| _native | SharpKmyGfx.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.GameView | static |
| 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.GameView | static |
| enableDynamicResolution(bool flg) | SharpKmyGfx.GameView | |
| enableFxaa(bool flg) | SharpKmyGfx.GameView | |
| enableIconDrawer(bool enable) | SharpKmyGfx.GameView | |
| enableLimitFPS(bool flg) | SharpKmyGfx.GameView | static |
| 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.GameView | static |
| 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.GameView | static |
| getCurrentGameView3DScreenWidth() | SharpKmyGfx.GameView | static |
| 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.GameView | static |
| getManipulator() | SharpKmyGfx.GameView | |
| getNormal(int x, int y, int w, int h, UInt32[] buffer) | SharpKmyGfx.GameView | |
| getPhysics() | SharpKmyGfx.GameView | |
| getPickupIDTexture() | SharpKmyGfx.GameView | static |
| getTaskGameView() | SharpKmyGfx.GameView | static |
| getTerrainNormal(float x, float y, ref SharpKmyMath.Vector3 nrm) | SharpKmyGfx.GameView | |
| getViewportSize() | SharpKmyGfx.GameView | |
| globalEnablePostFX(bool flg) | SharpKmyGfx.GameView | static |
| ignoreSuspendChecker() | SharpKmyGfx.GameView | |
| isDebugPause() | SharpKmyGfx.GameView | |
| isDrawSuspending() | SharpKmyGfx.GameView | static |
| m_ignoreSuspendChecker | SharpKmyGfx.GameView | |
| owning | SharpKmyGfx.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 | |
| setCloudShadowColor0(SharpKmyGfx.Color color) | SharpKmyGfx.GameView | |
| setCloudShadowColor1(SharpKmyGfx.Color color) | SharpKmyGfx.GameView | |
| setCloudShadowDirection0(float direction) | SharpKmyGfx.GameView | |
| setCloudShadowDirection1(float direction) | SharpKmyGfx.GameView | |
| setCloudShadowIntensity0(float intensity) | SharpKmyGfx.GameView | |
| setCloudShadowIntensity1(float intensity) | SharpKmyGfx.GameView | |
| setCloudShadowScale0(float scale) | SharpKmyGfx.GameView | |
| setCloudShadowScale1(float scale) | SharpKmyGfx.GameView | |
| setCloudShadowTexture(int slot, Texture tex) | SharpKmyGfx.GameView | |
| setCloudShadowVelocity0(float velocity) | SharpKmyGfx.GameView | |
| setCloudShadowVelocity1(float velocity) | SharpKmyGfx.GameView | |
| setColorGrading(bool enabled, float temperature, float tint, float postExposure, float contrast, SharpKmyGfx.Color colorFilter, float hueShift, float saturation, SharpKmyGfx.Color splitShadows, SharpKmyGfx.Color splitHighlights, float splitBalance, SharpKmyMath.Vector3 mixerRed, SharpKmyMath.Vector3 mixerGreen, SharpKmyMath.Vector3 mixerBlue, SharpKmyMath.Vector3 shadows, SharpKmyMath.Vector3 midtones, SharpKmyMath.Vector3 highlights, float shadowsStart, float shadowsEnd, float highlightsStart, float highlightsEnd) | 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.GameView | static |
| 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.GameView | static |
| setMaximumFPS(int fps) | SharpKmyGfx.GameView | static |
| setMaximumPhysicsUpdateCount(int count) | SharpKmyGfx.GameView | static |
| setMaximumResolution(int w, int h) | SharpKmyGfx.GameView | static |
| setModelBoundSphereDrawType(ModelBoundSphereDrawType flg) | SharpKmyGfx.GameView | |
| setPerformanceMeterDrawMode(int mode) | SharpKmyGfx.GameView | static |
| setPhysicsDebugDrawConstraints(bool flg) | SharpKmyGfx.GameView | |
| setPhysicsDebugDrawContactPoints(bool flg) | SharpKmyGfx.GameView | |
| setPhysicsDebugDrawEnabled(int flag) | SharpKmyGfx.GameView | |
| setPhysicsProcessEnabled(bool flag) | SharpKmyGfx.GameView | |
| setPointShadowMaxCount(int n) | 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 | |
| setSpotShadowMaxCount(int n) | SharpKmyGfx.GameView | |
| setSpriteBatch(SpriteBatch s) | SharpKmyGfx.GameView | |
| setSpriteBatchToTaskGameView(SpriteBatch s) | SharpKmyGfx.GameView | static |
| 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 | |
| setUseCloudShadow(bool enable) | 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.GameView | static |
| usetDeferredLighting(bool flg) | SharpKmyGfx.GameView | |
| viewVolumeCheck(float x, float y, float z, float radius) | SharpKmyGfx.GameView | |
| waitPreviousDrawingFinished() | SharpKmyGfx.GameView | static |
| windowsMessageEvent(IntPtr hWnd, UInt32 message, ulong wparam, long lparam) | SharpKmyGfx.GameView | static |
| XZPlaneHitTest(float u, float v, float yoffset, out SharpKmyMath.Vector3 hitpos) | SharpKmyGfx.GameView | |