//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
//**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************//
using System;
using System.Runtime.CompilerServices;
namespace BansheeEngine
{
/** @addtogroup GUI_Engine
* @{
*/
///
/// Allows you to display a render texture in the GUI. Has the same functionality as GUITexture, but also forwards any
/// input to underlying GUI elements being rendered on the provided render texture.
///
public sealed class GUIRenderTexture : GUIElement
{
private RenderTexture renderTexture;
///
/// Render texture that is displayed on the GUI element.
///
public RenderTexture RenderTexture
{
get
{
return renderTexture;
}
set
{
IntPtr texturePtr = IntPtr.Zero;
if (value != null)
texturePtr = value.GetCachedPtr();
renderTexture = value;
Internal_SetTexture(mCachedPtr, texturePtr);
}
}
///
/// Creates a new render texture element.
///
/// Render texture to display in the element.
/// Determines should the texture be rendered with transparency active.
/// Optional style to use for the element. Style controls the look of the element, as well as
/// default layout options. Style will be retrieved from the active GUISkin. If not specified
/// default element style is used.
/// Options that allow you to control how is the element positioned and sized. This will
/// override any similar options set by style.
public GUIRenderTexture(RenderTexture texture, bool transparent, string style, params GUIOption[] options)
{
IntPtr texturePtr = IntPtr.Zero;
if (texture != null)
texturePtr = texture.GetCachedPtr();
Internal_CreateInstance(this, texturePtr, transparent, style, options);
}
///
/// Creates a new render texture element.
///
/// Render texture to display in the element.
/// Determines should the texture be rendered with transparency active.
/// Options that allow you to control how is the element positioned and sized. This will
/// override any similar options set by style.
public GUIRenderTexture(RenderTexture texture, bool transparent, params GUIOption[] options)
{
IntPtr texturePtr = IntPtr.Zero;
if (texture != null)
texturePtr = texture.GetCachedPtr();
Internal_CreateInstance(this, texturePtr, transparent, "", options);
}
///
/// Creates a new render texture element.
///
/// Render texture to display in the element.
/// Optional style to use for the element. Style controls the look of the element, as well as
/// default layout options. Style will be retrieved from the active GUISkin. If not specified
/// default element style is used.
/// Options that allow you to control how is the element positioned and sized. This will
/// override any similar options set by style.
public GUIRenderTexture(RenderTexture texture, string style, params GUIOption[] options)
{
IntPtr texturePtr = IntPtr.Zero;
if (texture != null)
texturePtr = texture.GetCachedPtr();
Internal_CreateInstance(this, texturePtr, false, style, options);
}
///
/// Creates a new render texture element.
///
/// Render texture to display in the element.
/// Options that allow you to control how is the element positioned and sized. This will
/// override any similar options set by style.
public GUIRenderTexture(RenderTexture texture, params GUIOption[] options)
{
IntPtr texturePtr = IntPtr.Zero;
if (texture != null)
texturePtr = texture.GetCachedPtr();
Internal_CreateInstance(this, texturePtr, false, "", options);
}
///
/// Colors the element with a specific tint.
///
/// Tint to apply to the element.
public void SetTint(Color color)
{
Internal_SetTint(mCachedPtr, ref color);
}
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_CreateInstance(GUIRenderTexture instance, IntPtr texture, bool transparency,
string style, GUIOption[] options);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_SetTexture(IntPtr nativeInstance, IntPtr texture);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_SetTint(IntPtr nativeInstance, ref Color color);
}
/** @} */
}