGfx.GameView
debugPause(bool flg)SharpKmyGfx.GameView
Dispose()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
enableDraw(bool flg)SharpKmyGfx.GameViewstatic
enableDynamicResolution(bool flg)SharpKmyGfx.GameView
enableFxaa(bool flg)SharpKmyGfx.GameView
enableIconDrawer(bool enable)SharpKmyGfx.GameView
enableLimitFPS(bool flg)SharpKmyGfx.GameViewstatic
enableSharpen(bool flg)SharpKmyGfx.GameView
enableSSSSS(bool flg)SharpKmyGfx.GameView
enableVignette(bool flg)SharpKmyGfx.GameView
GameView()SharpKmyGfx.GameView
GameView(IntPtr p)SharpKmyGfx.GameView
getBaseDepthTexture()SharpKmyGfx.GameViewstatic
getBlockElapsed(SharpKmyBase.PerformancePeriodType type)SharpKmyGfx.GameView
getCameraProj()SharpKmyGfx.GameView
getCameraView()SharpKmyGfx.GameView
getCaptureColorTexture()SharpKmyGfx.GameView
getCaptureDepthTexture()SharpKmyGfx.GameView
getCaptureFrame(UInt32[] color, UInt32[] depth)SharpKmyGfx.GameView
getCurrentGameView3DScreenHeight()SharpKmyGfx.GameViewstatic
getCurrentGameView3DScreenWidth()SharpKmyGfx.GameViewstatic
getDepth(int x, int y, int w, int h, float[] buffer)SharpKmyGfx.GameView
getDisplayID()SharpKmyGfx.GameView
getFixedUpdateStepCount()SharpKmyGfx.GameView
getHilightPicupIDs()SharpKmyGfx.GameView
getImage(int x, int y, int w, int h, UInt32[] buffer)SharpKmyGfx.GameView
getMainGameView()SharpKmyGfx.GameViewstatic
getManipulator()SharpKmyGfx.GameView
getNormal(int x, int y, int w, int h, UInt32[] buffer)SharpKmyGfx.GameView
getPhysics()SharpKmyGfx.GameView
getPickupIDTexture()SharpKmyGfx.GameViewstatic
getTaskGameView()SharpKmyGfx.GameViewstatic
getTerrainNormal(float x, float y, ref SharpKmyMath.Vector3 nrm)SharpKmyGfx.GameView
getViewportSize()SharpKmyGfx.GameView
globalEnablePostFX(bool flg)SharpKmyGfx.GameViewstatic
ignoreSuspendChecker()SharpKmyGfx.GameView
isDebugPause()SharpKmyGfx.GameView
isDrawSuspending()SharpKmyGfx.GameViewstatic
m_ignoreSuspendCheckerSharpKmyGfx.GameView
owningSharpKmyGfx.GameView
pickup(float x, float y, ref SharpKmyMath.Vector3 wpos)SharpKmyGfx.GameView
pickupDetail(float x, float y, UInt16[] idlist, SharpKmyMath.Vector3[] wposlist, float[] depthlist)SharpKmyGfx.GameView
pickupRect(float left, float top, float right, float bottom, 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
removeDrawHook(GameViewDrawHook d)SharpKmyGfx.GameView
removeSubGameView(GameView sub, bool removeForce)SharpKmyGfx.GameView
removeSubGameView(GameView sub)SharpKmyGfx.GameView
resetQualityAdjust()SharpKmyGfx.GameView
restore()SharpKmyGfx.GameView
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
setBuildingLightBrightness(float value)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(float bias)SharpKmyGfx.GameView
setDirectionalLightShadowColor(SharpKmyGfx.Color color)SharpKmyGfx.GameView
setDirectionalLightShadowDistance(float distance)SharpKmyGfx.GameView
setDirectionalLightShadowVolumeMargin(float margin)SharpKmyGfx.GameView
setDisplayID(UInt32 id)SharpKmyGfx.GameView
setDistanceFadeEnable(bool flg)SharpKmyGfx.GameView
setDistanceFadeStart(float v)SharpKmyGfx.GameView
setDofParam(float focalDistance, float focalRange, float radius)SharpKmyGfx.GameView
setDrawSuspendChecker(GameViewDrawSuspendChecker body)SharpKmyGfx.GameViewstatic
setFogColor(SharpKmyGfx.Color color)SharpKmyGfx.GameView
setFogParam(float start, float depthDensity, float heightFallOff)SharpKmyGfx.GameView
setHiddenStencilColor(float r, float g, float b, float a)SharpKmyGfx.GameView
setIBLIntensity(float value)SharpKmyGfx.GameView
setLutMap(Guid id)SharpKmyGfx.GameView
setLutMap(Guid id, float interpolateTime)SharpKmyGfx.GameView
setMainGameView(GameView gv)SharpKmyGfx.GameViewstatic
setMaximumFPS(int fps)SharpKmyGfx.GameViewstatic
setMaximumPhysicsUpdateCount(int count)SharpKmyGfx.GameViewstatic
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
setReflectionMap(Texture tex, float interpolateTime)SharpKmyGfx.GameView
setSelectionDrawEnabled(bool flg)SharpKmyGfx.GameView
setShadowMapScale(float s)SharpKmyGfx.GameView
setShapenParam(float strength, float distance)SharpKmyGfx.GameView
setSkyBoxMaterial(Guid mtl)SharpKmyGfx.GameView
setSpriteBatch(SpriteBatch s)SharpKmyGfx.GameView
setSpriteBatchToTaskGameView(SpriteBatch s)SharpKmyGfx.GameViewstatic
setSSAOParam(float radius, float minLimit, float maxLimit, float shadowScale, int sampleCount, float contrast, SharpKmyGfx.Color color, SSAOALGORITHM algorithm, SSAOBLURTYPE blurType, int linearThresholdLevel, float fadeDistance)SharpKmyGfx.GameView
setSSSSSParam(float radius, int sampleCount, float 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
showDevelopHint(bool flg)SharpKmyGfx.GameView
showMiniMeter(bool flg)SharpKmyGfx.GameView
use2DGizmo()SharpKmyGfx.GameView
useAsyncCommandExec()SharpKmyGfx.GameViewstatic
usetDeferredLighting(bool flg)SharpKmyGfx.GameView
viewVolumeCheck(float x, float y, float z, float radius)SharpKmyGfx.GameView
waitPreviousDrawingFinished()SharpKmyGfx.GameViewstatic
windowsMessageEvent(IntPtr hWnd, UInt32 message, ulong wparam, long lparam)SharpKmyGfx.GameViewstatic
XZPlaneHitTest(float u, float v, float yoffset, out SharpKmyMath.Vector3 hitpos)SharpKmyGfx.GameView